Gaming machine

The gaming machine addresses the lack of engagement in conventional gaming machines by incorporating an effect control system that dynamically changes game modes through suggestive effects, significantly enhancing player interest and experience.

JP7699775B2Active Publication Date: 2025-06-30SOPHIA CO LTD
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Patent Information

Application Number
JP2021177063
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-10-29
Publication Date
2025-06-30
Estimated Expiration
2041-10-29

AI Technical Summary

Technical Problem

Conventional gaming machines fail to sufficiently enhance the interest of the game by simply shifting stages, leading to a lack of engagement for players.

Method used

A gaming machine that executes a game based on predetermined conditions, featuring an effect control system that displays suggestive effects to transition between different game modes, improving player engagement through dynamic visual and interactive elements.

Benefits of technology

The implementation of the effect control system enhances the interest of the game by providing dynamic and engaging visual effects, thereby improving player engagement and overall gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To increase the interest of a game.SOLUTION: A game machine includes performance control means (performance control device 300) for performing a control so that a performance related to a game can be displayed on display means (display device 41). The performance control means can execute a suggestive performance to display a specific image 91 in order to suggest whether or not a first performance mode for displaying a first image on the display means is changed to a second performance mode for displaying a second image without displaying the first image on the display means. In the suggestive performance, the mode at the end of the display of the specific image 91 differs between cases where the first performance mode is not shifted to the second performance mode and where the first performance mode is shifted to the second performance mode.SELECTED DRAWING: Figure 36
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Description

Technical Field

[0001] The present invention relates to a gaming machine that executes a game based on the establishment of predetermined conditions and generates an advantageous state for a player when the result of the game becomes a special result.

Background Art

[0002] In conventional gaming machines, there is known a gaming machine that includes a plurality of stages for producing a game and can shift stages by satisfying certain conditions (see, 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, simply shifting stages cannot sufficiently improve the interest of the game. The object of the present invention is to improve the interest of the game.

Means for Solving the Problems

[0005] In order to solve the above problems, there is provided a gaming machine that executes a game based on the establishment of predetermined conditions as described below, and generates a state advantageous to the player when the result of the game is a special result. The gaming machine includes effect control means for controlling to display an effect related to the game on a display means. The display means includes a start memory number display section for displaying the number of established predetermined conditions as a digital image, a waiting memory display section for displaying the number of established predetermined conditions as an image, a first decorative game display section for displaying identification information as the game, and a second decorative game display section for displaying identification information smaller than the identification information of the first decorative game display section as the game. The effect control means is capable of executing a suggestive effect involving the display of a specific image in order to suggest whether to change from a first effect mode in which a first image is displayed on the display means to a second effect mode in which a second image is displayed without displaying the first image on the display means. In the suggestive effect, Number an image and The image, the image of the identification information of the first decoration game display unit, and an image of the identification information of the second decorative game display section are displayed while being superimposed on the first image, and a suggestive image for displaying the second image in a suggestive image display area separated by a boundary image that is a boundary between the first image and the first image is displayed. While overlapping with the standby memory display unit and the first decoration game display unit with the image and the image of the identification information of the first decoration game display unit facing the front side, up to the area where they overlap The suggestive image display area can be expanded to shift to the second effect mode, and the mode when ending the display of the specific image is made different between the case of not shifting to the second effect mode and the case of shifting to the second effect mode.

Advantages of the Invention

[0006] According to the present invention, the interest of the game can be improved.

Brief Description of the Drawings

[0007]

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Mode for Carrying Out the Invention

[0008] <First Embodiment> FIG. 1 is a front view of the gaming machine 10 of the present embodiment, and FIG. 2 is a front-side perspective view of the gaming machine 10 of the present embodiment. As shown in FIGS. 1 and 2, the gaming machine 10 of the present embodiment includes a front frame 12, and the front frame 12 is assembled to an outer frame (support frame) 11 so as to be openable and closable rotatably. The game board 30 (see FIG. 3) is stored in a storage portion (not shown) formed on the front side of the front frame 12. Further, a glass frame (transparent plate holding frame) 15 having a cover glass (transparent member) 14 that covers the front surface of the game board 30 is attached to the front frame (main body frame) 12.

