Gaming machine

The gaming machine addresses the lack of game interest in conventional machines by implementing variable display games and dynamic game states, enhancing player engagement and experience.

JP7696610B2Active Publication Date: 2025-06-23SOPHIA CO LTD
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Patent Information

Application Number
JP2021123723
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-28
Publication Date
2025-06-23
Estimated Expiration
2041-07-28

AI Technical Summary

Technical Problem

Conventional gaming machines lack features to enhance game interest, leading to decreased player engagement.

Method used

A gaming machine with game control means that executes variable display games by establishing different starting conditions through shooting methods, displaying storage numbers for these conditions, and transitioning between normal and specific game states to maintain player interest.

Benefits of technology

The solution effectively improves game interest by providing dynamic game states and variable display games that change based on player performance, enhancing player engagement and experience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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    Figure 0007696610000002
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    Figure 0007696610000003
Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: In a game machine capable of generating a special game state when the result of a variable display game is a special result, game control means can generate a first specific game state after the end of the special game state, and can generate a second specific game state when the result of the variable display game is a specific result different from the special result. In the second specific game state, a variable winning device is converted to be in an easy winning state more easily than in a normal game state.SELECTED DRAWING: Figure 107
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Description

Technical Field

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

Background Art

[0002] Conventionally, there have been gaming machines capable of generating a plurality of types of specific gaming states advantageous to players (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional gaming machines, there has been room for improving the interest of the game.

[0005] Therefore, an object of the present invention is to improve the interest of the game in a gaming machine.

Means for Solving the Problems

[0006] In a typical form of the present invention, in a gaming machine provided with gaming control means capable of executing a variable display game for variably displaying identification information, The game control means can generate a game state including a normal game state and a specific game state advantageous to the player. As a variable display game, it can execute a first variable display game mainly based on the establishment of a first starting condition by a shooting method of shooting a game ball to the left side of the game board, and can execute a second variable display game mainly based on the establishment of a second starting condition by a shooting method of shooting a game ball to the right side of the game board. It is provided with a storage means capable of storing a first starting storage number which is the number of times the first starting condition is established and a second starting storage number which is the number of times the second starting condition is established, and the first starting storage number and the second starting storage number can be displayed on the display means in numerical display and image display. The normal game state is a state in which the first starting condition is more likely to be established than the second starting condition, and the specific game state is a state in which the second starting condition is more likely to be established than the first starting condition. In the specific game state, when the second variable display game is executed a predetermined number of times, the state changes from the specific game state to the normal game state, and a result display is displayed on the display means when changing from the specific game state to the normal game state. Until the display of the result display is started, the first starting storage number is displayed in numerical display and the second starting storage number is displayed in numerical display and image display associated with the game state. During the period when the result display is being displayed, the first starting storage number and the second starting storage number are displayed in numerical display, while the image display associated with the game state is made non-display. After the display of the result display ends, the first starting storage number is displayed in numerical display and image display associated with the game state, and the second starting storage number is displayed in numerical display. The numerical display of the first starting storage number is placed on the left side and the numerical display of the second starting storage number is placed on the right side and each is displayed on the display means. After a predetermined state transition period has elapsed since the display of the result display, an arrow guiding the shooting of the game ball to the game area on the left side of the game board is displayed on the display means in the direction from the numerical display of the second starting storage number to the numerical display of the first starting storage number.

Effects of the Invention

[0007] According to one form of the present invention, the interest of the game can be improved.

Brief Description of the Drawings

[0008]

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Mode for Carrying Out the Invention

[0009] [First Embodiment] Hereinafter, preferred embodiments of the present invention will be described with reference to the drawings. In the description of the gaming machine, the front, rear, left, and right directions during the game shall refer to the directions as seen by the player during the game.

[0010] 〔Overall View of the Gaming Machine〕 FIG. 1 is a diagram for explaining the gaming machine.

[0011] The gaming machine 10 is provided with an opening / closing frame that is attached to a frame 11 fixed to the island facility via a hinge so as to be rotatable for opening and closing. The opening / closing frame is composed of a front frame 12 (main body frame) and a glass frame 15. Also, the left end side of the opening / closing frame is the shaft attachment end side attached to the hinge, and the right end side thereof is the open end side that is opened by rotation.

[0012] A game board 30 (see FIG. 2) is disposed on the front frame 12, and a glass frame 15 having a cover glass 14 that covers the front of the game board 30 is attached. The cover glass 14 functions as a game viewing area that enables visual recognition of a game area 32 (see FIG. 2) formed on the game board 30. The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, access can be obtained to the game area 32 of the game board 30. Also, by opening the front frame 12 with the glass frame 15 not opened, ...

[0013] The front frame 12 and the glass frame 15 can each be opened individually. For example, by opening only the glass frame 15, access can be obtained to the game area 32 of the game board 30. Also, by opening the front frame 12 with the glass frame 15 not opened, access can be obtained to the game area 32 of the game board 30. Moreover, by opening the front frame 12 with the glass frame 15 not opened, The game controller (main board) 100 (see FIG. 3) and the like are provided on the back side of the game board 30. can be accessed.

[0014] Various frame components are provided around the edge of the glass frame 15 surrounding the cover glass 14. do.

[0015] The glass frame 15 is provided at its upper center and left side with a decoration device 1 that can emit light depending on the game state. The decorative devices 18a and 18b are provided with lighting components such as LEDs. These decorative devices 18a and 18b are housed in the game machine and emit light according to the game status. The lighting member disposed in the portion constitutes a part of the frame decoration device 18 (see FIG. 4).

[0016] Upper speakers 19a are disposed at the upper right and upper left corners of the glass frame 15. In addition to these upper speakers 19a, two lower speakers 19b are provided at the bottom of the gaming machine 10. The lower speaker 19b is provided at the lower left corner of the glass frame 15 and the lower right corner of the front frame 12. The upper speaker 19a and the lower speaker 19b are arranged in the corners. It emits alarm sounds, notification sounds, etc.

[0017] The right side of the glass frame 15 is provided with a vertical extension of the gaming machine 10. A protruding performance unit 13 is provided, which protrudes toward the audience. The reference numeral 3 denotes a performance device that performs light emission performance or the like according to the progress of the game. The lighting member disposed inside also constitutes a part of the frame decoration device 18 (see FIG. 4).

[0018] An upper tray unit having an upper tray 21 capable of storing game balls is attached to the lower part of the glass frame 15. The upper tray 21 is formed in a box shape with an open top. The game balls are supplied one by one to a ball launcher (not shown).

[0019] The upper tray unit includes a performance operation device that receives input operations from the player and a A ball dispensing operation device that accepts force operations, and a decoration device 22 that performs light emission effects according to the game state. , further comprising:

[0020] The performance operation device is an operation device in which a touch panel 25b is incorporated into the performance button 25, It is located at the top center of the upper tray unit so that it is easy for players to operate.

[0021] When the player operates the performance operation device, the display device 41 (see FIG. 2) displays the In games where special charts are displayed, it is possible to perform effects that involve the player's operations. For example, you can select a presentation pattern (presentation mode) or the result of a variable display game corresponding to the start memory. In addition, the game can also display a preview of the outcome in advance. The special chart variable display game is included, and if it is simply a variable display game, the special chart variable display game is included in this specification. This refers to a dynamic display game.

[0022] In addition, the player can operate the production operation device not only during the execution of the variable display game but also during non-execution. The presentation pattern may also be changed by changing the

[0023] In addition, the game state when the variable display game is executed consists of a plurality of game states. The skill state (normal state) is a game state in which no special game state occurs. The special game state is, for example, a time-saving state as a specific game state or a special state in a variable display game. A state where the probability of an outcome (e.g., a big win) occurring is high (a probability-variable state, a probability-fluctuating state), a big-win state a special game state), a small-win game state (a small-win state).

[0024] Here, the probability-variable state (a specific game state) continues until the next big win occurs (a loop type), continues until a predetermined number of variable-display games are executed (a count-cut type , ST), and continues until winning a predetermined probability-drop lottery (a drop-lottery type), etc. exist.

[0025] Furthermore, instead of determining whether to generate a probability-variable state by a big-win symbol random number, a probability-variable state may be generated necessarily when a big win occurs. When a big win occurs, a probability-variable state may be generated necessarily.

[0026] The ball-lending operation device is an operation device that a player operates when borrowing a game ball, and is provided at the upper right side of the upper plate unit. The ball-lending operation device includes a ball-lending button 27, a return button 28, and a balance display unit 26. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending operation device is provided at the upper right side of the upper plate unit. The ball-lending operation device includes a ball-lending button 27, a return button 28, and a balance display unit 26. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed. The ball-lending button 27 is a button that a player operates when borrowing a game ball, and the return button 28 is a button that a player operates when discharging a prepaid card or the like from a card unit (not shown) arranged adjacent to the gaming machine 10. The balance display unit 26 is a display area where the balance of a prepaid card or the like is displayed.

[0027] The decoration device 22 houses lighting members such as LEDs inside, and is a device that performs light emission display and the like according to the game state, and is provided at the front part of the upper plate unit. The lighting members arranged inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4). The decoration device 22 houses lighting members such as LEDs inside, and is a device that performs light emission display and the like according to the game state, and is provided at the front part of the upper plate unit. The lighting members arranged inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4). The lighting members arranged inside the decoration device 22 constitute a part of the frame decoration device 18 (see FIG. 4).

[0028] Below the glass frame 15 including the above-described upper plate unit, etc., at the lower part of the front frame 12 , an operation handle 24 for controlling the operation of a ball launcher (not shown) and a lower tray 23 capable of storing game balls are provided.

[0029] The operation handle 24 is located at the lower right part of the front frame 12 and is arranged below the lower speaker 19b on the right side. By rotating the operation handle 24 by the player, the ball launcher fires the game balls supplied from the upper tray 21 into the game area 32 of the game board 30. The firing speed of the game balls fired from the ball launcher is set to increase as the rotation operation amount of the operation handle 24 increases. That is, the ball launcher can change the firing force (speed), which is the force (speed) to fire the game balls into the game area, corresponding to the operation of the operation handle 24 by the player, and can fire the game balls in various firing modes with different firing forces. The firing modes include left hitting (normal hitting) to let the game balls flow down on the left side of the game area 32 and right hitting to let the game balls flow down on the right side of the game area 32.

[0030] The lower tray 23 is arranged below the upper tray unit with a predetermined interval from the upper tray unit. The lower tray 23 has a ball discharge hole 23a penetrating the bottom surface of the lower tray 23 in the vertical direction and an opening / closing operation part 23b for opening and closing the ball discharge hole 23a. By the player operating the opening / closing operation part 23b to open the ball discharge hole 23a, the game balls stored in the lower tray 23 can be discharged to the outside through the ball discharge hole 23a.

[0031] 〔Game Board〕 Subsequently, with reference to FIG. 2, the game board 30 of the gaming machine 10 will be described. FIG. 2 is a front view of the game board 30 provided in the gaming machine 10.

[0032] As shown in FIG. 2, the game board 30 includes a flat game board body 30a that serves as a mounting base for various members. The game board body 30a is made of wood or synthetic resin, and a game area 32 surrounded by guide rails 31 is provided on the front surface of the game board body 30a. The gaming machine 10 is configured to play a game by launching a game ball from a ball launching device within the game area 32 surrounded by the guide rails 31. In the game area 32, members such as a windmill and obstacle pins that convert the flowing direction of the game ball are arranged. The launched game ball rolls down the game area 32 while changing its rolling direction by these members.

[0033] At approximately the center of the game area 32, a center case (front configuration body) 40 that forms a window portion serving as a display area for a variable display game is attached. Behind the window portion formed in the center case 40, a display device 41 as an effect display device (variable display device) that variably displays a plurality of identification information is arranged. The display device 41 includes, for example, a liquid crystal display, and is arranged such that the display content can be visually recognized from the front side of the game board 30 through the window portion of the center case 40. Note that the display device 41 is not limited to one including a liquid crystal display, and may include a display such as an EL or a CRT.

[0034] A plurality of variable display areas are provided on the display screen (display portion) of the display device 41, and identification information (special symbols) and characters that produce a variable display game are displayed in each variable display area. In addition, images (big win display, fanfare display, ending display, etc.) based on the progress of the game are displayed on the display screen.

[0035] ​​​​​​​​In addition, the center case 40 is provided with an inlet 40a to a warp passage 40e for guiding the game balls flowing down the game area 32 into the inside of the center case 40, and a stage portion 40b on which the game balls passing through the warp passage 40e can roll. Since the stage portion 40b of the center case 40 is disposed above the start winning opening 36 and the normal variable winning device 37, the game balls rolling on the stage portion 40b are likely to win the start winning opening 36 or the normal variable winning device 37. On the upper part and the right side part of the center case 40, an upper effect unit 40c and a side effect unit 40d are provided respectively. The upper effect unit 40c and the side effect unit 40d constitute a part of the board decoration device 46 (see FIG. 4) and the board effect device 44 (see FIG. 4). On the right side of the game area 32 of the center case 40, a normal symbol start gate (general symbol start gate) 34 is provided. Inside the general symbol start gate 34, a gate switch (SW) 34a (see FIG. 3) for detecting the game balls passing through the general symbol start gate 34 is provided. When the game balls driven into the game area 32 pass through the general symbol start gate 34, a general symbol variable display game is executed. On the lower left side of the game area 32 of the center case 40, a general winning opening 35 is disposed, and on the lower right side of the game area 32 of the center case 40, a general winning opening 35 is also disposed. The winning of the game balls into these general winning openings 35 is detected by the winning opening switches (SW) 35a to 35n (see FIG. 3) provided in the general winning openings 35.

[0036]

[0037]

[0038]

[0039] ​​​​​​​​​​​​​​​The game area 32 below the center case 40 is provided with the conditions for starting the special chart variable display game. A start winning hole (start winning hole 1, first start winning area) 36 is provided. In the game area 32 on the right side of the starting gate 34, there is a second starting winning hole (starting hole 2, a normal variable winning device 37 (normal electric device, normal electricity) equipped with a second starting winning area) is provided. The normal variable winning device 37 is rotated forward to change the state into one in which game balls can easily flow in. When the movable member 37b is in the closed state, the game ball However, the game ball cannot win the normal variable winning device 37. When the normal variable winning device 37 wins, a special variable display game is executed as an auxiliary game. In addition, the starting winning hole 36 is designed to make it easier for the game ball to win when hitting from the left, and is equipped with a normal variable winning mechanism. Position 37 makes it easier for the game ball to win when hit from the right.

[0040] The movable member 37b is a so-called tongue-type ordinary electric device, and is used to display the results of a normal game. When the specified stop display mode is reached, the normal power solenoid 37c (see FIG. 3) is activated. In this state, the balls are easily allowed to flow into the normal variable winning device 37 (which is advantageous for the player). If the movable member 37b is not in the open state (the winning-prone state), A closed state (uneasy winning state, difficult winning state) in which the game balls are unlikely to flow into the normal variable winning device 37. In this embodiment, the start winning port 36 is different from the normal variable winning device 37. It does not have a movable member (opening / closing member) and is always in an open state (open state), but A configuration having a material (such as a ferroelectric material) is also possible.

[0041] The movable member 37b is controlled by a game control device 100, which will be described later. The device 100 increases the frequency of occurrence of a winning-easy state by shortening the variation time of the general drawing variation display game or setting the winning probability of the general drawing variation display game to a higher probability than usual, or making the occurrence time of the winning-easy state longer than that of the winning-easy state that occurs in the normal game state where no special game is performed, thereby generating a time-saving state (general power support state) as the aforementioned specific game state. In addition, even in the probability variation state (excluding the latent probability variation state), a time-saving state (general power support state) occurs repeatedly. In the game area 32 to the right of the start winning opening 36, there is a first special variation winning device 38 (special electric accessory) having an opening and closing door 38c of the falling type that opens the lower large winning opening by being retracted from the front to the back by the lower large winning opening solenoid 38b (see FIG. 7). The first special variation winning device 38 is converted from a state where the large winning opening is closed (a blocking state disadvantageous to the player) to an open state (a game state advantageous to the player) according to the result of the special drawing variation display game, and by facilitating the inflow of game balls into the lower large winning opening, a predetermined game value (for example, prize balls or the number of time-saving times / probability variation times after the big win ends) is given to the player. In the lower large winning opening, a lower large winning opening switch 38a (count switch) is provided as a detection means for detecting the game balls that have entered the large winning opening. In addition, in the first special variation winning device 38, game balls are more likely to win when hitting the right side.

[0042] In the game area 32 above the normal variation winning device 37, there is an opening and closing door that opens the upper large winning opening by rotating the upper end side in a direction to fall to the right by the upper large winning opening solenoid 39b (see FIG. 3).

[0043] In the game area 32 above the normal variation winning device 37, there is an opening and closing door that opens the upper large winning opening by rotating the upper end side in a direction to fall to the right by the upper large winning opening solenoid 39b (see FIG. 3). by rotating the upper end side in a direction to fall to the right by the upper large winning opening solenoid 39b (see FIG. 3). A second special variable winning device 39 having 39c is provided. The second special variable winning device 39 converts from a state in which the big winning opening is closed (a closed state disadvantageous to the player) to an open state (a special game state advantageous to the player) according to the result of the special figure variation display game, and allows the game balls to flow into the big winning opening easily, thereby giving the player a predetermined game value (for example, prize balls, the number of time-saving times / number of probability-variable times after the big win ends). In the big winning opening, an upper big winning opening switch 39a (count switch) (see FIG. 3) is provided as a detection means for detecting the game balls that have entered the big winning opening. In addition, in the second special variable winning device 39, it is easier for the game balls to win when hitting the right side. Also, the lower big winning opening switch 38a and the upper big winning opening switch 39a are collectively referred to as the big winning opening switch 43. A specific area 86 (so-called V winning opening) is provided inside the second special variable winning device 39. When a game ball enters the specific area 86 (V winning opening) after the opening and closing door 39c is opened by a small win, a big win is determined. The specific area 86 may be opened for a long time only during a small win so that the game balls can pass through easily. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. That is, in this embodiment, the gaming machine 10 is a so-called one-type two-type hybrid machine (1 + 2 type machine). 39a (count switch) (see FIG. 3) is arranged. In addition, in the second special variable winning device 39, it is easier for the game balls to win when hitting the right side. Also, the lower big winning opening switch 38a and the upper big winning opening switch 39a are collectively referred to as the big winning opening switch 43. When hitting the right side, it is easier for the game balls to win. Also, the lower big winning opening switch 38a and the upper big winning opening switch 39a are collectively referred to as the big winning opening switch 43.

[0044] A specific area 86 (so-called V winning opening) is provided inside the second special variable winning device 39. After the opening and closing door 39c is opened by a small win, when a game ball enters the specific area 86 (V winning opening), a big win is determined. The specific area 86 may be opened for a long time only during a small win so that the game balls can pass through easily. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. After the opening and closing door 39c is opened by a small win, when a game ball enters the specific area 86 (V winning opening), a big win is determined. The specific area 86 may be opened for a long time only during a small win so that the game balls can pass through easily. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. After the opening and closing door 39c is opened by a small win, when a game ball enters the specific area 86 (V winning opening), a big win is determined. The specific area 86 may be opened for a long time only during a small win so that the game balls can pass through easily. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. After the opening and closing door 39c is opened by a small win, when a game ball enters the specific area 86 (V winning opening), a big win is determined. The specific area 86 may be opened for a long time only during a small win so that the game balls can pass through easily. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc. The game control device 100 can detect the passage of the game balls through the specific area 86 (V winning) via a sensor (specific area switch 72 described later), etc., and when detecting a V winning, it determines to shift to the big win state after the small win ends, and transmits information (specific area passage command, etc.) indicating that there has been a V winning to the effect control device 300 described later. Then, the effect control device 300 can notify the V winning on the display device 41, etc.

[0045] That is, in this embodiment, the gaming machine 10 is a so-called one-type two-type hybrid machine (1 + 2 type machine). . In this embodiment, when the second special variable winning device 39 is released in a small hit, a game ball wins at a specific area 86 (V winning port) in the second special variable winning device 39, and a big hit occurs. When a game ball wins at the big winning ports of the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, the payout control device 200 (see FIG. 3) discharges a corresponding number of prize balls from the payout device to the upper tray 21. Also, in the lower game area 32, there is an out port 30b for collecting game balls that did not win at the winning ports or the like. Further, near the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, there are LEDs (a part of the board decoration device 46 described later) that can emit light when a game ball wins.

[0046] The general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, when a game ball wins at the big winning ports, the payout control device 200 (see FIG. 3) discharges a corresponding number of prize balls from the payout device to the upper tray 21. Also, in the lower game area 32, there is an out port 30b for collecting game balls that did not win at the winning ports or the like. Further, near the general winning port 35, the start winning port 36, the normal variable winning device 37, and the special variable winning devices 38 and 39, there are LEDs (a part of the board decoration device 46 described later) that can emit light when a game ball wins. Also, outside the game area 32 and at the lower right corner of the game board main body 30a, there is a batch display device 50 that executes a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a general figure variable display game. The batch display device 50 includes display units 51 to 60 that display information such as the current game state. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game.

