Gaming Machines

JP7633708B2Active Publication Date: 2025-03-05KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023076041
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-05-02
Publication Date
2025-03-05
Estimated Expiration
2040-06-05

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、演出興趣を向上させることが可能となる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase a performance interest.SOLUTION: A game machine of the present invention can execute an initial operation of a movable body during the execution of a variation performance executed after the power is supplied when the power supply is stopped during the execution of the variation performance and then the power is supplied, can display a restoration image on display means when the power is supplied, and can already terminate displaying the restoration image at the time of terminating the initial operation when the power supply is stopped at a predetermined timing during the predetermined variation performance and then the power supply is performed and the initial operation is executed.SELECTED DRAWING: Figure 137
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] 2. Description of the Related Art In conventional gaming machines, it is common for a gaming machine to determine whether or not to execute a special game advantageous to a player, and to be able to execute the special game depending on the result of the determination.

[0003] Among such gaming machines, there is a gaming machine that is provided with a performance control means for controlling performances related to a game, and executes a predetermined performance under the control of the performance control means (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-158774 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is still room for improvement in terms of increasing the entertainment value of the performance.

[0006] The present invention has been made in consideration of the above-mentioned problems, and aims to improve the entertainment value of the performance. [Means for solving the problem]

[0007] In order to solve the above problem, the gaming machine described in claim 1 is a gaming machine equipped with main control means for controlling the progress of the game, presentation control means for controlling presentations in response to commands from the main control means, vibration means capable of predetermined vibrations, and a movable body capable of moving between a standby position and a presentation position, wherein the main control means is equipped with judgment means for judging whether or not to execute a special game advantageous to a player based on judgment information acquired when an acquisition condition is established, storage means for storing the judgment information for which the judgment has not been executed as a reserved memory, and variable display means for executing a variable display of a special symbol in response to the result of the judgment, wherein the variable display means performs a cyclical change multiple times as a variable display of the special symbol and then displays the special symbol in a static state, the presentation control means is capable of displaying a reserved display in accordance with the number of reserved memories, is capable of executing a variable presentation using presentation symbols in response to the variable display of the special symbol, is capable of audibly outputting variable background music during the execution of the variable presentation, and indicates the possibility of the special game being executed during the execution of the variable presentation. the vibration means is capable of executing a first vibration effect and a second vibration effect different from the first vibration effect, the variable effect includes a normal variable effect and a variable effect different from the normal variable effect and for executing the specific effect, the effect control means, when notifying the result of the determination that the special game will be executed, is capable of causing the light emitting means to emit a specific light and executing the second vibration effect, when power supply is stopped during the execution of the variable effect and then power is supplied, the initial operation of the movable body is executed during the execution of the variable effect that is executed after the power supply is supplied, a predetermined image is displayed on the display means when power supply is supplied, when power supply is stopped at a predetermined timing during the predetermined variable effect and then power is supplied and the initial operation is executed, the display of the predetermined image can already be completed by the time the initial operation is completed, and when an ending condition for terminating the normal variable effect is not established, the audible output of the variable BGM is continued Let If the end condition for ending the specific variable performance is not met, the variable BGM is audibly output. WithoutWhile the audible output of the variable BGM is continuing, the volume of the variable BGM can be adjusted by a player operation, and if the termination condition for terminating the variable presentation according to the determination result of the execution of the special game is not met, the second vibration presentation is continued. figure The specific light emission of the light emitting means is continued. Ruko It is characterized by the following. [Effects of the Invention]

[0008] According to the present invention, it is possible to improve the entertainment value of the performance. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. [Figure 2] FIG. 2 is a perspective view of a portion of the front side of the gaming machine. [Figure 3] FIG. 2 is an oblique view of the rear side of the gaming machine. [Figure 4] FIG. [Figure 5] FIG. 2 is a diagram showing an example of a block diagram of the entire gaming machine. [Figure 6] This is a diagram explaining the details of the low-probability time-saving game state (time-saving game state). [Figure 7] FIG. 10 is a diagram showing an example of a jackpot determination table. [Figure 8] FIG. 10 is a diagram showing an example of a special symbol determination table. [Figure 9] A figure showing an example of a special chart variation pattern determination table. [Figure 10] FIG. 10 is a diagram illustrating an example of a pre-determination table. [Figure 11] FIG. 2 is a diagram illustrating an example of various storage areas of a main RAM. [Figure 12] FIG. 2 is a diagram showing main processing in the main control board. [Figure 13] FIG. 10 is a diagram showing an initial setting process on the main control board. [Figure 14] FIG. 10 is a diagram showing a setting change process on the main control board. [Figure 15]FIG. 10 is a diagram showing the RWM clear process on the main control board. [Figure 16] FIG. 10 is a diagram showing a setting confirmation process on the main control board. [Figure 17] FIG. 10 is a diagram showing timer interrupt processing in the main control board. [Figure 18] FIG. 10 is a diagram showing input control processing in the main control board. [Figure 19] A diagram showing the first start port detection switch input processing on the main control board. [Figure 20] A diagram showing the special diagram special electric control processing on the main control board. [Figure 21] A diagram showing the special pattern memory determination process on the main control board. [Figure 22] FIG. 10 is a diagram showing a performance display data setting process in the main control board. [Figure 23] 10A and 10B are diagrams showing the display information of the information display device in each game zone. [Figure 24] FIG. 10 is a diagram showing the main processing of the performance control unit. [Figure 25] A diagram showing the timer interrupt processing of the performance control unit. [Figure 26] A diagram showing the command analysis process of the performance control unit. [Figure 27] FIG. 10 is a diagram showing the icon change effect determination process performed by the effect control unit. [Figure 28] FIG. 10 is a diagram illustrating an example of an icon final display mode determination table. [Figure 29] FIG. 10 is a diagram illustrating an example of a change scenario determination table. [Figure 30] FIG. 10A is a diagram showing an example of a change pattern determination table for a hold icon, and FIGS. 10B and 10C are diagrams showing examples of change pattern determination tables for the icon. [Figure 31] A diagram showing the predictive continuous performance determination process of the performance control unit. [Figure 32] A figure showing an example of a look-ahead zone performance scenario determination table. [Figure 33] A figure showing an example of a look-ahead effect production scenario determination table. [Figure 34] A diagram showing the jackpot preview performance determination process of the performance control unit. [Figure 35] FIG. 10 is a diagram showing an example of a dialogue preview pattern determination table. [Figure 36] (a) is a diagram showing an example of a reel preview pattern determination table, (b) is a diagram showing an example of a blackout effect pattern determination table, (c) is a diagram showing an example of a cut-in effect pattern determination table, and (d) is a diagram showing an example of a final effect pattern determination table. [Figure 37] FIG. 10 is a diagram showing an example of a fixed effect pattern determination table. [Figure 38] FIG. 2 is a diagram illustrating a main process of the general control unit. [Figure 39] A diagram showing the initial processing of the reels by the lamp control unit. [Figure 40] FIG. 10 is a diagram illustrating a return-to-origin process of the lamp control unit. [Figure 41] FIG. 10 is a diagram illustrating an initial operation process of the lamp control unit. [Figure 42] FIG. 10 is a diagram showing an example of a board role initial operation pattern determination table. [Figure 43] FIG. 10 is a diagram showing an example of a frame role initial operation pattern determination table. [Figure 44] This figure shows a specific example of when there are no recovery abnormalities in various reels after power is turned on. [Figure 45] 10A and 10B are diagrams showing a specific example of a case where the sub-display device has a recovery abnormality after power-on; [Figure 46] 10A and 10B are diagrams showing a specific example of a case where the movable effect device 1 has a recovery abnormality after power is turned on. [Figure 47] 10A and 10B are diagrams showing a specific example of a case where a return abnormality occurs in the movable effect device 2 after power is turned on. [Figure 48] A figure showing a specific example of when there is a recovery abnormality in the effect button after power is turned on. [Figure 49] This figure shows a specific example of when there are no recovery abnormalities in various reels after power is restored. [Figure 50]10A and 10B are diagrams showing a specific example in which a recovery abnormality occurs in the sub-display device after power is restored. [Figure 51] 10A and 10B are diagrams showing a specific example of a case where there is a recovery abnormality in movable effect device 1 after power is restored. [Figure 52] 10A and 10B are diagrams showing a specific example of a case where a recovery abnormality occurs in the movable effect device 2 after the power is restored. [Figure 53] A figure showing a specific example of when there is a recovery abnormality in the effect button after power is restored. [Figure 54] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is a reserved memory. [Figure 55] 10A and 10B are diagrams illustrating a specific example of a case where a power restoration designation command is not normally received when the power is turned on. [Figure 56] FIG. 10 is a diagram showing a specific example of a case where only the power supply to the main control board is stopped and then restarted. [Figure 57] FIG. 10 is a diagram showing a modified example in which power supply to only the main control board is stopped and then restarted. [Figure 58] 10A and 10B are diagrams showing a modified example in which the sub-display device has a recovery abnormality after power-on; [Figure 59] 10A and 10B are diagrams showing specific examples of initial operation modes and required times of the movable effect device 1. FIG. [Figure 60] 10A and 10B are diagrams showing specific examples of the performance operation modes and required times of the movable performance device 1. FIG. [Figure 61] 10A and 10B are diagrams showing specific examples of the times required for the initial operation mode and the performance operation mode of the movable performance device 2. FIG. [Figure 62] 10A and 10B are diagrams showing specific examples of the times required for the initial operation mode and the performance operation mode of the sub-display device. [Figure 63] 10A and 10B are diagrams illustrating a specific example of initializing various driving sources during a setting change. [Figure 64] 10A and 10B are diagrams illustrating a specific example of initializing various driving sources during preparation for clearing the RWM. [Figure 65] 10A and 10B are diagrams illustrating a specific example of initializing various drive sources during setting confirmation. [Figure 66]10A and 10B are diagrams illustrating a specific example of initializing various drive sources after changing settings. [Figure 67] 10A and 10B are diagrams illustrating a specific example of initializing various driving sources after clearing the RWM. [Figure 68] 10A and 10B are diagrams illustrating a specific example of initializing various drive sources after confirming settings. [Figure 69] FIG. 10 is a diagram showing a specific example of the variable display of special symbols on a special symbol display device. [Figure 70] 10A to 10C are diagrams showing examples of display effects for each effect mode. [Figure 71] 10A to 10C are diagrams showing examples of display effects for each effect mode. [Figure 72] A figure showing an example of the display of the number of pending orders. [Figure 73] This is a timing chart when the variable performance starts from the waiting state for customers. [Figure 74] 74A to 74C are diagrams showing examples of performances at various timings in FIG. 73. [Figure 75] 74A to 74C are diagrams showing examples of performances at various timings in FIG. 73. [Figure 76] This is a timing chart for when a starting win occurs during a variable performance. [Figure 77] 77A to 77C are diagrams showing examples of presentations at various timings in FIG. 76. [Figure 78] This is a timing chart for executing continuous variable effects. [Figure 79] A figure showing examples of presentations at various timings in Figure 78. [Figure 80] A figure showing examples of presentations at various timings in Figure 78. [Figure 81] A figure showing examples of presentations at various timings in Figure 78. [Figure 82] This is a timing chart for when the stop command cannot be received normally and a variable effect begins. [Figure 83] 83A to 83C are diagrams showing examples of presentations at various timings in FIG. 82. [Figure 84]This is a timing chart for when the normal variable performance ends and the machine enters a waiting state for customers. [Figure 85] A figure showing examples of presentations at various timings in Figure 84. [Figure 86] A figure showing examples of presentations at various timings in Figure 84. [Figure 87] This is a timing chart for when the stop command cannot be received properly and the end of the normal variable performance is delayed. [Figure 88] A figure showing examples of presentations at various timings in Figure 87. [Figure 89] This is a timing chart for when the miss normal reach variable performance ends and the machine enters a waiting state for customers. [Figure 90] A figure showing examples of presentations at various timings in Figure 89. [Figure 91] A figure showing examples of presentations at various timings in Figure 89. [Figure 92] This is a timing chart for when a variable effect is executed after a miss SPSP reach effect has ended. [Figure 93] A figure showing examples of presentations at various timings in Figure 92. [Figure 94] A figure showing examples of presentations at various timings in Figure 92. [Figure 95] FIG. 10 is a diagram showing an example of the icon disappearance effect. [Figure 96] FIG. 10 is a diagram showing an example of the icon disappearance effect. [Figure 97] This is a timing chart showing when a jackpot game is executed after the jackpot SPSP reach variation presentation has ended. [Figure 98] A figure showing examples of presentations at various timings in Figure 97. [Figure 99] A figure showing examples of presentations at various timings in Figure 97. [Figure 100] FIG. 97 is a diagram showing a modified example of FIG. 99. [Figure 101] FIG. 10 is a diagram showing an example of the icon and start-up lamp display. [Figure 102] This is a diagram showing a timing chart for when power is restored after a power outage that occurs during a variable performance. [Figure 103] A figure showing examples of presentations at various timings in Figure 102. [Figure 104] A figure showing examples of presentations at various timings in Figure 102. [Figure 105] A figure showing examples of presentations at various timings in Figure 102. [Figure 106] A figure showing a timing chart for when the start command cannot be received normally during the pre-reading performance. [Figure 107] A figure showing examples of presentations at various timings in Figure 106. [Figure 108] A figure showing examples of presentations at various timings in Figure 106. [Figure 109] FIG. 10 is a timing chart showing a case where a power-on command is received while a menu image is being displayed. [Figure 110] A figure showing examples of presentations at various timings in Figure 109. [Figure 111] This is a timing chart showing when a jackpot game is executed after the jackpot SPSP reach variation presentation has ended. [Figure 112] A figure showing examples of presentations at various timings in Figure 111. [Figure 113] This is a timing chart showing when a jackpot game is executed after a variable effect accompanied by a pattern promotion effect or a revival effect has ended. [Figure 114] A figure showing examples of presentations at various timings in Figure 113. [Figure 115] A figure showing examples of presentations at various timings in Figure 113. [Figure 116] This is a timing chart showing when a variation effect is executed after a miss SPSP reach variation effect has ended. [Figure 117] This is a timing chart showing when a jackpot game is executed after the jackpot SPSP reach variation presentation has ended. [Figure 118] A figure showing examples of presentations at various timings in Figure 117. [Figure 119] FIG. 10 is a diagram showing an example of normal background image data (mode A). [Figure 120] This is a timing chart showing when a jackpot game is executed after the jackpot SPSP reach variation presentation has ended. [Figure 121] A figure showing examples of presentations at various timings in Figure 120. [Figure 122] A figure showing examples of presentations at various timings in Figure 120. [Figure 123] FIG. 10 is a timing chart showing a case where an operation means is operated. [Figure 124] FIG. 10 is a timing chart showing a case where an operation means is operated. [Figure 125] FIG. 10 is a timing chart showing a case where an operation means is operated. [Figure 126] This is a diagram showing a timing chart (1 / 2) when a vibration effect occurs in each scene of the variable effect. [Figure 127] This is a diagram showing a timing chart (2 / 2) when a vibration effect occurs in each scene of the variable effect. [Figure 128] FIG. 10 is a timing chart showing a case where an operation means is operated. [Figure 129] FIG. 10 is a timing chart showing a case where an operation means is operated. [Figure 130] FIG. 10 is a timing chart showing a case where an operation means is operated. [Figure 131] A figure showing examples of presentations at various timings in Figure 130. [Figure 132] A figure showing a timing chart for a specific variable presentation pattern. [Figure 133] A figure showing a timing chart when a line preview occurs during a variable performance. [Figure 134]A figure showing a timing chart when a line preview and a deciding effect occur in a variable effect. [Figure 135] FIG. 10 is a timing chart showing a case where an operation means is operated. [Figure 136] A figure showing examples of presentations at various timings in Figure 135. [Figure 137] This is a figure showing a specific example of the state after power is restored, with the special pattern being displayed in a changing state. [Figure 138] This is a figure showing a specific example of the state after power is restored, with the special pattern being displayed in a changing state. [Figure 139] This is a timing chart when a variable effect starts during a customer waiting demo effect. [Figure 140] A figure showing examples of presentations at various timings in Figure 139. [Figure 141] A figure showing examples of presentations at various timings in Figure 139. [Figure 142] A figure showing examples of presentations at various timings in Figure 139. [Figure 143] This is a timing chart for when power is restored after an outage that occurs during a variable performance. [Figure 144] A figure showing examples of presentations at various timings in Figure 143. [Figure 145] A figure showing a specific example of command exchange for normal variable effects. [Figure 146] A figure showing a specific example of command exchange for a miss SPSP reach variation effect. [Figure 147] A figure showing a specific example of command exchange for the jackpot SPSP reach variable presentation. [Figure 148] A figure showing a specific example of command exchange during a look-ahead zone presentation. [Figure 149] 10 is a timing chart showing a case where an icon is displayed again after being hidden. [Figure 150] A figure showing examples of presentations at various timings in Figure 149. [Figure 151]A figure showing examples of presentations at various timings in Figure 149. [Figure 152] A figure showing a specific example of the operating state of a pending icon before and after the icon change performance. [Figure 153] 10A and 10B are diagrams showing specific examples of the operation state of the icon before and after the icon change effect. [Fig. 154] 10A and 10B are diagrams showing modified examples of the operation state of an icon before and after the icon change performance. DETAILED DESCRIPTION OF THE INVENTION

[0010] (First embodiment) Hereinafter, a first embodiment of the present invention will be described in detail with reference to the drawings.

[0011] (Configuration of gaming machine) First, the configuration of a gaming machine 1 according to an embodiment of the present invention will be specifically described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 1, Figure 2 is a perspective view of a portion of the front side of the gaming machine 1, and Figure 3 is a perspective view of the back side of the gaming machine 1.

[0012] The gaming machine 1 is provided with an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 on which a gaming area 5a is formed through which gaming balls (gaming media) flow down.

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, and a decorative plate 2b attached to the lower front of the base frame 2a. The outer frame 2 is fixed to the arcade's island equipment via fixing members (e.g., nails or fasteners).

[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 at one horizontal end via a first hinge mechanism 6, and is rotatably supported with the first hinge mechanism 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 at one horizontal end via the second hinge mechanism 7, and is rotatably supported with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened or closed.

[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in the approximate center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or acrylic plate) is attached to cover the opening 8 from the rear, making it possible to see the playing area 5a through this opening 8 and transparent member 8a.

[0017] Around the opening 8 of the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an upper tray 11 for storing multiple game balls such as game balls paid out from the payout device 95 described below based on the fulfillment of the award conditions, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball flow path described below, and a launch operation device 13 that can be operated to launch the game balls.

[0018] The sound output devices 9 are provided at two locations spaced apart on the top of the glass frame 4, and are configured to output background music (BGM), sound effects (SE), etc. to create sound (music, voice) effects. A plurality of frame lighting devices 10 are provided around the periphery of the opening 8, and create lighting effects by changing the direction of light emitted and the color of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a payout abnormality occurs in which game balls cannot be paid out from the payout device 95.

[0019] The bottom surface of the storage section 11a of the upper tray 11 for the game balls is inclined downward toward the direction (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feed solenoid 11b, the game balls are sent out one by one toward the game board mounting frame 3 by the operation of the ball feed solenoid 11b.

[0020] In addition, in the front center part of the upper tray 11, a performance button device 16 and a selection button device 18 (see Figure 1 or Figure 2) are arranged side by side, functioning as input devices for performing decision operations and selection operations related to various performances described below.

[0021] The effect button device 16 is provided with an effect button 17 that can be used to perform operations such as decision operations (operation input), an effect button detection switch 17a for detecting the operation of the effect button 17, a button drive device 17b equipped with a button drive motor for changing the effect button 17 between a normal state and a protruding state positioned higher than the normal state and a button vibration motor for changing the effect button 17 between the normal state and a vibration state in which it vibrates in a predetermined manner, and an effect button light-emitting LED 17c for changing the effect button 17 between an off state and a lit state in which it emits light in a predetermined manner, allowing the player to input predetermined information into the gaming machine 1.

[0022] In this embodiment, the effect button 17 is vibrated by the button drive device 17b, but if, for example, another operating means (for example, an effect lever) is provided in addition to the effect button 17, the effect lever may also be made to vibrate. The cross key 19 may also vibrate. Furthermore, instead of the operating means, a decorative member (for example, a character-like object) provided in a position that can be touched by the player may vibrate.

[0023] The selection button device 18 is provided with a cross key 19 (up button 191A, left button 192A, down button 193A, right button 194A) that can be used to perform operations such as selection, and a cross key detection switch 19a (see Figure 5) for detecting the operation of the cross key 19, allowing the player to input specified information into the gaming machine 1.

[0024] In addition, a lending operation unit 20 is provided on the right side of the upper tray 11, which can perform operations to lend game balls and return storage media such as cards that store remaining balances. When the lending button 20a on the lending operation unit 20 is operated, game balls are lent out by subtracting the remaining balance stored in the storage media accepted by a ball lending machine (not shown) installed alongside the gaming machine 1, and when the return button 20b on the lending operation unit 20 is operated, the storage media is returned from the ball lending machine (not shown).

[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive gaming balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a full detection switch 32a (see FIG. 5) is provided in the middle of the overflow ball flow path to detect the occurrence of a tray full error in which the lower tray 12 is full of gaming balls, and while the full detection switch 32a detects that the lower tray 12 is full, the payout of gaming balls by the payout device 95, which will be described later, is stopped.

[0026] The firing operation device 13 is provided with a base 14 fixed to the glass frame 4, a firing handle 15 rotatably mounted on the base 14, a touch sensor 15a (see FIG. 5) that detects whether the player's hand is touching the firing handle 15, and a firing volume 15b (see FIG. 5) made up of a variable resistor whose resistance value changes depending on the rotation angle of the firing handle 15. When the touch sensor 15a detects that the player's hand is touching the firing handle 15, the ball feeding solenoid 11b is activated and game balls are fed out one by one.

[0027] The game board mounting frame 3 is provided with a game board mounting portion (not shown) for mounting the game board 5, a launching device 26 (see Figure 5) for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an opening detection switch 31a (see Figure 5) for detecting the opening (opening / closing) of the glass frame 4.

[0028] The game board mounting portion is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting portion, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.

[0029] The launching device 26 includes a launching member for launching game balls, a launching solenoid 28b (see FIG. 5) for driving the launching member, a launching rail that slopes upward from the launching member toward the lower left end of the game board, and a stopper that stops the game ball at the launch position, which is the lower end of the slope of the launching rail. The game balls sent to the launch position by the ball feeding solenoid 11b (see FIG. 5) are launched toward the game area 5a by the operation of the launching member.

[0030] The locking mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a dedicated key is inserted into the keyhole of the cylinder and turned in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when turned in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.

[0031] Curved inner and outer rails 35, 36 are provided near the outer edge of the game board 5, and a game area 5a into which game balls can flow is formed in the area surrounded by the inner and outer rails 35, 36. A launched ball guide path 38 is formed between the inner and outer rails 35, 36, to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet 39 is formed at the most downstream part of the game area 5a to guide the game balls that have flowed down outside the game area (to the collection part of the game board mounting frame 3).

[0032] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left side game area where game balls launched with a first launch force flow down, and a right side game area where game balls launched with a second launch force stronger than the first launch force flow down, and the left side game area and the right side game area are connected below the decorative frame 40.

[0033] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.

[0034] Three general winning openings 43 into which game balls can always enter (win) are provided at intervals below the left side of the decorative frame 40, and one general winning opening 43 into which game balls can always enter (win) is provided below the right side of the decorative frame 40. When a game ball that has entered (wins) this general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 5) (awarding conditions are met), a predetermined number (for example, five) of game balls are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (awarding of prize value).

[0035] A first start hole 45 (a start winning area of ​​a first special symbol) is provided below the stage section 42, where game balls can always enter (enter), and when a game ball that has entered (entered) this first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 5) (a prize condition is established), a predetermined number of game balls (for example, three balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (a prize value is awarded). In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special symbol determination information, which will be described later, is stored).

[0036] Below the decorative frame 40 and diagonally below to the right of the first starting hole 45, there is provided a variable starting section 46 which can be converted from a closed state in which it is impossible or difficult for the game ball to enter (score in), to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of a predetermined condition (a winning result in the winning determination described below).

[0037] The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game ball, and is provided with a second starting port opening / closing member 48 that can move in the front-to-back direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 5) that detects game balls that have won (entered) the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 5) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowance position).

[0038] Then, when a game ball enters the second start port 47 that has been opened during the auxiliary game described below and is detected by the second start port detection switch 47a (see FIG. 5) (the award condition is met), a predetermined number of game balls (for example, two balls) are paid out from the payout device 95 (see FIG. 3) to the upper tray 11 as prize balls (award of prize value). In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special game determination information described below is stored).