[0009] A display board 350 that covers the front surface of the game board 30 is provided at a position behind the cover glass 14 in the glass frame 15. The display board 350 is capable of seeing through the game board 30 and displaying a predetermined display. In the gaming machine of the present embodiment, it is composed of a light guide plate that causes an image to float by introducing light from the side end, but it may be composed of a transparent liquid crystal display device or an EL display device. When no predetermined display is made on the display board 350, it is transparent so as not to prevent the visual recognition of the game board 30 behind. And when a predetermined display is made on the display board 350, the visibility of the game board 30 behind is reduced in the portion of the predetermined display. In this state, the game board 30 behind may be visible through the predetermined display, or the game board 30 behind may not be visible due to the predetermined display.

[0010] An indication part 16 for indicating the model name etc. of the gaming machine 10 is provided at the upper part of the glass frame 15. On the left and right sides of the glass frame 15, there are frame decoration devices 18 that emit light for decorating, producing special effects, and notifying when an abnormality occurs (for example, when an abnormal payout occurs, lamps or LEDs are lit (flashed) in an abnormal notification color (for example, red)), and speakers (upper speakers) 19a that emit sound (for example, sound effects). Further, speakers (lower speakers) 19b are also provided at the lower parts of the front frame 12 and the glass frame 15. Also, when an abnormality occurs, the abnormal content is notified by voice from the speaker (upper speaker) 19a and the speaker (lower speaker) 19b. Note that a lamp for notifying an abnormal payout may be provided at a predetermined part of the glass frame 15.

[0011] Also, at the lower part of the glass frame 15, there are provided an upper tray (storage tray) 21 that supplies game balls to a ball shooting device (not shown), an upper tray ball outlet 22 through which game balls paid out from a payout unit provided on the back side of the gaming machine 10 flow out, and the like. Further, at the upper edge part of the upper tray 21, there is provided an effect button 25 incorporating an effect button switch 25a (see FIG. 5) for receiving a pressing operation input from the player. Also, the effect button 25 incorporates a drive source for vibrating the effect button 25. That is, the gaming machine 10 of the present embodiment has a vibration function for performing a predetermined notification by vibrating the effect button 25. Note that the effect button 25 may be configured to be convertible from a normal state (the state shown in FIGS. 1 and 2) to a protruding state (a state in which the upper surface (pressing surface) of the effect button 25 is on the upper side compared to the normal state).

[0012] At the lower part of the front frame 12, there are provided a lower tray (receptacle) 23 for storing game balls paid out when the upper tray 21 is full, a handle 24 of the ball shooting device, and the like. Further, at the lower right side of the front frame 12, there is provided a keyhole 26 for inserting a key for opening and closing the front frame 12 and the glass frame 15.

[0013] On the right side of the effect button 25, there are a lending button (ball lending button) 27a for the player to operate when receiving balls lent from an adjacent ball lending machine, a return button (ejection button) 27b for operating to eject a prepaid card from the card unit of the ball lending machine, a remaining balance display (remaining balance display section) 27c for displaying the remaining balance of the prepaid card, an upper plate operation lever 27d for operating to let the game balls in the upper plate 21 flow down to the lower plate 23, a mobile terminal placement section 28 for placing a mobile terminal such as a smartphone owned by the player, etc. Also, on the left side of the effect button 25, there are a volume adjustment button 27e, a cross key 29, etc. In the gaming machine 10 of the present embodiment, when the player rotates the handle 24, the ball hitting and launching device launches the game balls supplied from the upper plate 21 toward the game area 32 in front of the game board 30. Also, when the player operates the effect button 25 or the cross key 29, in the variable display game (decoration special figure variable display game) on the display device 41 (see FIG. 3), effects involving the player's operation can be performed.

[0014] Next, an example of the game board 30 will be described with reference to FIG. 3. FIG. 3 is a front view of the game board 30 of the present embodiment. As shown in FIG. 3, the game board 30 includes a flat game board main body that serves as a mounting base for various members. The game board main body is made of wood or synthetic resin, and on the front surface of the game board main body, a game area 32 surrounded by resin side cases 33 and an outer peripheral wall (guide rail) 31 provided at the four corners of the game board 30 is provided. The gaming machine 10 is configured to perform a game by launching game balls from a ball hitting and launching device into the game area 32 surrounded by the outer peripheral wall 31. In the game area 32, members such as a windmill and obstacle pins are arranged as members for changing the flowing direction of the game balls, and the launched game balls flow down through the game area 32 while changing the rolling direction by these members.

[0015] At approximately the center of the gaming area 32, a center case 40 is attached, which forms a window portion that serves as the display area for the variable display game. Behind the window portion formed in the center case 40, a display device 41 is arranged as an effect display device (variable display device) that variably displays a plurality of identification information.