[0047] Also, outside the game area 32 and at the lower right corner of the game board main body 30a, there is a batch display device 50 that executes a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a general figure variable display game. The batch display device 50 includes display units 51 to 60 that display information such as the current game state. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game.

[0048] The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game. The batch display device 50 is composed of a first special figure variable display unit 51 (special figure 1 display, lamp D1) and a second special figure variable display unit 52 (special figure 2 display, lamp D2) for the variable display game, which are composed of a 7-segment type display (LED lamp) or the like, a variable display unit 53 (general figure display, lamps D8, D10, D18) for the general figure variable display game, and a storage display unit (special figure 1 hold display 54, special figure 2 hold display 55, general figure hold display 56) for notifying the stored number of starts (hold) of each variable display game. ) and has. The special figure 1 retention display 54 is composed of lamps D11 and D12. The special figure 2 retention display 55 is composed of lamps D13 and D14. The general figure retention display 56 is composed of lamps D15 and D16.

[0049] Also, in the batch display device 50, a first game state display unit 57 (first game state display, lamp D7) that notifies when it is a right hit (when a right hit should be made) or a left hit (normal hit ), a second game state display unit 58 (second game state display, lamp D17) that lights up when a time - shortening state occurs to notify the occurrence of the time - shortening state, and a third game state display unit 59 (third game state display, probability state display unit, lamp D9) that displays that the probability state of a big win is in a high - probability state when the gaming machine 10 is powered on, and a round display unit 60 (lamps D3 - D6) that displays the number of rounds at the time of a big win (the number of opening and closing times of the special variable winning devices 38 and 39 ) are provided. In the special figure 1 display 51 and the special figure 2 display 52, the variable display game is executed by a variable display that repeatedly turns on and off (flashes) the identification information (for example, the central segment). Note that

[0050] the special figure 1 display 51 and the special figure 2 display 52 are not limited to such segment - type display units, and may be composed of an aggregate of a plurality of LEDs. When executing a variable display, all - on all - off (simultaneous flashing of all LEDs), cyclic lighting (lighting and extinguishing in a predetermined order at predetermined time intervals from any one LED), or on - off (flashing) or cyclic lighting by a predetermined number of LEDs among a plurality of LEDs may be performed by all the LEDs provided as the display. Also, in the general figure display 53, the variable display game is the on - off of lamps D10 and D18 and may also be performed by all - on all - off (simultaneous flashing of all LEDs), cyclic lighting (lighting and extinguishing in a predetermined order at predetermined time intervals from any one LED), or on - off (flashing) or cyclic lighting by a predetermined number of LEDs among a plurality of LEDs. In the general figure display 53 as well, the variable display game is the on - off of lamps D10 and D18 It is executed by repeated variable display (flashing). Also, the general drawing display 53 can be appropriately configured in the same manner as the special drawing 1 display 5 1. It can be appropriately configured in the same manner as the special drawing 2 display 52.

[0051] The lamp display device 80 has lamp display units 1 and 2 (LEDs) that execute variable display (flashing) in which lighting display and extinguishing display are repeated as symbols (the fourth special symbol and the 4th symbol described later), and lamp display units 3 - 6 (LEDs) for notifying the stored number of starts (hold) of each special drawing variable display game. Also, the lamp display device 80 is controlled by an effect control device 300 (described later). The lamp display units 1 and 2 flash at a predetermined flashing period (for example, 200 msec (milliseconds)). That is, the switching between the extinguishing and lighting of the lamp display units 1 and 2 is performed within a period of 1 / 2 of the flashing period (for example, 100 msec). The variable display time in the special drawing 1 display 51, special drawing 2 display 52, and general drawing display 53 of the batch display device 50 is measured by the game control device 100, while the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later). The lamp display units 3 and 4 (special drawing 1 hold LED1, special drawing 1 hold LED2) display the special drawing 1 hold number (the first start stored number) by a combination of the extinguished state, lit state, and flashing state. Similarly, the lamp display units 5 and 6 (special drawing 2 hold LED1, special drawing 2 hold LED2) display the special drawing 2 hold number (the second start stored number) by a combination of the extinguished state, lit state, and flashing state. The lamp display units 3 - 6 end the display of the stored number when a big win occurs, but display the stored number in cases other than during the big win state (including cases where a reach described later occurs in the display device 41). The lamp display device 80 is controlled by an effect control device 300 (described later).

[0052] The lamp display units 1 and 2 flash at a predetermined flashing period (for example, 200 msec (milliseconds)). That is, the switching between the extinguishing and lighting of the lamp display units 1 and 2 is performed within a period of 1 / 2 of the flashing period (for example, 100 msec). The variable display time in the special drawing 1 display 51, special drawing 2 display 52, and general drawing display 53 of the batch display device 50 is measured by the game control device 100, while the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later). The lamp display units 1 and 2 flash at a predetermined flashing period (for example, 200 msec (milliseconds)). That is, the switching between the extinguishing and lighting of the lamp display units 1 and 2 is performed within a period of 1 / 2 of the flashing period (for example, 100 msec). The variable display time in the special drawing 1 display 51, special drawing 2 display 52, and general drawing display 53 of the batch display device 50 is measured by the game control device 100, while the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later). The lamp display units 3 and 4 (special drawing 1 hold LED1, special drawing 1 hold LED2) display the special drawing 1 hold number (the first start stored number) by a combination of the extinguished state, lit state, and flashing state. Similarly, the lamp display units 5 and 6 (special drawing 2 hold LED1, special drawing 2 hold LED2) display the special drawing 2 hold number (the second start stored number) by a combination of the extinguished state, lit state, and flashing state. The lamp display units 3 - 6 end the display of the stored number when a big win occurs, but display the stored number in cases other than during the big win state (including cases where a reach described later occurs in the display device 41). The variable display time in the special drawing 1 display 51, special drawing 2 display 52, and general drawing display 53 of the batch display device 50 is measured by the game control device 100, while the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later). The variable display time in the special drawing 1 display 51, special drawing 2 display 52, and general drawing display 53 of the batch display device 50 is measured by the game control device 100, while the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later). The variable display time in the special drawing 1 display 51, special drawing 2 display 52, and general drawing display 53 of the batch display device 50 is measured by the game control device 100, while the variable display time of the lamp display units 1 and 2 of the lamp display device 80 is measured by the effect control device 300 (described later).

[0053] The lamp display units 3 and 4 (special drawing 1 hold LED1, special drawing 1 hold LED2) display the special drawing 1 hold number (the first start stored number) by a combination of the extinguished state, lit state, and flashing state. The lamp display units 3 and 4 (special drawing 1 hold LED1, special drawing 1 hold LED2) display the special drawing 1 hold number (the first start stored number) by a combination of the extinguished state, lit state, and flashing state. Similarly, the lamp display units 5 and 6 (special drawing 2 hold LED1, special drawing 2 hold LED2) display the special drawing 2 hold number (the second start stored number) by a combination of the extinguished state, lit state, and flashing state. The lamp display units 3 - 6 end the display of the stored number when a big win occurs, but display the stored number in cases other than during the big win state (including cases where a reach described later occurs in the display device 41). Similarly, the lamp display units 5 and 6 (special drawing 2 hold LED1, special drawing 2 hold LED2) display the special drawing 2 hold number (the second start stored number) by a combination of the extinguished state, lit state, and flashing state. Similarly, the lamp display units 5 and 6 (special drawing 2 hold LED1, special drawing 2 hold LED2) display the special drawing 2 hold number (the second start stored number) by a combination of the extinguished state, lit state, and flashing state. The lamp display units 3 - 6 end the display of the stored number when a big win occurs, but display the stored number in cases other than during the big win state (including cases where a reach described later occurs in the display device 41). The lamp display units 3 - 6 end the display of the stored number when a big win occurs, but display the stored number in cases other than during the big win state (including cases where a reach described later occurs in the display device 41). (Including cases where a reach described later occurs in the display device 41), the stored number is displayed.

[0054] Next, the flow of the game in the gaming machine 10, the normal chart change display game and the special chart change display game The details will be explained.

[0055] In the gaming machine 10, gaming balls are shot out from a ball launcher (not shown) toward a gaming area 32. The game is played by hitting the balls. The balls are placed in various places within the game area 32. The ball flows down the play area 32 while changing the rolling direction due to obstacles such as nails and windmills. 34, general winning hole 35, starting winning hole 36, normal variable winning device 37, or special variable winning device The balls either win at the places 38 and 39 or flow into the outlet 30b at the bottom of the game area 32. , are discharged from the game area 32. Then, the general winning hole 35, the start winning hole 36, the normal variable winning hole When a game ball enters the prize device 37 or the special variable prize device 38, 39, the winning slot A number of prize balls according to the type are discharged onto the upper tray 21 via a payout device.

[0056] The normal start gate 34 is provided with a gate for detecting a game ball that has passed through the normal start gate 34. A switch 34a (see FIG. 3) is provided. When the game ball passes through the starting gate 34, The gate switch 34a detects the random number for hit determination extracted at this time. Based on the result of the determination, a game of changing the map is executed.

[0057] A state in which the normal map change display game cannot be started, for example, the normal map change display game has already been played If the game has not ended or the result of the game has not been won, When the normal variable winning device 37 is converted to an open state, the game ball is When passing through Route 34, if the number of normal map start memories (normal map reserve numbers) is less than the upper limit, the number of memories is An addition (+1) is made.

[0058] In the general pattern start memory (general pattern hold), there is a winning value for determining the win or loss of the general pattern variable display game. A random number value for winning determination is stored. When this random number value for winning determination matches the determination value, the general pattern variable display game is a win and a specific result mode (specific result) is derived.

[0059] The general pattern variable display game is executed by the general pattern display 53 provided in the batch display device 50. The general pattern display 53 is composed of LEDs that indicate a win when in the lit state as general identification information (general pattern), and indicate a loss when in the off state. By blinking these LEDs, the variable display of the general identification information is performed. After the elapse of a predetermined variable display time, the result is displayed by turning the LED on or off.

[0060] When the general pattern random number value extracted when passing through the general pattern start gate 34 is a winning value, the general pattern (general pattern) displayed on the general pattern display 53 stops in the winning state and becomes the winning state. At this time, the general electric solenoid 37c (see FIG. 3) is driven, so that the movable member 37b is converted to the open state for a predetermined time (for example, 3 seconds × 2 times), and the entry of the game ball into the general variable winning device 37 is allowed.

[0061] The winning of the game ball into the start winning opening 36 and the winning of the game ball into the general variable winning device 37 are detected by the start opening 1 switch 36a (see FIG. 3) and the start opening 2 switch 37a (see FIG. 3). The game ball that wins in the start winning opening 36 is detected as the start winning ball of the special pattern 1 variable display game and is stored up to a predetermined upper limit number. At the same time, the game ball that wins in the general variable winning device 37 is detected as the start winning ball of the special pattern 2 variable display game and is stored up to a predetermined upper limit number. ​

[0062] When detecting a start winning ball in a special figure variable display game, a jackpot random value, a jackpot symbol random value, each variable pattern random value, etc. are extracted. These random values are stored as special figure start winning memories in a special figure reservation storage area (a part of the RAM) of the game control device 100 for a predetermined number of times (for example, up to 8 times at most). The number of stored special figure start winning memories is displayed on the special figure 1 reservation display 54 and the special figure 2 reservation display 55 for notifying the start winning number of the batch display device 50, and is also displayed on the display screen of the display device 41. Based on a winning in the start winning port 36 or a first start memory (special figure 1 start memory, special figure 1 reservation), the game control device 100 executes a special figure 1 variable display game on the special figure 1 display 51. Also, based on a winning in the normal variable winning device 37 or a second start memory (special figure

[0063] 2 start memory, special figure 2 reservation), the game control device 100 executes a special figure 2 variable display game on the special figure 2 display 52.

[0064] The special figure 1 variable display game (the first special figure variable display game) and the special figure 2 variable display game (the second special figure variable display game) are performed by variably displaying identification information (special symbols, special figures) on the special figure 1 display 51 and the special figure 2 display 52 and then stopping and displaying a predetermined result pattern.

[0065] Also, on the display device 41, a decorative special figure variable display game is executed in which a plurality of types of identification information (for example, numbers, symbols, character symbols, etc.) are variably displayed corresponding to each special figure variable display game.

[0066] The decorative special figure variable display game on the display device 41 is composed of the above-described numbers and the like for the decorative special ​​​​​The sub symbols (identification information) on the left (first special symbol), right (second special symbol), and center (third special symbol) start the variable display (scroll display) in sequence, and after a predetermined time, the symbols that are changing are sequentially stopped to display the result of the special symbol variable display game. Also, on the display device 41 , various production displays such as the appearance of characters are performed to enhance the interest. Furthermore, in the decorative special symbol variable display game, as other decorative special symbols (identification information), the lamps on the display units 1 and 2 of the lamp display device 80 repeat the lighting display and the extinguishing display (flashing) to change the fourth special symbol (fourth symbol). The variable display of the lamp display units 1 and 2 stops with "extinguishing" in case of deviation and "lighting" in case of a big win or a small win after a predetermined time from the start.

[0067] When a game ball wins a prize at the start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the big win random number value at the time of prize detection is the big win value), a specific result mode (special result mode) is derived from the display symbol as the result of the special symbol variable display game, and it enters the big win state ( special game state). Correspondingly, the display mode of the display device 41 becomes the special result mode (for example a state where numbers such as "7, 7, 7" are aligned).

[0068] At this time, the special variable winning devices 38 and 39, by energizing the big winning opening solenoids (38b, 39b) (see Fig. 3), convert the big winning opening from the closed state to the open state for a predetermined time (for example, 30 seconds). That is, the big winning openings provided in the special variable winning devices 38 and 39 open wide until a predetermined time or a predetermined number of game balls win a prize, and during this period, the player is given the privilege of being able to obtain many game balls.

[0069] When a game ball wins a prize at the first start winning opening 36 or the normal variable winning device 37 at a predetermined timing (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value) is different from the jackpot value (jackpot determination value). When this occurs (when the jackpot random value at the time of prize detection is a small win value), a specific result mode (small win result mode) is derived from the display symbols as a result of the special figure variable display game, and a small win state is entered. Corresponding to this, the display mode of the display device 41 becomes the small win result mode. In this embodiment, although the jackpot random value is also used for the determination of a small win, the small win value (small win determination value ) is different from the jackpot value (jackpot determination value). At this time, the special variable winning devices 38 and 39 are converted from the closed state to the open state for a predetermined short time by energizing the big winning opening solenoids 38b and 39b (see FIG. 3 ).

[0070] Note that since the total open time of the big winning opening is shorter in the small win state (small win game state) than in the jackpot state (special game state), the game value (number of balls obtained) that the player can obtain is less in the small win state than in the jackpot state. Note that in both the small win state and the jackpot state, the big winning opening is in the open state, but the jackpot state may be called the first special game state, and the small win state may be called the second special game state. For simplicity, in this embodiment, only the special variable winning device 39 ( upper big winning opening) is converted to the open state in the small win state, and only the special variable winning device 38 (lower big winning opening) is converted to the open state in the jackpot state (including the jackpot state due to a V win during a small win ). Here, the difference between a jackpot and a small win will be described. A jackpot is a special result accompanied by the operation of a conditional device, and a small win is a specific result not accompanied by the operation of a conditional device. The conditional device is a device that causes a jackpot to occur (the stop of the jackpot symbol in the special figure variable display game ) ) in the special figure variable display game

[0071] Here, the difference between a jackpot and a small win will be described.

[0072] A jackpot is a special result accompanied by the operation of a conditional device, and a small win is a specific result not accompanied by the operation of a conditional device. The conditional device is a device that causes a jackpot to occur (the stop of the jackpot symbol in the special figure variable display game It operates when a stop display is made. When the condition device operates, for example, a jackpot state occurs and a specific flag for continuously operating the special variable winning devices 38 and 39 as special electric game devices is set. Also, when the condition device operates, it may mean that a game ball has passed through a specific area 86 (V winning). When the condition device does not operate, it means that, for example, the above-mentioned specific flag is not set as in the case of simply winning a small win lottery . However, as will be described later in this embodiment, when there is a V winning during a small win state, the condition device will operate. Note that the "condition device" may be software means such as a flag that is software-controlled to be turned on and off as described above, or hardware means such as a switch that is electrically turned on and off . Also, the "condition device" is a generally used term in the field of pachinko machines as a device whose operation is a necessary condition for the continuous operation of electric game devices, and is used herein with the same meaning . Specifically, in the case of a jackpot, the special variable winning device is released by setting a jackpot flag, while in the case of a small win, the special variable winning device is released by setting a small win flag . Note that the special figure 1 display 51 and the special figure 2 display 52 may be configured as separate displays or as the same display, but are set so that each special figure variable display game is not executed simultaneously . Also, the special figure 2 variable display game is set to be executed with priority over the special figure 1 variable display game, and the start memories of the special figure 1 variable display game and the special figure 2 variable display game . . . .

[0073] . . .

[0074] . but are set so that they are not the same. . . exists, and when the special figure variable display game can be executed, the special figure 2 variable display game is executed (special figure 2 hold priority digestion, special figure 2 priority variation).

[0075] Regarding the decorative special figure variable display game in the display device 41, the special figure 1 variable display game and the special figure 2 variable display game may be executed on separate display devices or in separate display areas, or they may be executed on the same display device or in the same display area. In this case, the decorative special figure variable display games corresponding to the special figure 1 variable display game and the special figure 2 variable display game may not be executed simultaneously.

[0076] In the following description, when the special figure 1 variable display game and the special figure 2 variable display game are not distinguished, they are simply referred to as the special figure variable display game.

[0077] Also, although not particularly limited, the start port 1 switch 36a in the start winning port 36, the start port 2 switch 37a in the normal variable winning device 37, the gate switch 34a, the winning port switch 35a, and the count switches (38a, 39a) are provided with coils for magnetic detection, and a non-contact magnetic proximity sensor (hereinafter referred to as a proximity switch) that detects a game ball by utilizing the phenomenon that the magnetic field changes when a metal approaches the coil is used. Further, for the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the front frame (gaming frame) 12 or the like provided on the front frame opening detection switch 64 (main body frame opening detection switch), a microswitch having a mechanical contact can be used.

[0078] 〔Game control device〕 Figure 3 is a block diagram of the game control system of the gaming machine 10. The gaming machine 10 includes a game control device 10 0 (main substrate), the game control device 100 is a main control device (main substrate) that comprehensively controls the game, and has a CPU unit 110 having a game microcomputer (hereinafter referred to as a game microcomputer) 111, an input unit 120 having an input port, and an output unit 130 having an output port and a driver or the like. It consists of a data bus 140 that connects between the CPU unit 110, the input unit 120, and the output unit 130. The CPU unit 110 includes a game microcomputer (CPU) 111 called an amusement chip (IC), an oscillator such as a crystal oscillator, and an oscillation circuit (crystal oscillator) 113 that generates an operation clock of the CPU, a timer interrupt, and a clock serving as a reference for a random number generation circuit. For the game control device 100 and electronic components such as solenoids and motors driven by the game control device 100, DC voltages of predetermined levels such as DC32V, DC12V, and DC5V generated by the power supply device 400 are supplied to enable operation. The power supply device 400 includes a normal power supply unit 410 having an ACDC converter that generates a DC32V DC voltage from a 24V AC power supply and a DC-DC converter that generates lower-level DC voltages such as DC12V and DC5V from the DC32V voltage, a backup power supply unit 420 that supplies a power supply voltage to the internal RAM of the game microcomputer 111 during a power failure, and a power failure monitoring circuit that has a power failure monitoring signal and a reset signal that notify the game control device 100 of the occurrence and recovery of a power failure. And a control signal generation unit 430 that generates and outputs control signals such as .

[0079] In this embodiment, the power supply device 400 is configured separately from the game control device 100,

[0080]

[0081] The backup power supply unit 420 and the control signal generation unit 430 may be provided on a separate substrate or integrated with the game control device 100, that is, may be configured to be provided on the main substrate. Since the game board 30 and the game control device 100 are to be replaced when changing the game model, as in the embodiment, the power supply device 400 or a substrate separate from the main substrate is provided with the backup power supply unit 420 and the control signal generation unit 43 0, so that it can be removed from the replacement target to reduce costs.

[0082] The backup power supply unit 420 can be composed of one large-capacity capacitor such as an electrolytic capacitor. The backup power supply is supplied to the game microcomputer 111 ( especially the built-in RAM) of the game control device 100, and the data stored in the RAM is retained even during a power outage or after the power is cut off. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and when it drops to, for example, 17V or less, detects the occurrence of a power outage and changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. Also, a reset signal is output after a predetermined time has elapsed from that point when the power is turned on or when the power outage is restored. Furthermore, the game control device 100 is provided with a RAM initialization switch 112. When the RAM initialization switch 112 is pressed and turned on, an initialization switch signal is generated, and based on this, a process of forcibly initializing the information stored in the RAM 111c in the game microcomputer 111 and the RAM in the payout control device 200 is performed. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the game microcomputer 1

[0083] 11. The reset 111. The reset signal is output after a predetermined time has elapsed from that point when the power is turned on or when the power outage is restored. The signal is a type of forced interrupt signal and resets the entire control system.