[0039] In the right-side game area to the right of the decorative frame 40, there is provided a normal map gate 44 (normal map starting area) through which game balls can pass at any time, and when a game ball that has passed through the normal map gate 44 is detected by the gate detection switch 44a, no prize balls are awarded, but the player is granted the right to make an auxiliary game judgment (win judgment) to determine whether or not to execute a winning game (normal map judgment information, described later, is stored).

[0040] Below the normal gate 44, there is provided a first variable winning section 49 (first variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win a prize based on the fulfillment of a predetermined condition (a jackpot being determined in the jackpot determination).

[0041] The first variable winning section 49 (first variable winning device) has an upper surface that slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls (forming part of the bottom surface of the central flow path 91b), and is provided with a first large prize opening / closing member 51 that can move in the front-to-back direction, a first large prize opening 50 (winning area) that opens upward directly below the first large prize opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have won (entered) the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 5) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (winning restriction position) and converts the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (winning permissible position).

[0042] Then, during the jackpot game described below, when the first large prize opening opening / closing member 51 moves rearward and the first large prize opening 50 is converted from a closed state to an open state, when game balls that have been flowing down the top surface of the first large prize opening opening opening member 51 or that have reached the first large prize opening 50 enter the first large prize opening 50 and are detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10) are paid out from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls.

[0043] Below the first variable winning section 49, there is provided a second variable winning section 55 (second variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win a prize based on the fulfillment of a predetermined condition (a jackpot being determined in the jackpot determination).

[0044] The second variable winning section 55 (second variable winning device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls (forming part of the bottom surface of the first downstream flow path 91e), and is provided with a second large prize opening opening / closing member 57 that can move in the forward and backward directions, a second large prize opening 56 (winning area) that opens upward directly below the second large prize opening opening / closing member 57, a second large prize opening detection switch 56a that detects game balls that have won (entered) the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 5) that converts the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (winning restriction position) and converts the second large prize opening 56 to an open state by moving the second large prize opening opening / closing member 57 backward (winning permissible position).

[0045] Then, when the second large prize opening opening / closing member 57 moves rearward during a jackpot game and the second large prize opening 56 is converted from a closed state to an open state, game balls that have flowed down the top surface of the second large prize opening opening opening member 57 or game balls that have reached the second large prize opening 56 enter the second large prize opening 56 and are detected by the second large prize opening detection switch 56a, and a predetermined number of game balls (for example, 10) are paid out from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls.

[0046] A game ball launched into the left-hand game area will either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then flow down through the stage section 42, and win one of the three general winning openings 43 or the first starting opening 45 provided below the decorative frame 40, or will flow into the out opening 39. Therefore, the game ball will not win (pass through) the general winning gate 44, general winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right-hand game area.

[0047] Furthermore, a gaming ball launched into the right-hand gaming area flows down the central gaming area 91b (normal gate 44), left-hand gaming area 91c, right-hand gaming area 91d, first downstream gaming area 91e, second downstream gaming area 91f, etc. via the upstream gaming area 91a, and enters one of the general winning opening 43, the variable starting section 46 (second starting opening 47), the first variable winning opening 49 (first large winning opening 50), and the second variable winning opening 55 (second large winning opening 56) provided in the right-hand gaming area, or flows into the outlet 39. Therefore, the gaming ball will not enter the general winning opening 43 or the first starting opening 45 provided in the left-hand gaming area.

[0048] An out ball flow path is provided on the back side of the gaming board 5 to receive and collect out balls, which consist of gaming balls that have won in the general winning opening 43, the first starting opening 45, the second starting opening 47, the first large winning opening 50, and the second large winning opening 56, as well as gaming balls that have flowed into the outlet 39, and allow them to flow down, and an out ball detection switch 39a (see Figure 5) is provided at the most downstream part of the out ball flow path. Gaming balls detected by the out ball detection switch 39a are discharged from the discharge opening on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).

[0049] Outside the gaming area 5a, there are provided a pattern display device consisting of a first special pattern display device 60, a second special pattern display device 61, and a normal pattern display device 62, a reserved display device consisting of a first special pattern reserved display device 63, a second special pattern reserved display device 64, and a normal pattern reserved display device 65, and a main information display device 59 consisting of a round number display device 66, a right-hit display device 67, and a status confirmation display device 68. This main information display device 59 is basically composed of LEDs, and is designed to be dynamically lit.

[0050] The first special pattern display 60 is a variable display for displaying (informing) the result of a jackpot determination for a first special pattern which is made based on the entry (entry) of a gaming ball into the first starting gate 45, the second special pattern display 61 is a variable display for displaying (informing) the result of a jackpot determination for a second special pattern which is made based on the entry (entry) of a gaming ball into the second starting gate 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of a hit determination for a normal pattern which is made based on the passage (entry) of a gaming ball into the normal gate 44.

[0051] Jackpot determination refers to the process of obtaining special symbol determination information (random number value for jackpot determination, random number value for special symbol determination, random number value for reach determination, random number value for special symbol variation pattern determination, etc.) when a game ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the obtained special symbol determination information.

[0052] When a jackpot determination is made based on the entry of a gaming ball into the first starting hole 45, the first special symbol display 60 displays a varying first special symbol, and after a predetermined time has passed, the first special symbol is displayed stationary to notify the result of the determination. When a jackpot determination is made based on the entry of a gaming ball into the second starting hole 47, the second special symbol display 61 displays a varying second special symbol, and after a predetermined time has passed, the second special symbol is displayed stationary to notify the result of the determination.

[0053] The first special symbol display 60 and the second special symbol display 61 each consist of eight LEDs, and the lighting mode of the LEDs changes (moving lighting) at a predetermined cycle (32 ms) when each special symbol is displayed. When focusing on only one LED, it flashes at a cycle of 256 ms (32 ms on → 224 ms off). When a special symbol is displayed in a static state, the LED lights up in a mode that notifies the result of the jackpot determination (jackpot mode, loss mode).

[0054] In this embodiment, "jackpot" refers to a state in which it has been determined in the jackpot determination that a jackpot game (special game) will be played. "Jackpot game" refers to a game state advantageous to a player in which a round game in which the major prize openings (first major prize opening 50, second major prize opening 56) are converted from a closed state to an open state in a predetermined manner is played a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, making it easy for the player to win prize balls.

[0055] The maximum number of times the large prize openings (first large prize opening 50, second large prize opening 56) can be opened and the maximum opening time for each round of play are predetermined, but one round of play ends when a predetermined number of game balls (for example, 10 balls) enter the large prize openings (balls enter) even before the maximum number of times the large prize openings and the maximum opening time are reached. In this embodiment, it is possible to execute one of several types of large prize games (special games) that differ in the degree of advantage to the player.

[0056] The auxiliary game judgment corresponds to acquiring normal symbol judgment information (random number for winning judgment, random number for normal symbol judgment, random number for normal symbol variation pattern judgment, etc.) based on the passage (entry) of the game ball into the normal symbol gate 44, and judging whether or not to execute the auxiliary game based on the acquired normal symbol judgment information. When the auxiliary game judgment is made, the normal symbol display 62 displays the variation of the normal symbol, and after a predetermined time has passed, the normal symbol is displayed stationary to notify the judgment result.

[0057] The normal symbol display 62 is composed of three LEDs, and the LEDs flash at a predetermined interval or sequence when displaying the normal symbol in a variable manner. When the normal symbol is displayed in a static manner, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or miss).

[0058] In this embodiment, "win" refers to a state in which it is determined in the auxiliary game determination that an auxiliary game (winning game) will be executed. "Auxiliary game" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.

[0059] In addition, the maximum number of times and maximum opening time of the second start opening 47 in the auxiliary game (winning game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 10 balls) enter (enter) the second start opening 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the start condition for the variable display of the second special symbol is likely to be met. In this embodiment, multiple types of auxiliary games (winning games) are provided, each with a different degree of advantage to the player.

[0060] The first special symbol reserve indicator 63 is composed of two LEDs, and is for displaying the first reserve number (U1), which is the number of special symbol determination information (first reserve) stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserves. Note that up to four first reserves can be stored, but the number may be more or less than four.

[0061] The second special symbol reserve indicator 64 is composed of two LEDs, and is for displaying the second reserve number (U2), which is the number of special symbol determination information (second reserve) stored when a gaming ball enters (enters) the second starting hole 47, and lights up or flashes in a manner indicating the number of second reserves. Note that, although a maximum of four second reserves can be stored, the number may be less or more than four, or no second reserves may be stored.

[0062] The normal symbol reserve indicator 65 is composed of two LEDs, and is used to display the normal symbol reserve number, which is the number of normal symbol judgment information (normal symbol reserve) stored when a game ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner indicating the number of normal symbol reserves. Note that up to four normal symbol reserves can be stored, but it may be less or more than four, or it may be possible to not store normal symbol reserves.

[0063] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, if a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are displayed statically, and if a loss is determined, "-" is displayed statically, and during the variable display, the display may alternate between being turned off and "-".

[0064] The round number indicator 66 is made up of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. When a jackpot game starts, the LEDs start lighting up in a predetermined manner to indicate the number of rounds, continue lighting up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has four rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all LEDs light up.

[0065] The right-hit indicator 67 is composed of one LED and is used to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right hit) during a jackpot state (special game) or a time-limited game state, and the LED lights up during a jackpot state (special game) and a time-limited game state.

[0066] The status confirmation indicator 68 is composed of a single LED and is used to indicate that the gaming machine is set to a setting change mode (described later) or a setting confirmation mode (described later). When the gaming machine enters the setting change mode or the setting confirmation mode, the LED starts to light up, and when the gaming machine enters the setting change mode or the setting confirmation mode, the LED turns off. As such, since the status confirmation indicator 68 is provided on the front (surface) of the gaming machine, it is possible to easily check whether the gaming machine is set to the setting change mode or the setting confirmation mode. The status confirmation indicator 68 may be provided in any location as long as it is on the front (surface) of the gaming machine 1.

[0067] In this embodiment, the same display mode (illuminated display) is used whether the setting change mode or the setting check mode is set, but the display may be such that it is possible to recognize which mode the setting is set in. For example, the status check indicator 68 may be illuminated in the setting change mode and flashed in the setting check mode, or vice versa.

[0068] In addition, in this embodiment, the status confirmation indicator 68 is provided as a dedicated indicator to indicate that the setting change mode or the setting confirmation mode is set, but it may also be used as another indicator. For example, in the setting change mode or the setting confirmation mode, the first special symbol indicator 60, the second special symbol indicator 61, the first special symbol reserved indicator 63, the second special symbol reserved indicator 64, the number of rounds indicator 66, the right hit indicator 67, etc. are turned off, so one or more LEDs of these indicators may be turned on.

[0069] Inside the game area 5a, there is a sub-information display 80 consisting of a sub-1st fluctuation indicator 81, a sub-2nd fluctuation indicator 82, a sub-1st hold indicator 83, a sub-2nd hold indicator 84, a sub-normal fluctuation indicator 85, a sub-normal hold indicator 86, and a sub-right-hit indicator 87. This sub-information display 80 is basically composed of LEDs, and is designed to be dynamically lit. Note that the sub-information display 80 does not have an indicator such as the above-mentioned status confirmation indicator 68 that indicates that it is set to a setting change mode or setting confirmation mode, which will be described later.

[0070] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), and lights up when the corresponding special symbol is displayed stationary.

[0071] The result of the jackpot determination for the special symbol may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be lit in the case of a jackpot, and may be turned off in the case of a miss.

[0072] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold number) described later, and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left and right LEDs are flashing.

[0073] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.

[0074] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.

[0075] The sub-regular map reserve indicator 86 is used to display the number of reserved regular map memories (regular map reserve number) and is composed of two LEDs. When the regular map reserve number is "0", the left and right LEDs are turned off, when the regular map reserve number is "1", the left LED is turned on and the right LED is turned off, when the regular map reserve number is "2", the left LED flashes and the right LED is turned on, and when the regular map reserve number is "4", the left and right LEDs flash.

[0076] The sub-right hit indicator 87 is intended to encourage the player to shoot the game ball toward the right area of ​​the game area 5a (so-called right hit), and is composed of one LED. The LED lights up during a jackpot state (special game) and a time-saving game state, and is turned off in other game states.

[0077] A main display device 70 (first image display device) consisting of an LCD display is provided at the back of the performance space 40a defined inside the decorative frame 40, and a sub-display device 71 (second image display device) consisting of an LCD display with a smaller size and display area than the main display device 70 is provided at the bottom of the performance space 40a and in front of the main display device 70, a first movable performance device 73 for performing action performances is provided at the top of the performance space 40a, and a second movable performance device 75 for performing action performances is provided at the left part of the performance space 40a.

[0078] Various effects are displayed in accordance with the progress of the game on the main display device 70 and the sub display device 71. The effects include a customer waiting demo effect that is performed while the variable display of the special symbol is not being executed, a variable effect accompanied by a variable display (pre-variation action, update variation) of the effect symbol 70a that is performed while the variable display of the special symbol is being executed, a variable display (update variation) of the special symbol TZ (so-called fourth symbol) that is performed while the variable display of the special symbol is being executed, and a jackpot effect that is performed while a jackpot game is being executed.

[0079] In addition, the sub-display device 71 can perform a moving effect by moving using a liquid crystal moving device (not shown) composed of a solenoid, motor, etc. while the main display device 70 is performing a changing effect.

[0080] Specifically, the main display device 70 performs a moving effect by moving (rising and descending) vertically between a standby position (lower position) located near the edge of the main display device 70 and a performance position (upper position) located near the center of the main display device 70. The sub-display device 71 may be configured to swing up and down between the standby position (lower position) and the performance position (upper position), or to swing up and down between an intermediate position between the standby position and the performance position. The sub-display device 71 may be configured to stay at the performance position (upper position) for a predetermined period of time, or to perform a predetermined performance action (e.g., rotation) at the performance position (upper position). The sub-display device 71 (second image display device) may be configured to move left and right or forward and backward, or to perform a moving effect in response to the operation of the performance button 17. The sub-display device 71 is not necessarily required; a movable performance device (movable prop) that rises and falls may be provided at the location where the sub-display device 71 is provided.

[0081] The display section (effective display area) of the main display device 70 (first image display device) is formed with a variable display area for displaying three performance patterns 70a (left pattern, middle pattern, right pattern), a mode display area showing the performance mode related to the execution of the variable performance, and the like.

[0082] The effect symbols 70a are composed of symbols showing numbers from "1" to "9", for example, and start to change in response to the start of the changing display of the special symbols executed by the first special symbol display device 60 and the second special symbol display device 61, and stop display in response to the stop of the changing display of the special symbols. Note that symbols showing alphabets such as "A" to "F" may also be used as the effect symbols 70a.

[0083] The effect symbols 70a are displayed stationary for a predetermined time (for example, 0.5 seconds) in a manner that notifies the result of the jackpot determination (missing mode, jackpot mode). The jackpot mode is a combination of the same effect symbols 70a, such as "777" or "555", and the missing mode is any other mode.

[0084] The manner in which the display of the performance pattern 70a changes is scrolling in the vertical direction, but it may also be scrolling in the horizontal direction, or it may be switching on the spot or rotating (spinning).

[0085] In addition, during the changing display (changing performance) of the performance pattern 70a, various performance images such as background images and characters, movies, etc. are displayed on the main display device 70 and the sub-display device 71 depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).

[0086] The main display device 70 is formed with a first hold icon display area 70B for displaying a number of first hold icons (first hold information) corresponding to the first hold number (U1) in the normal game state described below, a second hold icon display area 70D for displaying a number of second hold icons (second hold information) corresponding to the second hold number (U2) in the time-saving game state described below, an icon display area 70C for displaying the icon (execution information) indicating that a variable effect is being executed, a first hold number display area SA for displaying the first hold number (U1) numerically, and a second hold number display area SB for displaying the second hold number (U2) numerically.

[0087] The first hold icon display area 70B is divided into a first display section 70B1 (first area), a second display section 70B2 (second area), a third display section 70B3 (third area), and a fourth display section 70B4 (fourth area) from the side closest to the icon display area 70C, and the first display section 70B1 to the fourth display section 70B4 display a number of first hold icons corresponding to the first hold number (U1).

[0088] Specifically, the first display unit 70B1 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed first, the second display unit 70B2 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed second, the third display unit 70B3 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed third, and the fourth display unit 70B4 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed fourth.

[0089] The second hold icon display area 70D is divided from the left into a first display section 70D1 (first area), a second display section 70D2 (second area), a third display section 70D3 (third area), and a fourth display section 70D4 (fourth area), and the first display section 70D1 to the fourth display section 70D4 display a number of second hold icons corresponding to the second hold number (U2).

[0090] Specifically, the first display unit 70D1 displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed first, the second display unit 70D2 displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed second, the third display unit 70D3 displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed third, and the fourth display unit 70D4 displays a second hold icon indicating the second special pattern variable display in which the second special pattern variable display is executed fourth.

[0091] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first hold icon display area 70B and the second hold icon display area 70D, and the icon is displayed as if it is sitting on or floating on this base image.

[0092] Specifically, as the variable display of the first special symbol (performance symbol 70a) begins, the first reserved icons displayed in the first reserved icon display area 70B move (shift) one by one toward the icon display area 70C, and the first reserved icon displayed in the first display unit 70B1 moves (shifts) to the icon display area 70C to become the icon, and the icon disappears (erases) when the variable display of the first special symbol (performance symbol 70a) ends. In other words, a disappearance effect (erasure effect) of the icon is performed.

[0093] In addition, as the variable display of the second special pattern (performance pattern 70a) begins, the second reserved icons displayed in the second reserved icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserved icon displayed in the first display unit 70D1 moves (shifts) to the icon display area 70C, becoming the icon, and the icon disappears (erases) when the variable display of the second special pattern (performance pattern 70a) ends. Note that the icon may be made to disappear during the variable display of the special pattern (performance pattern 70a).

[0094] In the embodiment of the present invention, the main display device 70 displays the changing performance pattern 70a, but the changing performance pattern 70a may also be displayed on either the main display device 70 or the sub-display device 71, or both.

[0095] The first movable performance device 73 has an operable first movable member 73a and second movable member 73b, and is capable of performing a performance effect by causing the first movable member 73a and the second movable member 73b to perform a predetermined operation while the variable display of the performance pattern 70a is being executed on the main display device 70. In addition, the first movable member 73a and the second movable member 73b are provided with a board lighting device 74 having a plurality of decorative LEDs, which are capable of emitting light in a predetermined manner while the performance effect is being executed.

[0096] Specifically, the first movable member 73a moves (raises and lowers) between a standby position (first position, "A" in FIG. 59 and other figures described later) located toward the edge (upper) of the main display device 70, a first performance position (second position, "B" in FIG. 59 and other figures described later) located toward the center (lower) of the main display device 70, and a second performance position (third position, "C" in FIG. 59 and other figures described later) located even closer to the center (lower) of the main display device 70 than the first performance position. The second movable member 73b moves between a standby position (first position) that covers a portion of the front of the first movable member 73a and a performance position where it retreats from the front of the first movable member 73a. The first movable member 73a may be configured to swing up and down between the standby position (first position), the first performance position (second position), and the second performance position (third position). Furthermore, instead of swinging the first movable member 73a, the second movable member 73b may be swung left and right while the first movable member 73a is in the standby position or each performance position, thereby making it appear as if the first movable member 73a is swinging. Also, the first movable member 73a may be positioned (stayed) at the first performance position (second position) or the second performance position (third position) for a predetermined time, or a predetermined performance action (for example, rotation) may be performed at the first performance position (second position) or the second performance position (third position).

[0097] The second movable performance device 75 is capable of performing an action performance while the variable display of the performance pattern 70a is being executed on the main display device 70. The second movable performance device 75 is also provided with a board lighting device 74 having a plurality of decorative LEDs, which can emit light in a predetermined manner while the action performance is being executed.

[0098] Specifically, second movable performance device 75 is configured to move between a standby position (first position, "D" in Figure 61 etc. described later) located toward the end (left) of main display device 70, and a performance position (second position, "E" in Figure 61 etc. described later) located toward the center (left) of main display device 70. Second movable performance device 75 is movable by a second movable performance device drive solenoid (not shown), and unlike sub-display device 71 and first movable performance device 73 described above, it does not perform a performance action at the performance position or remain at the performance position for a predetermined period of time, but rather it only performs a single action of moving from the standby position to the performance position and moving (returning) from the performance position to the standby position.

[0099] On the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device 95 for paying out game balls based on the fulfillment of predetermined payout conditions (prize balls, ball loans), a game ball storage section 96 for storing game balls supplied from island equipment etc. and supplying them to the payout device 95, a main control device 110A incorporating a main control board 110, a payout control device 120A incorporating a payout control board 120, a presentation control device 130A incorporating a presentation control board 130, a power supply device 160A incorporating a power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (an information collection device such as a hall computer).

[0100] In addition, a cover member 23 of the type that opens and closes in the left-right direction on one side is provided so as to cover the upper part of the main control device and the entire performance control device from the rear, and the left and right sides are opened and closed in the left-right direction around a rotation axis set on one side, and the performance control device 130A is provided with a changeover switch 22 that is covered by the cover member 23 and is used to switch adjustment modes related to adjusting the volume of the performance sound output from the audio output device 9 and the light intensity of the display devices (main display device, sub display device) and various lighting devices (frame lighting device 10, board lighting device 74).

[0101] On the front side of the main control board 110, there are mounted a main control unit 110m consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update the setting value which indicates the stage of the advantageous degree of the game (the probability of determining a jackpot), a setting key switch 112a for inputting a signal to transition to a setting change mode or a setting confirmation mode which will be described later by operating the setting key, an information display 113 for displaying performance information and setting values ​​which enable the actual performance of the gaming machine to be grasped, and other electronic components.

[0102] The information display 113 is composed of four 7-segment displays (113a to 113d) aligned horizontally. The two 7-segment displays 113a and 113b from the left form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays 113c and 113d from the right form a numeric segment for displaying numeric information indicating setting values ​​and numerical values ​​of the performance information (see FIG. 63). Static lighting is used to display setting values, and dynamic lighting is used to display performance information.

[0103] (Game board configuration) Next, the configuration of the game board 5 in the embodiment of the present invention will be specifically described with reference to Fig. 4. Fig. 4 is an exploded perspective view of the game board 5.

[0104] The game board 5 is made up of a board surface unit 500 that forms the front side of the game board 5 and a back surface unit 501 that forms the rear side of the game board 5.

[0105] The board unit 500 has a play area 5a formed on its surface by the inner rail 35 and outer rail 36 described above, and a play board 500a made of transparent resin with a window portion formed therein that allows visibility to the rear.

[0106] Inside the game area 5a of the game board 500a, there are provided the decorative frame 40, general prize opening 43, general gate 44 (gate detection switch 44a), first start opening 45 (first start opening detection switch 45a), variable start section 46 (second start opening 47, second start opening detection switch 47a, second start opening opening / closing solenoid 48b), first variable prize opening section 49 (first large prize opening 50, first large prize opening detection switch 50a, first large prize opening opening / closing member 51, first large prize opening opening / closing solenoid 51b), and second variable prize opening section 55 (second large prize opening 56, second large prize opening detection switch 56a, second large prize opening opening / closing member 57, second large prize opening opening / closing solenoid 57b), and sub-information display 80, and outside the game area 5a, there is provided a main information display 59.

[0107] In addition, at the lower right of the gaming board 500a, a stamp plate 502 on which a stamp bearing identification information unique to the gaming machine 1 is affixed is provided in a state that allows it to rotate left and right around the left side as an axis, and at the four corners of the gaming board 500a, fixing devices 503a are provided for detachably attaching the board unit 500 and the back unit 501.

[0108] The fixture 503a located at the bottom right of the game board 500a is normally covered by the certificate plate 502, and is exposed when the right side of the certificate plate is pinched with the fingertips and rotated to the left.

[0109] The fixing device 503a has an operating part located on the front side of the gaming board 500a, a shaft part extending from the operating part to the back side of the gaming board 500a, and an engaging piece provided at the tip of the shaft part and located on the back side of the gaming board 500a, and by operating the operating part, the engaging piece changes between a first state (non-engaged position) and a second state (engaged position).

[0110] Rear unit 501 has a unit base 501a formed in a recessed chamber with an open front and a window through which the rear can be seen, and within the recessed chamber are provided sub-display device 71, first movable performance device 73 (first movable member 73a, second movable member 73b), second movable performance device 75, etc., and behind the window is provided main display device 70. In addition, performance control device 130A is provided behind main display device 70, and main control device 110A is provided below performance control device 130A.

[0111] At the four corners of the unit base 501a, there are provided fixing receiving portions 503b for detachably attaching the board unit 500 and the back unit 501 by engaging with the engaging pieces of the fixing tool 503a described above.