[0016] The display device 41 (variable display device) is composed of, for example, a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). In the area (display area) where the image of the display screen can be displayed, still images or moving images can be displayed as effect images. For example, information related to the game such as a plurality of identification information (special symbols), characters that produce a special symbol variable display game, or background images that enhance the effect of the production is displayed. On the display screen of the display device 41, a plurality of special symbols assigned as identification information are variably displayed (variable display), and a decorative special symbol variable display game corresponding to the special symbol variable display game is performed. In addition, an image for the production based on the progress of the game (for example, a big win display image, a fanfare display image, an ending display image, etc.) is displayed on the display screen.

[0017] The center case 40 is provided with a warp channel forming member 614 that forms a warp channel for guiding the game balls flowing down the gaming area 32 to the inside of the center case 40, and a stage portion 620 on which the game balls passing through the warp channel can roll. Since the stage portion 620 of the center case 40 is arranged above the start winning port 36, the game balls rolling on the stage portion 620 are likely to win in the start winning port 36. In addition, upper and lower portions of the center case 40 are provided with a board effect device 44 that performs game effects by operating. The lower effect device 44a provided in the lower portion of the center case 40 is operable between the position of the lower portion of the center case 40 and a position on the center side of the display device 41 relative to this position. The upper effect device 44b provided on the upper part of the center case 40 is operable between the position at the upper part of the center case 40 and the position on the center side of the display device 41 relative to this position. Further, this upper effect device 44b has a rotating operating member 44c imitating a propeller, and it is also possible to perform an effect by the operation of the operating member 44c. That is, the lower effect device 44a forms a first movable device having a first movable member that is operable, and the upper effect device 44b forms a second movable device having a second movable member that is operable.

[0018] In the gaming area 32 to the right and below 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 34a (see FIG. 4) for detecting a game ball that has passed through the general symbol start gate 34 is provided. When a game ball driven into the gaming area 32 passes through the general symbol start gate 34, a general symbol variable display game is executed.

[0019] In the gaming area 32 in the lower left of the center case 40, three general winning openings 35 are arranged, and in the gaming area 32 to the right of the center case 40, one general winning opening 35 is arranged. The winning of a game ball into these general winning openings 35 is detected by a winning opening switch 35a (see FIG. 4) provided in the general winning opening 35.

[0020] In the gaming area 32 below the center case 40, a start winning opening 36 (first start winning area) that gives the start condition of a special symbol 1 variable display game (first special symbol variable display game) is provided. The game ball that has won in the start winning opening 36 is detected by a start opening 1 switch 36a (see FIG. 4).

[0021] To the right of the center case 40, a normal variable winning device 37 (second start winning area) that gives the start condition of a special symbol 2 variable display game (second special symbol variable display game) is provided. The game ball that has won in the normal variable winning device 37 is detected by a start opening 2 switch 37a (see FIG. 4). The normal variable winning device 37 includes a movable member 37b, and this movable member 37b always maintains a closed state (a state disadvantageous to the player) where game balls cannot flow in. And when the result of the normal figure variable display game becomes a predetermined result, it is operated in an inverted "H" shape by the normal power solenoid 37c (see FIG. 4) as a driving device, and the normal variable winning device 37 is changed to an open state (a state advantageous to the player) where game balls can easily flow in. Note that the normal variable winning device 37 may enable the winning of game balls even when the movable member 37b is in the closed state, and may be in a state where game balls are less likely to win than in the open state in the closed state.

[0022] In the game area 32 in the lower right of the center case 40, a special variable winning device (big winning opening) 38 that can be converted between a state where it does not accept game balls and a state where it easily accepts game balls according to the result of the special figure variable display game is provided. The special variable winning device 38 has an attacker-type opening and closing door 38c that can be opened by rotating in a direction where the upper end side falls forward, and converts the upper big winning opening into a state where game balls can flow in when opened. The special variable winning device 38 converts the big winning opening from a closed state to an open state according to the result of the special figure variable display game, and makes it easier for game balls to flow into the big winning opening, thereby giving the player a predetermined game value (bonus balls). The game balls that win in the special variable winning device 38 are detected by the big winning opening switch (count switch) 38a (see FIG. 4).