[0084] In addition, the game control device 100 (main board) is provided with a setting key switch 93. The setting key switch 93 is turned on by an operation such as a rotation operation by the operator, and makes it possible to change the probability setting value (setting value) according to the setting related to the game conditions (game). Note that the RAM initialization switch 112 can also be used as a setting value change switch that can change the probability setting value according to the operation of the operator. In this embodiment, the probability setting value is a setting value for setting the hit probability such as the big win probability and the small win probability. However, other game conditions (such as effects) other than the probability can also be changed according to the probability setting value. The setting key switch 93 and the RAM initialization switch 112 constitute setting change means (setting change device 42, setting means) that can change the setting (probability setting value) related to the game conditions. Note that instead of the RAM initialization switch 112, other switches may be used as the setting value change switch, or a dedicated and unique setting value change switch may be provided separately. The setting key switch 93 and the RAM initialization switch 112 are arranged at a position where they cannot be operated (a position where they cannot be accessed) unless the front frame 12 (main body frame) is opened by being provided on the game control device 100 inside the gaming machine 10. That is, an ordinary player cannot access and operate the setting key switch 93 and the RAM initialization switch 112. As will be described later, when the gaming machine 10 is powered on (power restoration after a power failure, power recovery), the gaming machine 10, according to the on / off states of the setting key switch 93 and the RAM initialization switch 112, the probability setting value .

[0085] The setting key switch 93 and the RAM initialization switch 112 are arranged on the game control device 100 inside the gaming machine 10, so that they cannot be operated (accessed) unless the front frame 12 (main body frame) is opened. That is, an ordinary player cannot access and operate the setting key switch 93 and the RAM initialization switch 112. As described later, when the gaming machine 10 is powered on (power restoration after a power failure, power recovery), the gaming machine 10, according to the on / off states of the setting key switch 93 and the RAM initialization switch 112, the probability setting value

[0086] As described later, when the gaming machine 10 is powered on (power restoration after a power failure, power recovery), the gaming machine 10, according to the on / off states of the setting key switch 93 and the RAM initialization switch 112, the probability setting value It is possible to shift to various states such as a settable state (a set change state, a settable state, a set change mode) in which values can be changed (set), and a set confirmation state (a set confirmation mode) in which a probability set value can be confirmed.

[0087] In this embodiment, the probability set value is defined, for example, in six levels, and there are a probability set value 1 (setting 1), a probability set value 2 (setting 2), a probability set value 3 (setting 3), a probability set value 4 (setting 4), a probability set value 5 (setting 5), and a probability set value 6 (setting 6). Generally, setting 1 is the most disadvantageous setting for the player, and setting 6 is the most advantageous setting for the player. Settings 1 and 2 are low settings, settings 3 and 4 are intermediate settings (intermediate settings), and settings 5 and 6 are high settings.

[0088] In the probability set change process, each time the operator presses the RAM initialization switch 112, the working set value (setting) in the working set value area is changed as follows: setting value 0 (setting 1, probability set value 1) → setting value 1 (setting 2, probability set value 2) → setting value 2 (setting 3, probability set value 3) → setting value 3 ( setting 4, probability set value 4) → setting value 4 (setting 5, probability set value 5) → setting value 5 ( setting 6, probability set value 6) → setting value 0 (setting 1) → setting value 1 (setting 2) → ···. In this way, the RAM initialization switch 112 also functions as a set value change switch. For convenience of explanation, during the set change state (set change mode), working set values 0 to 5 are respectively provided corresponding to probability set values 1 to 6, but the working set value and the probability set value may be handled as the same within the same numerical range (that is, 0 to 5 or 1 to 6) (making the working set value and the probability set value the same numerical value).

[0089] ​​​​​​​Note that instead of operating the RAM initialization switch 112 (setting value change switch), the setting key switch 93 may be rotated to a predetermined position to change the probability setting value. Also , the probability setting value is not limited to six levels. And for the selected working setting values of 0 to 5 corresponding display probability setting values are displayed on a performance display device 152 or the like which is, for example, a four-digit 7-segment type (8-segment type including dot Dp) display.

[0090] The game microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111a , a read-only ROM (Read Only Memory) 111b and a randomly accessible and writable RA M (Random Access Memory) 111c.

[0091] The ROM 111b stores non-volatilely invariant information (programs, fixed data, determination values of various random numbers, etc.) for game control. The RAM 111c is used as a work area of the CPU 111a and a storage area for various signals and random number values during game control, and information related to the game (game information) is stored, and it becomes a holding storage means capable of holding the stored information even when a power failure occurs. As the ROM 111b or the RAM 111c, an electrically rewritable non-volatile memory such as an EEPROM may be used.

[0092] Also, the ROM 111b stores, for example, a variation pattern table for determining a variation pattern (variation mode) that defines the execution time of a special figure variation display game, the production content, the presence or absence of a reach state, etc. The variation pattern table is a table for the CPU 111a to refer to the variation pattern random numbers 1 to 3 stored as start-up memory to determine the variation pattern. ​​​​​​​​​In addition, the fluctuation pattern table shows that the option that will be selected when the result is a miss. Deviation fluctuation pattern table, the jackpot fluctuation pattern table selected when the result is a jackpot In addition, these pattern tables include the following: A table for determining the latter half fluctuation pattern, which is the fluctuation pattern (later half fluctuation group table Bull and late fluctuation pattern selection table, etc.), the fluctuation pattern before the reach state Tables for determining half fluctuation patterns (first half fluctuation group table and first half fluctuation pattern) This includes the following:

[0093] Here, the reach (reach state) refers to a display device that has a display state that can be changed, and the display device A plurality of display results are derived and displayed at different times, and the plurality of display results are displayed according to a predetermined characteristic. When a different result pattern occurs, the game state becomes advantageous to the player (special game state). In the gaming machine 10, when some of the display results have not yet been derived and displayed, A display state in which the display result already derived and displayed satisfies the conditions for becoming a special result state. In other words, the reach state is when the display control of the display device progresses and the display Even when the results have reached the stage before they are derived and displayed, the display conditions for the special result mode are For example, the special result state is maintained while keeping the state. The state where multiple variable display areas are used to display the variable (so-called full rotation reach) is also a reach state. In addition, the reach state is when the display control of the display device progresses and the display result is derived and displayed. The display state at the stage before the display result is derived and displayed. A condition in which at least a part of the display results of the determined multiple variable display areas becomes a special result state. refers to the display state when the conditions are met.

[0094] Therefore, for example, in a special figure variation display game, the decorative special figure variation table displayed on the display device corresponds to. The game varies and displays a plurality of identification information in each of the left, middle, and right variation display areas of the display device for a predetermined time, and then stops the variation display in the order of left, right, and middle to display the result mode. In this case, in the left and right variation display areas, when the variation display stops in a state that satisfies the conditions for a special result mode (for example, the same identification information), it becomes a reach state. In addition, when the variation display in all variation display areas is temporarily stopped, a state that satisfies the conditions for a special result mode (for example, a state where the same identification information is obtained, but excluding the special result mode) in any two of the left, middle, and right variation display areas is defined as the reach state, and the remaining one variation display area may be varied and displayed from the reach state.

[0095] And the reach state includes a plurality of reach effects. As reach effect systems (types) where the possibility of deriving a special result mode (big win mode) is different (the expectation levels are different), normal reach (N-reach), special 1 reach (SP1-reach), special 2 reach (SP 2-reach), special 3 reach (SP3-reach), and premier reach are set. Note that the expectation level (expected value) of a big win is in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premier reach, and it becomes higher in this order. Also, the reach state is included in at least the variation display mode when a special result mode is derived in a special figure variation display game (when it becomes a big win). That is, in short, In the case of determining that no special result mode is derived in the special figure variable display game (the case of failure), it may be included in the variable display mode. Therefore, the state in which the reach state has occurred is a state with a high probability of winning compared to the case where the reach state does not occur. Moreover, the degree of expectation of the effect (preview) suggests the probability of winning when that effect is selected, and can be calculated based on the selection rate of that effect when winning and the selection rate of that effect when not winning (in the case of failure). The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire gaming machine 10. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0096] In addition, the degree of expectation of the effect (preview) suggests the probability of winning when that effect is selected, and can be calculated based on the selection rate of that effect when winning and the selection rate of that effect when not winning (in the case of failure). Moreover, the degree of expectation of the effect (preview) suggests the probability of winning when that effect is selected, and can be calculated based on the selection rate of that effect when winning and the selection rate of that effect when not winning (in the case of failure). Moreover, the degree of expectation of the effect (preview) suggests the probability of winning when that effect is selected, and can be calculated based on the selection rate of that effect when winning and the selection rate of that effect when not winning (in the case of failure).

[0097] The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire gaming machine 10. Moreover, the degree of expectation of the effect (preview) suggests the probability of winning when that effect is selected, and can be calculated based on the selection rate of that effect when winning and the selection rate of that effect when not winning (in the case of failure). Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. The CPU 111a executes the game control program in the ROM 111b to generate control signals (commands) for the payout control device 200 and the effect control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire gaming machine 10. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113. Also, although not shown, the game microcomputer 111 includes a winning random number for determining the winning of the special figure variable display game, a winning symbol random number for determining the winning symbol, a small winning symbol random number for determining the small winning symbol, a support winning symbol random number for determining the short-time symbol (the stop symbol in the case of support winning) described later, and a variable pattern random number for determining the variable pattern (including the execution time of the variable display game such as various reaches and non-reach variable displays) in the special figure variable display game, and a clock generator that generates a timer interrupt signal with a predetermined period (for example, 4 msec (milliseconds)) for the CPU 111a and a clock for giving the update timing of the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0098] Also, in the process related to the special figure variable display game, the CPU 111a reads from the ROM 111b one of the plurality of variable pattern tables stored therein. Specifically, the CPU 111a determines based on the game result (big win or loss) of the special figure variable display game, the probability state (normal probability state or high probability state) of the special figure variable display game as the current game state, the start memory count, etc., and selects and obtains one of the plurality of variable pattern tables. Here, the CPU 11 1a forms variable distribution information acquisition means for acquiring one of the plurality of variable pattern tables stored in the ROM 111b when executing the special figure variable display game. When the CPU 111a executes the special figure variable display game, it acquires one of the plurality of variable pattern tables stored in the ROM 111b.

[0099] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives the payout motor 91 of the payout unit according to a prize ball payout instruction (command or data) from the game control device 100 to perform control for paying out prize balls. Also, the payout control device 200 drives the payout motor 91 of the payout unit based on a ball lending request signal from the card unit 600 to perform control for paying out lent balls.

[0100] The input unit 120 of the game microcomputer 111 is provided with a radio wave sensor 62 (board radio wave sensor) for detecting the emission of radio waves to the gaming machine, a gate switch 34a of the normal figure start gate 34, a start port 1 switch 36a inside the first start winning port 36, a start port 2 switch 37a inside the second start winning port 37 (ordinary variable winning device), a winning port switch 35a of the general winning port 35, and a special variable winning device 38 , 39 large winning openings switches 43 (lower large winning opening switch 38a, upper large winning opening switch 39a ) are connected, and a high level of 11V and a low level of 7V are input as negative logic signals such as these, and an interface chip (proximity I / F) 121 is provided to convert them into positive logic signals of 0V - 5V.

[0101] Furthermore, the interface chip (proximity I / F) 121 is connected to the specific area switch 72, the remaining ball discharge port switch 73, and the out ball detection switch 74. The specific area switch 72 detects the passage (V winning) of the game ball into the specific area 86 (V winning opening). The remaining ball discharge port switch 73 detects the game balls that have passed through the remaining ball discharge port that discharges the game balls from the special variable winning devices 38, 39. The out ball detection switch 74 may detect only the game balls passing through the out port 30b, or may detect all the game balls that have been launched into the game area and ended the game.

[0102] The output of the proximity I / F 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read into the game microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the gate switch 34a, the start opening 1 switch 36a, the start opening 2 switch 37a, the winning opening switch 35a, and the large winning opening switch 43 are input to the third input port 124.

[0103] Also, among the outputs of the proximity I / F 121, the detection signal of the radio wave sensor 62 and the abnormality detection signal output when detecting an abnormality of the sensor or switch are input to the second input port 123.

[0104] ​​​Also, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 72, the remaining ball discharge port switch 73, or the out ball detection switch 74 are input to the fourth input port 126. .

[0105] Also, to the second input port 123, the detection signal of the magnetic sensor switch 61 for fraud detection provided on the front frame 12 etc. of the gaming machine 10, the glass frame opening detection switch 63 provided on the glass frame 15 etc. of the gaming machine 10, the front frame opening detection switch 64 (main body frame opening detection switch) provided on the front frame 12 (main body frame) etc., the vibration sensor 6 5 for detecting the vibration of the gaming machine 10 are input.

[0106] Also, the second input port 123 captures the setting key switch signal from the setting key switch 93 and supplies it to the game microcomputer 111 via the data bus 140.

[0107] Also, among the outputs of the proximity I / F 121, the output to the third input port 124 is also supplied to a test firing test device (not shown) from the game control device 100 via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input not only to the third input port 124 but also to the game microcomputer 111.

[0108] As described above, the proximity I / F 121 has a signal level conversion function. To enable such a level conversion function, in addition to a voltage such as 5V necessary for the normal operation of an IC, a 12V voltage is supplied to the proximity I / F 121 from the power supply device 400. .

[0109] ​​​​​The data held by the third input port 124 can be read by the game microcomputer 111 by decoding the address assigned to the third input port 124 to assert (change to the active level) the enable signal CE2. The same applies to the second input port 123, the fourth input port 126, and the first input port 122 described later.

[0110] In addition, the input unit 120 takes in a frame wave abnormality signal, a payout busy signal, a status signal indicating a payout abnormality, a shoot ball out switch signal indicating a shortage of game balls before payout, an overflow switch signal indicating an overflow, a touch switch signal based on the input of a touch switch provided on the operation handle 24, and a signal from the RAM initialization switch 112, and supplies them to the game microcomputer 111 via the data bus 140. The first input port 122 is provided. The overflow switch signal is a signal output when it is detected that a predetermined amount or more of game balls are stored in the lower tray 23 (when it is full). The frame wave abnormality signal is a signal output based on the detection of radio waves by a frame wave sensor provided on the front frame 12 (main body frame), and the payout busy signal is a signal indicating whether the payout control device 200 can accept a command.

[0111] In addition, the input unit 120 is provided with a Schmitt buffer 125 for inputting signals such as a power failure monitoring signal and a reset signal from the power supply device 400 to the game microcomputer 111 and the like, and the Schmitt buffer 125 has a function of removing noise from these input signals. The power failure monitoring signal from the power supply device 400 is once input to the first input port 122 and then... ​​​​​​​​​​​​​​​It is taken into the game microcomputer 111 via S140. That is, it is treated as a signal equivalent to the signals from the various switches described above. This is because there are restrictions on the number of terminals for receiving external signals provided in the game microcomputer 111. On the other hand, the reset signal RST that has been noise-removed by the Schmitt buffer 125 is directly input to the reset terminal provided in the game microcomputer 111 and is supplied to each port of the output unit 130. Also, the reset signal RST directly outputs to the relay board 70 without passing through the output unit 130, so as to turn off the firing test signal held at the port (not shown in the figure) of the relay board 70 for output to the firing test device.

[0112]

[0113]

[0114] ​​​​​​​​​​​​​​​​Data is transmitted to 200 via serial communication. Note that it is one-way communication such that a signal cannot be input from the side of the effect control device 300 to the game control device 100.

[0115] Furthermore, the output unit 130 is configured such that a buffer 133 that is connected to the data bus 140 and outputs data notifying the test firing device of the special figure symbol information of the variable display game and signals indicating the probability state of a big win to a certification institution (not shown) via the relay board 70 can be mounted. The buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko game machine as an actual machine (mass-produced and sold product) installed in a game parlor. Note that the detection signal of a switch that does not require processing, such as a start port switch output from the proximity I / F 121, is supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0116] On the other hand, detection signals that cannot be directly supplied to the test firing device as they are, such as the magnetic sensor switch 61 and the radio wave sensor 62, are once taken into the game microcomputer 111, processed into other signals or information, and supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as, for example, error signals indicating that the game machine is in a state where game control is impossible.

[0117] Note that the relay board 70 is provided with ports that take in signals output from the buffer 133 and supply them to the test firing device, connectors that relay and transmit signal lines of detection signals of switches that do not pass through the buffer, and the like. A chip enable signal CE output from the game microcomputer 111 is also supplied to the ports on the relay board 70, and signals of the ports selectively controlled by the signal CE are supplied to the test firing device. ​​​​​​​​​​​​​​​

[0118] Also, the output unit 130 includes a solenoid (ordinary variable winning solenoid) 37c connected to the data bus 140 to release the ordinary variable winning device 37, a lower winning port solenoid 38b (big winning port solenoid 1) to release the first special variable winning device 38, and an upper winning port solenoid 39b (big winning port solenoid 2) to release the second special variable winning device 39. A second output port 134 is provided to output the opening / closing data of the lever solenoid 86b that operates the lever to release the specific area 86. is provided. Also, the output unit 130 includes a third output port 135 to output the on / off data of the segment lines to which the anode terminals of the LEDs are connected according to the content to be displayed on the collective display device 50, and a fourth output port 136 to output the on / off data of the digit lines to which the cathode terminals of the LEDs of the collective display device 50 are connected. is provided. is provided.

[0119] Also, the output unit 130 includes a fifth output port 137 to output information related to the gaming machine 10, such as jackpot information, to the external information terminal 71. The external information terminal 71 is equipped with a photo relay and can be connected to an external device (such as an information collection terminal or a hall computer for internal management of the game arcade) installed in a game arcade, etc., so that information related to the gaming machine 10 can be supplied to the external device. Also, a firing permission signal is output from the fifth output port 137 to the payout control device 200 via the schmitt buffer 132. is provided. is provided. is provided.

[0120] Also, the output unit 130 includes a fifth output port 137 to output information related to the gaming machine 10, such as jackpot information, to the external information terminal 71. The external information terminal 71 is equipped with a photo relay and can be connected to an external device (such as an information collection terminal or a hall computer for internal management of the game arcade) installed in a game arcade, etc., so that information related to the gaming machine 10 can be supplied to the external device. Also, a firing permission signal is output from the fifth output port 137 to the payout control device 200 via the schmitt buffer 132. is provided. is provided. is provided. is provided. is provided.

[0121] Furthermore, the output unit 130 includes the ordinary variable winning solenoid 37 output from the second output port 134. Receiving opening / closing data signals such as those of solenoids 38b and 39b for large winning openings and generating and outputting solenoid drive signals, the first driver (drive circuit) 138a outputs from the third output port 135 the on / off drive signal of the segment line on the current supply side of the batch display device 50. The second driver 138b outputs from the fourth output port 136 the on / off drive signal of the digit line on the current draw side of the batch display device 50. The third driver 138c outputs from the fifth output port 137 the external information signal supplied to an external device such as a management device to the external information terminal 71. The fourth driver 138d is provided for outputting. To enable the first driver 138a to drive a solenoid operating at 32V, DC 32V is supplied from the power supply device 400 as the power supply voltage. Also, DC 12V is supplied to the second driver 138b that drives the segment lines of the batch display device 50. The third driver 138c that drives the digit lines

[0122] is for pulling out the digit lines corresponding to the display data with current, so the power supply voltage may be either 12V or 5V. The second driver 138b that outputs 12V supplies current to the anode terminal of the LED through the segment lines, and the third driver 138c that outputs the ground potential pulls out current from the cathode terminal through the digit lines, so that the power supply voltage flows through the sequentially selected LEDs in the dynamic drive method to light them up. The fourth driver 138d that outputs the external information signal to the external information terminal 71 is supplied with DC 12V in order to give a level of 12V to the external information signal. Note that the buffer 133, the second output port 134, the first driver 138a, etc. are for game control

[0123] The output unit 130 of the control device 100, that is, it may be provided on the relay board 70 side instead of the main board. It may be like this.

[0124] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 13 9 is configured to be able to communicate with both sides so that the gaming microcomputer 111 can send and receive data through serial communication with the inspection device 500. Note that the sending and receiving of such data is performed by using the serial communication terminal of the gaming microcomputer 111 in the same way as a normal general-purpose microprocessor, so ports such as input ports 122, 123, and 124 are not provided.