[0112] When attaching the panel unit 500 and the back unit 501, the certificate stamp plate 502 is opened and the engaging pieces of the four fixing devices 503a are set to the first state (non-engaged position). Then, a male connector CN provided at the tip of a harness HN leading from various electronic components (various solenoids, various switches) provided in the panel unit 500 is passed through a through hole HA provided on the right side of the back unit 501. Thereafter, when the back surface of the panel unit 500 and the front surface of the back unit 501 are brought into contact with each other, the engaging pieces of the fixing devices 503a enter the interior of the fixed receiving portion 503b.

[0113] In this state, when the operating parts of the four fixing devices 503a are turned to place the engaging pieces in the second state (engaged posture), the engaging pieces engage with the fixed receiving parts 503b, and the panel unit 500 and the back unit 501 are fixed together. After that, when the male connector CN provided at the tip of the harness HN leading out from the various electronic components (various solenoids, various switches) is connected to the female connector of the main control device 110A and the certificate plate 502 is put into the closed state, the installation work of the panel unit 500 and the back unit 501 is completed.

[0114] On the other hand, when removing the panel unit 500 and the back unit 501, the male connector CN connected to the female connector of the main control device 110A is pulled out to open the certificate stamp plate 502. After that, when the operating parts of the four fixing devices 503a are turned to set the engaging pieces to the first state, the engagement between the engaging pieces and the fixed receiving parts 503b is released.

[0115] In this state, when the panel unit 500 and the back unit 501 are separated, the engaging pieces of the four fixing devices 503a retract from the fixing receiving portions 503b. After that, when the male connector CN provided at the tip of the harness HN is pulled out from the through hole HA, the removal of the panel unit 500 and the back unit 501 is completed.

[0116] In this embodiment, in addition to replacing only the game board 5 (a set of the game board surface unit 500 and the back surface unit 501), it is also possible to replace only the game board surface unit 500 from the viewpoint of like-new of the game machine 1. Therefore, although the attachment and detachment of the game board surface unit 500 and the back surface unit 501 when the game board 5 is not attached to the game board attachment frame 3 has been described here, it is also possible to replace only the game board surface unit 500 from the game board 5 when it is attached to the game board attachment frame 3.

[0117] Specifically, when the game board 5 is attached to the game board mounting frame 3, only the back unit 501 is fixed to the game board mounting frame 3 via a locking mechanism, and the locking mechanism prevents the board surface unit 500 from being fixed, making it possible to replace (like new) only the board surface unit 500. Therefore, when replacing only the board surface unit 500, it is advisable to open the glass frame 4 and then perform the removal work described above.

[0118] (Overall block diagram of the gaming machine) Next, the control means for controlling the progress of the game will be described using the overall block diagram of the gaming machine 1 in Fig. 5. Fig. 5 is an overall block diagram of the gaming machine 1.

[0119] The control configuration of this embodiment includes a main control board 110 that comprehensively controls the progress of the game (basic operations), a payout control board 120 that controls the payout of game balls based on receiving payout control commands from the main control board 110, a presentation control board 130 that controls the presentation related to the game based on receiving presentation control commands from the main control board 110, and a power supply board 160 that supplies power to the main control board 110, the payout control board 120, and the presentation control board 130.

[0120] In addition, communication between the main control board 110 and the dispensing control board 120 is configured to allow commands to be sent and received in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands to be sent in only one direction, from the main control board 110 to the performance control board 130.

[0121] The main control board 110 is equipped with a main CPU 110a that performs calculation processing, a main ROM 110b that stores game control programs, etc., a main RAM 110c that serves as a work area during calculation processing, and a main control unit 110m that is a one-chip microcomputer equipped with input / output ports, etc.

[0122] The input / output ports of the main control unit 110m are connected to an out ball detection switch 39a, a general winning hole detection switch 43a, a gate detection switch 44a, a first starting hole detection switch 45a, a second starting hole detection switch 47a, a second starting hole opening / closing solenoid 48b, a first large winning hole detection switch 50a, a first large winning hole opening / closing solenoid 51b, a second large winning hole detection switch 56a, a second large winning hole opening / closing solenoid 57b, a magnetic detection sensor 57a, a radio wave detection sensor 58a, A main information display 59 (first special symbol display 60, second special symbol display 61, normal symbol display 62, first special symbol reserved indicator 63, second special symbol reserved indicator 64, normal symbol reserved indicator 65, number of rounds indicator 66, right hit indicator 67, status confirmation indicator 68), a game information output terminal board 90, an RWM clear switch 111a, a setting key switch 112a, an information display 113, a payout control board 120 and a performance control board 130 are connected.

[0123] The main CPU 110a receives an operating clock from a crystal oscillator, reads out a game control program stored in the main ROM 110b, and performs arithmetic processing related to the game while using the main RAM 110c as a work area. This allows it to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for transmitting game information to the outside of the gaming machine (such as a hall computer) via the game information output terminal board 90.

[0124] "Game information" includes a start port entry signal that is output each time a game ball enters the first start port 45 or the second start port 47, a pattern confirmation signal that is output each time the varying display of the first special pattern or the second special pattern is stopped, a jackpot signal that is output throughout jackpot play, an open signal that is output throughout round play (opening of the jackpot entry port), a time-saving state signal that is output throughout the time-saving play state described below, and a security signal that is output when a situation that poses a problem (threatens) on the security of the game machine 1 (RWM clear, error, etc.) occurs.

[0125] The memory area of ​​the main control unit 110m includes a memory area allocated to the main ROM 110b and a memory area allocated to the main RAM 110c.

[0126] The memory area of ​​the main ROM 110b is arranged in the following order: a game ROM area in which programs and data related to the progress of the game are stored; an information ROM area in which programs and data related to the performance display of the gaming machine are stored; an unused area of ​​16 bytes or more in which access is prohibited and in which "0" is stored; a ROM comment area in which data such as the program title and version is stored; a vector table area in which the starting address of the timer interrupt processing described below is set; and a HW parameter area in which parameters such as the starting address and final address of the access prohibited area are set.

[0127] The game ROM area is arranged in the following order: a game program area in which programs related to the progress of the game are stored; a first unused area in which access is prohibited and in which "0" is stored; a game data area in which data related to the progress of the game is stored; and a second unused area in which access is prohibited and in which "0" is stored.

[0128] The information ROM area is arranged in the following order: an information program area in which programs related to the performance display of the gaming machine are stored; an unused area in which access is prohibited and "0" is stored; and an information data area in which data related to the performance display of the gaming machine is stored.

[0129] The memory area of ​​the main RAM 110c is arranged in the order of a game RWM area used as a work area when executing a game program, and an information RWM area used as a work area when executing an information program.

[0130] The gaming RWM area is arranged in the following order: a gaming work area used by the gaming program as a work area; a first unused area in which access is prohibited and in which "0" is stored; a gaming stack area in which the gaming program temporarily saves data being processed; and a second unused area in which access is prohibited and in which "0" is stored.

[0131] The game work area is arranged in the following order: a setting value area for storing setting values; a judgment information area for storing judgment information (checksum described later) for determining abnormalities in the RWM area; and a game data area for storing game data that changes as the game progresses.

[0132] The information RWM area is arranged in the following order: an information work area used by information programs as work, an unused area where access is prohibited and "0" is stored, and an information stack area where information programs temporarily store data being processed.

[0133] In the information work area, a performance information area for storing information relating to the performance of the gaming machine 1 and an error information area for storing information relating to various error determinations are arranged in that order.

[0134] Below, we will explain the relationship between the game area (game ROM area, game RWM area) that performs processing based on the game program and the information area (information ROM area, information RWM area) that performs processing based on the information program.

[0135] When the main CPU 110a performs processing based on a game program, it basically refers to the game data area and refers to and updates the contents of the game RWM area while using the game RWM area as a work area. Also, when performing processing based on an information program, it basically refers to the information data area and refers to and updates the contents of the information RWM area while using the information RWM area as a work area.

[0136] However, in the process based on the game program, the contents of the information RWM area cannot be updated, but can be referenced. Also, in the process based on the information program, the contents of the game RWM area cannot be updated, but can be referenced.

[0137] When processing based on the information program is performed, the flag register is saved to the gaming RWM area during processing based on the gaming program, and then the information program is called to execute processing based on the information program, and the flag register is restored from the gaming RWM area immediately after processing based on the information program is completed and a return is made to the gaming program.

[0138] In addition, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, and then the stack pointer of the information stack area is set, all registers used in the game program are saved to the information RWM area, and immediately before the information program ends, all registers used in the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.

[0139] In this way, data used by the game program can be protected when processing based on the information program, and no inconvenience occurs when returning from the information program to the game program.

[0140] The payout control board 120 includes a payout control unit 121 that drives the payout device 95 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.

[0141] The payout control unit 121 includes a payout CPU 121a that performs calculation processing, a payout ROM 121b that stores a payout program and the like, a payout RAM 121c that serves as a work area during calculation processing, and input / output ports.

[0142] The input / output port of the payout control unit 121 is connected to an open detection switch 31a, a full detection switch 32a, a payout ball detection switch 95a for detecting game balls being paid out from the payout device 95, a payout motor 95b for paying out game balls from the payout device 95, and a ball presence detection switch 96a for detecting that game balls are stored in the game ball storage unit 96.

[0143] The payout CPU 121a receives an operating clock from a crystal oscillator, reads out a payout control program stored in the payout ROM 121b, and performs arithmetic processing related to the payout of game balls while using the payout RAM 121c as a work area. This allows it to perform control processing for paying out game balls from the payout device 95 in response to a payout control command from the main control board 110, control processing for sending a command based on the result of the arithmetic processing to the main control board 110, etc.

[0144] The firing control unit 122 includes a control circuit, an input / output port, and the like, which are not shown. The input / output port of the firing control unit 122 is connected to the ball feeding solenoid 11b, the touch sensor 15a, the firing volume 15b, the firing solenoid 28b, and the like.

[0145] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 through a touch signal input from the touch sensor 15a, it allows current to flow to the ball feed solenoid 11b and the launch solenoid 28b, and when it detects a change in the rotation angle of the launch handle 15 through a detection signal from the launch volume 15b, it drives the ball feed solenoid 11b and also drives the launch solenoid 28b so that the launch intensity corresponds to the rotation angle of the launch handle 15, thereby launching the game balls (99.9 balls / minute).

[0146] The performance control board 130 is equipped with a performance control unit 130m that performs overall control of the progress of the performance based on the reception of performance control commands from the main control board 110, a display control unit 140 that performs control processing for image display and audio output based on the reception of performance control commands from the performance control unit 130m, and a lamp control unit 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various driving sources (motors, etc.) based on the reception of performance control commands from the performance control unit 130m.

[0147] The performance control unit 130m includes a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a sub-RAM 130c that serves as a work area during arithmetic processing, and input / output ports.

[0148] The input / output port of the performance control unit 130m is connected to a performance button detection switch 17a and a cross key detection switch 19a.

[0149] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the performance control program stored in the sub-ROM 130b, and performs calculations related to the performance while using the sub-RAM 130c as a work area. This allows it to perform control processes such as determining the performance mode of the variable performance, sending performance control commands based on the determination results to the display control unit 140, controlling in response to detection signals from various input devices (detection switches, etc.), and controlling various output devices (lighting devices, motors, etc.).

[0150] The display control unit 140 receives commands from the performance control unit 130m and controls the main display device 70 and the sub display device 71 to display specified images, and controls the audio output device 9 to output specified audio and sounds.

[0151] The display control unit 140 includes a general control unit 141 that comprehensively controls image display and audio output based on reception of performance control commands from the performance control unit 130m, an image control unit 145 (VDP) that controls the main display device 70 and sub-display device 71 based on reception of display control commands (display list) from the general control unit 141, a CGROM 146 in which image data etc. are stored, an audio control unit 148 (audio LSI) that controls the audio output device 9 based on reception of audio control commands from the general control unit 141, and an audio ROM 149 in which sound data etc. are stored.

[0152] The overall control unit 141 includes an overall CPU 141a that performs calculation processing, an overall ROM 141b that stores an overall control program, an overall RAM 141c that serves as a work area during calculation processing, and input / output ports to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.

[0153] The overall CPU 141a receives an operating clock from a crystal oscillator, reads out the overall control program stored in the overall ROM 141b, and performs calculations related to the effects while using the overall RAM 141c as a work area. This allows it to perform control processes such as generating display control commands (display lists) that instruct the effect images to be displayed on the main display device 70 and the sub-display device 71 and transmitting them to the display control unit 140, and generating audio control commands that instruct the effect sounds to be output from the audio output device 9 and transmitting them to the audio control unit 148 (audio LSI).

[0154] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.

[0155] The input / output ports of the lamp control unit 150 are connected to the frame lighting device 10, the button driving device 17b (performance button driving motor, performance button vibration motor), the performance button light-emitting LED 17c, the first movable performance device 73, the second movable performance device 75, the board lighting device 74, the start port lamp 76, and the sub-information display 80 (sub-first change indicator 81, sub-second change indicator 82, sub-first hold indicator 83, sub-second hold indicator 84, sub-normal map change indicator 85, sub-normal map hold indicator 86, and sub-right-hit indicator 87).

[0156] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out a lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while using the lamp RAM 150c as a work area, thereby controlling the frame lighting device 10, the button driving device 17b, the effect button light-emitting LED 17c, the starter lamp 76, the first movable effect device 73, the second movable effect device 75, and the board lighting device 74.

[0157] The start gate lamp 76 can emit light in accordance with the icon final display mode and change scenario determined in the icon final display mode determination table (FIG. 28) and change scenario determination table (FIG. 29) described below. For example, if "Scenario 01" in FIG. 29 is determined, the lamp will emit light in "white" when a win is achieved, in "white" for the previous change, and in "blue" for the change in question. In other words, the start gate lamp 76 can emit light in a color linked to the icon (e.g., the icon in question, the pending icon), and together with the icon, it can indicate the likelihood of a jackpot.

[0158] Furthermore, the icon or reserved icon may become invisible while a variable effect is being performed (for example, while an SP reach effect or an SPSP reach effect is being performed) (see Figures 96 and 100). As a result, for example, when the icon is undergoing a color change, the player may forget what color it changed to, but the start gate lamp 76 does not become invisible and difficult to see while a variable effect is being performed (for example, while an SP reach effect or an SPSP reach effect is being performed), and it emits light in the color corresponding to the icon that has become invisible. Therefore, by visually checking the start gate lamp 76, it is possible to prevent the player from forgetting what color the icon that has become invisible has changed to.

[0159] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies the main power supply to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components) (corresponding to power supply means). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether the supplied power supply voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control board 110 based on a drop in the power supply voltage (occurrence of a power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power outage (power outage).

[0160] The power supply board 160 also has a power switch operable by a store employee to switch between an ON state, which supplies main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply of power; when the power switch is turned ON, the supply of main power begins, and operation of the gaming machine 1 begins. Note that even when the power switch is in the OFF state, the supply of backup power to the main control board 110 is maintained.

[0161] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage falls below a predetermined value, outputs a voltage drop detection signal to the main control board 110, and when the power supply voltage exceeds the predetermined value while the voltage drop detection signal is being output, stops outputting the voltage drop detection signal.

[0162] The backup power supply circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the stored contents of the main RAM 110c to be maintained even during a power outage, and after recovery from the power outage, the game control state can be restored to the state before the power outage.

[0163] Although backup power is not supplied to the dispensing control board 120 and the performance control unit 130m, backup power may be supplied to the dispensing control board 120 and the performance control unit 130m so that the memory contents of the dispensing RAM 121c and the sub-RAM 130c are maintained even in the event of a power outage. Also, backup power may be supplied to only one of the dispensing control board 120 and the performance control unit 130m.

[0164] (Explanation of game status) Next, the game state when the game progresses will be explained. In this embodiment, there are a "low probability state" and a "high probability state" as states related to the special game judgment (jackpot judgment), and there are a "non-time-shortening state" and a "time-shortening state" as states related to the second start opening opening / closing member 48 of the second start opening 47.

[0165] Therefore, in this embodiment, there are provided a "low probability non-time-saving game state (normal game state)" which is a low probability state and a non-time-saving state, a "low probability time-saving game state (time-saving game state)" which is a low probability state and a time-saving state, and a "high probability time-saving game state (probable change game state)" which is a high probability state and a time-saving state.

[0166] The initial gaming state of the gaming machine 1 is set to the "normal gaming state." Also, during a jackpot game, the gaming machine 1 is set to the "normal gaming state," but since a jackpot game is being played, the gaming state is different from the normal gaming state.

[0167] Here, "low probability state" refers to a gaming state in which, for example, when the set value (for the probability of a jackpot), which indicates the degree of advantage in the game, is "1," the probability of a jackpot is set low at approximately 1 / 300 in a special gaming judgment (jackpot judgment) that is made on the condition that a gaming ball enters the first starting hole 45 or the second starting hole 47.

[0168] In contrast, the "high probability state" refers to a gaming state that is more advantageous to the player than the low probability state, in which the probability of winning a jackpot is set high at approximately 1 / 60 when the setting value is "1." The transition from the low probability state to the high probability state occurs after the jackpot game has ended.

[0169] In addition, the "non-time-shortened state" refers to a game state in which, in the auxiliary game judgment that is made on the condition that the game ball has passed through the normal symbol gate 44, the probability of winning is set low at 1 / 256, the average time for the normal symbol variable display is set to about 30 seconds, and the opening time of the second starting port 47 in the case of a win is set to 0.180 seconds.

[0170] In contrast, the "time-saving state" refers to a game state advantageous to the player in which the probability of winning is set high at 255 / 256, the average time for the variable display of normal symbols is set to about 3 seconds, and the opening time of the second starting hole 47 in the event of a win is set to 6 seconds, thereby reducing the consumption of game balls compared to the non-time-saving state. The transition from the non-time-saving state to the time-saving state takes place after the end of a jackpot game.

[0171] The "time-saving state" is set to be more advantageous than the "non-time-saving state" in terms of the average fluctuation time of the normal symbols, the opening time of the second starting hole 47, and the winning probability, but it is also possible to set only one of the average fluctuation time of the normal symbols, the opening time of the second starting hole 47, and the winning probability to be more advantageous.

[0172] Although the winning probability in the non-time-shortening state is 1 / 256, it may be set to 0 / 256 so that it is not determined as a win. In this case, the auxiliary game is not executed in the non-time-shortening state, and the game ball does not enter the second starting hole 47 (win).

[0173] Next, with reference to FIG. 6, the above-mentioned "low probability time-shortened gaming state (time-shortened gaming state)" will be described in detail.

[0174] In conventional gaming machines, it is common to transition to a "low-probability time-saving gaming state (time-saving gaming state)" at (A) and (D) in Figure 6. In this embodiment, in addition to the conventional (A) and (D), a transition route to a "low-probability time-saving gaming state (time-saving gaming state)" is provided.

[0175] Specifically, as shown in (b) of Figure 6, when a predetermined condition is met in the normal game state, it is possible to transition to a "low probability time-saving game state (time-saving game state)" without going through a jackpot game.

[0176] An example of "the fulfillment of a predetermined condition" is the stopping of a specific losing symbol. For example, as shown in FIG. 8(b) described later, the special symbols for losing are "special symbol 00" and "special symbol 10," but other special symbols for losing are provided (for example, "special symbol 11"), and when the "special symbol 11" is determined and the "special symbol 11" is stopped and displayed, the game transitions from the normal game state to the "low probability time-saving game state (time-saving game state)."

[0177] This can attract the player's attention (whether the above-mentioned "special symbol 11" stops or not) when a losing special symbol stops and is displayed, thereby increasing the player's interest in the game. Furthermore, when playing in the normal game state, the game suddenly shifts to a "low probability time-saving game state (time-saving game state)," which can provide a sense of surprise to the player and increase their interest in the game.

[0178] The rate at which a specific losing symbol is determined may be any rate. For example, it may be the same as or close to the probability of determining a jackpot for each set value, or it may be a probability that is more difficult to determine than the probability of determining a jackpot for each set value, or it may be a probability that is more likely to determine a jackpot.

[0179] Another example of "the fulfillment of a predetermined condition" is when the number of times the variable display of the special symbol executed from the starting point has reached N times. For example, the main RAM 110c is provided with an area for counting and storing the number of times the variable display of the special symbol has occurred in the "low-probability non-time-shortened game state (normal game state)", and when the number of times counted and stored in that area reaches N times, the game transitions from the "low-probability non-time-shortened game state (normal game state)" to the "low-probability time-shortened game state (time-shortened game state)".

[0180] "N times" can be set to any number of times according to the probability of determining a jackpot for each set value. For example, if the probability of determining a jackpot is "1 / 199", N times can be set to about "500", and if the probability of determining a jackpot is "1 / 319", N times can be set to about "900".

[0181] An example of the "starting point" is a state in which RWM clearing has been performed (for example, a state in which the processing of steps S19 and S24 in FIG. 13, which will be described later, has been performed). Also, for example, the time when the "low probability time-shortened gaming state (time-shortened gaming state)" ends, that is, the state of (E) in FIG. 6, can be mentioned. Also, for example, although not shown in FIG. 6, depending on the specifications of the gaming machine, the end of the "high probability time-shortened gaming state (probability variable gaming state)" may be set as the "starting point."

[0182] The upper limit number of times for the "low probability time-shortened game state (time-shortened game state)" is "50" times or "100" times in this embodiment when transition is made at (d) in FIG. On the other hand, when the transition is made at (b) in FIG. 6, in this embodiment, the number of times is "1000". In other words, the upper limit number of times to enter the "low probability time-saving game state (time-saving game state)" is higher when transitioning via the fulfillment of a predetermined condition without going through a jackpot game than when transitioning via a jackpot game.

[0183] This provides players with information to help them decide whether or not to play, reducing the number of players who play recklessly. For example, if N is about 900 times, it is possible to provide relief measures to players who have not won a jackpot for a long time, which will help prevent players from abandoning the game. The number of N times can be easily determined by a magazine or the Internet.

[0184] Furthermore, when a transition to a "low-probability time-shortened game state (time-shortened game state)" occurs upon fulfillment of a predetermined condition, the upper limit number of times for the "low-probability time-shortened game state (time-shortened game state)" is higher than when a transition to a "low-probability time-shortened game state (time-shortened game state)" occurs after a jackpot game, which makes players more likely to try playing the "low-probability non-time-shortened game state (normal game state)" and improves the operation of the gaming machine.

[0185] Note that "satisfaction of a predetermined condition" may be such that only one of the conditions listed in FIG. 6 is satisfied, or all of the conditions are satisfied, or conditions other than those listed in FIG. 6 are satisfied.

[0186] Also, the number of rotations up to "N times" may be actively notified. For example, a notification (display) such as "Only XX rotations left to enter △△ state!" may be made on the main display device 70 or the sub display device 71. On the other hand, a suggestion may be made without making an active notification. For example, when the number of rotations approaches "N times," a special presentation (background, mode) may be used to suggest that "N times" is approaching.

[0187] 6 is controlled, if the "special symbol 11" in the above example is stopped and displayed, the "time-shortened game state 2" may be controlled together with the "time-shortened game state 1." In other words, the "special symbol 11" may be determined based on the ball entering the first starting hole 45 or the ball entering the second starting hole 47.

[0188] For example, if the remaining number of plays in "time-shortened game state 1" is "2" and "special symbol 11" is stopped and displayed, the remaining number of plays in "time-shortened game state 2" may be set to "1000," and in the next game, the remaining number of plays in "time-shortened game state 1" may be "1," and the remaining number of plays in "time-shortened game state 2" may be "999." Then, in a further next game, the remaining number of plays in "time-shortened game state 1" may be "0," and the remaining number of plays in "time-shortened game state 2" may be "998," and only "time-shortened game state 2" may be controlled from there.

[0189] As a result, even if the "special symbol 11" is determined in the "time-shortened game state 1," the player will not suffer a loss (a so-called "draw loss"), and furthermore, the player can continue playing in the time-shortened game state, which further increases the player's interest in the game.

[0190] On the other hand, if the "special symbol 11" in the above example is displayed as a stopped symbol while the "time-shortened gaming state 1" is being controlled, the "time-shortened gaming state 2" may not be controlled. For example, if the "special symbol 11" is displayed as a stopped symbol when the remaining number of plays in the "time-shortened gaming state 1" is "1," the number of plays available in the "time-shortened gaming state 2" may not be set, and the time-shortened gaming state ("time-shortened gaming state 1") may be ended with the next play, and the normal gaming state may be controlled. This prevents the player from gaining a significant advantage.

[0191] In the above example, the case where "special symbol 11" in the above example is displayed in a stopped state when "time-saving game state 1" is controlled is described, but the case where "special symbol 11" in the above example is displayed in a stopped state when "time-saving game state 2" is controlled may also be treated in the same way as the above example.

[0192] Next, various tables stored in the main ROM 110b will be described in detail with reference to FIGS.

[0193] (Jackpot determination table) Figure 7(a) is a jackpot determination table for the first special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the first starting hole 45, and Figure 7(b) is a jackpot determination table for the second special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the second starting hole 47.