[0023] Inside the big winning opening (winning area), a specific area where game balls can flow in is provided, and a lever member that operates by a lever solenoid 38f (see FIG. 4) is provided to change the inflow probability of game balls into the specific area. A specific area switch 38d (see FIG. 4) that can detect the inflow of game balls is provided in the specific area, and based on the detection of game balls by the specific area switch 38d, a state advantageous to the player occurs (in this embodiment, a special game state occurs). The game balls that flow into the specific area are discharged to the outside of the special variable winning device 38.

[0024] In addition, inside the big winning opening, a remaining ball discharge port switch 38e (see FIG. 4) for detecting game balls that are discharged to the outside of the special variable winning device 38 without flowing into the specific area is provided. The number of game balls detected by the big winning opening switch 38a provided inside the big winning opening (the number of game balls flowing into the big winning opening) and the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e (the number of game balls discharged from the big winning opening) are made to match, whereby it can be confirmed that all the game balls in the upper big winning opening have been discharged. Basically, until this confirmation is completed, a new big winning opening is not opened.

[0025] In the game area 32 below the start winning opening 36, an out port 30a for collecting game balls that did not win in the winning opening or the like is provided. Further, outside the game area 32 and at the lower right corner of the game board main body 80, a collective display device 50 for executing a special figure variable display game (special figure 1 variable display game, special figure 2 variable display game) and a normal figure variable display game is provided.

[0026] The collective display device 50 includes a special figure 1 display (first special figure variable display unit) 51 for the special figure 1 variable display game and a special figure 2 display (second special figure variable display unit) 52 for the special figure 2 variable display game, a special figure 1 hold display 53 for notifying the start storage number information of the special figure 1 variable display game, and a special figure 2 hold display 54 for notifying the start storage number information of the special figure 2 variable display game.

[0027] In addition, the collective display device 50 includes a round display unit 55 for displaying the number of rounds at the time of a big win (the number of opening and closing times of the special variable winning device 38), and a game state display unit 56 for displaying the game state of the gaming machine 10. On this game state display unit 56, a first game state display unit 56a for notifying the player of a favorable hitting method (a hitting method corresponding to the game state) out of left hitting (normal hitting) and right hitting, a second game state display unit 56b for notifying that it is a time-saving state (when the variable time shortening function is activated), and a third game state display unit 56c for notifying that the big win probability state is a high probability state when the gaming machine 10 is powered on are provided. In the gaming machine of this embodiment, since the special figure probability is always constant, the third game state display unit 56c is not used. Furthermore, the batch display device 50 includes a general diagram display 57 for a general diagram variable display game and a general diagram hold display 58 for notifying the starting stored number information of the general diagram variable display game.

[0028] FIG. 4 is a block diagram of the control system of the pachinko game machine 10 of the present embodiment. The game machine 10 includes a game control device 100. The game control device 100 is a main control device (main board) that comprehensively controls the game, and includes a CPU unit 110 having a game microcomputer (hereinafter referred to as a game microcontroller) 111, an input unit 120 having an input port, an output unit 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU unit 110, the input unit 120, and the output unit 130.

[0029] The CPU unit 110 includes a game microcontroller (CPU) 111 called an amusement chip (IC) and an oscillator such as a crystal oscillator, and has an oscillation circuit (crystal oscillator) 113 that generates the operating clock of the CPU, timer interrupts, and the clock serving as a reference for the random number generation circuit. Electronic components such as the game control device 100 and solenoids and motors driven by the game control device 100 are supplied with a DC voltage of a predetermined level such as DC32V, DC12V, and DC5V generated by the power supply device 400 and are made operable.

[0030] The power supply device 400 includes a normal power supply unit 410 having an AC-DC converter that generates a DC voltage of DC32V from a 24V AC power supply and a DC-DC converter that generates a lower-level DC voltage such as DC12V and DC5V from the DC32V voltage, a backup power supply unit 420 that supplies the power supply voltage to the internal RAM of the game microcontroller 111 during a power failure, and a control signal generation unit 430 that has a power failure monitoring circuit and generates and outputs control signals such as 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.

[0031] In this embodiment, the power supply device 400 is configured separately from the game control device 100. However, the backup power supply unit 420 and the control signal generation unit 430 may be provided on a separate circuit board or integrated with the game control device 100, that is, on the main circuit board. Since the game board 30 and the game control device 100 are to be replaced when the game machine model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a circuit board separate from the power supply device 400 or the main circuit board as in this embodiment, they can be excluded from the replacement targets to reduce costs.