[0125] Furthermore, the output unit 130 receives serial data (control data, lighting pattern data, character code (character code), etc.) output from the second output port 134, and a driver 150 for driving the performance display device 152 (status display device) is provided. In this embodiment the performance display device 152 is composed of a plurality (4) of 7-segment type (including dot Dp) and 8-segment type displays (LED lamps), and the driver 150 is an LED driver

[0126] The performance display device 152 is provided on the game control device 100 (main board), but it may be provided in other places. For example, the performance display device 152 can display display probability setting values, accessory ratios, ball output rates, and the number of ejected balls.

[0127] Here, the number of ejected balls is the number of game balls ejected from the game area 32 (also called the number of out balls). and is the sum of the number of game balls that have passed through the winning openings (number of wins) and the number of game balls that have passed through the out opening 30b. The number of discharged balls can be obtained by counting (counting) signals from the out ball detection switch 74, etc. In the present embodiment, the winning openings include the general winning opening 35, the start winning opening 36 (first start winning opening, start opening 1), the normal variable winning device 37 (second start winning opening, start opening 2 ), and the special variable winning devices 38, 39 (big winning opening). ) are included.

[0128] The payout rate is the ratio (proportion) of the total number of prize balls to the number of discharged balls (or the number of launched balls), and is calculated by ( number of acquired balls ÷ number of discharged balls) × 100 (%). That is, the payout rate is the number of acquired balls per 100 discharged balls (total number of prize balls).

[0129] For example, the accessory ratio is the ratio (%) of the number of prize balls obtained by winning at the winning opening during a predetermined period (for example, from the power-on of the gaming machine 10 to the present) to the total number of prize balls (total number of prize balls) obtained by winning at the big winning opening during the big win state. That is, the accessory ratio is the ratio (%) of the number of prize balls obtained by winning at the big winning opening (number of acquired balls by accessory) to the total number of prize balls (so-called consecutive accessory ratio). Note that the accessory ratio may be the ratio of the number of prize balls obtained by winning at the big winning opening during the big win state and the small win state ( = big winning opening ratio), or the ratio of the number of prize balls obtained by winning at the big winning opening and the normal variable winning device 37 (second start winning opening) ( = so-called accessory ratio (total accessory ratio) generally used).

[0130] 〔Effect control device〕 Next, the configuration of the effect control device 300 (sub-board) will be described with reference to FIG. 4. FIG. 4 is a block diagram of the effect control system of the gaming machine 10.

[0131] The performance control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC), similar to the game microcomputer 111, and a graphic processor VDP (Video Display Processor) 312 as a sensor that performs image processing for video display on the display device 41 according to commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls the output of sound to reproduce various melodies and sound effects from the speaker 19. It is equipped with .

[0132] Connected to the main control microcomputer 311 are a program ROM 321 composed of a PROM (Programmable Read Only Memory) that stores programs and various data executed by the CPU, a RAM 322 that provides a work area, a FeRAM 323 that can retain stored content even when power is not supplied during a power outage, and an RTC (Real Time Clock) 338 that serves as a timing means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). Note that a RAM that provides a work area is also provided inside the main control microcomputer 311.

[0133] Also, a WDT (Watchdog Timer) circuit 324 is connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands from the game microcomputer 111, determines the display content, instructs the content of the output video to the VDP 312, gives instructions for reproduced sound to the sound source LSI 314, controls the lighting of decorative lamps, drives motors and solenoids, manages the performance time, and executes other processes.

[0134] The VDP 312 is provided with a RAM 312a that provides a work area and a scaler 312b for enlarging and reducing images. Also, character images and videos are stored in the VDP 312. ​ An ultra-high-speed VRAM (video RAM) 326 is connected for expanding and processing image data such as image ROM 325 in which image data is stored and character data read from image ROM 325. An ultra-high-speed VRAM (video RAM) 326 is connected for expanding and processing image data such as image ROM 325 in which image data is stored and character data read from image ROM 325. An ultra-high-speed VRAM (video RAM) 326 is connected for expanding and processing image data such as image ROM 325 in which image data is stored and character data read from image ROM 325.

[0135] Although not particularly limited, between the main control microcomputer 311 and the VDP 312, data transmission and reception are configured to be performed in a parallel manner. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in the serial case. Although not particularly limited, between the main control microcomputer 311 and the VDP 312, data transmission and reception are configured to be performed in a parallel manner. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in the serial case. Although not particularly limited, between the main control microcomputer 311 and the VDP 312, data transmission and reception are configured to be performed in a parallel manner. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in the serial case. Although not particularly limited, between the main control microcomputer 311 and the VDP 312, data transmission and reception are configured to be performed in a parallel manner. By transmitting and receiving data in a parallel manner, commands and data can be transmitted in a shorter time than in the serial case.

[0136] From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamp provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing statuses and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting for the reception of commands and data are also input. From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamp provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing statuses and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting for the reception of commands and data are also input. From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamp provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing statuses and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting for the reception of commands and data are also input. From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamp provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing statuses and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting for the reception of commands and data are also input. From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamp provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing statuses and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting for the reception of commands and data are also input. From the VDP 312 to the main control microcomputer 311, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamp provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the data transmission timing are input. Note that from the VDP 312 to the main control microcomputer 311, interrupt signals INT0~n for notifying the end of drawing to the VRAM and other processing statuses and a wait signal WAIT for notifying that the main control microcomputer 311 is in a state of waiting for the reception of commands and data are also input.

[0137] The effect control device 300 is provided with a signal conversion circuit 313 for generating a video signal to be transmitted to the display device 41 in an LVDS (low voltage differential signaling) system. To the signal conversion circuit 313 from the VDP 312, video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313. The effect control device 300 is provided with a signal conversion circuit 313 for generating a video signal to be transmitted to the display device 41 in an LVDS (low voltage differential signaling) system. To the signal conversion circuit 313 from the VDP 312, video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313. The effect control device 300 is provided with a signal conversion circuit 313 for generating a video signal to be transmitted to the display device 41 in an LVDS (low voltage differential signaling) system. To the signal conversion circuit 313 from the VDP 312, video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313. The effect control device 300 is provided with a signal conversion circuit 313 for generating a video signal to be transmitted to the display device 41 in an LVDS (low voltage differential signaling) system. To the signal conversion circuit 313 from the VDP 312, video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313. The effect control device 300 is provided with a signal conversion circuit 313 for generating a video signal to be transmitted to the display device 41 in an LVDS (low voltage differential signaling) system. To the signal conversion circuit 313 from the VDP 312, video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0138] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340 . Also, an interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311 . The effect control device 300 is provided with an amplifier circuit 337 composed of an audio power amplifier that drives the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12. The audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337 . . .

[0139] . Also, the effect control device 300 is provided with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100 . Via the command I / F 331, the decoration special figure reservation number command, decoration special figure command, variation command, stop information command, etc. transmitted from the game control device 100 to the effect control device 300 are received as effect control command signals (effect commands). The game microcomputer 111 of the game control device 100 operates at DC5V, and the main control microcomputer 311 of the effect control device 300 operates at DC3.3V. Therefore, the command I / F 331 is provided with a function for signal level conversion . . . .

[0140] . Also, the effect control device 300 is provided with a panel decoration LED control circuit 332 that drives and controls a panel decoration device 46 having an LED (light-emitting diode) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that drives and controls a frame decoration device (for example, the frame decoration device 18, etc.) having an LED (light-emitting diode) provided on the glass frame 15, and the game board 3 . . . 0 (including the center case 40) is provided with a panel effect device 44 (for example, a display device 41 such as a movable prop that enhances the effect in cooperation with the effect display in the display). A panel effect movable body control circuit 334 is provided. In addition, the panel decoration device 46 may include the aforementioned lamp display device 80.

[0141] These control circuits 332 to 334 for driving and controlling lamps, motors, solenoids, etc. are connected to the main control microcomputer 311 via the address / data bus 340. In addition a frame effect movable body control circuit for driving and controlling a frame effect device such as a motor provided on the glass frame 15 may be provided.

[0142] Furthermore, the effect control device 300 includes an effect button switch 25a built in the effect button 25 provided on the glass frame 15, a touch panel 25b provided on the surface of the effect button 25, and an effect prop switch 47 (effect motor switch) for detecting the on / off state of the initial position of the motor in the panel effect device 44 and inputting a detection signal to the main control microcomputer 311. There is also a switch input circuit 336 for detecting the state of the volume adjustment switch 335 provided in the effect control device 300 and inputting a

[0143] detection signal to the main control microcomputer 311. The normal power supply unit 410 of the power supply device 400 supplies a desired level of DC voltage to the effect control device 300 having the above configuration and the electronic components controlled thereby. For example, DC32V In addition to V, it is configured to generate a DC 15V voltage for driving a motor, an LED, and a speaker. It is configured as such.

[0144] Furthermore, when using an LSI that operates at a low voltage such as 3.3V or 1.2V as the main control microcomputer 311, a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V is provided in the effect control device 300. Note that the DC-DC converter may be provided in the normal power supply unit 410. The reset signal generated by the control signal generation unit 430 of the power supply device 400 is supplied to the main control microcomputer 311 to reset the device. Also, in the form output from the main control microcomputer 311, it is supplied to the VDP 312 (VDPRESET signal), the sound source LSI 314, the amplifier circuit 337 (SNDRESET signal) that drives the speaker, and the control circuits 332 to 334 (IORESET signal) that drive and control a lamp, a motor, etc., to reset these. Also, a cooling FAN 45 that cools various parts of the gaming machine 10 is connected to the effect control device 300, and the cooling FAN 45 is driven when the power of the effect control device 300 is turned on.

[0145]

[0146]

[0147]

[0147] Then, after the identification symbol is variably displayed on the general pattern display 53 for a predetermined time and then stops displaying, a general pattern variable motion display game is displayed. When the result of the general pattern variable motion display game is a win, a special result mode is displayed on the general pattern display 53, and the general electric solenoid 37c is operated to control the movable member 37b of the normal variable winning device 37 to be released as described above for a predetermined time (for example, 3 seconds × 2 times). That is, the game control device 100 forms conversion control execution means for performing conversion control of the conversion member (movable member 37b). When the result of the general pattern variable motion display game is a loss, control is performed to display a loss result mode on the general pattern display 53. That is, the game control device 100 forms conversion control execution means for performing conversion control of the conversion member (movable member 37b). When the result of the general pattern variable motion display game is a loss, control is performed to display a loss result mode on the general pattern display 53.

[0148] Also, based on the input of a detection signal of a game ball from the start winning opening 1 switch 36a provided in the start winning opening 36, start winning (start memory) is stored. Based on the start memory, a random number value for jackpot determination of the special pattern 1 variable motion display game is extracted and compared with the determination value stored in the ROM 111b to determine the win or loss of the special pattern 1 variable motion display game. Also, based on the input of a detection signal of a game ball from the start winning opening 1 switch 36a provided in the start winning opening 36, start winning (start memory) is stored. Based on the start memory, a random number value for jackpot determination of the special pattern 1 variable motion display game is extracted and compared with the determination value stored in the ROM 111b to determine the win or loss of the special pattern 1 variable motion display game.

[0149] Also, based on the input of a detection signal of a game ball from the start winning opening 2 switch 37a provided in the normal variable winning device 37, start memory is stored. Based on the start memory, a random number value for jackpot determination of the special pattern 2 variable motion display game is extracted and compared with the determination value stored in the ROM 111b to determine the win or loss of the special pattern 2 variable motion display game. Also, based on the input of a detection signal of a game ball from the start winning opening 2 switch 37a provided in the normal variable winning device 37, start memory is stored. Based on the start memory, a random number value for jackpot determination of the special pattern 2 variable motion display game is extracted and compared with the determination value stored in the ROM 111b to determine the win or loss of the special pattern 2 variable motion display game.

[0150] Then, the CPU 111a of the game control device 100 outputs a control signal (effect control command) including the determination result of the special pattern 1 variable motion display game and the special pattern 2 variable motion display game to the effect control device 300. Then, on the special pattern 1 display 51 and the special pattern 2 display 52, the identification symbol is variably displayed for a predetermined time ​​After that, a special figure variable display game that stops and displays is shown. That is, the game control device 100 , a game control means for performing progress control of the variable display game based on the winning of the game balls flowing down in the game area 32 into the start winning area (the first start winning port 36, the normal variable winning device 37).

[0151] Also, the effect control device 300 displays a decorative special figure variable display game corresponding to the special figure variable display game on the display device 41 based on the control signal from the game control device 100. Further, the effect control device 300 performs processes such as setting the effect state, outputting sounds from the speakers 19a, 19b, and controlling the light emission of various LEDs based on the control signal from the game control device 100. That is, the effect control device 300 is an effect control means for controlling the effects related to the game (such as the variable display game).

[0152] And when the result of the special figure variable display game is a win, the CPU 111a of the game control device 100 displays a special result mode on the special figure 1 display 51 and the special figure 2 display 52, and generates a special game state. In the process of generating the special game state, the CPU 111a opens the opening and closing door 39c of the special variable winning device 39 by the big winning port solenoid 39b, for example, and performs control to enable the game balls to flow into the big winning port.

[0153] And it is defined that one round (R) is to keep the big winning port open until either a predetermined number (for example, 10) of game balls win in the big winning port or a predetermined openable time (for example, 27 seconds or 0.05 seconds) elapses from the opening of the big winning port, and this is continued (repeated) for a predetermined number of rounds (for example, 15 times, 11 times, or 2 times) (cycle game ). times). perform. That is, when the stop result mode becomes the special result mode, the game control device 100 constitutes a big winning opening / closing control means for performing control to open and close the big winning opening. Also, when the result of the special figure variable display game is a loss, control is performed to display the loss result mode on the special figure 1 display 51 and the special figure 2 display 52.

[0154] In addition, based on the result mode of the special figure variable display game, the game control device 100 can generate a high-probability state as a game state after the end of the special game state. The high-probability state (probability-variable state) is a state where the probability of getting a winning result in the special figure variable display game is higher than that in the normal probability state. Also, even if a high-probability state is reached based on the result mode of either the special figure 1 variable display game or the special figure 2 variable display game, both the special figure 1 variable display game and the special figure 2 variable display game will be in the high-probability state.

[0155] In addition, based on the result mode of the special figure variable display game, the game control device 100 can generate a time-shortened state (specific game state) as a game state after the end of the special game state. In the time-shortened state, it is possible to perform control to set the normal figure variable display game and the normal variable winning device 37 to the time-shortened operation state, and in order to control so that the opening time of the normal variable winning device 37 per unit time is substantially longer than that in the normal game state where no special game is performed, it becomes the general power support state. Note that even in a high-probability state (normal probability-variable state) excluding the latent probability-variable state, the time-shortened state can be repeatedly set to execute the general power support.

[0156] Note that in the time-shortened state, the execution time (special figure variable time) of the special figure variable display game can also be shortened more than usual, and the time-shortened variation of the special figure variable display game can also be executed. ​​​​​​​

[0157] Also, in the time-saving state, for the result of each play of the general drawing variation display game, the opening times (general drawing opening times) of the general winning device 37 are set to a number of times greater than the first opening times (for example, 2 times) (for example, 4 times) of the second opening times. Also, in the time-saving state (the probability (general drawing probability, general drawing winning probability) of the general drawing variation display game resulting in a win) can be set to a high probability higher than the normal probability (low probability) in the case of the normal operation state. In the time-saving state, by changing any one or more of the general drawing variation time, the general drawing stop time, the general drawing opening times, the general drawing opening time, and the general drawing probability, the time for changing the general winning device 37 to the open state is extended compared to normal. As a result, in the time-saving state, winning at the general winning device 37 is made easier than in the normal game state where no special game is played, and the number of executions of the special drawing variation display game per unit time can be increased compared to the normal game state. Also, it is possible to set a plurality of types of time-saving states in which the things to be changed are different. Also, in the normal operation state, the movable member 37b may be set not to be opened (the general drawing probability is 0). Also,

[0158] when a win occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probabilities of the first opening mode and the second opening mode may be made different. Also, the high probability state and the time-saving state can occur independently of each other, and it is possible for both to occur simultaneously or for only one of them to occur. 〔Transition state at power-on〕 As described above, at power-on, the RAM initialization switch 112 and the setting key switch 93 (the probability (general drawing probability, general drawing winning probability) of the general drawing variation display game resulting in a win) can be set to a high probability higher than the normal probability (low probability) in the case of the normal operation state. In the time-saving state, by changing any one or more of the general drawing variation time, the general drawing stop time, the general drawing opening times, the general drawing opening time, and the general drawing probability, the time for changing the general winning device 37 to the open state is extended compared to normal. As a result, in the time-saving state, winning at the general winning device 37 is made easier than in the normal game state where no special game is played, and the number of executions of the special drawing variation display game per unit time can be increased compared to the normal game state. Also, it is possible to set a plurality of types of time-saving states in which the things to be changed are different. Also, in the normal operation state, the movable member 37b may be set not to be opened (the general drawing probability is 0). Also, when a win occurs, either the first opening mode or the second opening mode may be selected. In this case, the selection probabilities of the first opening mode and the second opening mode may be made different. Also, the high probability state and the time-saving state can occur independently of each other, and it is possible for both to occur simultaneously or for only one of them to occur. As described above, at power-on, the RAM initialization switch 112 and the setting key switch 93 (the probability (general drawing probability, general drawing winning probability) of the general drawing variation display game resulting in a win) can be set to a high probability higher than the normal probability (low probability) in the case of the normal operation state.

[0159] 〔Transition state at power-on〕 As described above, at power-on, the RAM initialization switch 112 and the setting key switch 93 Depending on the on-off state, it shifts to four states (modes).

[0160] When the RAM initialization switch 112 and the setting key switch 93 are turned on at power-on and are in this state, it shifts to a setting variable state (setting change state, settable state, setting change mode) in which the probability setting value (setting value) can be changed (see A1027 - A1036 in Fig. 5B and Fig. 6B).

[0161] Next, when the setting key switch 93 is turned on but the RAM initialization switch 112 is off at power-on, it shifts to a setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed (see A1031 - A1036 in Fig. 5B and Fig. 6B). (See Fig. 5B's A1031 - A1036 and Fig. 6B).

[0162] Also, when the setting key switch 93 is off but the RAM initialization switch 11 2 is turned on at power-on, it shifts to a RAM initialization state (RAM clear mode), and the RAM initialization process (RAM clear process) is executed to initialize the RAM 111c (see A1042 - 1044 in Fig. 5B). (See A1042 - 1044 in Fig. 5B).

[0163] When the setting key switch 93 and the RAM initialization switch 112 are off at power-on and are in this state, it shifts to a normal power restoration state (normal power restoration mode) and simply enters a state where only power restoration occurs.

[0164] [Control of the gaming control device] Hereinafter, the control of a gaming machine that performs such a game will be described. First, the control executed by the game microcomputer (game microcontroller) 111 of the above-described gaming control device will be described. The control process by the game microcontroller 111 is mainly shown in Figs. 5A and 5B It consists of a main process and a timer interrupt shown in FIG. 9 that is performed at a predetermined time period (e.g., 4 msec). It consists of the process.

[0165] 〔Main Process (Game Control Device)〕 First, the main process will be described. FIGS. 5A and 5B are flowcharts showing the procedure of the main process by the game control device 100. The main process starts when the power is turned on. Note that in the flowchart of the process executed by the game control device 100, the step numbers (numbers) are represented as "A****".

[0166] As shown in FIG. 5A, when the game control device 100 starts the main process, first, it executes a process of prohibiting interrupts (A1001). Furthermore, it executes a stack pointer setting process of setting the stack pointer, which is the starting address of the area for saving the values of registers and the like when an interrupt occurs (A1002).

[0167] Subsequently, it designates register bank 0 as the register bank to be used (A1003), and sets the upper address of the RAM start address in a predetermined register (A1004). For example, when the address of the RAM is in the range of 0000h to 01FFh, 00h is set as the upper address.

[0168] Next, the game control device 100 outputs a firing prohibition signal to set the firing permission signal to the prohibited state (A1005). The firing permission signal is set to the prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a firing prohibition signal, and the firing of the game ball is prohibited. After that, the game control device 100 operates the setting key switch 93 and ​​​​​​​​​Read the state of the RAM initialization switch 112 (A1006). That is, read the signals from the setting key switch 93 and the RAM initialization switch 112.

[0169] Furthermore, the game control device 100 sets a power delay timer (A1007). The power By setting a predetermined initial value in the delay timer, the sub-control means that performs various controls according to the instructions from the main control means, the game control device 1 00, waits for the programs of the sub-control means (for example, the payout control device 200 and the effect control device 300) to start normally. The waiting time (for example, 3 seconds) is set. As a result, when the power is turned on, if the game control device 100 starts up first before the sub-control devices (for example, the payout control device 200 and the effect control device 3 00, etc.) start up and sends a command to the sub-control device, it is possible to avoid the sub-control device missing the command. That is, the game control device 100 has a waiting means for setting a predetermined waiting time to delay the startup of the main control means (the game control device 100) and wait for the startup of the sub-control devices (the payout control device 200, the effect control device 3 00, etc.) when the power is turned on. 00, etc.) when the power is turned on.