[0194] As shown in Figures 7(a) to (b), the jackpot determination table corresponds the current setting value, the current probability state, the random number value for jackpot determination, and the jackpot determination result (jackpot, miss), and for reference, the approximate probability of winning in the case of a "jackpot" is listed in the rightmost column.

[0195] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 7(a) or the jackpot determination table for the second special symbol shown in Figure 7(b), and determines whether it is a "jackpot" or a "miss" based on the current setting value, probability state, and random number value for jackpot determination.

[0196] For example, according to the jackpot determination table for the first special symbol shown in Fig. 7(a), when the set value is "1" and the game is in normal play mode, 200 random numbers for jackpot determination from "100" to "299" are determined as "jackpots." Then, random numbers for jackpot determination other than those determined as jackpots are determined as "misses."

[0197] (Special pattern determination table) Figure 8(a) is a special pattern determination table for a jackpot, which is used to determine the type of special pattern when a jackpot is determined, and Figure 8(b) is a special pattern determination table for a miss, which is used to determine the type of special pattern when a miss is determined.

[0198] As shown in Figures 8(a) to (b), the special pattern determination table associates the type of special pattern to be displayed in a stopped state, a random number value for determining the special pattern, the determination result of the special pattern, the stopped special pattern data corresponding to the determination result, and the special pattern designation command corresponding to the determination result.

[0199] The special symbols "00" and "10" are special losing symbols that do not trigger a jackpot game. The special symbol "01" is the special jackpot symbol that triggers the first jackpot game, the special symbol "02" is the special jackpot symbol that triggers the second jackpot game, and the special symbol "11" is the special jackpot symbol that triggers the third jackpot game.

[0200] In the "first jackpot game," a round game in which the first major winning port 50 is opened for a maximum of 29.5 seconds and then closed for two seconds is executed up to six times. Note that in the round game, one round game ends when a specified number of game balls (for example, 10 balls) enter the first major winning port 50 even before the opening time has elapsed. In addition, after the first jackpot game ends, the game is set to a low-probability non-time-saving game state (time-saving game state) until the special symbol variable display is performed 100 times.

[0201] In the "second jackpot game," the first jackpot opening 50 is opened for a maximum of 29.5 seconds, and then the opening is closed for two seconds. This round game is played up to 10 times. After the second jackpot game ends, the machine is set to a high-probability time-saving game state (probability variable game state) until the special symbol variation display is performed 10,000 times. Therefore, based on the probability of winning a jackpot in the high-probability game state, the next jackpot is almost guaranteed.

[0202] In the "third jackpot game," the second major prize opening 56 is opened for a maximum of 29.5 seconds, and then the major prize opening is closed for two seconds. This round game is executed up to four times. After the third jackpot game ends, the machine is set to a high-probability time-saving game state (probability variable game state) until the special symbol variable display is performed 10,000 times. Therefore, based on the probability of winning a jackpot in the high-probability game state, the next jackpot is almost guaranteed.

[0203] Although one losing special symbol is associated with each of the first special symbol and the second special symbol, multiple losing special symbols may be associated with at least one of the first special symbol and the second special symbol.

[0204] The main CPU 110a refers to the special pattern determination table shown in any one of Figures 8(a) to (b), and determines the type of special pattern, the stopped special pattern data, and the special pattern designation command based on the type of special pattern to be stopped and the random number value for special pattern determination, and transmits the special pattern designation command to the performance control board 130.

[0205] The first feature of the special symbol determination table shown in Figure 8 is that the types of special symbols for big wins and big losses are the same regardless of the setting value. This allows players to play with peace of mind without complicating the gameplay.

[0206] A second feature of the special symbol determination table shown in Figure 8 is that the selection rates of various special jackpot symbols and various losing symbols are constant and do not change depending on the setting value. This prevents the player's advantage from changing drastically depending on the setting value, allowing the player to play with peace of mind.

[0207] (Special chart fluctuation pattern determination table) Figure 9(a) is a special symbol fluctuation pattern determination table for the non-time-saving state for determining the fluctuation pattern of the special symbol in the non-time-saving state, and Figure 9(b) is a special symbol fluctuation pattern determination table for the time-saving state for determining the fluctuation pattern of the special symbol in the time-saving state.

[0208] As shown in Figure 9, the special symbol fluctuation pattern determination table associates the type of special symbol (starting hole) that displays the fluctuation, the jackpot determination result, the special symbol determination result (stop special symbol data), the random number value for reach determination, the first reserved number (U1) or the second reserved number (U2), the random number value for special symbol fluctuation pattern determination, the special symbol fluctuation pattern as the determination result, the special symbol fluctuation time, and the special symbol fluctuation pattern designation command that indicates the special symbol fluctuation pattern.

[0209] Therefore, the "special symbol variation pattern" can be said to be something that can identify the type of special symbol, the result of determining a jackpot, the type of special symbol, and the variation time of the special symbol.

[0210] The main CPU 110a refers to the special symbol variation pattern determination table shown in Figure 9, and determines the special symbol variation pattern based on the jackpot determination result, the special symbol determination result (stop special symbol data), the random number value for reach determination, the first reserved number (U1) or the second reserved number (U2), and the random number value for special symbol variation pattern determination, and transmits a special symbol variation pattern designation command corresponding to the special symbol variation pattern to the performance control board 130.

[0211] Furthermore, as will be described later, the performance control board 130 determines the content (performance mode) of the variable performance involving the variable display of the performance pattern 70a according to the variable pattern designation command (jackpot determination result, special pattern determination result, etc.), and therefore, for reference, the rightmost column of the special pattern determination table shown in Figure 9 lists the performance content that can be executed in the variable performance.

[0212] The effect contents shown in the fluctuation pattern determination table in Figure 9, "normal fluctuation," "shortened fluctuation," "ultra-shortened fluctuation," and "long fluctuation," mean that the three effect patterns 70a fluctuate independently at high speed and stop without reaching a reach.

[0213] Further, "reach" means a variation mode (expected effect) that makes a player expect a jackpot game to be executed, such as when a part of the combination of effect symbols 70a that notify a jackpot temporarily stops and other effect symbols 70a change. For example, when a combination of three effect symbols 70a, "777," is set as the combination of effect symbols 70a that notify a jackpot, the same effect symbol 70a temporarily stops at "7" in the left and right areas, and the remaining effect symbols 70a change in the center area.

[0214] In addition, "temporary stop" refers to a state in which the effect symbol 70a sways slightly or deforms slightly, making it appear to the player as if the effect symbol 70a is stopped (not completely stopped). On the other hand, the stop display of the effect symbol 70a refers to a state in which the effect symbol 70a is completely stopped. In addition, the stop display of the special symbol TZ also refers to a state in which the effect symbol 70a is completely stopped.

[0215] In addition, "normal reach" refers to a reach effect in which the same effect pattern 70a temporarily stops in the left and right areas, and the remaining effect pattern 70a fluctuates in the central area, and is the reach (first expected effect) with the lowest chance of winning the jackpot.

[0216] In addition, "SP Reach" and "Special SP Reach" are super reach effects (second expectation effects) that have a higher chance of winning than normal reach, and are executed after normal reach. For example, two effect symbols 70a shrink and move to the corners of the main display device 70, and a special reach effect is performed using almost the entire display area of ​​the main display device 70.

[0217] In addition, "SPSP Reach" is a special reach effect (third expectation effect) with a higher expectation of a jackpot than Super Reach, and is executed after Super Reach. For example, the three effect symbols 70a shrink and move to the corners of the main display device 70, and a more special reach effect than "SP Reach" is performed using almost the entire display area of ​​the main display device 70.

[0218] In addition, the "full rotation reach" is a reach effect (fourth expected effect) that determines a jackpot, and is executed after a normal reach. For example, the main display device 70 goes black after the normal reach effect, and then the three effect symbols 70a all move at a slow speed while remaining identical, and a more special reach effect than the "SPSP reach" is performed using almost the entire display area of ​​the main display device 70.

[0219] The first feature of the special chart variation pattern determination table shown in Figure 9 is that the type of special chart variation pattern to be determined does not change depending on the setting value and is the same. By doing so, it becomes difficult to detect the setting value from the special chart variation pattern, making it possible to provide fair play.

[0220] The second feature of the special chart variation pattern determination table shown in Figure 9 is that the selection ratio of each special chart variation pattern is the same and does not change depending on the setting value. By doing so, it becomes difficult to detect the setting value from the special chart variation pattern, making it possible to provide fair play.

[0221] (Pre-determination table) Figure 10(a) is a pre-determination table for the non-time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the first starting port 45 during the non-time-shortened state, and Figure 10(b) is a pre-determination table for the time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the second starting port 47 during the time-shortened state.

[0222] As shown in Figure 10, the pre-determination table associates the type of special pattern (starting hole), the jackpot determination result, the special pattern determination result, the random number value for reach determination, the random number value for special pattern variation pattern determination, the special pattern planned variation pattern as the determination result, and the pre-reading designation command indicating the special pattern planned variation pattern.

[0223] Therefore, the "special symbol planned change pattern" can be said to be something that can identify the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol change pattern that is planned to be executed.

[0224] The main CPU 110a refers to the advance determination table shown in Figure 10, and determines the planned special symbol variation pattern based on the random number value for determining a jackpot, the random number value for determining a special symbol, the random number value for determining a reach, and the random number value for determining a special symbol variation pattern, and transmits a pre-reading designation command corresponding to the planned special symbol variation pattern to the performance control board 130.

[0225] (Various storage areas in main RAM) Figure 11 is a diagram showing various storage areas set in the main RAM 110c. Specifically, Figure 11(a) is a diagram showing a special map determination information storage area in which special map determination information acquired when a gaming ball enters (enters) the first starting gate 45 and / or the second starting gate 47 is stored, Figure 11(b) is a diagram showing the configuration of each storage unit of the special map determination information storage area, Figure 11(c) is a normal map determination information storage area in which normal map determination information acquired when a gaming ball passes through the normal map gate 44 is stored, and Figure 11(d) is a diagram showing the configuration of each storage unit of the normal map determination information storage area.

[0226] As shown in Figure 11(a), the special symbol determination information memory area is divided into a first special symbol determination information holding memory area in which special symbol determination information obtained based on the entry of a game ball into the first starting hole 45 is stored, a second special symbol determination information holding memory area in which special symbol determination information obtained based on the entry of a game ball into the second starting hole 47 is stored, and a special symbol determination information memory area in which special symbol determination information while variable display is being executed is stored, and the first special symbol determination information holding memory area and the second special symbol determination information holding memory area are each divided into a first memory section to a fourth memory section.

[0227] The first storage unit, second storage unit, third storage unit, and fourth storage unit of the first special symbol determination information reservation storage area correspond to the first display unit 70B1, second display unit 70B2, third display unit 70B3, and fourth display unit 70B4 of the first reservation icon display area 70B, respectively. Also, the first storage unit, second storage unit, third storage unit, and fourth storage unit of the second special symbol reservation storage area correspond to the first display unit 70D1, second display unit 70D2, third display unit 70D3, and fourth display unit 70D4 of the second reservation icon display area 70D, respectively.

[0228] Then, the number of special chart determination information (first reserved information) stored in the first storage unit to the fourth storage unit of the first special chart determination information storage area becomes the first reserved number (U1), and the number of first reserved icons corresponding to these special chart determination information will be displayed in the first display unit 70B1 to the fourth display unit 70B4 of the first reserved icon display area 70B. Also, the number of special chart determination information (second reserved information) stored in the first storage unit to the fourth storage unit of the second special chart determination information becomes the second reserved number (U2), and the number of reserved icons corresponding to these determination information will be displayed in the first display unit 70D1 to the fourth display unit 70D4 of the second reserved icon display area 70D.

[0229] In addition, the 0th storage unit, which is the special chart determination information execution storage area, corresponds to the icon display area 70C. The icon corresponding to the special chart determination information stored in the 0th storage unit is displayed in the icon display area 70C.

[0230] As shown in Figure 11(b), each memory unit is divided into a random number memory area for determining a jackpot for storing random number values ​​for determining a jackpot, a random number memory area for determining a special pattern for storing random number values ​​for determining a special pattern, a random number memory area for determining a reach for storing random number values ​​for determining a reach, and a random number memory area for determining a special pattern change pattern for storing random number values ​​for determining a special pattern change pattern.

[0231] Then, when a gaming ball enters (wins) the first starting hole 45 and special symbol determination information is acquired, the acquired special symbol determination information is stored in the smallest numbered storage section in the first special symbol determination information reserve storage area in which special symbol determination information is not stored. Also, when a gaming ball enters the second starting hole 47 and special symbol determination information is acquired, the acquired special symbol determination information is stored in the smallest numbered storage section in the second special symbol determination information reserve storage area in which special symbol determination information is not stored.

[0232] When the start condition for the variable display of the first special symbol is met, the special symbol determination information stored in the first memory section of the first special symbol determination information holding memory area is shifted to the 0th memory section, which is the special symbol determination information execution memory area, and is referred to in order to execute the variable display of the first special symbol. Also, when the start condition for the variable display of the second special symbol is met, the special symbol determination information stored in the first memory section of the second special symbol determination information holding memory area is shifted to be referred to in order to execute the variable display of the second special symbol.

[0233] As shown in Figure 11 (c), the normal map judgment information storage area is divided into a normal map judgment information storage area in which normal map judgment information acquired based on the passage of the game ball through the normal map gate 44 is stored, and a normal map judgment information storage area in which normal map judgment information during variable display is stored, and the normal map judgment information reserve storage area is divided into first to fourth storage units. The number of normal map judgment information stored in the first to fourth storage units of the normal map judgment information reserve storage area is the number of reserved normal maps.

[0234] As shown in Figure 11(d), each memory unit is divided into a random number memory area for hit determination for storing random number values ​​for hit determination, a random number memory area for normal pattern determination for storing random number values ​​for normal pattern determination, and a random number memory area for normal pattern variation pattern determination for storing random number values ​​for normal pattern variation pattern determination.

[0235] Then, when the game ball passes through the normal map gate 44 and normal map judgment information is acquired, the acquired normal map judgment information is stored in the memory section with the smallest number in the normal map judgment information holding memory area in which normal map judgment information is not stored.

[0236] When the conditions for starting the display of changes in the normal pattern are met, the normal pattern judgment information stored in the first memory section of the normal pattern judgment information holding memory section is shifted to the 0th memory section, which is the normal pattern judgment information execution memory section, and is referenced to execute the display of changes in the normal pattern.

[0237] (flowchart) Next, the progress of the game on the gaming machine 1 will be described using a flowchart.

[0238] (Main processing of the main control board) The main processing (game program) of the main control board 110 will be described with reference to Figure 12. Figure 12 is a flowchart showing the main processing in the main control board 110. This main processing is performed when a system reset, which occurs when a power supply voltage is supplied from the power supply board 160, is input to the main CPU 110a.

[0239] First, the main CPU 110a performs an initial setting process in step S10. Specifically, the main CPU 110a performs a process for preparing to start game control and a process for initializing various drive sources of the board unit 500. Details of the initial setting process will be described later.

[0240] In step S50, the main CPU 110a updates the random number value for determining the special symbol and the random number value for determining the reach, and in step S51, updates the initial random number value for determining the jackpot, the initial random number value for determining the special symbol, the initial random number value for determining the hit, and the initial random number value for determining the normal symbol.

[0241] In step S52, the main CPU 110a determines whether or not a voltage drop detection signal indicating the occurrence of a voltage drop in the power supply (for example, a drop in the power supply voltage from 24 volts to less than 18 volts) has been input from the power interruption detection circuit 162 of the power supply board 160. If a voltage drop detection signal has not been input, the process proceeds to step S50, and if a voltage drop detection signal has been input, the process proceeds to step S53.

[0242] In step S53, the main CPU 110a determines whether the voltage drop detection signal has been continuously input for a predetermined period (e.g., 10 milliseconds). If the voltage drop detection signal has been continuously input for the predetermined period, it is assumed that a complete power outage has occurred, and the process proceeds to step S54. If the voltage drop detection signal has not continued for the predetermined period, it is assumed that a momentary power outage has occurred, in which the voltage of the power supply drops for just a moment, and the process proceeds to step S52.

[0243] In step S54, the main CPU 110a sets an interrupt prohibition to prohibit timer interrupts, and in step S55, sends a power cutoff command to the payout control board 120 to notify that the power cutoff process has begun. As a result, the payout control board 120, which has received the power cutoff command, sends a remaining payout number command indicating the remaining number of game balls to be paid out that are stored in the payout RAM 121c.

[0244] In step S56, the main CPU 110a determines whether or not a remaining payout number designation command has been received. If the remaining payout number designation command has not been received, the process proceeds to step S57. If the remaining payout number designation command has been received, the process proceeds to step S58.

[0245] In step S57, the main CPU 110a determines whether the waiting time for receiving the remaining payout number designation command has elapsed. If the waiting time has not elapsed, the process proceeds to step S56. If the waiting time has elapsed, the process proceeds to step S58, assuming that normal communication with the payout control board 120 is not possible.

[0246] In step S58, the main CPU 110a saves the payout number in a payout counter set in the gaming RWM area of ​​the main RAM 110c. Specifically, if a remaining payout number designation command has been received, the remaining payout number specified by the remaining payout number designation command is saved, and if a remaining payout number designation command has not been received, "0" is saved as the remaining payout number. The remaining payout number saved here is referenced in the timer interrupt payout control process described later, and after power is restored, a payout number designation command corresponding to the remaining payout number is sent to the payout control board 120.

[0247] The main CPU 110a clears the output ports in step S59, thereby initializing the output states of the output ports and stopping the operations of various indicators and various drive sources (motors, solenoids).

[0248] In step S60, the main CPU 110a calculates the checksum (abnormality determination data) of the gaming RWM area of ​​the main RAM 110c and saves it in a predetermined area of ​​the gaming RWM area. By doing so, it becomes possible to determine whether the data in the gaming RWM area is abnormal by the checksum the next time the power is turned on.

[0249] In step S61, the main CPU 110a saves a backup flag indicating that the data in the main RAM 110c has been backed up (power has been restored) in the game RWM area of ​​the main RAM 110c, and in step S62, prohibits RWM access and thereafter waits until the power supply is completely cut off.

[0250] In this way, when the supply of the operating power (18 volts or more) required for the operation of the gaming machine 1 begins, the initial setting process is performed, but when the supply of operating power is resumed following a momentary power outage (voltage drop to less than 18 volts), the initial setting process is not performed. In other words, even if a setting change operation, setting confirmation operation, or RWM clear operation is being performed for some reason when a momentary power outage occurs, the setting change process, setting confirmation process, or RWM clear process will not be executed, so the gaming machine will not perform unintended operations, making it possible to ensure its reliability as a gaming machine.

[0251] (Main control board initial setting process) The initial setting process (game program) of the main control board 110 will be described with reference to Fig. 13. Fig. 13 is a flowchart showing the initial setting process of the main control board 110.

[0252] First, the main CPU 110a prohibits all interrupts in step S11, performs CPU initialization such as setting built-in registers in step S12, and performs startup waiting processing for other control boards in step S13. Specifically, the main CPU 110a waits for one second for the payout control board 120 and the performance control board 130 to start up so that no commands from the main control board 110 are missed.

[0253] In step S14, the main CPU 110a permits access to the RWM area of ​​the main RAM 110c, and in step S15, transmits a launch permission designation command to the payout control board 120. As a result, the payout control unit 121 performs processing to permit the launching device 26 to launch game balls.

[0254] In step S16, the main CPU 110a determines whether a backup flag indicating power restoration has been saved in the gaming RWM area of ​​the main RAM 110c. If the backup flag has been saved, it is determined that power restoration has occurred, and the process proceeds to step S17. If the backup flag has not been saved, it is determined that power has been restored for the first time or that power restoration has occurred irregularly, and the process proceeds to step S18.

[0255] In step S17, the main CPU 110a calculates the checksum (abnormality determination data) of the gaming RWM area of ​​the main RAM 110c, and clears the backup flag saved in the gaming RWM area.

[0256] In step S18, the main CPU 110a determines whether a setting change operation has been performed. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S19 to transition to setting change mode, and if a setting change operation has not been performed, the process proceeds to step S20.

[0257] In step S19, the main CPU 110a performs a setting change process (game program). Specifically, based on the operation of the RWM clear switch 111a, the main CPU 110a performs a process to change (update) a setting value that indicates the degree of advantage in the game (the probability of being determined as a jackpot in the jackpot determination). Details of the setting change process will be described later. When this process is completed, the process proceeds to step S25.

[0258] In step S20, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the gaming RWM area of ​​the main RAM 110c matches the checksum calculated in step S17. If the checksum is normal (there is no abnormality in the data in the RWM area), the process proceeds to step S21, and if the checksum is not normal (there is an abnormality in the data in the RWM area), the process proceeds to step S22.

[0259] If the backup flag is not saved, it is determined that the checksum is abnormal, assuming that this is the first power-on or the irregular power recovery described above, and the process proceeds to step S22.

[0260] In step S21, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that it is within the appropriate range, the process proceeds to step S23, and if it is determined that it is not within the appropriate range, the process proceeds to step S22.

[0261] In step S22, the main CPU 110a performs an irrecoverable error process (game program). Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, sends an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt prohibition to prohibit timer interrupts, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs a process to execute an irrecoverable error notification indicating that an irrecoverable error has occurred.

[0262] An "irrecoverable error" is an error state in which game control is no longer performed (the game control is not transferred), and the error cannot be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error cannot be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without any setting change operation, and the power switch must be turned ON with a setting change operation. Note that during an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.

[0263] "Notifying an irrecoverable error" means displaying an irrecoverable error screen ("This is an irrecoverable error. Please change the settings") on the main display device 70 to make the user aware that an irrecoverable error has occurred, or turning on all of the frame lighting devices 10 and board lighting devices 74 in a specified light color (for example, red) until the power is turned off, or outputting an irrecoverable error sound ("This is an irrecoverable error" + buzzer sound) from the audio output device 9 indicating that an irrecoverable error has occurred until the power is turned off.

[0264] In step S23, the main CPU 110a determines whether or not an RWM clear operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a is in an ON state. If an RWM clear operation has been performed, the RWM is assumed to be cleared and the process proceeds to step S24. If an RWM clear operation has not been performed, the process proceeds to step S26.

[0265] In step S24, the main CPU 110a performs RWM clear processing (game program). Specifically, based on the operation of the RWM clear switch 111a, the main CPU 110a performs processing to initialize the game control state (initialize everything other than the set value area of ​​the game RWM area). The details of the RWM clear processing will be described later.

[0266] In step S25, the main CPU 110a transmits a power-on command indicating that the game control state has been initialized and the current game state (here, the non-time-reduced game state as the normal game state) to the payout control board 120 and the performance control board 130, and moves the process to step S31. As a result, the performance control board 130 performs processing to execute a power-on notification indicating that the game control state has been initialized.

[0267] The "power-on notification" means displaying the initial screen (background image and initial effect pattern "135") on the main display device 70 when the power is turned on to make the player aware that the game control state has been initialized, or turning on all of the frame lighting devices 10 and board lighting devices 74 in a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the RWM area has been initialized. In addition, when notifying the power-on, instead of displaying the initial screen on the main display device 70 and the sub-display device 71, a display may be displayed on the main display device 70 and the sub-display device 71 to notify that the RWM area has been cleared.

[0268] In step S26, the main CPU 110a determines whether a setting confirmation operation has been performed. Specifically, it determines whether the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process proceeds to step S28 to transition to setting confirmation mode, and if a setting confirmation operation has not been performed, the process proceeds to step S30 to return the game control state to the state before the power was turned off.

[0269] In step S27, the main CPU 110a performs a setting confirmation process (game program). Specifically, the main CPU 110a performs a process for displaying the setting values ​​saved in the setting value (during game) area of ​​the game RWM area on the information display 113. The setting confirmation process will be described in detail later.

[0270] In step S28, the main CPU 110a performs the setting of the RWM area at the time of power recovery, such as clearing (clearing to 0) the checksum saved in the game RWM area of ​​the main RAM 110c. As a result, the game progress state (control state) returns (restores) to the state before the power was cut off, so that the game can be resumed from the state before the power was cut off.

[0271] In step S29, the main CPU 110a transmits a power restoration designation command indicating that the game control state has been restored and the game state before the power outage to the performance control board 130. As a result, the performance control board 130 ends the setting confirmation notification and the like and performs processing to execute a power restoration notification indicating that the game control state has returned to the state before the power outage.

[0272] "Power restoration notification" means displaying a power restoration screen on the main display device 70 for a predetermined period (e.g., 30 seconds) to let the player know that the game control status has returned to the state it was in before the power was cut off, or turning on all of the frame lighting devices 10 and board lighting devices 74 in a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), or outputting a power restoration notification sound (buzzer sound) from the audio output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the power has been restored (from a power outage).