[0170] Also, the timing of the power delay timer is performed using a storage area (a RAM area or a register, etc. outside the target of validity determination) that is not the target of the RAM validity determination (checksum calculation). This can prevent the control at the time of power-on from becoming complicated because it is not necessary to exclude a part of the RAM area when calculating check data such as the checksum of the RAM area. This can prevent the control at the time of power-on from becoming complicated because it is not necessary to exclude a part of the RAM area when calculating check data such as the checksum of the RAM area. AM area from being excluded and calculated. can be prevented.

[0171] Note that before the start of the waiting time, the states of the setting key switch 93 and the RAM initialization switch 112 By reading, the operations of the setting key switch 93 and the RAM initialization switch 112 can be surely detected. That is, after the elapse of the standby time, if the states of the setting key switch 93 and the RAM initialization switch 112 are read, it is necessary to operate the setting key switch 93 and the RAM initialization switch 112 after waiting for the elapse of the standby time, or to continuously operate the setting key switch 93 and the RAM initialization switch 112 from power-on until the elapse of the standby time. However, by reading the state before the start of the standby time, such troublesome operations can be avoided, and the situation where the operations performed on the setting key switch 93 and the RAM initialization switch 112 at power-on cannot be received can be prevented.

[0172] When the power delay timer is set (A1007), the game control device 100 executes the process of measuring the standby time and monitoring the occurrence of a power failure during the standby time (from A1008 to A 1010).

[0173] When the power failure monitoring process is started, the game control device 100 first reads the power failure monitoring signal input from the power supply device 400 via the port and the data bus, etc., and determines whether a power failure has occurred (A1008). If a power failure has occurred (the result of A1008 is "Y"), it waits until the power of the gaming machine is cut off.

[0174] If the game control device 100 determines that no power failure has occurred (the result of A1008 is "N") , it updates the power-on delay timer by -1 (A1009) and determines whether the value of the timer is 0 (A1010). If the value of the timer is not 0 (the result of A1010 is "N"), that is, when the standby time has not ended, the process returns to step A1008. ​

[0175] That is, the game control device 100 has a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. This makes it possible to respond to a power failure that occurs during the period when the startup of the game control device 100 serving as the main control means is delayed, and it is possible to appropriately handle problems at power-on. Note that access to the RAM is not permitted until the end of the standby time, and since the stored content at the previous power-off is retained, there is no need to perform backup processing or the like when a power failure occurs here. Therefore, even if a power failure occurs during the standby time, there is no need to take a backup of the RAM, and the control burden can be reduced.

[0176] On the other hand, when the value of the timer is 0 (the result of A1010 is "Y"), that is, when the standby time has elapsed, the game control device 100 permits access to a readable and writable RWM (read-write memory) such as the RAM or EEPROM (A1011), and outputs off data to all output ports (sets the output to a state where there is no output) (A1012).

[0177] Next, the game control device 100 sets a serial port (a port pre-mounted on the game microcomputer 111 and used for communication with the effect control device 300 and the payout control device 200 in this embodiment) (A1013).

[0178] Furthermore, here, the driver 150 that drives the performance display device 152 (status display device) may be initially set. The game control device 100 writes a command including control data corresponding to the content of the initial setting into the transmission buffer of the second output port 134 (serial communication circuit). It is transmitted to the driver 150. For example, in the initial setting, the game control device 100 sets the duty ratio. The duty ratio corresponds to the brightness of each LED (each segment) of the performance display device 152. The game control device 100 sets the number of digits used for the performance display device 152 in the initial setting. In this embodiment, the number of digits used is 4.

[0179] Next, the game control device 100 activates the CTC (Counter / Timer Circuit) circuit that generates the timer interrupt signal and the random number update trigger signal (CTC) in the game microcomputer 111 (clock generator) (A1014). Note that the CTC circuit is provided in the clock generator within the game microcomputer 111. The clock generator includes a frequency division circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) for the CPU 111a and a signal CTC that gives a trigger for random number update to be supplied to the random number generation circuit based on the divided signal.

[0180] Subsequently, the game control device 100 sets the RAM abnormality flag indicating an abnormality in the RAM (here, RAM 111c) (A1015). Here, once, a flag assuming an abnormality is set in a predetermined register.

[0181] Next, the game control device 100 determines whether the value in the power failure inspection area 1 in the RWM is normal power failure inspection area check data (A1016). If it is normal (the result of A1016 is "Y"), it determines whether the value in the power failure inspection area 2 in the RWM is normal power failure inspection area check data (A1017).

[0182] ​​​​​​​​​​​ Furthermore, if the value of the power failure inspection area 2 is normal (the result of A1017 is "Y"), the game control device 100 executes a checksum calculation process to calculate the checksum of a predetermined area (for example, the game control work area) in the RWM (A1018), and determines whether the calculated checksum matches the checksum at the time of power failure (A1019). If the checksums match (the result of A1019 is "Y"), the RAM is normal, and the RAM abnormality flag indicating an abnormality of the RAM is cleared (A1020). Then, the process proceeds to the process of step A1021.

[0183] Also, when the game control device 100 determines that the check data in the power failure inspection area is not normal data (the result of A1016 is "N" or the result of A1017 is "N"), or when the checksums do not match (the result of A1019 is "N"), without clearing the RAM abnormality flag, the process proceeds to the process of step A1021.

[0184] Next, the game control device 100 determines whether both the setting key switch 93 and the RAM initialization switch 112 are on (A1021). When both switches are on (the result of A1021 is "Y"), the game control device 100 shifts to the setting variable state (setting change mode) and executes the process during the probability setting change of steps A1027 - A1037.

[0185] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the game control device 100 determines whether the RAM abnormality flag indicating an abnormality of the RAM (here, RAM 111c) is set (A102 ​​​​​​​​​​​​​​2). When the RAM abnormality flag is not set (the result of A1022 is "N"), it is determined whether the probability setting change in progress flag is set (A1023). When the probability setting change in progress flag is not set (the result of A1023 is "N"), the processes during the probability setting confirmation of steps A1031 - A1037 (during the setting confirmation state, in the setting confirmation mode), the RAM initialization process (RAM clear process) of steps A1041 - 1044, or the processes at the normal power-on (power recovery) of steps A1041, A1045, and A1046 are executed. When the probability setting change in progress flag is set (the result of A1023 is "Y"), the game control device 100 (main board, main substrate) sends a command for main abnormality error notification to the effect control device 300 to notify that there is an abnormality in the game control device 100 (A1024). The effect control device 300 that has received the command for main abnormality error notification notifies that there is an abnormality in the game control device 100. Subsequently, the game control device 100 outputs the 7-segment display data at the time of game stop (data indicating the error of "E1") to the driver 150 of the performance display device 152 for display on the performance display device 152 (A1025). And, in order to notify an external device (such as a game hall internal management device (hall computer) or an information collection terminal) of the abnormality, the on data of the security signal is output to the external information terminal 71 (A1026). Here, even if information regarding a big win remains in the RAM 111c, other signals to the external information terminal 71 such as the big win signal are maintained in the off state. After that, the processes of steps A1025 and A1026 are repeated and the device waits.

[0186]

[0187] ​​​​​​​​​​​​​​Once again, perform the setting change operation (turning on both the setting key switch 93 and the RAM initialization switch 112) and wait for the power to be turned on. During the repeated processing and waiting in steps A1025 and A1026, interrupts remain prohibited (A1001), and since the timer interrupt processing (Figure 7) that can execute the special figure 1 and 2 game processing and the general figure game processing cannot be executed, games (special figure variable display games, general figure variable display games) cannot be executed.

[0188]

[0189] Repeat the process of 26 and wait.

[0190] When both the setting key switch 93 and the RAM initialization switch 112 are on (the result of A1021 is "Y"), during the probability setting change (during the settable state), the game control device 100 starts the process. First, it determines whether the RAM error flag is set (A1027). When the RAM error flag is set (the result of A1027 is "Y"), since the probability setting value may not be correct, clear the probability setting value stored in the probability setting value area of RAM111c to the initial value (for example, the minimum setting value "1") (A1028), and set the probability setting change flag indicating that the probability setting is being changed (A1029). When the RAM error flag is not set (the result of A1027 is "N"), set the probability setting change flag without clearing the probability setting value (A1029). (A1027) (A1028) (A1028), set the probability setting change flag indicating that the probability setting is being changed (A1029). (A1029). When the RAM error flag is not set (the result of A1027 is "N"), set the probability setting change flag without clearing the probability setting value (A1029). (A1029). Next, send a command during the probability setting change to the effect control device 300 (effect control board) (A1030), and transfer to the process of step A1034. Note that the effect control device 300 that has received the command during the probability setting change notifies the display device 41, etc. that the probability setting is being changed. (A1030) (A1030), transfer to the process of step A1034. (A1030), transfer to the process of step A1034.

[0191] When at least one of the setting key switch 93 and the RAM initialization switch 112 is off (the result of A1021 is "N"), the RAM error flag is not set (the result of A1022 is "N"), and the probability setting change flag is not set (the result of A1023 is "N"), the game control device 100 determines whether the setting key switch 93 is on (A1031). (A1031) (A1031) (A1031), determine whether the setting key switch 93 is on (A1031). When the setting key switch 93 is on (the result of A1031 is is "Y"), the RAM initialization switch 112 will be off, and the process during probability setting confirmation (during the setting confirmation state) will start, and a probability setting confirmation flag indicating that it is during probability setting confirmation will be set (A1032). Then, the command during probability setting confirmation will be sent to the effect control device 300 (effect control board) (A1033), and the process will proceed to step A1034. Incidentally, the effect control device 300 that has received the command during probability setting change will notify the display device 41, etc. that it is during probability setting confirmation. During the probability setting confirmation (during the setting confirmation state), the process starts, and a probability setting confirmation flag indicating that it is during probability setting confirmation is set (A1032). Then, the command during probability setting confirmation is sent to the effect control device 300 (effect control board) (A1033), and the process proceeds to step A1034. Incidentally, the effect control device 300 that has received the command during probability setting change will notify the display device 41, etc. that it is during probability setting confirmation. After step A1030 or step A1033, the game control device 100 will execute the processes from step A1034 to A1040 as common processes during probability setting change and during probability setting confirmation. The game control device 100 will first set 128 ms (predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and during probability setting confirmation (A1034). Incidentally, the counting of the security signal control timer and the output of the security signal will be executed in the probability setting change / confirmation process (Figure 6B) described later, but if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal will be executed in the external information editing process (A1321). During probability setting change and during probability setting confirmation, at least 50 ms, the security signal will be output.

[0192] After step A1030 or step A1033, the game control device 100 will execute the processes from step A1034 to A1040 as common processes during probability setting change and during probability setting confirmation. The game control device 100 will first set 128 ms (predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and during probability setting confirmation (A1034). Incidentally, the counting of the security signal control timer and the output of the security signal will be executed in the probability setting change / confirmation process (Figure 6B) described later, but if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal will be executed in the external information editing process (A1321). During probability setting change and during probability setting confirmation, at least 50 ms, the security signal will be output. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off.

[0193] The game control device 100 will first set 128 ms (predetermined time) in the security signal control timer area in order to output a security signal during probability setting change and during probability setting confirmation (A1034). Incidentally, the counting of the security signal control timer and the output of the security signal will be executed in the probability setting change / confirmation process (Figure 6B) described later, but if the probability setting change or probability setting confirmation ends early, the remaining counting of the security signal control timer and the output of the security signal will be executed in the external information editing process (A1321). During probability setting change and during probability setting confirmation, at least 50 ms, the security signal will be output. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off.

[0194] Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Next, the game control device 100 will permit interrupts (A1035). As a result, the timer interrupt process (Figure 7) can be executed. Then, it is determined whether the setting key switch 93 is off. Determine whether it is "off" (A1036). When the setting key switch 93 is on (when the result of A1036 is "N"), determine whether a power failure has occurred (A1037). If a power failure has not occurred (when the result of A1037 is "N"), return to the process of step A1036. On the other hand, if a power failure has occurred (when the result of A1037 is "Y"), execute the process at the time of power failure in steps A1055 - A10 61.

[0195] In this way, as long as the setting key switch 93 is on and there is no power failure, the setting variable state (setting change state, setting change mode) in which the probability setting value can be changed, or the setting confirmation state (setting confirmation mode) in which the probability setting value can be confirmed is continued.

[0196] On the other hand, when the setting key switch 93 is off (when the result of A1036 is "Y"), the game control device 100 prohibits interrupts (A1038) and transmits a command to end notification to the effect control device 300 (effect control board) (A1039). Note that upon receiving the command to end notification, the effect control device 300 ends the notification that the probability setting is being confirmed or the notification that the probability setting is being changed.

[0197] Next, the game control device 100 determines whether the probability setting change flag is set, that is, whether the probability setting has been changed so far (A1040). When the probability setting change flag is set (when the result of A1040 is "Y"), that is, when the probability setting has been changed so far, execute the RAM initialization process (described later) in steps A1042 - A1044. On the other hand, when the probability setting change flag is not set (when the result of A1040 is is "N"), that is, when the probability setting has been under confirmation so far, after step A1045 Execute the normal process at power-on (power recovery).

[0198] When the setting key switch 93 is off (the result of A1031 is "N"), the game control device 100 determines whether the RAM initialization switch 112 is on (A1041) . When the RAM initialization switch 112 is on (the result of A1041 is "Y"), in RA M111c, clear the RAM area other than the probability setting value area for storing the probability setting value to 0 (A1042). That is, except for the probability setting value stored in the probability setting value area , the game information stored in the RAM111c is cleared to 0. Furthermore, the above-mentioned probability setting change in-progress flag is also cleared here. Also, here, in addition to the probability setting value area, there is a configuration where the stack area and unused area are not cleared, and a configuration where the performance information and its display (performance display)-related work area and stack area are not cleared is also possible. The performance information is derived based on the number of prize balls obtained by winning, and for example, the ball output rate, base value (ball output rate in the normal game state ), accessory ratio, number of discharged balls, etc.

[0199] Next, the game control device 100 saves the initial value at the time of RAM initialization to the area to be initialized (A1043). Then, it transmits the command at the time of RAM initialization to the effect control device 300 (effect control board) (A1044) and proceeds to the process of step A1047.

[0200] On the other hand, when the RAM initialization switch 112 is off (the result of A1 041 is "N"), when both the setting key switch 93 and the RAM initialization switch 112 are Since it is also off, the process at the time of normal power-on (power recovery) is started, and the power failure recovery process is executed (A1045). For example, the initial value at the time of power failure recovery (power restoration) is set in the area to be initialized. Also, the probability setting confirmation flag described above is cleared here. Next, a command at the time of power failure recovery corresponding to the process number prepared to execute the special figure game process described later reasonably is transmitted to the effect control device 300 (effect control board) (A1046), and the process proceeds to step A1047. For example, the initial value at the time of power failure recovery (power restoration) is set in the area to be initialized. Also, the probability setting confirmation flag described above is cleared here. Next, a command at the time of power failure recovery corresponding to the process number prepared to execute the special figure game process described later reasonably is transmitted to the effect control device 300 (effect control board) (A1046), and the process proceeds to step A1047. For example, the initial value at the time of power failure recovery (power restoration) is set in the area to be initialized. Also, the probability setting confirmation flag described above is cleared here. Next, a command at the time of power failure recovery corresponding to the process number prepared to execute the special figure game process described later reasonably is transmitted to the effect control device 300 (effect control board) (A1046), and the process proceeds to step A1047. For example, the initial value at the time of power failure recovery (power restoration) is set in the area to be initialized.

[0201] In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of the probability (high probability state or low probability state) and the presence or absence of the time shortening state, an effect number information command indicating the number of times the special figure variable display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of the probability (high probability state or low probability state) and the presence or absence of the time shortening state, an effect number information command indicating the number of times the special figure variable display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of the probability (high probability state or low probability state) and the presence or absence of the time shortening state, an effect number information command indicating the number of times the special figure variable display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of the probability (high probability state or low probability state) and the presence or absence of the time shortening state, an effect number information command indicating the number of times the special figure variable display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of the probability (high probability state or low probability state) and the presence or absence of the time shortening state, an effect number information command indicating the number of times the special figure variable display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on. In addition, the command at the time of RAM initialization transmitted in the process of step A1044 and the command at the time of power failure recovery transmitted in the process of step A1046 include a model designation command indicating the type of the gaming machine, a decoration special figure 1 reserved number command and a decoration special figure 2 reserved number command indicating the reserved numbers of special figures 1 and 2, a probability information command indicating the state of the probability (high probability state or low probability state) and the presence or absence of the time shortening state, an effect number information command indicating the number of times the special figure variable display game has been executed in a predetermined effect mode, and a power failure recovery command indicating that the power has been turned on.

[0202] Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating the setting value information (setting information) which is the information of the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on). After that, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating the setting value information (setting information) which is the information of the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on). After that, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating the setting value information (setting information) which is the information of the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on). After that, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating the setting value information (setting information) which is the information of the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on). After that, the effect control device 300 can perform effect control by referring to the setting value information stored by itself. Furthermore, the command at the time of RAM initialization and the command at the time of power failure recovery include a setting value information command (probability setting value information command) indicating the setting value information (setting information) which is the information of the probability setting value (setting value) of the gaming machine 10. The game control device 100 only needs to transmit the setting value information command to the effect control device 300 once when the power is recovered (turned on). After that, the effect control device 300 can perform effect control by referring to the setting value information stored by itself.

[0203] In addition, the command at the time of RAM initialization includes a command for RAM initialization (command for RAM clear) It also includes (in India). The production control device 300 that has received the RAM initialization command, for example, displays a customer waiting demo on the display device 41, and notifies the RAM initialization (RAM clear) with the sound of the LEDs such as the panel decoration device 46 and the speaker for 30 seconds. Also, the command at the time of power failure recovery includes a screen specification command for specifying the display content of the screen of the display device 41. Note that the screen specification command is, for both FIGS. 1 and 2 in the specification, during normal processing (when it is neither fluctuating nor in the middle), a customer waiting demo command, and otherwise a recovery screen command.

[0204] After step A1044 or step A1046, the game control device 100 activates and sets the random number generation circuit (A1047). Specifically, the CPU 111a performs settings such as setting a code (designated value) for activating the random number generation circuit in a predetermined register (C TC update permission register) in the random number generation circuit. Also, the setting of the bit permutation pattern of the hardware random number (here, the jackpot random number) generated by the hardware of the random number generation circuit is also performed. The bit permutation pattern is a pattern that determines the replacement method when storing the bit arrangement of the extracted random number (the arrangement before bit permutation in the upper row) in a different bit arrangement (the arrangement after bit permutation in the lower row) in a predetermined order.

[0205]

[0206] In this embodiment, by swapping the bits of the random number according to the bit permutation pattern, the regularity of the random number can be disrupted and the secrecy of the random number can be enhanced. Note that the bit permutation pattern may be a fixed single pattern, or may be selected from a plurality of pre-prepared patterns. Also, it may be possible for the user to set it arbitrarily. ​

[0207] After that, the game control device 100 extracts the values of predetermined registers (software random number registers 1 to n) in the random number generation circuit at the time of power-on, and for each corresponding various initial value random numbers (the initial value of the jackpot symbol random number (jackpot symbol initial value random number) that determines the jackpot symbol, the initial value of the small win symbol random number (small win symbol initial value random number) that determines the small win symbol, the initial value of the support win symbol random number (support win symbol initial value random number) for determining the time-short symbol, the initial value of the win random number (win initial value random number) that determines the win of the normal symbol, the initial value of the fall lottery random number (fall lottery initial value random number) used in the fall lottery, etc.), saves them as start values in a predetermined area of the RWM (A1048), and permits interrupts (A1049). In the random number generation circuit in the CPU 111a used in this embodiment, since the initial value of the software random number register is configured to change every time the power is turned on, by using this value as the start value (initial value) of various initial value random numbers, the regularity of the random numbers generated by the software can be disrupted, and it becomes difficult for players to obtain illegal random numbers.

[0208] Subsequently, the game control device 100 executes an initial value random number update process (A1050) to update the values of various initial value random numbers and disrupt the regularity of the random numbers. Although not particularly limited, in this embodiment, the jackpot random number, the win symbol random numbers (jackpot symbol random number, small win symbol random number, support win symbol random number), the win random number, and the fall lottery random number are configured to be generated using the random numbers generated in the random number generation circuit. However, the jackpot random number is a so-called "high-speed counter" that is updated based on a clock with a speed equal to or higher than the operating clock of the CPU, and the win symbol random numbers, the win random number, and the fall lottery random number are the same as the timer interrupt process that is the processing unit of the program. ​​​​​​​​​​​​​​​​ The "low-speed counter" is updated based on the periodic CTC output (a CTC (CTC2) different from the CTC (CTC0) in the timer interrupt process).

[0209] Also, in the hit random number, the hit symbol random number, and the fall lottery random number, a so-called "initial value change method" is adopted to change the start value using the respective initial value random numbers (generated by software) every time the random numbers complete one cycle. Note that each of the above random numbers may be updated by a counter formula with +1 or 1, or may be updated by a random formula in which all values within the range appear randomly without duplication until one cycle is completed. That is, the big hit random number is a random number updated only by hardware, and the hit symbol random number, the hit random number, and the fall lottery random number are random numbers updated by hardware and software.

[0210] Subsequently, the game control device 100 prohibits interrupts (A1051) and executes performance display editing processing for editing performance information and its display (performance display) (A1052). Here, performance information (such as accessory ratios and ball output rates) may be calculated. Also, when the RAM abnormality flag is set in the register, the work area and stack area related to the performance information and its display (performance display) may be cleared (if not cleared in step A1042). After that, interrupts are permitted (A1053). Thereby, the timer interrupt process (FIG. 7) becomes executable.

[0211] Next, the game control device 100 determines whether a power failure has occurred (A1054). When a power failure has not occurred (the result of A1054 is "N"), the process returns to step A1050. Thereby, until a power failure occurs, the processes of steps A1050 - A1054 are repeated. ​​​​​​​​​​​​​​​

[0212] When a power outage occurs (the result of A1054 is "Y"), the game control device 100 Starts the raw processing, temporarily disables interrupts (A1055), and sets off data to all output ports. Then, the power failure inspection area check data 1 is saved in the power failure inspection area 1 (1056). (A1057), and save power failure inspection area check data 2 in power failure inspection area 2 (A 1058). In addition, a checksum calculation process is performed to calculate the checksum when the RWM is powered off. The process is performed (A1059), and the calculated checksum is saved (A1060). Finally, a process to prohibit access to the RWM is executed (A1061), and the power to the gaming machine is turned off. Wait until it is shut off.

[0213] In this way, the check data is saved in the power failure check area, and the check data is By calculating the checksum, the information stored in the RWM before the power was cut off is backed up correctly. When the power is turned on again, it can be determined whether the device has been backed up or not.

[0214] [Timer interrupt processing] Next, the timer interrupt process will be described. FIG. 6A shows the timer interrupt process (interrupt process The flowchart shows the procedure for the timer interrupt process. A periodic timer interrupt signal generated by the CTC circuit in the timer is input to the CPU 111a. When a timer interrupt occurs in the gaming microcomputer 111, the timer The interrupt process starts.

[0215] When the timer interrupt process is started, the game control device 100 first selects the register buffer to be used. Specify register bank 1 as the ink (A1301), and set the upper address of the RAM start address to a predetermined register (A1302). When starting the timer interrupt process, by switching from register bank 0 used in the main process to register bank 1, it becomes equivalent to saving the registers used in the main process. Note that when the timer interrupt process is started, it automatically enters the interrupt prohibited state. Next, at the start of the timer interrupt process, switch from register bank 0 used in the main process to register bank 1, which is equivalent to saving the registers used in the main process. Note that when the timer interrupt process is started, it automatically enters the interrupt prohibited state. Next, the game control device 100 executes input processing for reading the states of various sensors, switches, and signals, that is, the states of each input port (A1303). Next, based on the probability setting change in progress flag and the probability setting confirmation in progress flag, it determines whether the probability setting is being changed or confirmed (A1304). If the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes the probability setting change / confirmation process for changing or confirming the probability setting value (A1305). When the game control device 100 is neither in the process of changing the probability setting nor in the process of confirming the probability setting (the result of A1304 is "N"), based on the output data set in various processes, it executes output processing for driving control of actuators such as solenoids (for example, the big winning port solenoid 39b) and driving control of LEDs (light emission control) (A1306). Note that if a signal prohibiting firing is output in the process of step A1005 in the main process, this output processing is performed so that a signal permitting firing is output, and the state can be set to a state where the firing permission signal can be permitted.

[0216] Next, the game control device 100 dispenses the commands set in the transmission buffer in various processes. Next, the game control device 100 executes input processing for reading the states of various sensors, switches, and signals, that is, the states of each input port (A1303). Next, based on the probability setting change in progress flag and the probability setting confirmation in progress flag, it determines whether the probability setting is being changed or confirmed (A1304). If the probability setting is being changed or confirmed (the result of A1304 is "Y"), it executes the probability setting change / confirmation process for changing or confirming the probability setting value (A1305). When the game control device 100 is neither in the process of changing the probability setting nor in the process of confirming the probability setting (the result of A1304 is "N"), based on the output data set in various processes, it executes output processing for driving control of actuators such as solenoids (for example, the big winning port solenoid 39b) and driving control of LEDs (light emission control) (A1306). Note that if a signal prohibiting firing is output in the process of step A1005 in the main process, this output processing is performed so that a signal permitting firing is output, and the state can be set to a state where the firing permission signal can be permitted.

[0217] When the game control device 100 is neither in the process of changing the probability setting nor in the process of confirming the probability setting (the result of A1304 is "N"), based on the output data set in various processes, it executes output processing for driving control of actuators such as solenoids (for example, the big winning port solenoid 39b) and driving control of LEDs (light emission control) (A1306). Note that if a signal prohibiting firing is output in the process of step A1005 in the main process, this output processing is performed so that a signal permitting firing is output, and the state can be set to a state where the firing permission signal can be permitted. Next, the game control device 100 executes output processing for driving control of actuators such as solenoids (for example, the big winning port solenoid 39b) and driving control of LEDs (light emission control) (A1306). Note that if a signal prohibiting firing is output in the process of step A1005 in the main process, this output processing is performed so that a signal permitting firing is output, and the state can be set to a state where the firing permission signal can be permitted. Next, the game control device 100 dispenses the commands set in the transmission buffer in various processes. Next, the game control device 100 dispenses the commands set in the transmission buffer in various processes.

[0218] Next, the game control device 100 dispenses the commands set in the transmission buffer in various processes. Execute the payout command transmission process to be output to the control device 200 (A1307), and further, Execute the random number update process 1 (A1308) for updating the winning symbol random number, winning random number, etc. in the software, and Execute the random number update process 2 (A1309) for updating the variation pattern random numbers 1 to 3. After that, Monitor whether normal signals are input from the start port 1 switch 36a, start port 2 switch 37a, winning port switch 35a, and big winning port switch 39a, and Execute the winning port switch / status monitoring process for monitoring errors (such as whether the front frame and glass frame are not opened) (A1310).

[0219] Next, the game control device 100 determines whether abnormal discharge of game balls is occurring at the big winning port (A1311). When the abnormal discharge occurrence flag is set by the abnormal discharge monitoring process (A1318) described later, it can be determined that abnormal discharge is occurring. When abnormal discharge is occurring (when the result of A1311 is "Y"), execute the processes after step A1315.

[0220] When the game control device 100 determines that abnormal discharge is not occurring (when the result of A1311 is "N") execute the special figure game process for performing processes related to the special figure variation display game (A1312a). Note that the details of the special figure game process will be described later. Subsequently, execute the accessory game process for performing processes related to the opening operation of the lower winning port of the special variation winning device 38 (A1312b). Note that the details of the accessory game process will be described later.

[0221] Next, the game control device 100 executes the normal figure game process for performing processes related to the normal figure variation display game (A1313). Provided in the gaming machine 10, regarding the display and game of the special figure variation game Drive the segment LEDs that display various information so as to display the desired content. Execute the segment LED editing process (A1314).

[0222] Furthermore, the game control device 100 checks the detection signal from the magnetic sensor switch 61 and executes a magnet fraud monitoring process to determine whether there is any abnormality (A1315). Furthermore, the game checks the detection signal from the radio wave sensor 62 of the game board and executes a radio wave fraud monitoring process (board radio wave fraud monitoring process) to determine whether there is any abnormality (A1316).

[0223] Thereafter, the game control device 100 executes a vibration fraud monitoring process to monitor fraud by vibration based on the input from the vibration sensor 65 (A1317). Next, an abnormal discharge monitoring process for monitoring abnormal discharge from the big winning opening is executed (A1318). In the abnormal discharge monitoring process, based on the inputs from the big winning opening switch 39a, the specific area switch 72 (V winning opening switch), and the remaining ball discharge port switch 73 in the special variable winning device 39, the abnormal discharge of the special variable winning device 39 is monitored, and when an abnormal discharge occurs, an abnormal discharge occurrence flag is set. Note that the game balls that have passed through the big winning opening switch 39a of the special variable winning device 39 are discharged through the specific area switch 72 (V winning opening switch) or the remaining ball discharge port switch 73.

[0224] Next, the game control device 100 executes an external information editing process to set the signals output to various external devices in the output buffer (A1319). Then, a performance display monitor control process for controlling the display of the performance display device 152 is executed (A1320). Thereafter, the timer interrupt process is terminated.

[0225] Note that when returning from the timer interrupt process, the restoration of the interrupt disabled state and the restoration of the register bank specification are automatically performed. However, depending on the CPU used, after the external information editing process, a process to enable interrupts or a process to return the register bank specification to register bank 0 may be performed. Although the restoration of the interrupt disabled state and the restoration of the register bank specification are automatically performed when returning from the timer interrupt process, depending on the CPU used, after the external information editing process, a process to enable interrupts or a process to return the register bank specification to register bank 0 may be performed. processing, a process to enable interrupts or a process to return the register bank specification to register bank 0 may be performed. processing may be performed.

[0226] 〔Probability Setting Change / Confirmation Process〕 Next, the details of the probability setting change / confirmation process (A1305) in the timer interrupt process will be described. FIG. 6B is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed. Here, FIG. 6B is a flowchart showing the procedure of the probability setting change / confirmation process. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed. In the probability setting change / confirmation process, the probability setting value can be changed or confirmed.

[0227] The game control device 100 first determines whether the probability setting value is within the normal range (A2401). The probability setting value here is stored in the probability setting value area of the RAM 111c. Here, the probability setting value is stored in the probability setting value area of the RAM 111c.

[0228] When the probability setting value of the game control device 100 is within the normal range (the result of A2401 is "Y"), the probability setting value display data corresponding to the probability setting value is set (A2402), and the performance display device 152 is output via the driver 150 (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the blanking data is set as the probability setting value display data (A2403), and the performance display device 152 is output via the driver 150 (A2404). When the probability setting value of the game control device 100 is within the normal range (the result of A2401 is "Y"), the probability setting value display data corresponding to the probability setting value is set (A2402), and the performance display device 152 is output via the driver 150 (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the blanking data is set as the probability setting value display data (A2403), and the performance display device 152 is output via the driver 150 (A2404). When the probability setting value is within the normal range, the performance display device 152 is output via the driver 150. When the probability setting value is not within the normal range, the blanking data is set as the probability setting value display data and the performance display device 152 is output via the driver 150. When the probability setting value is not within the normal range (the result of A2401 is "N"), the blanking data is set as the probability setting value display data (A2403), and the performance display device 152 is output via the driver 150 (A2404). When the probability setting value is not within the normal range (the result of A2401 is "N"), the blanking data is set as the probability setting value display data (A2403), and the performance display device 152 is output via the driver 150 (A2404). Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152, and is stored in the probability setting value display data area. In order to prevent confusion among hall-related personnel, etc., even if the probability setting values are different, the same jackpot probability (and small win probability) is

[0229] Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152, and is stored in the probability setting value display data area. In order to prevent confusion among hall-related personnel, etc., even if the probability setting values are different, the same jackpot probability (and small win probability) is Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152, and is stored in the probability setting value display data area. In order to prevent confusion among hall-related personnel, etc., even if the probability setting values are different, the same jackpot probability (and small win probability) is Here, the probability setting value display data is the data of the display probability setting value displayed on the performance display device 152, and is stored in the probability setting value display data area. In order to prevent confusion among hall-related personnel, etc., even if the probability setting values are different, the same jackpot probability (and small win probability) is If so, the display probability setting value may be associated with and made the same as the jackpot probability (and the small win probability). That is, the same display probability setting value may mean the same jackpot probability (and small win probability). .

[0230] Next, if the security signal control timer is not 0, the game control device 100 updates it by -1 (A2405). The security signal control timer is 128 ms (predetermined time) set in step A1034. Subsequently, on-data of the security signal for notifying an abnormality to an external device (such as a game hall internal management device (hall computer)) is output to the external information terminal 71 (A1026). Here, other signals to the external information terminal 71 such as the jackpot signal are maintained in the off state.

[0231] Thereafter, the game control device 100 determines whether or not the probability setting change flag is set (A2407). When the probability setting change flag is not set (the result of A2407 is "N"), that is, when the probability setting is being confirmed, the probability setting change / confirmation process ends without doing anything.

[0232] When the probability setting change flag is set (the result of A2407 is "Y"), that is, when the probability setting is being changed, the game control device 100 determines whether or not it is the first timer interrupt process after power-on (A2408). When it is the first timer interrupt process after power-on (the result of A2408 is "Y"), the probability setting change / confirmation process ends. This is to prevent the situation where the probability setting value is unintentionally updated when the RAM initialization switch 112 is kept pressed.

[0233] ​​​​​​​​​​​​​When the game control device 100 is not in the first timer interrupt process after power-on (when the result of A240 8 is "N"), it determines whether there is an input to the RAM initialization switch 112 (A2 409). When there is no input to the RAM initialization switch (when the result of A2409 is "N"), it ends the probability setting change / confirmation process.

[0234] When the game control device 100 has an input to the RAM initialization switch 112 (when the result of A2409 is "Y"), it updates the working setting value in the working setting value area (in RAM111c or a register) by +1 within the range of 0 to 5, and at the same time, updates the probability setting value 1 to 6 in the probability setting value area corresponding to the working setting value by +1 (A2410). As a result, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is updated by 1. Then, it ends the probability setting change / confirmation process. Note that a value corresponding to the probability setting value read from the probability setting value area (a value obtained by subtracting 1 from the probability setting value) may be stored in the working setting value area (in RAM111c or a register) that stores the working setting value when entering the setting change mode.

[0235] In the above, each time the RAM initialization switch 112 is operated, the probability setting value in the probability setting value area is directly updated corresponding to the update of the working setting value. However, the probability setting value (working setting value) during setting change may be stored in the working setting value area of RAM111c, and when the setting key switch 93 is turned off and the setting change operation is completed (when the result of A1036 is "Y "), the value corresponding to the working setting value in the working setting value area may be stored in the probability setting value area for the first time. In this way, if a power failure occurs during setting change (A1037 If the result is "Y", it is possible to prevent a situation where the probability setting value (the probability setting value stored in the probability setting value area) used for game control, effect control, etc. is changed to an unintended value. This can prevent the situation where the probability setting value (the probability setting value stored in the probability setting value area) used for game control, effect control, etc. is changed to an unintended value.

[0236] 〔Special Figure Game Process〕 Next, the details of the special figure game process (A1312a) in the above-mentioned timer interrupt process will be described. Figure 7 is a flowchart showing the procedure of the special figure game process. In the special figure game process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, and the overall control of the process related to the special figure variable display game and the setting of the special figure display are performed. In the game control device 100, first, a start port switch monitoring process for monitoring the winning of the start port 1 switch 36a and the start port 2 switch 37a is executed (A2600). In the start port switch monitoring process, when a game ball wins in the start winning port 36 or the normal variable winning device 37 that forms the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning before the start of the special figure variable display game based on the winning is performed. Note that the details of the start port switch monitoring process will be described later. In the game control device 100, first, a start port switch monitoring process for monitoring the winning of the start port 1 switch 36a and the start port 2 switch 37a is executed (A2600). In the start port switch monitoring process, when a game ball wins in the start winning port 36 or the normal variable winning device 37 that forms the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning before the start of the special figure variable display game based on the winning is performed. Note that the details of the start port switch monitoring process will be described later.

[0237] The game control device 100 first executes a start port switch monitoring process for monitoring the winning of the start port 1 switch 36a and the start port 2 switch 37a (A2600). In the start port switch monitoring process, when a game ball wins in the start winning port 36 or the normal variable winning device 37 that forms the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning before the start of the special figure variable display game based on the winning is performed. Note that the details of the start port switch monitoring process will be described later. In the start port switch monitoring process, when a game ball wins in the start winning port 36 or the normal variable winning device 37 that forms the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning before the start of the special figure variable display game based on the winning is performed. Note that the details of the start port switch monitoring process will be described later. In the start port switch monitoring process, when a game ball wins in the start winning port 36 or the normal variable winning device 37 that forms the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning before the start of the special figure variable display game based on the winning is performed. Note that the details of the start port switch monitoring process will be described later. In the start port switch monitoring process, when a game ball wins in the start winning port 36 or the normal variable winning device 37 that forms the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment for pre-judging the game result based on the winning before the start of the special figure variable display game based on the winning is performed. Note that the details of the start port switch monitoring process will be described later. Note that the details of the start port switch monitoring process will be described later.

[0238] Subsequently, a specific area switch monitoring process for monitoring the winning (entry of the game ball) of the game ball into the specific area 86 (V winning port) is executed (A2601). Note that the details of the specific area switch monitoring process will be described later. Note that the details of the specific area switch monitoring process will be described later. Note that the details of the specific area switch monitoring process will be described later.

[0239] Next, the game control device 100 executes an upper large winning port switch monitoring process (A2602). In the upper large winning port switch monitoring process, the detection of the game ball by the count switch 39a provided in the special variable winning device 39 is monitored. In the upper large winning port switch monitoring process, the detection of the game ball by the count switch 39a provided in the special variable winning device 39 is monitored.

[0240] Next, the game control device 100 updates the special game processing timer by -1 if the special game processing timer is not 0 (1 (A2603) The special game processing timer is updated by -1 to The time is measured for the interrupt period (4 msec) of the loading process. The minimum value of the processing timer is set to 0. Next, check whether the special game processing timer is 0. If the special game processing timer is not 0 (the result of A2604), If the answer is "N", proceed to step A2619.

[0241] When the special game processing timer is 0 (the result of A2604 is " Y"), that is, if the time is up or has already been up, the special game A special game sequence branch table that is referenced to branch to the process corresponding to the game process number. In addition, the special game sequence branch table is set to the register (A2605). This is used to obtain the branch destination address of the process corresponding to the special game process number (A2606). Next, a subroutine call is made based on the special game processing number. The appropriate game branching processing is executed (A2607).

[0242] If the game processing number is "0" in step A2607, the game control device 100 Monitor the start of the special chart change display game, set the start of the special chart change display game, and Executes the normal special chart processing, which sets the information necessary for setting and performing special chart change processing. (A2608). Details of the special chart normal processing will be described later.

[0243] If the game processing number is "1" in step A2607, the game control device 100 Perform settings such as setting the stop display time of special figures and setting information necessary for performing processing during special figure display, etc. Execute processing during figure change (A2609). For example, in the processing during special figure change, necessary information such as a symbol stop command indicating the stop of a special symbol and a stop display time corresponding to a stop symbol pattern is set, and the processing number "2" related to the processing during special figure display is set and saved in the special figure game processing number area.

[0244] When the game processing number is "2" in step A2607, the game control device 100 executes processing during special figure display for performing settings such as setting information necessary for shifting to a big win state or a small win state (A2610). For example, in the processing during special figure display, if the result of the special figure variable display game is a big win, condition device operation information indicating that the condition device is in operation is set in the condition device operation information area, the processing number "0" related to the normal special figure processing is set, and it is saved in the special figure game processing number area. If the result of the special figure variable display game is a small win, necessary information such as a small win fanfare command and the time before small win release is set, the processing number "3" related to the processing before small win release is set, and it is saved in the special figure game processing number area. If the result of the special figure variable display game is a loss, the processing number "0" related to the normal special figure processing is set and saved in the special figure game processing number area.

[0245] When the game processing number is "3" in step A2607, the game control device 100 executes processing before small win release (A2611). For example, in the processing before small win release, the opening time of the big winning opening due to a small win (small win release time, for example, 1.6 seconds) is saved in the special figure game processing timer area, on data is saved in the upper big winning opening solenoid output data area, and the small win release... Set the release command as the production command, and set the processing number "4" for the small hit release processing. The result is saved in the special game processing number area.

[0246] If the game processing number is "4" in step A2607, the game control device 100 Execute the small hit open processing (A2612). For example, in the small hit open processing, The remaining ball processing time (for example, 3.0 seconds) is saved in the special game processing timer area, and the remaining small winning balls Set the processing number "5" for the processing and save it in the special game processing number area.

[0247] If the game process number is "5" in step A2607, the game control device 100 Execute the small hit remaining ball processing (A2613). For example, in the small hit remaining ball processing, Set the processing number for the process to "0" and save it in the special game processing number area.

[0248] When the processing based on the special game processing number is completed, the game control device 100 displays the special game 1 After preparing the special drawing 1 variation control table for controlling the variation of 51 (A2614), The symbol variation control process for the special symbol 2 display 51 is executed (A2615). After preparing the special drawing 2 variation control table to control the variation of 52 (A2616), 2. Execute the pattern change control process for the display 52 (A2617). Next, during the small win, A lever that controls the opening operation of the lever solenoid 86b so as to open the solenoid 86b. - Execute solenoid control processing (A2618) and end special game processing.