[0273] In step S30, the main CPU 110a sends other commands (such as a special symbol storage designation command and a normal symbol storage designation command, which will be described later) to the performance control board 130. This allows the performance control board 130 to grasp the number of special symbol reservations, and also performs processing to display the first reservation icon and the second reservation icon on the main display device 70.

[0274] In step S31, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. Note that this setting value designation command may be transmitted to the performance control board 130 before the power-on designation command or power-restoration designation command is transmitted. Also, the setting value designation command may be transmitted each time the variable display of the special symbol starts, or each time a jackpot game starts.

[0275] In step S32, the main CPU 110a activates the CTC (counter timer circuit) to generate a timer interrupt (4 milliseconds), and in step S33, starts controlling the progress of the game (timer interrupt of the main control board 110) by allowing all interrupts, and ends the initial setting process.

[0276] In other words, from the time the power of the gaming machine 1 is turned on until the initial setting process is completed, it is in a pre-start state before the control of the game progress begins, and after the initial setting process is completed, it enters a playable state in which the control of the game progress is carried out.

[0277] In this way, multiple conditions (operations) are set for the setting change operation, RWM clear operation, and setting confirmation operation, making it impossible to easily change the setting, clear the RWM, or confirm the setting, thereby preventing fraudulent activity and improving the security of the gaming machine.

[0278] In addition, by setting the number of conditions (operations) set for the setting change operation to be greater than the number of conditions (operations) set for the RWM clear operation or the setting check operation, it is possible to increase security for setting changes, which are the event most susceptible to fraudulent activity, and to effectively prevent fraudulent activity.

[0279] Furthermore, if the checksum is abnormal (including when the backup flag has not been saved), an unrecoverable error process is executed to stop the game from progressing, which prevents the gaming machine from performing unexpected operations that cause inconvenience to gaming parlors and players, thereby improving the reliability of the gaming machine.

[0280] Furthermore, if the value in the setting value area is not within the appropriate range, that is, if the previous power outage may have occurred while the settings were being changed, an unrecoverable error process is executed to stop the game from progressing even if the checksum is normal. This prevents the game from progressing with a setting value that the gaming facility did not intend, thereby improving the reliability of the gaming machine.

[0281] Furthermore, while the settings are being changed (in setting change mode) or confirmed (in setting confirmation mode), it is possible to know that the settings are being changed on the front (front side) of the gaming machine 1 by checking the status confirmation indicator 68, the main display device 70, the sub-display device 71, the frame lighting device 10, and the board lighting device 74, and it is possible to know that the settings are being changed on the back (rear side) by checking the information indicator 113. In other words, it is possible to know whether the settings are being changed from either the front (front side) or the rear (rear side) of the gaming machine 1.

[0282] The conditions for the setting change operation, RWM clear operation, and setting confirmation operation may include the condition that the open detection switch 31a is in the ON state. By doing so, the number of conditions increases, which makes it possible to suppress fraudulent acts and further improve the security of the gaming machine.

[0283] The power-on command and power restoration command are transmitted together with information indicating the current game status, but a game status designation command indicating the current game status may also be transmitted after the power-on command or power restoration command is transmitted.

[0284] In addition, when a power outage occurs or when the power is turned on, a checksum for the gaming RWM area (excluding the setting value area) is calculated, but it is also possible to calculate checksums for the entire RWM area, or to calculate the checksum for the gaming RWM area and the checksum for the information RWM area separately, and if either checksum is abnormal, transition to unrecoverable error processing.

[0285] (Main control board setting change processing) The setting change processing (game program) of the main control board 110 will be described with reference to Fig. 14. Fig. 14 is a flowchart showing the setting change processing of the main control board 110.

[0286] First, in step S19-1, the main CPU 110a performs processing to output a setting change signal (security signal). Specifically, it starts outputting a setting change signal (security signal) indicating that a setting change is in progress from the security signal terminal of the game information output terminal board 90. The setting change signal (security signal) continues to be output while the setting is being changed, and even after the setting change is completed, it continues to be output for 200 ms before terminating the output.

[0287] In step S19-2, a status confirmation display indicating that a setting change is in progress is displayed on the status confirmation display 68. Specifically, one LED on the status confirmation display 68 is turned on. This allows the gaming store staff to understand that a setting change is in progress by checking the status confirmation display 68.

[0288] In step S19-3, the main CPU 110a transmits a setting change designation command to the performance control board 130. As a result, the performance control board 130 performs processing to execute a setting change notification to notify that the setting value is being changed.

[0289] The "setting change notification" refers to a notification in which a setting change screen indicating that a setting value is being changed is displayed on the main display device 70 or the sub-display device 71, or in which the frame lighting device 10 or the board lighting device 74 is fully lit in a predetermined light color (e.g., white) throughout the setting change. A setting change notification sound indicating that a setting change is being performed ("setting change in progress") may be output from the audio output device 9. This allows a gaming facility attendant to understand that a setting change is being performed by checking the main display device 70, the sub-display device 71, the frame lighting device 10, the board lighting device 74, or the audio output device 9.

[0290] In step S19-4, the main CPU 110a acquires a setting value from the setting value area, and in step S19-5, determines whether the acquired setting value is within the appropriate range (1 to 4). If it is determined that the setting value is within the appropriate range, the process proceeds to step S19-7, and if it is determined that the setting value is not within the appropriate range, the acquired setting value is updated to "1" in step S19-6.

[0291] In step S19-7, the main CPU 110a displays the setting value on the information display 113. Specifically, the acquired setting value (1 to 4) is displayed on one 7-segment LED of the information display 113. This allows the gaming facility staff to know the setting value before the change by checking the information display 113.

[0292] In step S19-8, the main CPU 110a determines whether a setting value update operation has been performed. Specifically, it determines whether the RWM clear switch 111a has changed from an OFF state to an ON state. If a setting value update operation has been performed, the process proceeds to step S19-9. If a setting value update operation has not been performed, the process proceeds to step S19-12.

[0293] In step S19-9, the main CPU 110a updates the acquired set value by +1, and in step S19-10, performs a set value correction process. Specifically, if the acquired set value is "5", the main CPU 110a performs a process to correct the acquired set value to "1".

[0294] In step S19-11, the main CPU 110a displays the current setting value on the information display 113. Specifically, the updated acquired setting value (1 to 4) is displayed on one 7-segment LED of the information display 113. This allows the gaming store staff to know the setting value before it is confirmed by checking the information display 113.

[0295] In step S19-12, the main CPU 110a executes a drive source initial operation process (game program). Specifically, the main CPU 110a performs a process for initializing the various drive sources (the second start opening / closing solenoid 48b, the first special winning opening opening / closing solenoid 51b, and the second special winning opening opening / closing solenoid 57b) that are provided in the board unit 500 and that are activated by the main control board 110 as the game progresses until the setting change mode ends. The initial operation of the various drive sources during the setting change mode will be described in detail later.

[0296] In step S19-13, the main CPU 110a determines whether a setting value confirmation operation has been performed. Specifically, it determines whether the setting key switch 112a has changed from an ON state to an OFF state. If a setting value confirmation operation has been performed, the setting value is considered to have been confirmed (the setting change mode is terminated) and the process proceeds to step S19-14. If a setting value confirmation operation has not been performed, the setting value may be updated and the process proceeds to step S19-8.

[0297] In step S19-14, the main CPU 110a saves the updated acquired setting values ​​in the setting value area, in step S19-15 ends the display of the setting values ​​on the information display 113, and in step S19-16 ends the display on the status confirmation display 68.

[0298] In step S19-17, the main CPU 110a initializes (clears to 0) the game RWM area of ​​the main RAM 110c except for the set value area. As a result, the game progress state is initialized to the initial state (the state at the time of shipping of the gaming machine 1), and the data in the game RWM area before the RWM clearing is not carried over.

[0299] In step S19-18, the main CPU 110a performs processing to output an RWM clear signal (security signal). Specifically, processing is performed to output an RWM clear signal (security signal) indicating that RWM clear has been performed from the security signal terminal of the game information output terminal board 90. Note that if another security signal is being output from the security signal terminal, output of the RWM clear signal (security signal) begins after the output period of the currently output security signal has ended.

[0300] In step S19-19, the main CPU 110a performs processing to stop the initial operations of the various driving sources in response to the setting change mode being terminated by the setting value confirmation operation, and then terminates the current setting change processing.

[0301] In this way, even if the setting value is not within the appropriate range, the initial value is set as the setting value, so that an indefinite value will not be set as the setting value, causing the gaming machine to perform unexpected operations and causing inconvenience to gaming parlors and players, thereby making it possible to improve the reliability of the gaming machine.

[0302] Furthermore, during a setting change (in setting change mode), a gaming store clerk can recognize that a setting change is in progress by checking the status confirmation indicator 68, the main display device 70, the sub-display device 71, the frame lighting device 10, and the board lighting device 74 on the front (front side) of the gaming machine 1, and can recognize that a setting change is in progress on the back (rear side) by checking the information indicator 113. In other words, it is possible to know whether a setting change is in progress from either the front (front side) or the rear (rear side) of the gaming machine 1.

[0303] Although the setting value confirmation operation was performed by the setting key switch 112a changing from the ON state to the OFF state, it may also be performed by the RWM clear switch 111a changing from the OFF state to the ON state, or by a dedicated switch changing from the OFF state to the ON state, or by inputting a signal from the touch sensor 15a to the main control board 110 so that the touch sensor 15a changes from the OFF state to the ON state, or by a detection switch (such as the general winning port detection switch 43a) provided at a specific winning port (including the starting port) changing from the OFF state to the ON state, or by the open detection switch 31a changing from the OFF state to the ON state.

[0304] Although a setting change command is sent when the setting change process starts and a power-on command is sent after the setting change process is completed, a setting change start command may be sent instead of the setting change command, and a setting change end command may be sent instead of the power-on command. In this case, the setting change end command may be sent at the end of the setting change process or after the setting change process is completed.

[0305] (Main control board RWM clear processing) The RWM clear processing (game program) of the main control board 110 will be described with reference to Fig. 15. Fig. 15 is a flowchart showing the RWM clear processing of the main control board 110.

[0306] First, in step S24-1, the main CPU 110a transmits an RWM clear preparation designation command to the performance control board 130 and transitions to the RWM clear preparation mode. As a result, the performance control board performs processing for notifying the RWM clear preparation.

[0307] The "RWM clear preparation notification" is a notification that displays a clear preparation screen on the main display device 70 to make the user aware that preparations for RWM clear are in progress, or outputs an audio notification from the audio output device 9 for a predetermined period of time saying "Please press the RWM clear switch again."

[0308] In step S24-2, the main CPU 110a executes a drive source initial operation process (game program). Specifically, the main CPU 110a performs a process for initializing the various drive sources (the second start opening / closing solenoid 48b, the first large prize opening opening / closing solenoid 51b, and the second large prize opening opening / closing solenoid 57b) that are provided in the board unit 500 and that are activated by the main control board 110 as the game progresses until the RWM clear preparation mode ends. The initial operation of the various drive sources during the RWM clear preparation mode will be described in detail later.

[0309] In step S24-3, the main CPU 110a determines whether or not an RWM clear approval operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear approval operation has been performed, the RWM clear preparation mode is terminated and the RWM is cleared, and the process proceeds to step S24-4. If an RWM clear approval operation has not been performed, the process proceeds to step S24-2.

[0310] In step S24-4, the main CPU 110a initializes (clears to 0) the game RWM area of ​​the main RAM 110c except for the setting value area. As a result, the game progress state is initialized to the initial state (the state at the time of shipping of the gaming machine 1), and the data in the game RWM area before the RWM clearing is not carried over.

[0311] In step S24-5, the main CPU 110a performs processing to output an RWM clear signal (security signal). Specifically, the main CPU 110a performs processing to output an RWM clear signal (security signal) indicating that RWM clear has been performed from the security signal terminal of the game information output terminal board 90.

[0312] In step S24-6, the main CPU 110a performs processing to stop the initial operations of various driving sources in response to the RWM clear approval operation ending the RWM clear preparation mode, and then ends the current RWM clear processing.

[0313] Although the RWM clear preparation command is sent when the RWM clear process starts and the power-on command is sent after the RWM clear process ends, the RWM clear command may be sent instead of the power-on command. In this case, the RWM clear command may be sent at the end of the RWM clear process or after the RWM clear process ends.

[0314] (Main control board setting confirmation process) The setting confirmation process (game program) of the main control board 110 will be described with reference to Fig. 16. Fig. 16 is a flowchart showing the setting confirmation process of the main control board 110.

[0315] First, in step S27-1, the main CPU 110a performs processing to output a setting confirmation signal (security signal). Specifically, the main CPU 110a starts outputting a setting confirmation signal (security signal) indicating that setting confirmation is in progress from the security signal terminal of the game information output terminal board 90. The setting confirmation signal (security signal) continues to be output during setting confirmation, and even after setting confirmation is completed, the output continues for 200 ms before ending.

[0316] In step S27-2, the main CPU 110a displays a status confirmation display indicating that the setting is being changed on the status confirmation display 68. Specifically, it lights up one LED on the status confirmation display 68. This allows the gaming store staff to understand that the setting is being confirmed by checking the status confirmation display 68.

[0317] In step S27-3, the main CPU 110a transmits a setting confirmation designation command to the performance control board 130. As a result, processing is performed to execute a setting confirmation notification to notify that the performance control board 130 is performing a setting confirmation.

[0318] The "setting confirmation notification" is a notification in which a setting confirmation screen indicating that the setting is being confirmed is displayed on the main display device 70 or the sub-display device 71, or the frame lighting device 10 or the board lighting device 74 is fully lit in a predetermined light color (e.g., white) while the setting is being confirmed. Note that the audio output device 9 may output a setting confirmation notification sound ("Confirming setting values") indicating that the setting is being confirmed. This allows the gaming facility staff to understand that the setting is being confirmed by checking the main display device 70, the sub-display device 71, the frame lighting device 10, the board lighting device 74, or the audio output device 9.

[0319] In step S27-4, the main CPU 110a displays the current setting value on the information display 113. Specifically, by referring to the setting value in the setting value (during play) area, a number (here, 1 to 4) indicating the setting value is displayed on one 7-segment LED of the information display 113. This allows a gaming facility attendant to ascertain the current setting value by checking the information display 113.

[0320] In step S27-5, the main CPU 110a executes a drive source initial operation process (game program). Specifically, the main CPU 110a performs a process for initializing the various drive sources (second start opening / closing solenoid 48b, first special winning opening opening / closing solenoid 51b, second special winning opening opening / closing solenoid 57b) that are provided in the board unit 500 and that are activated by the main control board 110 as the game progresses until the setting confirmation mode ends. The initial operation of the various drive sources during the setting confirmation mode will be described in detail later.

[0321] In step S27-6, the main CPU 110a determines whether or not a confirmation end operation has been performed. Specifically, it determines whether or not the setting key switch 112a has changed from an ON state to an OFF state. If a confirmation end operation has been performed, the process proceeds to step S28-6, and if a confirmation end operation has not been performed, the process of step S28-5 is repeated.

[0322] In step S27-7, the main CPU 110a ends the display of the setting values ​​on the information display 113, and in step S27-8, ends the display on the status confirmation display 68. In step S27-9, as the setting confirmation mode ends with the confirmation end operation, the main CPU 110a performs processing to stop the initial operations of the various drive sources, and ends the current setting confirmation processing.

[0323] Although the setting check command is sent at the start of the setting check process and the power restoration command is sent after the setting check process is completed, a setting check start command may be sent instead of the setting check command, and a setting check end command may be sent instead of the power restoration command. In this case, the setting check end command may be sent at the end of the setting check process or after the setting check process is completed.

[0324] As described above, in this embodiment, the setting change signal, RWM clear signal, setting confirmation signal, and unrecoverable error signal are output from the same security signal terminal. This makes it possible to output many types of signals even with a limited number of signal terminals, thereby improving the convenience of the gaming machine.

[0325] In addition, from the start of power supply until the game becomes playable (pre-start state) when game progress control (timer interrupt of the main control board 110) is performed, the device is not configured to monitor the presence or absence of signal input from input devices other than the RWM clear switch 111a and setting key switch 112a (out ball detection switch 39a, general prize opening detection switch 43a, gate detection switch 44a, first start opening detection switch 45a, second start opening detection switch 47a, first large prize opening detection switch 50a, second large prize opening detection switch 56a, magnetic detection sensor 57a, radio wave detection sensor 58a).

[0326] In other words, in the pre-start state before game progress control is initiated, even if a game ball enters any of the winning slots (including the start slot), the winning is invalid and the game ball is not paid out. Also, even if a game ball enters the first start slot 45 or the second start slot 47, the winning is invalid, the first special symbol display 60 and the second special symbol display 61 do not display any variable special symbols, and a jackpot game is not executed. Also, even if a game ball passes through the normal gate 44, the passage is invalid, the normal symbol display 62 does not display any variable normal symbols, and an auxiliary game is not executed. Therefore, unnecessary processing is not performed in a situation where it is difficult to imagine a player playing a game before game progress control is initiated, and the processing load can be reduced.

[0327] Furthermore, in the pre-start state before the game progress control starts, even if a situation that would cause various errors occurs, no error notification is made. Therefore, in a situation before the game progress control starts where it is difficult to imagine that fraudulent activity will occur, unnecessary processing can be avoided, and the processing load can be reduced.

[0328] The setting changing signal, RWM clear signal, setting checking signal, and unrecoverable error signal may be output from separate output terminals instead of being output from a common security signal terminal.

[0329] (Timer interrupt processing on the main control board) 17, the timer interrupt processing (game program and information program) of the main control board 110 will be described. FIG. 17 is a flowchart showing the timer interrupt processing in the main control board 110.

[0330] This timer interrupt process is executed after the initial setting process of the main process is completed, by inputting a clock pulse at a predetermined period (4 milliseconds) from the reset clock pulse generating circuit provided on the main control board 110, thereby controlling the progress of the game.

[0331] First, in step S100, the main CPU 110a saves the information stored in the register to the stack area, and in step S110, it performs time control processing (game program). Specifically, it performs processing to update various timer counters such as the stop time of special symbols and the opening time of special electric devices.

[0332] In step S120, the main CPU 110a performs a specific random number value update process (game program). Specifically, the random number value for determining a big win, the random number value for determining a special symbol, the random number value for determining a special symbol variation pattern, the random number value for determining a win, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern are updated. Specifically, the process of adding +1 to each random number value and random number counter is performed. Note that if the incremented random number counter exceeds the maximum value of the random number range (if the random number counter has completed one cycle), the random number counter is reset to 0, and if the random number counter has returned to the initial value of the cycle, the corresponding initial random number value is set as a new cycle initial value and the random number value is newly updated.

[0333] In step S130, the main CPU 110a performs an initial random number value update process (game program). Specifically, similar to step S30, the main CPU 110a performs a process of updating the initial random number value for determining a big win, the initial random number value for determining a special symbol, the initial random number value for determining a win, and the initial random number value for determining a normal symbol.

[0334] The main CPU 110a performs input control processing (game program) in step S200. Specifically, it determines whether or not there has been input to various switches such as the general prize opening detection switch 43a, the first large prize opening detection switch 50a, the second large prize opening detection switch 56a, the first start opening detection switch 45a, the second start opening detection switch 47a, and the gate detection switch 44a, and performs processing to set predetermined data if there has been input. The details of the input control processing will be described later.

[0335] In step S300, the main CPU 110a performs special symbol special electricity control processing (game program). Specifically, it performs processing such as determining special symbol determination information acquired based on the winning of a game ball into the first start hole 45 or the second start hole 47, displaying the variation of the first special symbol or the second special symbol, opening and closing the large prize holes (first large prize hole 50, second large prize hole 56), setting the game state, etc. Details of the special symbol special electricity control processing will be described later.

[0336] In step S400, the main CPU 110a performs normal symbol and normal power control processing (game program). Specifically, it performs processing such as determining the normal symbol determination information acquired based on the passage of the game ball through the normal symbol gate 44, displaying the normal symbol variation, and opening and closing the second start port 47 (auxiliary game).

[0337] In addition, the types of winning and losing normal symbols determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are the same and do not change depending on the setting value. By doing this, the game does not become too complicated, and players can play with peace of mind.

[0338] In addition, the selection ratio of various winning normal symbols and the selection ratio of various losing normal symbols, which are determined as a result of the normal symbol determination information performed in the normal symbol normal power control process, are constant and do not change depending on the setting value. By doing this, the player's advantage will not change drastically depending on the setting value, allowing the player to play with peace of mind.

[0339] In step S500, the main CPU 110a performs a payout control process (game program). Specifically, the main CPU 110a refers to various prize ball counters stored in the main RAM 110c, and performs a process for transmitting a payout number designation command corresponding to the various winning ports (general winning port 43, first start port 45, second start port 47, first large winning port 50, second large winning port 56) to the payout control board 120. As a result, the payout control board 120 executes a process for paying out prize balls from the payout device 95.

[0340] In step S600, the main CPU 110a executes an abnormality determination process (game program). Specifically, the main CPU 110a determines whether various errors have occurred (such as an illegal winning error where a game ball enters the second start port 47 when not in an auxiliary game or a game ball enters the special winning port when not in a special game; an abnormal winning error where the number of game balls entering the various winning ports does not match the number of game balls discharged from the winning ball flow path through which the winning balls flow; a magnetic error where the magnetic detection sensor 57a detects abnormal magnetism for a predetermined period; a radio wave error where the radio wave detection sensor 58a detects abnormal radio waves for a predetermined period; a door open error where the open detection switch 31a changes from an OFF state to an ON state; and an operation error where the RWM clear switch 111a or the setting key switch 112a is operated while the game progress is being controlled). The main CPU 110a then executes a process to transmit an error designation command corresponding to the error to the performance control board 130. This causes the performance control board 130 to execute a process to notify the error.

[0341] The main CPU 110a performs a data creation process (game program) in step S700. Specifically, the main CPU 110a performs a process of creating data such as external output data (game information) output from the game information output terminal board 90, start port opening / closing data output to the second start port opening / closing solenoid 48b, large prize port opening / closing data output to the first large prize port opening / closing solenoid 51b and the second large prize port opening / closing solenoid 57b, special symbol display data output to the first special symbol display device 60 and the second special symbol display device 61, normal symbol display data output to the normal symbol display device 62, special symbol reserve display data output to the first special symbol reserve display device 63 and the second special symbol reserve display device 64, and normal symbol reserve display data output to the normal symbol reserve display device 65.

[0342] The main CPU 110a performs output control processing (game program) in step S750. Specifically, the main CPU 110a performs port output processing to output signals such as the external information data, start gate open / close data, and special prize gate open / close data created in step S700, display output processing to output signals such as special symbol display data, normal symbol display data, special symbol reserved display data, and normal symbol reserved display data, and processing to transmit a payout status confirmation command to the payout control board 120 to confirm the payout status of the payout control board 120, and processing to transmit a payout number specification command corresponding to each prize gate to the payout control board 120 by referring to prize ball counters (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) described later. In this way, the payout control board 120 executes control to pay out prize balls from the payout device 95.

[0343] In step S800, the main CPU 110a performs processing when an information program is called. Specifically, after prohibiting interrupts, the flag register is saved to the gaming RWM area, and processing is performed to call the target information program by the CALL command.

[0344] The main CPU 110a performs game ball counting processing (information program) in step S810. Specifically, the main CPU 110a performs processing to count game performance information such as the normal payout number, which is the number of prize balls paid out based on the entry of game balls into various winning ports (general winning port, large winning port start port) during the normal game state, the normal out number, which is the number of game balls detected by the out ball detection switch 39a during the normal game state, and the total out number, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state.

[0345] Furthermore, the total number of outs, the number of payouts during normal play, and the number of outs during normal play are gaming performance information that are not affected even if the setting value is changed (are unrelated to the setting value), so by counting these, it is possible to calculate performance information (the normal base value described below) that eliminates the influence of the setting value, which can be used to understand the performance of the gaming machine 1.

[0346] In step S830, the main CPU 110a performs a normal base value calculation process (information program). Specifically, the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number is calculated, and the normal base value rounded to the first decimal place is saved in the first area of ​​the base memory area set in the information RWM area.

[0347] The game area is initially updated when the total number of outs during normal game mode reaches 300, and thereafter is updated every time the total number of outs during normal game mode reaches 60,000.The base memory area is provided with a first area in which the normal base value for the current game area is stored, a second area for storing the normal base value for the game area one time ago, a third area for storing the normal base value for the game area two times ago, and a fourth area for storing the normal base value for the game area three times ago, and the normal base values ​​for four game areas including the current one are saved in each area.

[0348] In step S850, the main CPU 110a performs a performance display data setting process (information program). Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113, while switching the normal base values ​​(performance information) for the four game sections calculated in the performance information calculation process and saved in the base storage area every five seconds. The performance display data setting process will be described in detail later.