[0249] [Start switch monitoring process] Next, details of the start switch monitoring process (A2600) in the special game process This will be described. FIG. 8 is a flowchart showing the procedure of the start port switch monitoring process.

[0250] The game control device 100 first prepares a winning monitoring table for the start winning port 36 (start port 1) (A2701), executes a hard random number acquisition process (A2702), and determines whether there is a winning at the start winning port 36 (A2703). If there is no winning at the start winning port 36 (the result of A2703 is "N"), the processes after step A2709 are executed. On the other hand, if there is a winning at the start winning port 36 (the result of A2703 is "Y"), it is determined whether the game state is a right-handed game state (A2704). When the game control device 100 determines that it is not in a right-handed game state (the result of A2704 is "N"), the processes after step A2707 are executed. On the other hand, when it is in a right-handed game state (the result of A2704 is "Y"), a right-handed instruction notification command is prepared as an effect command (A2705), and an effect command setting process is executed (A2706). In the effect command setting process, the effect command is written to the serial transmission buffer, and the effect command will be transmitted to the effect control device 300. That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. If the result of A2703 is "N", the processes after step A2709 are executed. On the other hand, if there is a winning at the start winning port 36 (the result of A2703 is "Y"), it is determined whether the game state is a right-handed game state (A2704). When the game control device 100 determines that it is not in a right-handed game state (the result of A2704 is "N"), the processes after step A2707 are executed. On the other hand, when it is in a right-handed game state (the result of A2704 is "Y"), a right-handed instruction notification command is prepared as an effect command (A2705), and an effect command setting process is executed (A2706). In the effect command setting process, the effect command is written to the serial transmission buffer, and the effect command will be transmitted to the effect control device 300. That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left.

[0251] When the game control device 100 determines that it is not in a right-handed game state (the result of A2704 is "N"), the processes after step A2707 are executed. On the other hand, when it is in a right-handed game state (the result of A2704 is "Y"), a right-handed instruction notification command is prepared as an effect command (A2705), and an effect command setting process is executed (A2706). In the effect command setting process, the effect command is written to the serial transmission buffer, and the effect command will be transmitted to the effect control device 300. That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. When the game control device 100 determines that it is not in a right-handed game state (the result of A2704 is "N"), the processes after step A2707 are executed. On the other hand, when it is in a right-handed game state (the result of A2704 is "Y"), a right-handed instruction notification command is prepared as an effect command (A2705), and an effect command setting process is executed (A2706). In the effect command setting process, the effect command is written to the serial transmission buffer, and the effect command will be transmitted to the effect control device 300. That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. In the effect command setting process, the effect command is written to the serial transmission buffer, and the effect command will be transmitted to the effect control device 300. That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left.

[0252] That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. That is, in the normal power support state (time shortening state), regardless of the probability state (high probability state / low probability state) of the variable display game, a right-handed instruction notification command is prepared and the effect command setting process is executed. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. In the case of this embodiment, it is easier to win by hitting left at the start winning port 36, and it is impossible to win at the normal variable winning device 37 without hitting right. Also, the game ball cannot pass through the normal start gate 34 without hitting right. Therefore, the normal power support state (time shortening state) is more conducive to hitting left. Although it is more advantageous to hit the ball to the right, if a winning occurs at the start winning opening 36 during the ordinary electric support state (that is, when hitting the ball to the left during the ordinary electric support state), the right hit instruction notification command is transmitted to the effect control device 300, and the effect control device 300 executes a notification ( warning) instructing to hit the ball to the right by means of a right hit instruction display on the display device 41 or the like.

[0253] Next, after preparing a table for setting the hold information by the start winning opening 36 (start opening 1) (A2707), the special drawing start opening switch common process is executed (A2 708). Then, a winning monitoring table for the second start winning opening (ordinary variable winning device 37) is prepared (A2709), the hard random number acquisition process is executed (A2710), and it is determined whether there is a winning at the second start winning opening (A2711). If there is no winning at the second start winning opening ( the result of A2711 is "N"), the start opening switch monitoring process is terminated.

[0254] On the other hand, when there is a winning at the second start winning opening (the result of A2711 is "Y"), the game control device 100 determines whether the ordinary electric accessory (ordinary variable winning device 37) is in operation, that is, whether the ordinary variable winning device 37 is in an open state where the winning of a game ball is possible by operating. (A2712). If the ordinary electric accessory is in operation (the result of A2712 is "Y" ), the process proceeds to step A2714.

[0255] On the other hand, when the ordinary electric accessory is not in operation (the result of A2712 is "N"), the game control device 100 determines whether an ordinary electric irregularity is occurring (A2713). If the number of illegal winnings at the ordinary variable winning device 37 is equal to or more than the illegal occurrence determination number (for example, 5), an ordinary electric irregularity is occurring. The normal variable winning device 37 is in a closed state, in which the game ball cannot win a prize, and in an open state, Therefore, if a ball wins in the closed state, there is some kind of abnormality or In the case where fraud has occurred, if there are any winning balls in this closed state, the number of winning balls will be counted. The number of illegal winnings counted in this way is counted as the number of illegal winnings. If the number of judgments (upper limit) is reached, it is determined that fraud is occurring.

[0256] If no fraudulent power supply is occurring (the result of A2713 is "N"), the game control device 100 A table was prepared to set the reserved information by the 2 start winning port (normal variable winning device 37). After that (A2714), execute the special start port switch common processing (A2715), and the start port switch The switch monitoring process is terminated. Also, in A2713, a normal power fraud has occurred (result of A2713 If the result is "Y", the start port switch monitoring process is also terminated. Prevent further startup storage from occurring.

[0257] [Special diagram start switch common processing] Next, the special diagram start port switch common processing in the start port switch monitoring processing (A2708, A 2715) will be explained in detail. Figure 9 shows the procedure for the special start switch common processing. 1 is a flowchart. The special start port switch common processing is performed by the start port 1 switch 36a and the start When the second switch 37a is input, the process is performed in common for each input. be.

[0258] The game control device 100 first turns on the start port 1 switch 36a and the start port 2 switch 37a. Among these, information regarding the number of winnings on the start switch to be monitored is managed externally from the gaming machine 10. Load the start port signal output count, which is the number of times of output for the device (A2901), and load increment the loaded value by 1 (A2902), and determine whether the output count overflows (A2903). If the output count does not overflow (the result of A2903 is "N"), save the updated value to the start port signal output count area of the RWM (A2904), and go to step A 2905 for processing. On the other hand, if the output count overflows (the result of A2903 is "Y"), go to the processing of step A2905. In this embodiment, values from "0" to "255" can be stored in the start port signal output count area. And when the loaded value is "255", the updated value becomes "0" by incrementing by 1, and it is configured to determine that the output count overflows .

[0259] Next, the game control device 100 determines whether the reserved number of special figures (starting memory number) to be updated corresponding to the start port switch to be monitored among the start port 1 switch 36a and the start port 2 switch 37a is less than the upper limit value (here 4) (A2905). If the reserved number of special figures to be updated is not less than the upper limit value (the result of A2905 is "N"), end the common process for the special figure start port switches. Also, if the reserved number of special figures to be updated is less than the upper limit value (here 4) (the result of A2905 is "Y"), increment the reserved number of special figures to be updated (reserved number of special figure 1 or reserved number of special figure 2) by 1 (A2906), and save the target start port winning flag (A2907).

[0260] Next, the game control device 100 calculates the address of the random number storage area corresponding to the start port switch to be monitored and the reserved number of special figures (A2908), and the jackpot prepared in step A2805 ​​​​Save the random number in the jackpot random number storage area of the RWM (A2909). Next, start of the monitoring target Extract the jackpot symbol random number of the special figure variable display game started by detecting the start port switch, and store it in the jackpot symbol random number storage area of the RWM (A2910). Subsequently, extract the small win symbol random number of the special figure variable display game started by detecting the start port switch of the monitoring target, and save it in the small win symbol random number storage area (A2911). Also, extract the support symbol random number for determining the time-saving symbol, and save the support symbol random number in the support symbol random number storage area of the RWM (A2912).

[0261] In this embodiment, as described above, since the jackpot is surely generated by the V win after the small win, it is not necessary to use the small win symbol random number, and step A2911 is an option and may not be executed. Also, since there is no small win result in the special figure 1 variable display game, if the start port switch of the monitoring target is the start port 1 switch 36a, it is not necessary to extract the small win symbol random number .

[0262] Note that the small win symbol random number, the support symbol random number, and the jackpot symbol random number are used in the special figure 1 stop symbol setting process (A3403) and the special figure 2 stop symbol setting process (A3503) to determine the stop symbol number at the time of small win, the stop symbol number at the time of support win, or the stop symbol number at the time of jackpot, and the small win stop symbol pattern, the support win stop symbol pattern, or the jackpot stop symbol pattern corresponding to these stop symbol numbers.

[0263] In this embodiment, in order to avoid confusion, the small win symbol random number, the support symbol random number, and the jackpot symbol random number are each provided independently. However, in order to reduce the random number storage area of the RWM, 1 ​​​​​​Share one random number (common random number) to allocate the small win symbol (the stop symbol number and the small win stop symbol pattern) and the non-win symbol (the stop symbol number and the non-win stop symbol pattern) and the big win symbol (the stop symbol number and the big win stop symbol pattern). That is, when determining the small win symbol, divide the range of the common random number and allocate it to each small win symbol, or when determining the non-win symbol, divide the range of the common random number and allocate it to each non-win symbol, or when determining the big win symbol, divide the range of the common random number and allocate it to each big win symbol.

[0264] Next, the game control device 100 saves the variable pattern random numbers 1 to 3 in the corresponding RWM variable pattern random number storage area (A2913), and executes a special symbol hold information determination process (preliminary determination process, look-ahead process) that can determine the result (game result) of the variable display game in advance (A29 14). In the special symbol hold information determination process, based on the saved big win random number and win symbol random numbers (big win symbol random number, small win symbol random number, non-win symbol random number), etc., the stop symbol information (big win stop symbol small win stop symbol, time shortening stop symbol, losing stop symbol) corresponding look-ahead stop symbol commands and the look-ahead variable pattern commands corresponding to the saved variable pattern random numbers 1 to 3 for the first half variable number (number of variables before reaching the reach) and the second half variable number (number of variables after reaching the reach) are set as production commands. Then, a decoration special symbol hold number command corresponding to the start port switch and the special symbol hold number of the monitoring target is prepared as a production command (A2915), and a production command setting process (A2916) is executed to end the special symbol start port switch common process. In this way, the game control device 100 determines the variable before the variable display game based on the start memory is executed.​ It constitutes a pre-determination means capable of pre-determining the result of the variable display game.

[0265] Here, the game control device 100 (RAM 111c) extracts a predetermined random number based on the inflow of game balls into the start winning area of the start winning opening 36 or the normal variable winning device 37, and stores a predetermined number as the start memory that becomes the execution right of the variable display game up to the upper limit. Also, the start memory means (game control device 100) stores various random number values extracted based on the winning of game balls into the first start winning opening (start winning opening 36) as the first start memory up to the upper limit of a predetermined number, and stores various random number values extracted based on the winning of game balls into the second start winning opening (normal variable winning device 37) as the second start memory up to the upper limit of a predetermined number.

[0266] 〔Specific Area Switch Monitoring Process〕 Next, the details of the specific area switch monitoring process (A2601) in the special figure game process will be described. FIG. 10 is a flowchart showing the procedure of the specific area switch monitoring process.

[0267] The game control device 100 first determines whether it is in the middle of a small win (A3001). If the special figure game process number is "4" or "5", it can be determined that it is in the middle of a small win. When it is in the middle of a small win (the result of A3001 is "Y"), it determines whether the condition device is operating (A3002). If the condition device operation information indicating that the condition device is operating is set, it can be determined that the condition device is operating.

[0268] When the game control device 100 is not in the operation of the condition device (the result of A3002 is "N"), it determines whether there is an input to the specific area switch 72 (A3003). Specific area switch When there is an input to 72 (the result of A3003 is "Y"), that is, when there is a winning in the specific area 86 ( V winning), the conditional device operation information indicating that the conditional device is in operation is saved in the conditional device operation information area (A3004), and the specific area switch monitoring process ends.

[0269] When it is not in the small win state (the result of A3001 is "N"), when the conditional device is in operation (the result of A3 002 is "Y"), or when there is no input to the specific area switch 72 (the result of A3003 is "N"), the specific area switch monitoring process ends without doing anything.

[0270] 〔Normal Special Figure Process〕 Next, the details of the normal special figure process (A2608) in the special figure game process will be described. FIG. 11 is a flowchart showing the procedure of the normal special figure process.

[0271] The game control device 100 first determines whether the remaining ball counter of the big winning opening is 0 (A3200) during the normal accessory process of the accessory game process described later. If it is not during the normal accessory process or the remaining ball counter of the big winning opening is not 0 (the result of A3200 is "N" ), the special figure variable display game is not started and the process proceeds to step A3215.

[0272] When the game control device 100 is in the normal accessory process and the remaining ball counter of the big winning opening is 0 (the result of A3200 is "Y"), it determines whether the special figure 2 reservation number (the second start memory number) is 0 (A3201). If the special figure 2 reservation number is 0 (the result of A3201 is "Y"), it determines whether the special figure 1 reservation number (the first start memory number) is 0 (A3206) . And when the special figure 1 reservation number is 0 (the result of A3206 is "Y"), the customer waiting demo is opened . ​​​Determine whether it has been completed (A3211). If the customer waiting demo has not started (the result of A32 11 is "N"), set the in - progress flag for the customer waiting demo in the customer waiting demo flag area (A 3212).

[0273] Subsequently, the game control device 100 prepares the customer waiting demo command as a production command ( A3213), performs production command setting processing (A3214), and proceeds to the processing in step A3215 . On the other hand, if the customer waiting demo has started in step A3211 (the result of A32 11 is "Y"), set "0" related to the normal special figure processing as the processing number (A3215 ), save the processing number in the special figure game processing number area (A3216), and clear the variable symbol discrimination flag area (A3217). Then, save the in - progress flag during the illegal monitoring period in the big winning opening illegal monitoring period flag area (A3218), and end the normal special figure processing.

[0274] Also, if the number of reserved special figures 2 is not 0 (the result of A3201 is "N "), execute the special figure 2 variable start processing (A3202), prepare the decoration special figure reservation number command (decoration special figure 2 reservation number command) corresponding to the number of reserved special figures 2 as a production command (A3203 ), and execute the production command setting processing (A3204). Then, execute the transition setting processing for the in - progress processing of the special figure 2 (A3205), and end the normal special figure processing.

[0275] In the transition setting processing for the in - progress processing of the special figure 2, set "1" as the processing number, save the processing number in the special figure game processing number area, clear the customer waiting demo flag area, and save the in - progress flag in the special figure 2 variable control flag area.

[0276] ​​​​In addition, when the reserved number of Special Figure 1 is not 0 (the result of A3206 is "N" "), the Special Figure 1 variation start process is executed (A3207), and the reserved number command corresponding to the reserved number of Special Figure 1 (Special Figure 1 reserved number command) is prepared as an effect command (A3208 ), and the effect command setting process is executed (A3209). Then, the process transition setting process during the special figure variation of Special Figure 1 is executed (A3210), and the normal process of Special Figure 1 ends. During the process transition setting process during the special figure variation of Special Figure 1, "1" is set as the process number and the process number is saved in the special figure game process number area, the customer waiting demo flag area is cleared, and the variation flag is saved in the Special Figure 1 variation control

[0277] flag area. By performing the check of the reserved number of Special Figure 2 before the check of the reserved number of Special Figure 1 in this way , when the reserved number of Special Figure 2 is not 0, the Special Figure 2 variation start process (A3202) is executed

[0278] . That is, the Special Figure 2 variation display game is executed preferentially over the Special Figure 1 variation display game (Special Figure 2 reserved number priority digestion). That is, when there is a second start memory in the second start memory means (game control device 100), the variation display game based on the second start memory is preferentially executed over the variation display game based on the first start memory, forming a priority control step . If the Special Figure 1 reserved number priority digestion is to be performed so that the Special Figure 1 variation display game is executed preferentially over the Special Figure 2 variation display game , the determination in step A3201 may be made by determining whether the reserved number of Special Figure 1 is not equal to 0.

[0279] [Special Figure 1 Variation Start Process] Next, the details of the Special Figure 1 variation start process (A3207) in the normal process of the special figure will be described. ​​This is the case. FIG. 12 is a flowchart showing the procedure of the special figure 1 variation start process. The special figure 1 variation start process is a process performed at the start of the special figure 1 variation display game.

[0280] The game control device 100 saves the special figure 1 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 1) in the variation symbol determination area (A3401). Subsequently, the game control device 100 executes a jackpot flag 1 setting process for performing processes such as setting the off information and jackpot information in the jackpot flag 1 for determining whether the special figure 1 variation display game is a jackpot (A3402). Details of the jackpot flag 1 setting process will be described later. Next, the game control device 100 executes a special figure 1 stop symbol setting process related to the setting of the special figure 1 stop symbol (symbol information) for the special figure 1 variation display game (A3403). In the special figure 1 stop symbol setting process, when it is a miss, a sub jackpot, or a jackpot, the stop symbol number and the miss stop symbol pattern, sub jackpot stop symbol pattern, or jackpot stop symbol pattern corresponding to this stop symbol number are saved. The stop symbol numbers at the time of sub jackpot or jackpot are determined corresponding to the sub jackpot symbol random number and the jackpot symbol random number, respectively. Furthermore, the game control device 100 executes a special figure information setting process for setting the special figure information which is a parameter for setting the variation pattern (A3404).

[0281] Subsequently, the game control device 100 prepares a special figure 1 variation pattern setting information table which is a table in which information for referring to various information related to the setting of the variation pattern of the special figure 1 variation display game is set (A3405).

[0282]

[0283]

[0284] ​​​​​​​​​​After that, the game control device 100 executes a variation pattern setting process for setting a variation pattern (variation pattern number), which is a variation mode in the special figure 1 variation display game (A3406). Next, the game control device 100 executes a variation start information setting process for setting information on the start of the variation of the special figure 1 variation display game (A3407), and ends the special figure 1 variation start process. In the variation start information setting process, a variation time value corresponding to the variation pattern (variation pattern number) is acquired and saved in the special figure game process timer area. Then, a variation command (MODE, ACTION) corresponding to the variation pattern number is prepared as a production command, and a production command setting process is performed. Also, in the variation start information setting process, the special figure reservation number related to the special figure type (special figure 1 or special figure 2) of the special figure variation display game to be started is updated by -1 (decreased by 1).

[0285] 〔Special Figure 2 Variation Start Process〕 Next, the details of the special figure 2 variation start process (A3202) in the special figure normal process will be described. FIG. 13 is a flowchart showing the procedure of the special figure 2 variation start process. The special figure 2 variation start process is a process performed at the start of the special figure 2 variation display game, and the same process as the process in the special figure 1 variation start process shown in FIG. 12 is performed for the second start memory.

[0286] The game control device 100 first saves a special figure 2 variation flag indicating the type of the special figure variation display game to be executed (here, special figure 2) in the variation symbol discrimination area (A3501). Subsequently, a big win flag 2 setting process for performing processes such as setting deviation information and big win information in the big win flag 2 for determining whether the special figure 2 variation display game is a big win is executed (A3502).

[0287] ​​​​​​​​​​​​​ Next, the game control device 100 executes a special drawing 2 stop symbol setting process (A3503) related to the setting of the special drawing 2 variable display game's special drawing 2 stop symbols (symbol information). Further, it executes a special drawing information setting process (A3504) for setting special drawing information which is a parameter for setting a variable pattern. Subsequently, it prepares a special drawing 2 variable pattern setting information table (A3505) which is a table in which information for referring to various information related to the setting of the variable pattern of the special drawing 2 variable display game is set.

[0288] Thereafter, the game control device 100 executes a variable pattern setting process (A3506) for setting the variable pattern of the special drawing 2 variable display game. Finally, it executes a variable start information setting process (A3507) for setting the information of the variable start of the special drawing 2 variable display game, and ends the special drawing 2 variable start process.

[0289] 〔Big win flag 1 setting process〕 Next, the details of the big win flag 1 setting process (A3402) in the special drawing 1 variable start process will be described. FIG. 14 is a flowchart showing the procedure of the big win flag 1 setting process.

[0290] The game control device 100 first saves the deviation information in the big win flag 1 area and the sub-big win flag 1 area (A3601). Next, it loads and prepares a big win random number from the special drawing 1 big win random number storage area (for reserved number 1) of the RWM (A3602), and clears the said special drawing 1 big win random number storage area (for reserved number 1) to 0 (A3603). Note that the area for reserved number 1 is an area for storing information (such as random numbers) about the special drawing start memory with the earliest digestion order (here, the earliest among the special drawings 1). Thereafter, depending on whether the prepared big win random number value matches the big win determination value, a big win ​​​​​​​​​​​​​​ Execute a jackpot determination process for determining whether it is a win (A3604).