[0349] In step S870, the main CPU 110a performs a test data creation process (information program). Specifically, the main CPU 110a performs a process of creating test data (test information) to be output to a test facility used when testing the gaming machine 1.

[0350] In step S880, the main CPU 110a performs output control processing (information program). Specifically, the main CPU 110a performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various display devices, and processing for outputting signals such as the test data created in step S870.

[0351] In step S890, the main CPU 110a performs a game program return process. Specifically, the main CPU 110a returns the flag register from the game RWM area, permits interrupts, and performs a process for returning to the game program.

[0352] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.

[0353] In this way, since the timer interrupt is not executed in the pre-start state before the game progress control begins (during setting change mode, RWM clear mode, and setting confirmation mode), the number of payouts and outs are not counted, the normal base value is not calculated, and the normal base value is not displayed, it is possible to reduce the control burden on the main control board.

[0354] (Input control processing on the main control board) The input control process (game program) of the main control board 110 will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the input control process in the main control board 110.

[0355] First, in step S210, the main CPU 110a performs a general winning opening detection switch input process. Specifically, the main CPU 110a determines whether a detection signal has been input from the general winning opening detection switch 43a, that is, whether a gaming ball has entered the general winning opening 43, and then performs a process to pay out prize balls from the payout device 95.

[0356] In step S220, the main CPU 110a performs a special prize opening detection switch input process. Specifically, the main CPU 110a determines whether a detection signal has been input from the first special prize opening detection switch 50a or the second special prize opening detection switch 56a, that is, whether a gaming ball has entered the first special prize opening 50 or the second special prize opening 56, and then performs a process to pay out prize balls from the payout device 95.

[0357] The main CPU 110a performs a first start hole detection switch input process in step S230. Specifically, the main CPU 110a determines whether a detection signal has been input from the first start hole detection switch 45a, that is, whether a game ball has entered the first start hole 45, and performs a process for paying out prize balls from the payout device 95, as well as a process for acquiring and storing special symbol determination information. The details of the first start hole detection switch input process will be described later.

[0358] In step S240, the main CPU 110a performs second start hole detection switch input processing. Specifically, the main CPU 110a determines whether a detection signal has been input from the second start hole detection switch 47a, that is, whether a game ball has entered the second start hole 47, and performs processing to pay out prize balls from the payout device 95, as well as processing to acquire and store special symbol determination information.

[0359] In step S250, the main CPU 110a performs gate detection switch input processing. Specifically, it determines whether a detection signal has been input from the gate detection switch 44a, that is, whether the game ball has passed through the normal gate 44, and performs processing to acquire and store normal gate determination information. When this processing is completed, the current input control processing is completed.

[0360] (Main control board first start port detection switch input processing) 19, the first start hole detection switch input processing (game program) of the main control board 110 will be described. FIG. 19 is a flowchart showing the first start hole detection switch input processing in the main control board 110.

[0361] First, in step S230-1, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 45a. If a detection signal has been input from the first start hole detection switch 45a, the process proceeds to step S230-2. If a detection signal has not been input from the first start hole detection switch 45a, the current first start hole detection switch input process is terminated.

[0362] In step S230-2, the main CPU 110a performs a process of updating the three prize ball counter used for three prize balls by adding data indicating three prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special symbol, random number value for determining a reach, random number value for determining a special symbol variation pattern).

[0363] In step S230-4, the main CPU 110a determines whether the first reserved number (U1) is less than 4. If the first reserved number (U1) is less than 4, the process proceeds to step S230-5, and if the first reserved number (U1) is not less than 4, the current first start port detection switch input process is terminated.

[0364] In step S230-5, the main CPU 110a performs a process of adding "1" to the first reserved number (U1) to update it (U1←U1+1), and in step S230-6, sets the first special symbol storage designation command corresponding to the first reserved number (U1) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the first special symbol storage designation command is sent to the performance control board 130, and the main display device 70 displays the number of first reserved icons corresponding to the first reserved number (U1).

[0365] In step S230-7, the main CPU 110a searches for an empty storage section in order from the first storage section of the first special symbol determination information storage area, and stores the special symbol determination information acquired in step S230-3 in the empty storage section.

[0366] In step S230-8, the main CPU 110a determines whether or not the current state is a non-time-shortening state (normal game state). If the current state is a non-time-shortening state, the process proceeds to step S230-9 to perform a pre-reading process of the special symbol determination information acquired based on the winning of the game ball into the first start hole 45, and if the current state is not a non-time-shortening state, the process does not perform a pre-reading process of the special symbol determination information acquired based on the winning of the game ball into the first start hole 45, and the current first start hole detection switch input process is terminated.

[0367] The main CPU 110a performs the first pre-reading process (pre-determination process) in step S230-9. In this first pre-reading process, the pre-determination table shown in Fig. 10 is referenced, and the special symbol determination information acquired this time is pre-determined before the first special symbol variable display is performed, and a process is performed to generate a first pre-reading designation command for notifying the performance control board 130 of the result of the pre-determination (special symbol planned variable pattern).

[0368] This "first pre-reading designation command" is information that can identify the planned variation pattern of the special symbol, so the performance control board 130 can also identify the type of special symbol, the result of the jackpot determination, and the type of special symbol using the first pre-reading designation command.

[0369] In step S230-10, the main CPU 110a sets the first pre-read designation command generated in step S230-9 in the performance transmission data storage area of ​​the main RAM 110c.

[0370] As a result, the first look-ahead designation command is sent to the presentation control board 130, and a look-ahead notice (look-ahead continuous presentation, icon change presentation) is executed to anticipate that a jackpot game will be played over one or more display variations, even before the display of the first special pattern corresponding to the first look-ahead designation command begins to change.

[0371] In addition, the second start hole detection switch input processing is also processed in the same way as the first start hole detection switch input processing, so the first start hole detection switch 45a, 3 prize ball counter, first reserved number (U1), first special chart determination information reserved memory area, non-time-saving state, first pre-reading process, and first pre-reading designation command can be read as second start hole detection switch 47a, 2 prize ball counter, second reserved number (U2), second special chart determination information reserved memory area, time-saving state, second pre-reading process, and second pre-reading designation command.

[0372] In this embodiment, the upper limit of the first reserved number (U1) is "4", but it may be more or less than this. Also, the upper limit of the second reserved number may be less than the upper limit of the second reserved number. Furthermore, the first reserved information may not be stored by storing the special pattern determination information only in the 0th storage section of the first special pattern determination information storage area.

[0373] In addition, in this embodiment, the upper limit of the second reserved number (U2) is "4", but it may be more or less than this. Also, the upper limit of the second reserved number may be less than the upper limit of the first reserved number. Furthermore, the second reserved memory may be eliminated by storing the special pattern determination information only in the 0th memory section of the second special pattern determination information storage area.

[0374] (Main control board special diagram special power control processing) The special symbol special power control process (game program) of the main control board 110 will be described with reference to Fig. 20. Fig. 20 is a flowchart showing the special symbol special power control process in the main control board 110.

[0375] First, in step S301, the main CPU 110a loads the value of the special drawing special power processing data, and in step S302, references the branch destination address from the loaded special drawing special power processing data, executes the processing corresponding to the branch destination address, and terminates the current special drawing special power control processing.

[0376] Specifically, if the special symbol special electric processing data = 0, the variable display of the special symbol is started based on the judgment result of the reserved memory (special symbol judgment information), the variable time is set, and a special symbol memory judgment process (step S310) is executed to perform processing for transmitting start commands (special symbol memory designation command, game state designation command, special symbol designation command, special symbol variation pattern designation command) to the performance control board 130 and processing for changing the special symbol special electric processing data to "1". Details of the special symbol memory judgment process will be described later.

[0377] If the special pattern special electric processing data = 1, the display of the changing special pattern is stopped as the change time elapses, the stop time (for example, 0.5 seconds) is set, and special pattern change processing (step S320) is executed to perform processing such as sending a stop command (pattern confirmation command) to the performance control board 130 and changing the special pattern special electric processing data to "2."

[0378] If the special symbol special electric processing data = 2, then after the stop time (0.5 seconds) of the special symbol has elapsed, if it is a losing special symbol, the special symbol special electric processing data is changed to "0", and if it is a jackpot special symbol, the opening time of the jackpot game is set, and processing is performed to send an opening designation command to the performance control board 130 and special symbol stop processing (step S330) to change the special symbol special electric processing data to "3".

[0379] If the special symbol special electric processing data = 3, a jackpot game process (step S340) is executed to perform processes such as starting a round game as the opening time of the jackpot game elapses and sending a round designation command to the performance control board 130, setting the ending time of the jackpot game based on the end of the final round game and sending an ending designation command to the performance control board 130, and changing the special symbol special electric processing data to "4".

[0380] If the special symbol special electric processing data = 4, a jackpot game end process (step S350) is executed to perform processes such as ending the jackpot game as the ending time elapses, setting the game state after the jackpot ends (low probability time-shortened game state, high probability time-shortened game state, high probability number of times, number of time-shortened games), and changing the special symbol special electric processing data to "0."

[0381] (Main control board special pattern memory determination processing) The special symbol memory determination process (game program) of the main control board 110 will be described with reference to Fig. 21. Fig. 21 is a flowchart showing the special symbol memory determination process in the main control board 110.

[0382] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is being displayed. If a special symbol is being displayed, the main CPU 110a ends the current special symbol memory determination process. If a special symbol is not being displayed, the main CPU 110a proceeds to step S310-2.

[0383] In step S310-2, the main CPU 110a determines whether the second reservation number (U2) is equal to or greater than 1. If the second reservation number (U2) is equal to or greater than 1, the process proceeds to step S310-3, and if the second reservation number (U2) is not equal to or greater than 1, the process proceeds to step S310-4.

[0384] In step S310-3, the main CPU 110a subtracts "1" from the second reserved number (U2) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the subtracted second reserved number (U2) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the main display device 70 and the display of the icon.

[0385] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the second special symbol determination information storage area, and shifts the special symbol determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0386] For example, the special symbol determination information stored in the fourth storage section of the second special symbol determination information reserve storage area is shifted to the third storage section of the second special symbol determination information reserve storage area. Also, the special symbol determination information stored in the first storage section of the second special symbol determination information reserve storage area is shifted to the 0th storage section, which is the special symbol determination information execution storage area, and the special symbol determination information used in the previous game that was stored in the 0th storage section is erased.

[0387] On the other hand, in step S310-4, the main CPU 110a determines whether the first reservation number (U1) is 1 or more. If the first reservation number (U1) is 1 or more, the process proceeds to step S310-5, and if the first reservation number (U1) is not 1 or more, the process proceeds to step S319-1.

[0388] In step S310-5, the main CPU 110a subtracts "1" from the first reserved number (U1) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the first reserved number (U1) after subtraction in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the main display device 70 and the display of the icon.

[0389] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the first special pattern reserve memory area, and shifts the special pattern determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0390] For example, the special symbol determination information stored in the fourth memory section of the first special symbol reserve memory area is shifted to the third memory section of the first special symbol reserve memory area. Also, the special symbol determination information stored in the first memory section of the first special symbol reserve memory area is shifted to the zeroth memory section, which is the special symbol determination information execution memory area, and the special symbol determination information used in the previous game that was stored in the zeroth memory section is erased.

[0391] In addition, with the shift processing of the special symbol determination information in step S310-8, the special symbol reservation display data indicating the first reservation number (U1) and the second reservation number (U2) after subtraction is set in a predetermined area of ​​the main RAM 110c. As a result, the display contents of the first special symbol reservation indicator 63 and the second special symbol reservation indicator 64 will be updated.

[0392] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special symbol determination information holding memory area is shifted with priority over the first special symbol determination information holding memory area (the second reserved number is subtracted with priority over the first reserved number), but the first special symbol determination information holding memory area or the second special symbol determination information holding memory area may be shifted in the order in which the game balls enter the starting hole (the first reserved number and the second reserved number are subtracted in order of winning), or the first special symbol determination information holding memory area may be shifted with priority over the second special symbol determination information holding memory area (the first reserved number is subtracted with priority over the second reserved number).

[0393] The main CPU 110a performs a jackpot determination process in step S311. Specifically, the main CPU 110a checks whether or not a jackpot has occurred by comparing the special symbol determination information (random number value for jackpot determination) stored in the 0th storage unit, which is a special symbol determination information execution storage area, with the jackpot determination table shown in Fig. 7. Also, the main CPU 110a checks the special symbol determination information (random number value for special symbol determination) stored in the 0th storage unit, which is a special symbol determination information execution storage area, with the special symbol determination table shown in Fig. 8 to perform a process of determining the type of special symbol to be stopped.

[0394] In step S312, the main CPU 110a sets a special symbol designation command corresponding to the type of special symbol determined in the big win determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol designation command is transmitted to the performance control board 130, and processing is performed to determine the performance symbol 70a to be stopped and displayed as a result of the variable performance.

[0395] In step S313, the main CPU 110a performs a special symbol variation pattern determination process. Specifically, the special symbol determination information stored in the 0th storage unit, which is the special symbol determination information execution storage area, is compared with the special symbol variation pattern determination table shown in Fig. 9, and a process of determining a special symbol variation pattern (variation time) which is a variation pattern of the special symbol is performed.

[0396] In step S314, the main CPU 110a sets a special symbol variation pattern designation command corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol variation pattern designation command is sent to the performance control board 130, and processing is performed to determine the variation performance pattern, which is the performance mode of the variation performance performed during the special symbol variation display.

[0397] In step S315, the main CPU 110a sets the special symbol fluctuation time (counter value) corresponding to the type of special symbol fluctuation pattern determined in the special symbol fluctuation pattern determination process in a predetermined area of ​​the main RAM 110c, and starts the variable display of the special symbol in step S316. As a result, LED lighting data for executing the variable display of the special symbol is created in the data creation process of step S700, and the created lighting data is output in the output control process of step S800, so that the variable display of the special symbol is performed on the first special symbol display device 60 or the second special symbol display device 61.

[0398] In step S317, the main CPU 110a clears the customer waiting state flag to end the customer waiting state, and in step S318, sets the special symbol special signal processing data to "1" and ends the current special symbol memory determination process.

[0399] In step S319-1, the main CPU 110a determines whether a customer waiting state flag indicating a customer waiting state is set in the main RAM 110c. If the customer waiting state flag is set, the current special symbol memory determination process is terminated, and if the customer waiting state flag is not set, the process proceeds to step S319-2. Note that the customer waiting state refers to a state in which the variable display of special symbols and the special game (jackpot game) are not being executed, but the requirement that the variable display of normal symbols and the auxiliary game are not being executed may also be included.

[0400] In step S319-2, the main CPU 110a sets a customer waiting state flag in a predetermined area of ​​the main RAM 110c, and in step S319-3, sets a customer waiting state designation command indicating that the machine is in a customer waiting state in the performance transmission data storage area of ​​the main RAM 110c, and ends this special symbol memory determination process. As a result, the customer waiting state designation command is sent to the performance control board 130, and processing is performed to execute a customer waiting demo performance to encourage the player to play.

[0401] (Main control board performance display data setting process) The performance display data setting process (game program) of the main control board 110 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing the performance display data setting process in the main control board 110.

[0402] First, in step S850-1, the main CPU 110a determines whether the display switching time counter saved in the information RWM area of ​​the main RAM 110c is the display switching value "0" in order to determine whether to switch the performance information (normal base value) displayed on the information display 113. If the display switching value is "0," the performance information (normal base value) displayed on the information display 113 is switched and the process proceeds to step S850-2. If the display switching value is not "0," the performance information displayed on the information display 113 is not switched and the process proceeds to step S850-6. Note that when this process is executed for the first time after the gaming machine 1 is powered on, the value of the display switching time counter is the display switching value "0."

[0403] In step S850-2, the main CPU 110a determines whether a lighting confirmation flag for determining whether lighting confirmation of the information display 113 has been completed has been saved in the information RWM area. If the lighting confirmation flag has been saved, the process proceeds to step S850-4 assuming that the normal base value will be displayed on the information display 113. If the lighting confirmation flag has not been saved, the process proceeds to step S850-3 assuming that lighting confirmation of the information display 113 will be performed. Note that when this process is executed for the first time after powering on the gaming machine 1, the lighting confirmation flag has not been saved.

[0404] In step 850-3, main CPU 110a determines display data for lighting confirmation to light all segments (including decimal points) of four 7-segment displays (113a to 113d) constituting information display 113.

[0405] In step S850-4, the main CPU 110a acquires a normal base value (to be displayed on the information display 113) corresponding to the data selection counter value from a base storage area provided in the information RWM area of ​​the main RAM 110c. Specifically, if the data selection counter value is "0", the normal base value saved in the first area of ​​the base storage area is acquired, if the data selection counter value is "1", the normal base value saved in the second area of ​​the base storage area is acquired, if the data selection counter value is "2", the normal base value saved in the third area of ​​the base storage area is acquired, and if the data selection counter value is "3", the normal base value saved in the fourth area of ​​the base storage area is acquired.

[0406] In step S850-5, the main CPU 110a refers to a display data determination table (not shown) and determines the display data of the normal base value to be displayed on the information display 113 based on the interval counter value, the number of normal outs indicated by the normal out number counter, and the acquired normal base value.

[0407] In step S850-6, the main CPU 110a sets the determined display data in the output data area of ​​the information RWM area as display information for the information display 113. As a result, the display data set in the output data area of ​​the information RWM area in the output control process of step S880 described above is referenced, and the normal base value (performance information) corresponding to the display data is displayed on the information display 113. The display information for the information display 113 in each game zone will be described later.

[0408] In step S850-7, main CPU 110a increments the display switching time counter by 1, and in step S850-8 determines whether the display switching time counter is greater than an upper limit (for example, 5 seconds). If the display switching time counter is not greater than the upper limit, it is determined that the time for switching the display on information display 113 has not elapsed, and the process proceeds to step S850-15. If the display switching time counter is greater than the upper limit, it is determined that the time for switching the performance information displayed on information display 113 has elapsed, and in step S850-9, the display switching time counter is cleared to 0 (initialized).

[0409] In step S850-10, the main CPU 110a determines whether the above-mentioned lighting confirmation flag is present in the information RWM area of ​​the main RAM 110c. If the lighting confirmation flag is present, the process proceeds to step S850-12. If the lighting confirmation flag is not present, the lighting confirmation flag is saved in the information RWM area of ​​the main RAM 110c in step S850-11.

[0410] In step S850-12, main CPU 110a adds 1 to the data selection counter described above, and in step S850-13 determines whether the data selection counter is greater than an upper limit (for example, 3). If the data selection counter is not greater than the upper limit, the process proceeds to step S850-15. If the data selection counter is greater than the upper limit, the data selection counter is cleared to 0 (initialized) in step S850-14.

[0411] In step S850-15, the main CPU 110a restores the registers that were saved to the information RWM area of ​​the main RAM 110c during the above-mentioned game ball counting process, and in step S850-16, it restores the game stack pointers that were saved to the information RWM area of ​​the main RAM 110c during the above-mentioned game ball counting process, and terminates the current performance display data setting process.

[0412] In this way, after the gaming machine 1 is powered on and before the performance information (normal base value) is displayed, all segments of the four 7-segment displays of the information display 113 light up (lighting confirmation is performed), making it possible to check whether the information display 113 is malfunctioning and which segments are malfunctioning.

[0413] In addition, every time the display switching time (5 seconds) elapses, the performance information (normal base value) of the four game sections consisting of the current game section and the three previous game sections is displayed in sequence, making it possible to compare the performance information (normal base value) of the most recent four game sections, making it possible to confirm the actual performance of the gaming machine and identify the possibility of fraudulent activity.

[0414] (Display information of information display in each game zone) Next, the display information of the information display 113 in each game section will be described with reference to Fig. 23. In the table of display information in Fig. 23, the section counter value (type of game section), the number of outs during normal play, the data selection counter value, and the display content of the information display 113 are associated with each other.

[0415] The identification information displayed in the identification segment of the information display 113 includes "bL.", which indicates that it is the normal base value for the current play section, "b1.", which indicates that it is the normal base value for the play section one period before, "b2.", which indicates that it is the normal base value for the play section two periods before, and "b3.", which indicates that it is the normal base value for the play section three periods before.

[0416] The numerical information displayed in the numerical segments of the information display 113 includes "--", which indicates that no normal base value has been calculated, "00", which indicates that the normal base value is "0" or the number of normal outs is "0", "01" to "99", which indicate that the number of normal outs is "1" or more and the normal base value is "1" to "99", and "99.", which indicates that the normal base value is "100" or more. Note that if the normal base value is less than "10", the tens digit of the numerical information will always be "0" and the information will be displayed in two digits.

[0417] The display mode of the numerical information displayed in the numerical segment does not change (it is displayed as a lit light) regardless of the play area or the number of outs during normal play, but the display mode of the identification information displayed in the identification segment changes (it is displayed as a flashing light or a lit light) depending on the play area, the number of outs during normal play, etc. (whether or not a calculated normal base value has been calculated and whether or not the calculated normal base value is reliable).

[0418] Specifically, in the first to fourth game zones, when displaying the identification information of a game zone that does not have a calculated normal base value, the identification information will be displayed in a blinking manner. Also, in the game zones from the second game zone onwards, when displaying the identification information of the current game zone ("bL."), if the period in which the reliability of the calculated normal base value is low (the number of normal outs is 0 to 5999), the identification information will be displayed in a blinking manner. In all other cases, the identification information will be displayed in a lit manner.

[0419] Here, as an example of the display of the information display 113, if the interval counter value is "1", the number of normal outs is within the range of 0 to 5999, the data selection counter value is "0", and the normal base value stored in the first area of ​​the base memory area is "35", the identification segment of the information display 113 will flash "bL." and the numeric segment will light up and display "35".

[0420] In this way, when the normal base value is "99" or less, the performance information displayed in the numeric segment does not use the decimal point DP of the 7-segment display, i.e., "00" to "99," whereas when the normal base value is "100" or more, the performance information displayed in the numeric segment uses the decimal point DP of the 7-segment display, i.e., "99.", making it easier to recognize that the normal base value is abnormal.

[0421] Furthermore, when the base value is normally less than "10", a "0" is always displayed in the tens place of the numeric segment and the value is displayed in two digits (for example, "01"), so the two 7-segment displays as numeric segments can be used effectively to provide an easy-to-understand display.

[0422] In addition, when the normal base value for the current play area is displayed, if the number of normal outs for the current play area is between 0 and 5999, which is not enough to calculate the normal base value, the identification information "bL." displayed in the identification segment will flash, making it easier to understand that the currently displayed normal base value is unreliable information.

[0423] In addition, if no normal base value has been calculated, the numerical segment will display "--" instead of a number, making it easier to understand that no normal base value has been calculated in the game section corresponding to the identification information displayed in the identification segment.

[0424] It is also possible to execute the game ball counting process, performance information calculation process, and performance display data setting process as information programs, but instead execute one or two of them as game programs (for example, execute the game ball counting process within the input control process that monitors whether or not signals are input from various switches), while executing the rest as information programs.

[0425] Furthermore, the process of outputting display data for displaying performance information on the information display device 113 may be executed by the performance program, rather than by the output control process, which is a game program.

[0426] Furthermore, instead of using the out ball detection switch 39a to detect out balls consisting of game balls that have entered the general prize opening 43, the first start opening 45, the second start opening 47, the first large prize opening 50, and the second large prize opening 56, and game balls that have flowed into the out opening 39, the out ball detection switch 39a may be configured to detect only game balls that have flowed into the out opening. In that case, the number of outs (total number of outs, number of outs during normal play) may be incremented by one each time a game ball is detected by the out ball detection switch 39a, the general prize opening detection switch 43a, the first start opening detection switch 45a, the second start opening detection switch 47a, the first large prize opening detection switch 50a, or the second large prize opening detection switch 56a.

[0427] (Main processing of the production control unit) The main processing of the performance control unit 130m will be described with reference to Fig. 24. Fig. 24 is a flowchart of the main processing in the performance control unit 130m.

[0428] First, the sub CPU 130a disables all interrupts in step E1, performs CPU initialization such as setting internal registers in step E2, and permits access to the RWM area of ​​the sub RAM 130c in step E3.

[0429] In step E4, the sub-CPU 130a initializes (clears to 0) all RWM areas (work area, stack area, unused area) of the sub-RAM 130c, in step E5 it activates the CTC (counter timer circuit) to generate a timer interrupt (4 milliseconds), and in step E6 it enables all interrupts.

[0430] In step E7, the sub-CPU 130a performs a sub-random number update process. Specifically, the sub-CPU 130a performs a process of updating various random number values ​​stored in the RWM area of ​​the sub-RAM 130c. Thereafter, the process of step E7 is repeated.

[0431] (Timer interrupt processing of the production control unit) The timer interrupt processing of the performance control unit 130m will be explained using Figure 25. Figure 25 is a flowchart of the timer interrupt processing in the performance control unit 130m. This timer interrupt processing is executed by inputting a clock pulse at a predetermined cycle (4 milliseconds) from a reset clock pulse generating circuit provided in the performance control unit 130m.

[0432] First, in step E100, the sub-CPU 130a saves the information stored in the registers to the stack area in the RWM area of ​​the sub-RAM 130c, and then in step E200, performs timer update processing. Specifically, it performs processing to update various timer counters required for executing the performance.

[0433] In step E300, the sub-CPU 130a performs a command analysis process. Specifically, the sub-CPU 130a analyzes the command (sent from the main control board 110 or the payout control unit 121) stored in the receive buffer in the RWM area of ​​the sub-RAM 130c. Details of the command analysis process will be described later.

[0434] The sub-CPU 130a performs a customer waiting control process in step E400. Specifically, the sub-CPU 130a determines whether or not a customer waiting time (for example, 60 seconds) has elapsed in a customer waiting state in which the variable display of special symbols and special games (jackpot games) are not being executed, and performs a process for executing a customer waiting effect to stimulate the player's desire to play based on the elapse of the customer waiting time.

[0435] In step E500, the sub-CPU 130a performs a jackpot advance notice effect execution process. Specifically, the sub-CPU 130a performs a process for executing a jackpot advance notice effect that suggests the likelihood of a jackpot game being executed (that makes the player expect a jackpot game to be executed) based on the execution information of the jackpot advance notice effect set in the sub-RAM 130c in a jackpot advance notice effect determination process described later.

[0436] In step E600, the sub-CPU 130a performs a process for executing a light-emitting effect at the time of winning a prize. Specifically, the sub-CPU 130a performs a process for executing a light-emitting effect at the time of winning a prize, which indicates the likelihood of a jackpot game being executed (which makes the player expect a jackpot game to be executed) based on the execution information for the light-emitting effect at the time of winning a prize set in the sub-RAM 130c in a light-emitting effect determination process at the time of winning a prize, which will be described later.

[0437] The sub-CPU 130a performs a presentation mode update process in step E700. Specifically, it determines whether or not an update condition (such as a change in the game state, winning the mode update lottery, or execution of a SP / SPSP reach effect resulting in a loss) of the presentation mode (presentation stage) that defines presentation elements (such as background image, presentation image, and presentation sound) in the sound output device 9, main display device 70, and sub-display device 71 has been met, and if the update condition has been met, it performs a process for updating the presentation mode to one of a plurality of presentation modes.

[0438] The "presentation modes" include presentation modes A to C that are set in the normal game state (low-probability non-time-saving game state), presentation modes D to E that are set in the probability variable game state (high-probability time-saving game state), and presentation mode F that is set in the time-saving game state (low-probability time-saving game state). Note that the presentation mode that is initially set when the device is controlled to the normal game state when the power is turned on (for example, after changing the settings, clearing the RWM, or confirming the settings) is always presentation mode A, the presentation mode that is initially set when the device is controlled to the probability variable game state when the power is turned on is always presentation mode D, and the presentation mode that is initially set when the device is controlled to the time-saving game state when the power is turned on is always presentation mode F.

[0439] In step E800, the sub-CPU 130a performs output control processing. Specifically, the sub-CPU 130a performs processing for transmitting various commands set in the transmission buffer of the sub-RAM 130c to the general control unit 141 and the lamp control unit 150.

[0440] In step E900, the sub CPU 130a restores the registers saved in the RWM area of ​​the sub RAM 130c in step E100, and ends this timer interrupt process.

[0441] (Command analysis processing of the production control unit) The command analysis process of the performance control unit 130m will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the command analysis process in the performance control unit 130m.

[0442] First, in step E301, the sub-CPU 130a refers to the receive buffer of the sub-RAM 130c to determine whether or not a command has been received. If a command has been received, the process proceeds to step E302; if a command has not been received, the current command analysis process is terminated.

[0443] In step E302, the sub CPU 130a determines whether the received command is a setting change command. If it is a setting change command, the process proceeds to step E303, and if it is not a setting change command, the process proceeds to step E304.

[0444] In step E303, the sub-CPU 130a performs a setting change notification process. Specifically, the sub-CPU 130a performs a process of setting a notification instruction command for starting the setting change notification described above in a transmission buffer of the sub-RAM 130c. As a result, the notification instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and processing for executing the setting change notification is performed.

[0445] In step E304, the sub CPU 130a determines whether the received command is a setting check command. If it is, the process proceeds to step E305, and if it is not, the process proceeds to step E306.

[0446] In step E305, the sub-CPU 130a performs a setting check notification process. Specifically, the sub-CPU 130a performs a process of setting a notification instruction command for starting the setting check notification described above in a transmission buffer of the sub-RAM 130c. As a result, the notification instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process of executing the setting check notification is performed.

[0447] In step E306, the sub-CPU 130a determines whether the received command is a power-on command or a power restoration command. If it is, the process proceeds to step E307, and if it is not, the process proceeds to step E308.

[0448] In step E307, the sub-CPU 130a performs a power-on notification process. Specifically, if the received command is a power-on command, the sub-CPU 130a sets a notification instruction command for executing the above-mentioned power-on notification in the transmission buffer of the sub-RAM 130c. If the received command is a power-restoration command, the sub-CPU 130a performs a process of setting a notification instruction command for executing the above-mentioned power-restoration notification in the transmission buffer of the sub-RAM 130c. As a result, the notification instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and processing is performed to execute the power-on notification or the power-restoration notification, as well as initial operations for operating the first movable performance device 73 (first movable member 73a, second movable member 73b), the second movable performance device 75, and the sub-display device 71 in a predetermined manner and initial light emission for emitting light from the board lighting device 74 in a predetermined manner.

[0449] In step E308, the sub-CPU 130a determines whether the received command is an error-related command. If it is an error-related command, the process proceeds to step E309. If it is not an error-related command, the process proceeds to step E310.

[0450] "Error-related designation commands" include an unrecoverable error designation command, an improper winning error designation command, an abnormal winning error designation command, a magnetic error designation command, a radio wave error designation command, a door opening error start designation command, a door opening error end designation command, an operation error designation command, a tray full error designation command, a payout abnormality designation command, etc. The priority of each error is as follows: payout abnormality = tray full error < operation error < door opening error < radio wave error = magnetic error < abnormal winning error = improper winning error < unrecoverable error.

[0451] In step E309, the sub-CPU 130a performs error notification processing. Specifically, it performs processing to set a notification instruction command in the transmission buffer of the sub-RAM 130c to execute an error notification (such as an unrecoverable error notification, an improper winning error notification, an abnormal winning error notification, a magnetic error notification, a radio wave error notification, a door open error notification, an operation error notification, a tray full error notification, or a payout abnormality notification) according to the type of error specification command received. This causes the notification instruction command to be sent to the display control unit 140 and the lamp control unit 150, and processing to execute various error notifications is performed. Note that various error notifications are performed using at least one of the following: an error sound, an error lamp, and an error image. Specifically, a tray full error notification does not emit an error lamp, and a payout abnormality notification does not emit an error sound. However, other error notifications are performed by outputting an error sound, illuminating an error lamp, and displaying an error image.

[0452] In step E310, the sub-CPU 130a determines whether the received command is a game state designation command. If it is a game state designation command, the process proceeds to step E311. If it is not a game state designation command, the process proceeds to step E312.

[0453] In step E311, the sub-CPU 130a performs a game state setting process. Specifically, the sub-CPU 130a performs a process of updating the game state stored in the sub-RAM 130c to a game state corresponding to the game state designation command.

[0454] In step E312, the sub-CPU 130a determines whether the received command is a special symbol storage command. If it is a special symbol storage command, the process proceeds to step E313. If it is not a special symbol storage command, the process proceeds to step E314.

[0455] In step E313, the sub-CPU 130a performs a reserved number update process. Specifically, the process updates the reserved number of special symbols stored in the sub-RAM 130c and sets a performance instruction command to the transmission buffer of the sub-RAM 130c to increase or decrease the reserved icons displayed on the main display device 70. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process is performed to increase or decrease the reserved icons displayed on the main display device 70.

[0456] In step E314, the sub-CPU 130a determines whether the received command is a look-ahead designation command. If it is a look-ahead designation command, the sub-CPU 130a sets the received look-ahead designation command (special chart planned variation pattern) in a look-ahead storage area (described later) of the sub-RAM 130c, and then proceeds to step E315. If it is not a look-ahead designation command, the sub-CPU 130a proceeds to step E318.

[0457] The "pre-reading memory area" is divided into a first pre-reading memory section for sequentially storing pre-reading information (special chart planned change pattern, etc.) based on a first pre-reading designation command, a second pre-reading memory section for sequentially storing pending information based on a second pre-reading designation command, and a memory section (0th memory section) for storing pre-reading information corresponding to the currently executing change display (change performance), and the first pre-reading memory section and the second pre-reading memory section are each divided into 1st to 4th memory sections.

[0458] The first to fourth storage sections of the first look-ahead storage section correspond to the first to fourth storage sections of the above-mentioned first special symbol determination information reservation storage area, respectively, and when the first look-ahead designation command is received, the look-ahead information is stored in the storage section corresponding to the first reservation number. The look-ahead information stored in each storage section is moved (shifted) to the storage section with the next smaller number each time the variable display (variable performance) of the first special symbol is executed.

[0459] The first to fourth storage sections of the second look-ahead storage section correspond to the first to fourth storage sections of the second special symbol determination information reservation storage area described above, respectively, and when the second look-ahead designation command is received, the look-ahead information is stored in the storage section corresponding to the second reservation number. The look-ahead information stored in each storage section is moved (shifted) to the storage section with the next lower number each time the variable display (variable performance) of the second special symbol is executed.

[0460] This memory unit (0th memory unit) corresponds to the special pattern determination information execution memory area described above, and when the variable display of the first special pattern is executed, the pre-reading information moved (shifted) from the first memory unit of the first pre-reading memory unit is stored, and when the variable display of the second special pattern is executed, the pre-reading information moved (shifted) from the first memory unit of the second pre-reading unit is stored.

[0461] In step E315, the sub-CPU 130a performs an icon change effect determination process. Specifically, the sub-CPU 130a performs a process to determine whether or not to execute an icon change effect that suggests the expectation (possibility) of a special game being executed by displaying the reserved icon or the icon displayed on the main display device 70 in a special display mode (special icon) different from the normal display mode (normal icon), and the effect mode of the icon change effect to be executed. Details of the icon change effect determination process will be described later.

[0462] In step E316-A, the sub-CPU 130a performs a process for determining a light-emitting effect at the time of winning. Specifically, when a game ball enters the starting hole, the sub-CPU 130a performs a process for determining whether or not to perform a light-emitting effect at the time of winning, which indicates the likelihood of a special game being executed by causing the top lamp 10b located at the upper center of the glass frame 4 of the frame lighting device 10 to emit light in a special light-emitting mode different from the normal light-emitting mode, and the mode of the light-emitting effect at the time of winning to be executed.

[0463] In step E316-B, the sub-CPU 130a performs a process for determining whether to perform a winning vibration effect. Specifically, when the game ball enters the starting hole, the sub-CPU 130a performs a process for determining whether to perform a winning vibration effect that indicates the likelihood of a special game being executed by driving the button drive device 17b for a predetermined time (for example, about 1 second).

[0464] In step E317, the sub-CPU 130a performs a process for determining a pre-reading continuous performance. Specifically, the sub-CPU 130a determines whether or not to execute a pre-reading continuous performance that anticipates the execution of a jackpot game (indicates the possibility of the execution of a jackpot game) by executing a predetermined performance over the variable display (variable performance) of one or more special symbols, and determines the type of pre-reading continuous performance to execute, and performs a process for setting a performance instruction command to execute the pre-reading continuous performance in the transmission buffer of the sub-RAM 130c. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and processing for executing the pre-reading continuous performance is performed. The details of the pre-reading continuous performance determination process will be described later.

[0465] In step E318, the sub-CPU 130a determines whether the received command is a special symbol designation command. If it is a special symbol designation command, the process proceeds to step E319. If it is not a special symbol designation command, the process proceeds to step E320.

[0466] In step E319, the sub-CPU 130a performs a pattern data determination process. Specifically, the sub-CPU 130a performs a process of determining the effect patterns to be stopped and displayed on the main display device 70 as a result of the variable effect, that is, the arrangement (combination) of the effect patterns to be stopped on a predetermined pay line.

[0467] In step E320, the sub-CPU 130a determines whether the received command is a special pattern variation command. If it is a special pattern variation command, the process proceeds to step E321. If it is not a special pattern variation command, the process proceeds to step E325.

[0468] In step E321, the sub-CPU 130a performs a variable performance pattern determination process. Specifically, based on the content of the received special chart variable performance pattern designation command, the variable performance pattern, which is the performance mode of the variable performance executed by the performance device including the main display device 70, is determined, and a performance instruction command indicating the variable performance pattern is set in the transmission buffer of the sub-RAM 130c. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and processing for executing the variable performance is performed.

[0469] In step E322, the sub-CPU 130a performs a process of determining whether to execute a jackpot advance notice effect. Specifically, based on the variable effect pattern determined in step E321, the sub-CPU 130a determines whether to execute a jackpot advance notice effect that suggests the likelihood of a special game being played (that raises expectations of a jackpot game being played), and the effect mode (pattern) of the jackpot advance notice effect to be executed, and then performs a process of setting execution information of the jackpot advance notice effect in a predetermined area of ​​the sub-RAM 130c. The details of the jackpot advance notice effect determination process will be described later.

[0470] In step E323, the sub-CPU 130a performs an icon display mode update process. Specifically, the sub-CPU 130a performs a process for starting the icon change effect determined in the icon change effect determination process in step E315, and for changing the display mode of the reserved icon or the icon that is already displayed.

[0471] In step E324, the sub-CPU 130a performs a look-ahead continuous performance execution process. Specifically, the sub-CPU 130a performs a process of setting a performance instruction command for starting the look-ahead continuous performance determined in the look-ahead continuous performance determination process in step E317 or for changing the performance mode in the transmission buffer of the sub-RAM 130c. As a result, the performance instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and processing for executing the look-ahead continuous performance is performed.

[0472] In step E325, the sub-CPU 130a determines whether the received command is a symbol determination command (stop command). If it is a symbol determination command (stop command), the process proceeds to step E326, and if it is not a symbol determination command (stop command), the process proceeds to step E327.

[0473] In step E326, the sub-CPU 130a performs a process of stopping the effect symbols. Specifically, the process of setting an effect instruction command for stopping and displaying the effect symbols that are in a temporarily stopped state and ending the variable effect in the transmission buffer of the sub-RAM 130c is performed. As a result, the effect instruction command is transmitted to the display control unit 140 and the lamp control unit 150, and a process of ending the variable effect is performed.

[0474] In step E327, the sub-CPU 130a determines whether the received command is a special game command. If it is a special game command, the process proceeds to step E328. If it is not a special game command, the sub-CPU 130a ends the current command analysis process.

[0475] The "special game designation command" includes an opening designation command, a round designation command, a big win ending designation command, and the like.

[0476] In step E328, the sub-CPU 130a performs a special game effect determination process. Specifically, in the case of an opening designation command, a process is performed in which a designation command for determining an opening effect for a jackpot game and executing the opening effect is set in the transmission buffer of the sub-RAM 130c. In the case of a round designation command, a process is performed in which a designation command for determining a round effect for a round game and executing the round effect is set in the transmission buffer of the sub-RAM 130c. In the case of an ending designation command, a process is performed in which a designation command for determining an ending effect for a jackpot game and executing the ending effect is set in the transmission buffer of the sub-RAM 130c, and the current command analysis process is terminated. As a result, the designation command is transmitted to the display control unit 140 and the lamp control unit 150, and processing is performed to execute the opening effect, round effect, and ending effect.

[0477] (Icon change effect determination process of the effect control unit) The icon change effect determination process of the effect control unit 130m will be described with reference to Fig. 27. Fig. 27 is a flowchart showing the icon change effect determination process in the effect control unit 130m.

[0478] In step E315-1, the sub-CPU 130a refers to the look-ahead designation command received from the main control board 110, and in step E315-2, determines whether or not the current period is one in which an icon change performance can be performed. If the current period is one in which an icon change performance can be performed, the process proceeds to step E315-3. If the current period is not one in which an icon change performance can be performed, the process proceeds to step E315-7, assuming that the icon change performance based on the look-ahead designation command received this time will not be performed.

[0479] The "period during which the icon change effect can be executed" refers to a period when a jackpot game is not being played, when a first pre-reading designation command based on winning at the first starting port 45 is received and the game is in a non-time-saving state (normal game state), and when a second pre-reading designation command based on winning at the second starting port 47 is received and the game is in a time-saving state (special chance game state or time-saving game state).

[0480] In step E315-3, the sub-CPU 130a determines whether or not there is a change scenario in the advance reservation (reserved memory corresponding to the previously received read-ahead designation command), that is, whether or not a change scenario has been set in the read-ahead information storage area. If there is a change scenario, the process proceeds to step E315-7 assuming that the icon change performance based on the currently received read-ahead designation command will not be executed, and if there is no change scenario, the process proceeds to step E315-4.

[0481] In step E315-4, the sub-CPU 130a acquires a random number value for determining the final display mode of an icon to be additionally displayed on the main display device 70 (first image display device), and in step E315-5, selects an icon final display mode determination table (see FIG. 28) for determining the final display mode of the icon. The icon final display mode determination table will be described in detail later.

[0482] In step E315-6, the sub-CPU 130a determines the final icon display mode. Specifically, by referring to the final icon display mode determination table shown in FIG. 28, one final icon display mode is determined from among a plurality of final icon display modes based on the type of look-ahead specification command (planned change pattern) and the selection rate (%) of each final icon display mode. In this process, once the final icon display mode is determined, the light color (final light color) of the start gate lamp 76 is determined in accordance with the determined final icon display mode. For example, if the final icon display mode is "red," the light color (final light color) of the start gate lamp 76 will also be "red."

[0483] In step E315-7, the sub-CPU 130a determines the normal icon (white icon) as the final icon display mode.

[0484] In step E315-8, the sub-CPU 130a determines whether the determined final icon display mode is a special icon (either a blue icon, a red icon, or a rainbow icon) that executes an icon change effect. If it is a special icon that executes an icon change effect, the process proceeds to step E315-9. If it is not a display mode that executes an icon change effect, the process proceeds to step E315-12.

[0485] In step E315-9, the sub-CPU 130a selects a change scenario determination table (see FIG. 29) for determining a change scenario for the icon change performance. The change scenario determination table will be described in detail later. This change scenario indicates the transition of the display mode from when the reserved icon appears until it becomes the icon and finally disappears.

[0486] In step E315-10, the sub-CPU 130a determines a change scenario and sets it in the look-ahead information storage area of ​​the sub-RAM 130c corresponding to the reserved memory number counter. Specifically, the change scenario determination table shown in FIG. 29 is referenced, and one change scenario is determined from among multiple change scenarios based on the icon final display mode, the reserved memory number of special symbols corresponding to the look-ahead designation command, and the selection rate (%) of each change scenario. In this process, once a change scenario is determined, the change mode of the light color of the starter lamp 76 is determined according to the determined change scenario. For example, if "Scenario 01" in FIG. 29 is determined, the light will be "white" when a win is won, "white" one change before, and "blue" when the change occurs.

[0487] In step E315-11, the sub-CPU 130a identifies the winning icon, which is the display mode of the icon that will be first displayed on the main display device 70 (first image display device), from the determined change scenario, sets the icon display command (and the start port lamp illumination command) for this winning icon in the transmission buffer, and terminates the current icon change presentation determination process.

[0488] As a result, an icon display command is sent to the display control unit 140 and the lamp control unit 150, and a pending icon in a display mode corresponding to the icon display command is displayed on the main display device 70 (first image display device), the start gate lamp 76 lights up in a display mode (e.g., blue, red) corresponding to the start gate lamp illumination command, and a predetermined sound effect (a first winning sound when displayed as a normal icon, and a second winning sound when displayed as a special icon) is output.

[0489] In step E315-12, the sub-CPU 130a determines a non-change scenario in which no icon change presentation is executed, and sets the determined non-change scenario in the read-ahead information storage area of ​​the sub-RAM 130c corresponding to the reserved memory number counter.

[0490] In step E315-13, the sub-CPU 130a sets the icon display command for the normal icon in the transmission buffer and ends this icon change effect determination process. As a result, the icon display command is transmitted to the display control unit 140 and the lamp control unit 150, and the reserved icon in the display mode corresponding to the icon display command is displayed on the main display device 70 (first image display device), the start gate lamp 76 lights up in the display mode (for example, white) corresponding to the start gate lamp light-up command, and a predetermined sound effect (first winning sound) is output.

[0491] In the icon change effect determination process of this embodiment, an icon change effect (a reserved icon change effect, the icon change effect) is executed when there is no change scenario in the preceding hold, but an icon change effect may be executed when the preceding hold does not perform a reach effect, and an icon change effect may not be executed when the preceding hold performs a reach effect. In this way, no change in the display mode of the reserved icon occurs during the change effect corresponding to the preceding hold in which the reach effect is executed, and a change in the display mode of the reserved icon occurs during the change effect corresponding to the preceding hold in which the reach effect is not executed, so that the icon change effect does not interfere with the reach effect and it is possible to increase the interest in the game.

[0492] Also, even if the advance holds include those that perform reach effects, the icon change effect may be executed, but the icon change effect may be executed more easily (executed at a higher rate) when the advance holds do not include those that perform reach effects than when the advance holds include those that perform reach effects. Also, the icon change effect may be executed more easily (executed at a higher rate) when the advance holds do not include those that perform specific reach effects (SPSP reach effects, full rotation reach effects) than when the advance holds include those that perform a predetermined reach effect (normal reach effect, etc.), or vice versa.

[0493] (Icon final display mode determination table) FIG. 28 is an icon final display mode determination table for determining the icon final display mode in the icon change effect determination process of step E315 described above.

[0494] The icon final display mode determination table associates the type of special pattern corresponding to the look-ahead specification command, the type of look-ahead specification command (planned change pattern), the selection rate (%) of each icon final display mode, and the selected icon final display mode, and for reference, the presentation content of the planned change pattern corresponding to the look-ahead specification command is also listed.

[0495] The final icon display mode includes normal icons (white icons whose shapes are set for each presentation mode) that do not indicate the likelihood of a jackpot, and special icons (blue icons, red icons, and rainbow icons whose shapes are common to multiple presentation modes) that indicate the likelihood of a jackpot. The likelihood of a jackpot related to the special icons increases in the order of blue icon < red icon (confirmation of SP reach or higher) < rainbow icon (confirmation of jackpot).

[0496] (Change scenario decision table) FIG. 29 is a change scenario determination table for determining an icon change scenario in the icon change effect determination process of step E315 described above.

[0497] The change scenario determination table associates the final display mode of the icon, the number of reserved special patterns corresponding to the pre-reading specification command, the selection rate (%) of each change scenario, and the change scenario to be selected, and for reference, the preliminary changes in each change scenario and the update mode of the icon in that change are also listed.

[0498] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information that was stored before the special chart determination information that corresponds to the newly received pre-reading designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information that corresponds to the newly received pre-reading designation command.

[0499] The change scenarios include scenarios (e.g., scenario 01) in which the display mode of the icon does not change while the pre-change is being executed (the pending icon change performance is not executed) but changes while the change is being executed (the icon change performance is executed), scenarios (e.g., scenario 02) in which the display mode of the icon changes while the pre-change is being executed (the pending icon change performance is executed) but does not change while the change is being executed (the icon change performance is not executed), and scenarios (e.g., scenario 15) in which the display mode of the icon changes both while the pre-change is being executed and while the change is being executed (the pending icon change performance and the icon change performance are executed).

[0500] Note that the change scenario is determined regardless of whether the game is in a normal game state (icon of the first special symbol) or a specific game state (icon of the second special symbol), but for example, in the specific game state (icon of the second special symbol), the rate at which the icon changes due to the change may be higher than the rate at which the icon changes due to a prior change (for example, 20:80 or 0:100). Also, the rate at which the icon changes due to the change may be higher in the specific game state (icon of the second special symbol) than in the normal game state (icon of the first special symbol).

[0501] (Change pattern determination table) FIG. 30 is a change pattern determination table for determining the change pattern of the reserved / relevant icon in the icon display mode update process of step E323 described above.

[0502] Figure 30(a) is a diagram showing a change pattern determination table for a pending icon that is referenced when determining the change pattern of the pending icon, and Figures 30(b) to (c) are diagrams showing change pattern determination tables for the icon that are referenced when determining the change pattern of the icon.