[0291] When the determination result of the jackpot determination process (A3604) is a jackpot, the game control device 100 (when the result of A3605 is "Y"), at step A3601, overwrite and save the jackpot information in the jackpot flag 1 area with the loss information saved (A3606), and end the jackpot flag 1 setting process (A3606), and end the jackpot flag 1 setting process.

[0292] On the other hand, when the determination result of the jackpot determination process (A3605) is not a jackpot (the result of A3605 is "N"), optionally, based on the obtained jackpot random number value, execute a support win determination process for determining whether the special figure variable display game is a support win (A3607), and determine whether the result of the determination is a support win (A3608). In this embodiment, the jackpot random number value is also used for the determination of the support win (in other words, the same random number value is used for the support win determination and the jackpot determination). Here, the support win (time shortening win) of the special figure variable display game refers to the time shortening result (specific result) of entering the time shortening state from the next special figure variable display game. Corresponding to this time shortening result, the effect control device 300 can display a time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game.

[0293] When the special figure variable display game is a support win (the result of A3608 is "Y"), the game control device 100 overwrites and saves the support win information in the support win flag 1 area where the loss information was saved at step A3601 (A3609), and ends the jackpot flag 1 setting process. On the other hand, when the special figure variable display game is not a support win (the result of A3608 is "N"), the support win ​​​​​​​​​End the jackpot flag 1 setting process without saving the support hit information in the flag 1 area. do.

[0294] In this manner, in this embodiment, the result of the special chart 1 variable display game is "jackpot", " The result will be either a "Po hit (time-saving hit)" or a "miss", and there is no "small hit". Steps A3607-A3609 are optional and may be omitted. In short, it is not necessary to set a "support hit (time-saving hit)" in the result of the special chart 1 variable display game. It is also possible to configure the result of the Special Chart 1 Variable Display Game to include a "small win."

[0295] In addition, in the jackpot flag 1 setting process, the support hit information is saved in the support hit flag 1 area. However, since the jackpot and the support hit do not overlap, the support hit is placed in the jackpot flag 1 area. You may save the information.

[0296] [Big hit flag 2 setting process] Next, the details of the jackpot flag 2 setting process (A3502) in the special chart 2 fluctuation start process will be explained. 15 is a flow chart showing the procedure for setting the big win flag 2. This process is the same as the process in the big win flag 1 setting process shown in FIG. 14, but it is executed in the second start It is done with memory as the target.

[0297] The game control device 100 first selects two big win flag areas, two small win flag areas, and a support win flag area. The miss information is saved in the lag 2 area (A3701). Next, the RWM special chart 2 jackpot random number Load the jackpot random number from the storage area (for reserved number 1), prepare it (A3702), and 2. Clear the jackpot random number storage area (for reserved number 1) to 0 (A3703). Note that for reserved number 1 It is an area for storing information about the special figure start memory with the earliest digestion order (the earliest among the special figures in FIG. 2 here), such as random numbers. After that, a small win determination process is executed to determine whether it is a small win according to whether the prepared big win random number value matches the small win determination value (A3704 ). )

[0298] When the determination result of the small win determination process (A3704) by the game control device 100 is a small win (the result of A3705 is "Y"), in step A3701, the small win information is overwritten and saved in the small win flag 2 area where the deviation information was saved (A3706), and the big win flag 2 setting process is ended.

[0299] On the other hand, when the special figure variable display game is not a small win (the result of A3705 is "N") by the game control device 100, a support win determination process is executed to determine whether the special figure variable display game is a support win based on the obtained big win random number value (A3707), and the result of the determination is determined whether it is a support win (A3708). In this embodiment, the big win random number value is also used for the determination of the support win (in other words, the same random number value is used for the support win determination and the big win determination ). Here, the support win (time shortening win) of the special figure variable display game means the time shortening result (specific result) that enters the time shortening state from the next special figure variable display game. Corresponding to this specific result, the effect control device 300 can display the time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game . Here, the support win (time shortening win) of the special figure variable display game refers to the time shortening result (specific result) that enters the time shortening state from the next special figure variable display game, and corresponding to this specific result, the effect control device 300 can display the time shortening symbol on the display device 41 as the stop result of the decorative special figure variable display game .

[0300] When the special figure variable display game is a support win (the result of A3708 is "Y") by the game control device 100, in the support win flag 2 area where the deviation information was saved in step A3701, the s ​The jackpot information is overwritten and saved (A3709), and the jackpot flag 2 setting process is completed.

[0301] On the other hand, if the result of the support hit determination process (A3707) is not a support hit (A3708 If the result of is "N", the option checks whether the prepared jackpot random number matches the jackpot judgment value. Depending on whether or not the number of the jackpots is 1, a jackpot determination process may be executed to determine whether or not the jackpot has been 1 (A371 0). The game control device 100 determines that the result of the jackpot determination process (A3710) is a jackpot. In this case (the result of A3711 is "Y"), the error information is saved in step A3701. Overwrite the jackpot information in the hit flag 2 area and save (A3712), and set the jackpot flag 2. On the other hand, if the result of the jackpot determination process (A3710) is not a jackpot, (The result of A3711 is "N"), the jackpot was won while the miss information was saved in the jackpot flag 2 area. The flag 2 setting process is then completed.

[0302] In this manner, in this embodiment, the results of the special chart 2 variable display game are "small hit", "support hit", Either "(time-saving hit)" or "miss", but as an option, special chart 2 variation It is also possible to provide a "jackpot" as a result of the displayed game.

[0303] In addition, in the big hit flag 2 setting process, the small hit information is saved in the small hit flag 2 area. The support hit information is saved in the support hit flag 2 area, but the jackpot and support hit are Since small hits do not overlap, save the small hit information and the support hit information in the big hit flag 2 area. Good too.

[0304] [Big hit determination process] Next, the jackpot determination process in the jackpot flag 1 setting process and the jackpot flag 2 setting process ( The details of A3604 and A3710 will be described. FIG. 16A is a flowchart showing the procedure of the jackpot determination process. Note that the jackpot determination process is a process common to the jackpot determination processes in other processes executed during the timer interrupt process, and is also executed in the special drawing reservation information determination process and the like. The game control device 100 first sets an upper limit determination value corresponding to the probability setting value (A3800), sets a lower limit determination value of the jackpot determination value (A3801), and determines whether the value of the target jackpot random number is less than the lower limit determination value (A3802). Note that a jackpot means that the jackpot random number matches the jackpot determination value. The jackpot determination value is a plurality of consecutive values, and when the jackpot random number is greater than or equal to the lower limit determination value, which is the lower limit value of the jackpot determination value, and less than or equal to the upper limit determination value, which is the upper limit value of the jackpot determination value, it is determined to be a jackpot. The upper limit determination value may be different between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state).

[0305] If the value of the target jackpot random number is less than the lower limit determination value (the result of A3802 is "Y"), the game control device 100 sets a miss (other than a jackpot) as the determination result (A3804) and ends the jackpot determination process.

[0306] The game control device 100 determines whether the value of the target jackpot random number is greater than the upper limit determination value (A3803). If the value of the jackpot random number is greater than the upper limit determination value (the result of A3803 is "Y"), a miss (other than a jackpot) is set as the determination result (A3804). On the other hand, if the value of the jackpot random number is not greater than the upper limit determination value (the result of A3803 is "N"), the determination result is

[0307] ​​​​​​​​​​​​​Set a big win (A3805). When the determination result is set, end the big win determination process .

[0308] 〔Small win determination process〕 Next, details of the small win determination process (A3704) in the big win flag 2 setting process will be described. FIG. 16B is a flowchart showing the procedure of the small win determination process. Note that the small win determination process is a process common to the small win determination processes in other processes executed during the timer interrupt process, and is also executed in the special drawing reservation information determination process and the like.

[0309] The game control device 100 first sets a small win upper limit determination value corresponding to the probability setting value (A3 900), and determines whether the value of the big win random number of the target (special drawing 2) is less than the small win lower limit determination value (A3901). Note that a small win means that the big win random number matches the small win determination value . The small win determination value is a plurality of consecutive values. When the big win random number is greater than or equal to the small win lower limit determination value, which is the lower limit value of the small win determination value, and less than or equal to the small win upper limit determination value, which is the upper limit value of the small win determination value , it is determined that it is a small win. The small win upper limit determination value may be different in the low probability state (normal probability state other than the probability change state) and the high probability state (probability change state).

[0310] Naturally, to avoid the same special drawing variable display game result being both a small win and a big win , the range of the small win determination value (between the small win lower limit determination value and the small win upper limit determination value) does not overlap with the range of the aforementioned big win determination value (between the lower limit determination value and the upper limit determination value). In this embodiment, no separate small win random number is provided, and the big win random number is also used for small win determination, but a configuration with a separate small win random number is also possible.

[0311] ​​​When the value of the jackpot random number for the target (Special Figure 2) is less than the minor winning lower limit determination value (the result of A3901 is "Y"), a deviation is set as the determination result (A3903), and the minor winning determination process ends.

[0312] Also, when the value of the jackpot random number is not less than the minor winning lower limit determination value, (the result of A3901 is "N"), it is determined whether the value of the jackpot random number for the target (Special Figure 2) is greater than the minor winning upper limit determination value (A3902). When the value of the jackpot random number is greater than the minor winning upper limit determination value (the result of A3902 is "Y"), a deviation is set as the determination result (A3903) . On the other hand, when the value of the jackpot random number is not greater than the minor winning upper limit determination value (the result of A3902 is "N"), a minor win is set as the determination result (A3904). When the determination result is set, the minor winning determination process ends. In this embodiment, the minor winning lower limit determination value and the minor winning upper limit determination value are set so that the minor winning probability is 1 / 8 (= 12.5%), but the minor winning probability may be other values . as well.

[0313] [Substitute win determination process] Next, the details of the substitute win determination process (A3607, A3707) in the jackpot flag 1 setting process and the jackpot flag 2 setting process will be described. FIG. 16C is a flowchart showing the procedure of the substitute win determination process. The substitute win determination process is a process common to the substitute win determination processes in other processes executed during the timer interrupt process, and is also executed in the special figure reserved information determination process and the like.

[0314] The game control device 100 first sets a substitute win upper limit determination value corresponding to the probability setting value ( A7001). Next, the lower limit determination value of the substitute win determination value is set (A7002), and the target jackpot Determine whether the value of the special random number is less than the lower limit determination value (A7003). Note that "with a bonus per spin" means that the jackpot random number matches the bonus per spin determination value corresponding to the probability setting value and the game state is like this. The bonus per spin determination value is a plurality of consecutive values, and when the jackpot random number is greater than or equal to the lower limit determination value, which is the lower value of the bonus per spin determination value, and less than or equal to the bonus per spin upper limit determination value, which is the upper value of the bonus per spin determination value, it is determined that there is a bonus per spin. Note that the bonus per spin upper limit determination value may be different between the low probability state (normal probability state other than the probability variation state) and the high probability state (probability variation state). Of course, in order to avoid the result of the same special symbol variation display game being a bonus per spin and a jackpot, or a bonus per spin and

[0315] a minor jackpot, the range of the bonus per spin determination value (between the bonus per spin lower limit determination value and the bonus per spin upper limit determination value) does not overlap with the ranges of the aforementioned jackpot determination value and minor jackpot determination value. Note that in this embodiment, a unique bonus per spin random number is not provided, and the jackpot random number is also used for the determination of the bonus per spin, but a configuration with a unique bonus per spin random number is also possible. The game control device 100, when the value of the target jackpot random number is less than the bonus per spin lower limit determination value ( the result of A7003 is "Y"), sets a miss (other than a bonus per spin) as the determination result (A70

[0316] 05) and ends the bonus per spin determination process. Also, when the value of the jackpot random number is not less than the bonus per spin lower limit determination value ( the result of A7003 is "N"), the game control device 100 determines whether the value of the target jackpot random number is greater than the bonus per spin upper limit

[0317] determination value (A7004). When the value of the jackpot random number is greater than the bonus per spin upper limit determination value ( the result of A7004 is "Y"), a miss (other than a bonus per spin) is set as the determination result. If the value of the jackpot random number is greater than the bonus per spin upper limit determination value ( the result of A7004 is "Y"), a miss (other than a bonus per spin) is set as the determination result. A7005). On the other hand, when the value of the jackpot random number is not greater than the upper limit determination value per support (A70 04 result is "N"), set the support per hit as the determination result (A7006). Set the determination result When setting, the support per hit determination process ends.

[0318] In the support per hit determination process, a support per hit determination (short time determination ) is performed by lottery using the jackpot random number value. In the support per hit determination (short time determination) as a lottery, when the jackpot random number value matches the support per hit determination value (short time determination value), a support per hit result (short time result, specific result ) is obtained and the short time is set. The support per hit determination value is different from the jackpot determination value and the small hit determination value .

[0319] In addition, in order to add a sense of rhythm, the winning probability of the support per hit (range of the support per hit determination value ÷ range of the jackpot random number) may be made different for each probability setting value, or for simplicity, the winning probability of the support per hit may be made the same for each probability setting value. Setting 1 (or the low setting side) is more likely to win the support per hit, and the winning probability of the support per hit may be set so that setting 6 (or the high setting side) is less likely to win the support per hit to alleviate the disadvantage of the low setting, or conversely, set it to match the expectation of the player who expects to be more likely to win the support per hit on the high setting side . Also, the winning probability of the support per hit may be monotonically changed from setting 1 to setting 6, or may not be monotonic, such as changing every two settings . The winning probability of the support per hit may be made different between the even setting and the odd setting to improve the player's interest in estimating the probability setting value .

[0320] In addition, during the low probability period of the jackpot probability (except during the probability variation state) and during the high probability period (during the probability variation state), the winning probability of the support per hit may be made different to add a sense of rhythm, or may be the same for simplicity. Low probability​ Make it easier to win in the medium probability (excluding the state of probability variation) and more difficult to win in the high probability (during the state of probability variation), Set the winning probability per support to mitigate the disadvantage in the low probability, or conversely, set it to match the expectation of players who expect to easily win even per support in the high probability. For example, Set the winning probability per support so that one can only win per support in the low probability (the winning probability per support is zero in the high probability) to mitigate the disadvantage in the low probability.

[0321] Also, the winning probability per support may be made different between the special figure 1 variable display game and the special figure 2 variable display game to add a sense of rhythm, or it may be the same for simplicity. For example, to increase the per support in the general electric support state (time-saving state or probability variation state), the winning probability per support in the special figure 2 variable display game may be made larger than that in the special figure 1 variable display game. Conversely, to improve the interest of the game in the normal game state, the winning probability per support in the special figure 1 variable display game may be made larger than that in the special figure 2 variable display game. Simply put, the winning probability per support in one of the special figure variable display games of the special figure 1 variable display game and the special figure 2 variable display game may be set to zero, and only per support may occur in the other special figure variable display game. When the result of the special figure variable display game is a per support result (time-saving result), in the special figure 1 stop symbol setting process (A3403) or the special figure 2 stop symbol setting process (A3503), the time-saving symbol (time-saving symbol number, time-saving symbol pattern) is set as the stop symbol (stop

[0322] symbol number, stop symbol pattern), and the time-saving state is entered from the next special figure variable display game. That is, in this case, one suddenly enters the time-saving state without going through a big win (sudden time-saving). Also, in this case, for the time-saving symbol ​​​​​The corresponding decoration special drawing command is transmitted to the effect control device 300, and on the display device 41, the effect A time-saving symbol (decoration time-saving symbol) is also displayed as a decoration stop symbol by the effect control device 300.

[0323] Examples of the time-saving symbols displayed on the display device 41 include, for example, " 1,1,3" where only the left symbol and the middle symbol match. There are no restrictions on the time-saving symbols as long as they are determined in advance, but those with regularity such as the numbers arranged in order like "1,2,3" or "1,3,1" where only the left symbol and the right symbol match are preferred as they are easy for the player to remember. A plurality of time-saving symbols may be prepared, and the number of times of the special drawing variable display game (time-saving times) in which the time-saving state continues may be determined for each time-saving symbol.

[0324] The lamp display parts 1 and 2 of the lamp display device 80 emit light in a specific manner as the fourth special symbol (the 4th symbol) in the case of the time-saving result (time-saving symbol), which is different from the case of the jackpot result or the minor jackpot result. For example, the lamp display parts 1 and 2 may emit light in a warm color system such as red in the case of the jackpot result or the minor jackpot result, and may emit light in a neutral color system or a cold color system such as green or blue (that is, a color other than the warm color system) in the case of the time-saving result (time-saving symbol). Also, in the case of a loss, it will be in a turned-off state. Therefore, when a time-saving symbol is displayed as the stop symbol, it is possible to prevent the player from misrecognizing that a jackpot has occurred, and it becomes easier for the player to grasp that they have won the time-saving.

[0325] In addition, when the number of times of the special drawing variable display game executed after the end of the jackpot state (excluding the number of times in the sure-win state) reaches a predetermined number of times (so-called ceiling number of times, time-saving ceiling), even if not winning the support win, it enters the time-saving state (game time). At this time, the result of the special drawing variable display game is a loss. ​​​​​​​​If so, the lamp display units 1 and 2 are turned off, and if it is a small win or a big win, they emit light in warm colors. At this time, if it is not a small win or a big win, in order for the game player to easily recognize that the game enters the time-saving state, the lamp display units 1 and 2 may emit light as the fourth symbol in cold colors. The predetermined number of times (ceiling number of times) is, for example, 500 times. In this case, in the special figure display and the display device 41, as the stop symbol, a losing symbol (it may also be a time-saving symbol) or a small win symbol (if it is a small win without V winning) is displayed, and the game enters the time-saving state from the next special figure variable display game. In this case, as the time-saving symbol displayed on the display device 41, for example, there is "3, 3, 5" where only the left symbol and the middle symbol are aligned (it may also be "1, 1, 3" as in the case of time-saving due to the result of a non-winning small win).

[0326] 〔Special Figure 1 Stop Symbol Setting Process〕 Next, the details of the special figure 1 stop symbol setting process (A3403) in the special figure 1 variable start process will be described. FIG. 17 is a flowchart showing the procedure of the special figure 1 stop symbol setting process.

[0327] The game control device 100 first determines whether the big win flag 1 indicates a big win, that is, whether big win information is saved in the big win flag 1 area (A4001). If the big win flag 1 indicates a big win (the result of A4001 is "Y"), the big win symbol random number is loaded from the special figure 1 big win symbol random number storage area (for reserve 1) (A4002). Next, the special figure 1 big win symbol table is set (A4003), and the stop symbol number corresponding to the loaded big win symbol random number is obtained and saved in the special figure 1 stop symbol number area of the RWM (A4004). By this process, the type of special result is selected.

[0328] After that, the game control device 100 sets the jackpot stop symbol information table (A40 05), acquires the stop symbol pattern corresponding to the stop symbol number, and stores it in the stop symbol pattern area (A4006). The stop symbol pattern is for setting the stop symbol on the special symbol display (here, the special symbol 1 display 5 1) and the stop symbol on the display device 41. Then, it acquires the upper limit value information of the number of rounds corresponding to the stop symbol number and saves it in t...

Claims

【Claim 1】 In a gaming machine provided with gaming control means capable of executing a variable display game for variably displaying identification information, the gaming control means is capable of generating a gaming state including a normal gaming state and a specific gaming state advantageous to the player, as the variable display game, it is possible to execute a first variable display game mainly based on the establishment of a first starting condition by a shooting method of shooting a game ball to the left side of the game board, and it is possible to execute a second variable display game mainly based on the establishment of a second starting condition by a shooting method of shooting a game ball to the right side of the game board, is provided with storage means capable of storing a first start storage number which is the number of times the first starting condition has been established and a second start storage number which is the number of times the second starting condition has been established, and the first start storage number and the second start storage number can be displayed on a display means in numerical display and image display, the normal gaming state is a state in which the first starting condition is more likely to be established than the second starting condition, the specific gaming state is a state in which the second starting condition is more likely to be established than the first starting condition, in the specific gaming state, when the second variable display game is executed a predetermined number of times, a state change occurs from the specific gaming state to the normal gaming state, a result display is displayed on the display means when changing from the specific gaming state to the normal gaming state, until the display of the result display is started, the first start storage number is displayed in the numerical display and the second start storage number is displayed in the numerical display and the image display associated with the gaming state, during the period when the result display is being displayed, the first start storage number and the second start storage number are displayed in the numerical display while the image display associated with the gaming state is made non-display, after the display of the result display ends, the first start storage number is displayed in the numerical display and the image display associated with the gaming state and the second start storage number is displayed in the numerical display, Display the numerical representation of the first starting memory number on the left side and the numerical representation of the second starting memory number on the right side on the display means respectively. After a predetermined state transition period from the display of the result display, display an arrow guiding the launch of the game ball to the game area on the left side of the game board on the display means in the direction from the numerical representation of the second starting memory number to the numerical representation of the first starting memory number. Gaming machine.

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