[0503] The change pattern determination table corresponds the manner in which the reserved / relevant icon changes in this change performance, the change performance pattern, the selection rate of each reserved / relevant icon change pattern, and the type of reserved / relevant icon change pattern selected, and for reference, the timing at which the reserved / relevant icon change performance occurs and the change stage for each reserved / relevant icon change pattern are also listed.

[0504] The hold / icon change patterns include a normal change pattern in which the display mode of the hold icon changes accompanied by the output of a sound effect, a character A effect change pattern in which a trigger effect is produced by character A displayed on the main display device 70 to cause a change in the hold / icon, thereby changing the display mode of the hold / icon, a character B effect change pattern in which a trigger effect is produced by character B displayed on the main display device 70 to cause a change in the hold / icon, thereby changing the display mode of the hold / icon, a character C effect change pattern in which a trigger effect is produced by character C displayed on the main display device 70 to cause a change in the icon, thereby changing the display mode of the icon, and a character D effect change pattern in which a trigger effect is produced by character D displayed on the main display device 70 to cause a change in the icon, thereby changing the display mode of the icon.

[0505] The timing of the change of the pending icon is classified in relation to the progress of the variable performance, and there are times at the start of the variable performance and during normal variation, which are classified as the pre-reach performance period executed at the beginning of the variable performance, and times during normal reach and after normal reach, which are classified as the reach performance period that may be executed after the pre-reach performance period.

[0506] As for the change mode of the reserved icon, "1UP" means that the display mode of the jackpot expectation changes to one level higher, for example, a white icon changes to a blue icon, or a blue icon changes to a red icon, etc. "2UP" means that the display mode of the jackpot expectation changes to two levels higher, for example, a white icon changes to a red icon, or a blue icon changes to a rainbow icon, etc. Also, "SP suggestion" means that a suggestion effect is executed that suggests that an SP reach effect will be executed by the character that performed the trigger effect.

[0507] 28 to 30, in the normal reach variation effect, which has a lower probability of winning than the SP reach variation effect, the probability of winning is higher when the icon change effect for this normal reach variation effect is executed than when the icon change effect for this normal reach variation effect is not executed. By doing so, it is possible to increase the player's expectation as to whether or not the pre-reading effect (here, the icon change effect) will be executed, and it is possible to increase the interest in the game.

[0508] A second feature of the effects using the tables shown in Figures 28 to 30 is that, when a jackpot game is played, the rate at which a normal reach-change effect is executed after the icon change effect is played is higher than the rate at which a normal reach-change effect is executed without the icon change effect (hold notice), the rate at which an SP reach-change effect is executed after the icon change effect is played is higher than the rate at which a normal reach-change effect is executed after the icon change effect is played, and the rate at which an SPSP reach-change effect is executed after the icon change effect is played is higher than the rate at which an SP reach-change effect is executed after the icon change effect is played. When a jackpot game is not played, the rate at which an SP reach-change effect is executed after the icon change effect is played is lower than the rate at which a normal reach-change effect is executed after the icon change effect is played, and the rate at which an SPSP reach-change effect is executed after the icon change effect is played is lower than the rate at which an SP reach-change effect is executed after the icon change effect. By doing this, it is possible to increase the player's anticipation as to whether or not a look-ahead effect (here, an icon change effect) will be played, thereby improving the enjoyment of the game.

[0509] A third feature of the effects using the tables shown in Figures 28 to 30 is that when a normal reach variation effect, an SP reach variation effect, or an SPSP reach variation effect is executed, the icon change effect is executed (is more likely to occur) at a higher rate during the pre-reach performance period than during the reach performance period. This makes it less likely that the reach performance and the icon change effect will interfere with each other, making it possible to increase the enjoyment of the game. Note that when an SP reach variation effect or an SPSP reach performance is executed, the icon change effect is executed (is more likely to occur) at a higher rate during the normal reach than after the normal reach (during the SP reach performance or SPSP reach performance), but it is also possible not to execute the icon change effect after the normal reach.

[0510] A fourth feature of the effects using the tables shown in Figures 28 to 30 is that when a normal reach variation effect, an SP reach variation effect, or an SPSP reach variation effect is executed, the reserved icon change effect is executed (is more likely to occur) at a higher rate during the pre-reach performance period than during the reach performance period. By doing so, the reach performance and the reserved icon change effect are less likely to interfere with each other, making it possible to increase the interest in the game. Note that when an SP reach variation effect or an SPSP reach variation effect is executed, the icon change effect is executed (is more likely to occur) at a higher rate during the normal reach than after the normal reach (during the SP reach performance, SPSP reach performance), but it is also possible not to execute the icon change effect after the normal reach.

[0511] A fifth feature of the effects using the tables shown in Figures 28 to 30 is that the type of suggestive effect (the character that triggers the change in the reserved icon) that suggests a change in the reserved icon differs depending on the change in the reserved icon (character A when white changes to blue, character B when blue changes to red). This can attract the player's interest in which suggestive effect will be executed, making the game more enjoyable.

[0512] A sixth feature of the effects using the tables shown in Figures 28 to 30 is that the type of suggestive effect (the character that triggers the change in the icon) that suggests that the icon will change varies depending on the change in the icon (character A if white → blue, character B if blue → red, character C if white → red, and character D if blue → rainbow). This can attract the player's interest in which suggestive effect will be executed, making the game more enjoyable.

[0513] 28 to 30, when the icon changes to a red icon, it is possible to execute a suggestion effect (SP suggestion) that suggests that an SP reach effect, which has a higher probability of winning than a normal reach effect, will be executed, but when the icon is a red icon, it is possible to execute an SP reach effect regardless of whether or not the suggestion effect (SP suggestion) has been executed. In this way, it is possible to excite the player's joy at the execution of the SP reach effect, and to increase the interest in the game.

[0514] (Predictive continuous performance determination processing of performance control unit) The look-ahead continuous performance determination process in the performance control unit 130m will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the look-ahead continuous performance determination process in the performance control unit 130m.

[0515] In step E317-1, the sub-CPU 130a determines whether or not a read-ahead designation command has been received from the main control board 110. If a read-ahead designation command has been received, the process proceeds to step E317-2, and if a read-ahead designation command has not been received, the current read-ahead continuous performance determination process is terminated.

[0516] In step E317-2, the sub-CPU 130a refers to the received look-ahead designation command and determines whether or not it is a jackpot, the type of jackpot game, and the effect content (expected variation pattern).

[0517] In step E317-3, it is determined whether or not the current period is one in which the look-ahead zone effect can be executed. If the current period is one in which the look-ahead zone effect can be executed, the process proceeds to step E317-4. If the current period is not one in which the look-ahead zone effect can be executed, the process proceeds to step E317-6, assuming that the look-ahead zone effect based on the currently received look-ahead designation command will not be executed.

[0518] The "pre-reading zone effect" is an effect that continuously suggests the expected probability of a special game being executed through background images, text information, and color information (expectation value information) by performing zone in-effects (displaying a pre-reading zone background image, displaying a blue zone image or a red heat zone image, and outputting zone BGM or heat zone BGM) across one or more variable effects, and is a type of pre-reading continuous effect.

[0519] The "period during which the look-ahead zone effect can be executed" includes periods when there are no advance pending games that execute the look-ahead zone effect, when a jackpot game is not being played, etc. Note that the look-ahead zone effect may be executable in the normal game state and may not be executable in any other game state, or the look-ahead zone effect may be executable in the normal game state and may be executable in any other game state.

[0520] In step E317-4, the sub-CPU 130a selects a look-ahead zone effect scenario determination table (see FIG. 31) for determining a scenario for the look-ahead zone effect. Details of the look-ahead zone effect scenario determination table will be described later.

[0521] In step E317-5, the sub-CPU 130a determines a look-ahead zone performance scenario. Specifically, by referring to the look-ahead zone performance scenario determination table shown in Fig. 32, it determines one look-ahead zone performance scenario from among a plurality of look-ahead zone performance scenarios based on the number of reserved special symbols corresponding to the look-ahead designation command, the type of look-ahead designation command (planned variation pattern), and the selection rate (%) of each preview scenario.

[0522] In step E317-6, the sub-CPU 130a determines a non-execution scenario of the look-ahead zone effect as an effect scenario in which the look-ahead zone effect is not executed.

[0523] In step E317-7, the sub-CPU 130a sets the determined look-ahead zone effect scenario in the look-ahead information storage area of ​​the sub-RAM 130c corresponding to the reserved number counter. As a result, the look-ahead zone effect scenario is referenced in the look-ahead continuous effect execution process of step E324 described above, and processing for executing the look-ahead zone effect is performed.

[0524] In step E317-8, the sub-CPU 130a determines whether or not the current period is one in which the pre-reading effect performance can be executed. If the current period is one in which the pre-reading effect performance can be executed, the process proceeds to step E317-9. If the current period is not one in which the pre-reading effect performance can be executed, the process proceeds to step E317-11, assuming that the pre-reading effect performance based on the currently received pre-reading designation command will not be executed.

[0525] The "pre-reading effect effect" is an effect (a light-emitting display effect at the start of the change) that intermittently suggests the likelihood of a special game being played by using light-emitting effect images and sound information by executing an effect effect (a light-emitting effect image displayed around the three change patterns 70a that start the change display and an effect sound effect output for a predetermined period (for example, one second)) over one or more change effects (including a change effect that results in a jackpot), and is a type of pre-reading continuous effect.

[0526] The "period during which the look-ahead effect can be executed" includes periods when there are no advance pending games that execute the look-ahead effect, when a jackpot game is not being played, etc. Note that the look-ahead effect can be executed in the normal game state and the look-ahead effect cannot be executed in any other game state, or the look-ahead effect can be executed in the normal game state and the look-ahead effect can be executed in any other game state.

[0527] In step E317-9, the sub-CPU 130a selects a look-ahead effect rendering scenario determination table (see FIG. 32) for determining a scenario for the look-ahead effect rendering. Details of the look-ahead effect rendering scenario determination table will be described later.

[0528] In step E317-10, the sub-CPU 130a determines a look-ahead effect performance scenario. Specifically, the sub-CPU 130a refers to the look-ahead effect performance scenario determination table shown in Fig. 33, and determines one look-ahead effect performance scenario from among a plurality of look-ahead effect performance scenarios based on the number of reserved special symbols corresponding to the look-ahead designation command, the type of expected variation pattern indicated by the look-ahead designation command, and the selection rate (%) of each performance scenario.

[0529] In step E317-11, the sub-CPU 130a determines a non-execution scenario of the pre-reading effect effect as an effect scenario in which the pre-reading effect effect is not executed.

[0530] In step E317-12, the sub-CPU 130a sets the determined look-ahead effect performance scenario in the look-ahead information storage area of ​​the sub-RAM 130c corresponding to the reserved number counter. As a result, the look-ahead effect performance scenario is referenced in the look-ahead continuous performance execution process of step E324 described above, and processing for executing the look-ahead effect performance is performed. When this process ends, the look-ahead continuous performance determination process for this time ends.

[0531] (Pre-reading zone performance scenario decision table) FIG. 32 is a diagram showing a look-ahead zone effect scenario determination table for determining a look-ahead zone effect scenario in the look-ahead continuous effect determination process of step E317 described above.

[0532] The look-ahead zone performance scenario determination table associates the number of reserved special symbols corresponding to the look-ahead specification command, the expected change pattern indicated by the look-ahead specification command, the selection rate (%) of the performance scenario for each look-ahead zone performance, and the performance scenario for the selected look-ahead zone performance, and for reference, the advance changes in each performance scenario and the performance mode of the look-ahead zone performance for that change are listed.

[0533] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information that was stored before the special chart determination information that corresponds to the newly received pre-reading designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information that corresponds to the newly received pre-reading designation command.

[0534] "Zone" refers to the execution of normal zone effects (display of a preview zone background image, display of a blue zone image, output of zone background music), and "heat zone" refers to the execution of heat zone effects (display of a preview zone background image, display of a red heat zone image, output of heat zone background music) which have a higher chance of winning than normal zone effects.

[0535] The pre-reading zone performance scenarios include a non-execution scenario in which the pre-reading zone performance is not executed (e.g., scenario 00), a scenario in which the zone performance is not executed during the pre-change but is executed during the change (e.g., scenario 01), and a scenario in which the zone performance is executed during both the pre-change and the change (e.g., scenario 02).

[0536] A first feature of the look-ahead zone effect scenario determination table shown in Fig. 32 is that it sets an effect scenario in which the effect mode in the zone does not progress (change) to an effect mode with a high expectation of executing a special game, and an effect scenario in which the effect mode in the zone progresses (changes) to an effect mode with a high expectation of executing a special game. By doing so, it is possible to make the player anticipate whether the effect mode in the zone will progress (change) or not, and it is possible to increase the interest in the game.

[0537] A second feature of the look-ahead zone effect scenario determination table shown in Figure 32 is that the effect mode of the look-ahead zone effect is more likely to progress (change) in the current change than in the previous change. This makes it easier to maintain the player's sense of expectation for a long period of time, and the player's sense of expectation can be brought to a climax in the current change, making it possible to increase the enjoyment of the game. Note that the look-ahead zone effect may be more likely to progress (develop) in the current change than in the previous change.

[0538] (Pre-reading effect production scenario decision table) FIG. 33 is a diagram showing a look-ahead effect performance scenario determination table for determining a look-ahead effect performance scenario in the look-ahead continuous performance determination process of step E317 described above.

[0539] The look-ahead effect performance scenario determination table associates the number of reserved special symbols corresponding to the look-ahead specification command, the expected change pattern indicated by the look-ahead specification command, the selection rate (%) of the performance scenario for each look-ahead effect performance, and the performance scenario for the look-ahead effect performance to be selected, and for reference, the advance changes in each performance scenario and the performance mode of the look-ahead effect performance for that change are listed.

[0540] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information that was stored before the special chart determination information that corresponds to the newly received pre-reading designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information that corresponds to the newly received pre-reading designation command.

[0541] The "blue effect" refers to the display of a blue light-emitting effect image around the performance pattern 70a and the output of a blue effect sound, and the "red effect" refers to the display of a red light-emitting effect image, which has a higher probability of winning than the blue effect image, around the performance pattern 70a and the output of a red effect sound.

[0542] The pre-reading effect performance scenarios include a non-execution scenario in which the pre-reading effect performance is not executed (e.g., scenario 00), a scenario in which the effect performance is not executed during the pre-change but is executed during the change (e.g., scenario 01), and a scenario in which the effect performance is executed during both the pre-change and the change (e.g., scenario 02).

[0543] 33, there is set a presentation scenario in which the presentation mode of the effect presentation does not progress (change) to a presentation mode with a high expectation of the execution of the special game, and a presentation scenario in which the presentation mode of the effect presentation progresses (changes) to a presentation mode with a high expectation of the execution of the special game. By doing so, it is possible to make the player expect whether the presentation mode of the effect presentation will progress (change), and it is possible to increase the enjoyment of the game.

[0544] A second feature of the look-ahead effect presentation scenario determination table shown in Figure 33 is that the presentation mode of the look-ahead effect presentation is more likely to progress (change) in the current variation than in the previous variation. By doing so, it becomes easier to maintain the player's sense of expectation for a long period of time, and the player's sense of expectation can be brought to a climax in the current variation, making it possible to increase the enjoyment of the game. Note that the presentation mode of the look-ahead effect presentation may be more likely to progress (develop) in the current variation than in the previous variation.

[0545] In addition, as a presentation mode for the predictive effect presentation, an effect image of a type that confirms the execution of a jackpot game (for example, a rainbow effect) may be provided, or an effect image of a type that has a lower probability of expecting a jackpot than a blue effect image (for example, a white effect) may be provided.

[0546] In addition, while it is possible to execute a pre-reading effect presentation in a normal game state, it is also possible not to execute a pre-reading effect presentation in a specific game state (at least one of a time-saving game state and a probability-change game state) in which a right-hit image is displayed.

[0547] In addition, while the pre-reading effect presentation is not executed in the normal game state, the pre-reading effect presentation may be executed in the specific game state (at least one of the time-saving game state and the probability variation game state) in which the right-hit image is displayed.

[0548] In addition, in the pre-reading effect performance, instead of displaying a light-emitting effect image around the three performance patterns 70a, it is also possible to display a light-emitting effect image only around the performance pattern 70a in one of the left, middle or right columns (for example, the center column).

[0549] In addition, when displaying a light-emitting effect image in a pre-reading effect performance, the frame lighting device 10 may be made to emit light in an effect light-emitting mode (for example, the same color as the display color of the light-emitting effect image displayed around the performance pattern 70a).

[0550] (Jackpot notice performance determination processing of performance control unit) The big win advance notice effect determination process of the effect control unit 130m will be described with reference to Fig. 34. Fig. 34 is a flowchart showing the big win advance notice effect determination process of the effect control unit 130m.

[0551] In step E322-1, the sub-CPU 130a refers to the variation presentation pattern to be executed in the current variation presentation, and in step E322-2, determines the line preview pattern using a line preview presentation determination table (see Fig. 35) for determining the preview pattern of the line preview presentation to be executed in the pre-reach presentation period (during normal variation). Specifically, the sub-CPU 130a refers to the line preview pattern determination table shown in Fig. 35, and determines the line preview pattern based on the jackpot determination result, the current variation presentation pattern, and the selection rate (%) of each line preview pattern.

[0552] The "dialogue preview effect" is a type of jackpot preview effect in which, in response to the operation of the effect button 17 during the valid period (for example, 3 seconds) that occurs during the pre-reach performance period (normal variation), a dialogue image suggesting the likelihood of a jackpot is displayed on the main display device 70, and sound corresponding to the dialogue image is output from the audio output device 9. Note that the dialogue preview effect is a button operation effect that executes a promotion effect that encourages the operation of the effect button 17 during the valid period, and is executed when the valid period has elapsed even if the effect button 17 is not operated.

[0553] In step E322-3, the sub-CPU 130a sets execution information for a line preview effect corresponding to the line preview pattern in a predetermined area of ​​the sub-RAM 130c. This execution information for the line preview effect is referenced in the big win preview effect execution process in step E500, and the line preview effect is executed at a predetermined timing. Details of the line preview pattern determination table will be described later.

[0554] In step E322-4, the sub-CPU 130a determines a feature preview pattern using a feature preview pattern determination table (see Fig. 36(a)) for determining the preview pattern of the feature preview performance executed during the pre-reach performance period (during normal variation). Specifically, the feature preview pattern determination table shown in Fig. 36(a) is referenced, and the feature preview pattern is determined based on the jackpot determination result, the current variation performance pattern, and the selection rate (%) of each feature preview pattern.

[0555] A "gimmick preview performance" is a type of jackpot preview performance in which the first movable member 73a performs a predetermined action (a small or large descent, as described below) at a predetermined timing during the pre-reach performance period (normal fluctuation), thereby indicating the likelihood of a jackpot.

[0556] In step E322-5, the sub-CPU 130a sets execution information of the feature preview effect corresponding to the feature preview pattern in a predetermined area of ​​the sub-RAM 130c. This execution information of the feature preview effect is referenced in the big win preview effect execution process of step E500, and the feature preview effect is executed at a predetermined timing. The details of the feature preview pattern determination table will be described later.

[0557] In step E322-6, the sub-CPU 130a determines whether the current variable performance pattern is a variable performance pattern that can execute a blackout performance. Specifically, it determines whether the variable performance pattern is a variable performance pattern that executes a reach performance of normal reach or higher. If the variable performance pattern is a variable performance pattern that can execute a blackout performance, the process proceeds to step E322-7, and if the variable performance pattern is not a variable performance pattern that can execute a blackout performance, the process proceeds to step E322-9, assuming that the blackout performance will not be executed.

[0558] In step E322-7, the sub-CPU 130a determines a blackout effect pattern using a blackout effect pattern determination table (see FIG. 36(b)) for determining the effect pattern of the blackout effect executed during the reach effect period (normal reach). Specifically, the sub-CPU 130a determines a blackout effect pattern based on the jackpot determination result, the current variable effect pattern, and the selection rate (%) of each blackout effect pattern, with reference to the blackout effect pattern determination table shown in FIG.

[0559] The "blackout effect" is a type of jackpot advance notice effect in which the main display device 70 goes dark during a reach effect period (normal reach), and in response to the operation of the effect button 17 during an effective period (for example, 2 seconds) that occurs during the dark period, a development effect is executed that suggests whether or not the effect will develop into an SP reach effect. Note that the blackout effect is a button operation effect that executes a promotion effect that prompts the operation of the effect button 17 during the effective period, and is executed when the effective period has elapsed even if the effect button 17 is not operated.

[0560] In step E322-8, the sub-CPU 130a sets execution information for a blackout effect corresponding to the blackout effect pattern in a predetermined area of ​​the sub-RAM 130c. This execution information for the blackout effect is referenced in the big win notice effect execution process in step E500, and the blackout effect is executed at a predetermined timing. The details of the blackout effect pattern determination table will be described later.

[0561] In step E322-9, the sub-CPU 130a determines whether the current variation presentation pattern is a variation presentation pattern that can execute a cut-in presentation. Specifically, it determines whether the variation presentation pattern is a variation presentation pattern that executes an SP reach presentation. If the variation presentation pattern is a variation presentation pattern that can execute a cut-in presentation, the process proceeds to step E322-10, and if the variation presentation pattern is not a variation presentation pattern that can execute a cut-in presentation, the process proceeds to step E322-12, assuming that the cut-in presentation will not be executed.

[0562] In step E322-10, the sub-CPU 130a determines a cut-in effect pattern using a cut-in effect pattern determination table (see FIG. 36(c)) for determining the effect pattern of the cut-in effect executed during the SP reach effect. Specifically, the cut-in effect pattern determination table shown in FIG. 36(c) is referenced, and the cut-in effect pattern is determined based on the jackpot determination result, the current variable effect pattern, and the selection rate (%) of each cut-in effect pattern.

[0563] The "cut-in effect" is a type of jackpot advance notice effect in which a development suggestion effect is executed, suggesting whether or not the SPSP reach effect will develop, in response to the operation of the effect button 17 during the valid period (for example, 1 second) that occurs during the SP reach effect. Note that the cut-in effect is a button operation effect in which a promotion effect is executed to encourage the operation of the effect button 17 during the valid period, and is executed when the valid period has elapsed even if the effect button 17 is not operated.

[0564] In step E322-11, the sub-CPU 130a sets execution information for a cut-in effect corresponding to the cut-in effect pattern in a predetermined area of ​​the sub-RAM 130c. This execution information for the cut-in effect is referenced in the big win notice effect execution process in step E500, and the cut-in effect is executed. The details of the cut-in effect pattern determination table will be described later.

[0565] Although the "dialogue preview effect," "blackout effect," and "cut-in effect" are executed when the valid period has elapsed even if the effect button 17 is not operated, there is no problem if they are not executed in any particular way.

[0566] In step E322-12, the sub-CPU 130a determines whether the current variable effect pattern is a variable effect pattern capable of executing a ...

Claims

[Claim 1] A gaming machine including a main control means for controlling the progress of a game, a performance control means for controlling a performance in response to a command from the main control means, a vibration means for generating a predetermined vibration, and a movable body capable of moving between a standby position and a performance position, The main control means a determination means for determining whether or not to execute a special game advantageous to a player based on determination information acquired when an acquisition condition is established; a storage means for storing the judgment information for which the judgment has not been performed as a reserved memory; A variable display means for executing a variable display of a special symbol according to the result of the judgment, The variable display means is The special symbol is displayed by performing a cycle change a plurality of times as a change display of the special symbol, and then the special symbol is displayed in a stopped state; The performance control means includes: A hold display corresponding to the number of the hold memories can be displayed, A variable performance by a performance pattern can be executed in response to the variable display of the special pattern, It is possible to audibly output the variable BGM during the execution of the variable performance, A specific performance that suggests the possibility of the special game being executed during the execution of the variable performance can be executed, The vibration means is capable of executing a first vibration performance and a second vibration performance different from the first vibration performance, The variation performance includes a normal variation performance and a specific variation performance that is different from the normal variation performance and executes the specific performance, The performance control means includes: When notifying the determination result that the special game is to be executed, it is possible to cause the light emitting means to emit a specific light and execute the second vibration performance, When the power supply is stopped during the execution of the variable performance and then the power supply is resumed, the initial operation of the movable body can be executed during the execution of the variable performance performed after the power supply, When the power supply is performed, a predetermined image can be displayed on the display means; When the power supply is stopped at a predetermined timing during a predetermined variation performance, and then the power supply is resumed to execute the initial operation, it is possible that the display of the predetermined image has already ended when the initial operation ends, If the end condition for ending the normal variable performance is not satisfied, the audible output of the variable BGM is continued, If the end condition for ending the specific variable performance is not satisfied, the variable BGM is not audibly output, While the audible output of the variable BGM is continuing, the volume of the variable BGM can be adjusted by a player operation; When a termination condition for terminating the variable presentation corresponding to the determination result of executing the special game is not satisfied, the second vibration presentation is not continued, and the specific light emission of the light-emitting means is continued.

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