[0032] 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 so that the data stored in the RAM is retained even during a power outage or after the power is cut off. That is, the game control device 100 serves as a game information storage and retention means that can store and retain information related to the game even when a power outage occurs and the power supply to the game machine stops, and can resume the game based on the stored information after the power is restored. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410. When it drops to, for example, 17V or less, it detects the occurrence of a power outage, 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 the time of power-on or power restoration.

[0033] In addition, the game control device 100 is provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the game microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read at the time of power-on, and the power outage monitoring signal is repeatedly read in the main loop of the main program executed by the game microcomputer 111. The reset signal is a type of forced interrupt signal that resets the entire control system.

[0034] The game microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM (Random Access Memory) 111C that can be read and written at any time.

[0035] The ROM 111B stores non-volatile information (programs, fixed data, determination values of various random numbers, etc.) for game control, and the RAM 111C is used as a work area for the CPU 111A and a storage area for various signals and random number values during game control. As the ROM 111B or RAM 111C, an electrically rewritable non-volatile memory such as an EEPROM may be used.

[0036] In addition, the ROM 111B stores, for example, a variation pattern table for determining variation patterns (variation modes) that define 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. The variation pattern table includes a deviation variation pattern table selected when the result is a miss, a jackpot variation pattern table selected when the result is a jackpot, and the like. Furthermore, these pattern tables include a table for determining the latter half variation pattern (latter half variation group table, latter half variation pattern selection table, etc.), which is the variation pattern after the reach state, and a table for determining the former half variation pattern (former half variation group table, former half variation pattern selection table, etc.), which is the variation pattern before the reach state.

[0037] Here, the reach (reach state) means a gaming machine 10 having a display device whose display state can be changed, the display device deriving and displaying a plurality of display results at different times, and when the plurality of display results become a predetermined special result mode, the gaming state becomes a gaming state advantageous to the player (special gaming state). In this case, at a stage where some of the plurality of display results have not yet been derived and displayed, it refers to a display state in which the display results already derived and displayed satisfy the conditions for becoming the special result mode. In other words, the reach state refers to a display mode that does not deviate from the display conditions for becoming the special result mode even when it reaches the stage immediately before the variable display control of the display device progresses and the display result is derived and displayed. And, for example, a state in which variable display is performed in a plurality of variable display areas while maintaining a state where the special result modes are aligned (so-called full rotation reach) is also included in the reach state. Also, the reach state is a display state at the point when the display control of the display device progresses to the stage immediately before the display result is derived and displayed, and when at least a part of the display results of the plurality of variable display areas determined before the display result is derived and displayed satisfy the conditions for becoming the special result mode.

[0038] Therefore, for example, in the case where a decorative special figure variable display game displayed on the display device corresponding to a special figure variable display game variably displays a plurality of identification information for a predetermined time in each of the left, middle, and right variable display areas of the display device and then stops the variable display in the order of left, right, and middle to display the result mode, a state where the variable display stops in the left and right variable display areas in a state satisfying the conditions for becoming the special result mode (for example, the same identification information) becomes the reach state. In addition to this, at the point when the variable display of all variable display areas is once stopped, a state where any two of the left, middle, and right variable display areas satisfy the conditions for becoming the special result mode (for example, a state where the same identification information is obtained, but excluding the special result mode) is defined as the reach state, and it is also possible to variably display the remaining one variable display area from this reach state.

[0039] And this reach state includes multiple reach effects, and as reach effects with different possibilities of deriving special result modes (different expected values), normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach are set. Note that the expected values increase in the order of no reach < normal reach < special 1 reach < special 2 reach < special 3 reach < premium reach. Also, this reach state is included in the variable display mode at least when a special result mode is derived in the special figure variable display game (when it is a big win). That is, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special figure variable display game (when it is a loss). Therefore, the state in which the reach state occurs has a higher possibility of being a big win compared to the case where the reach state does not occur.

[0040] CPU 111A executes the game control program in ROM 111B to generate control signals (commands) for the payout control device 200 and the effect control device 300, or to generate and output drive signals for solenoids and display devices to control the entire gaming machine 10. Also, although not shown, the game microcomputer 111 includes a random number generation circuit for generating a big win random number for determining a win in the special figure variable display game, a special figure symbol random number for determining a symbol for a big win, a variable pattern random number for determining a variable pattern (including the execution time of the variable display game in various reaches and variable displays without a reach) in the special figure variable display game, a win random number for determining a win in the general figure variable display game, etc., and a clock generator for generating a timer interrupt signal with a predetermined period (for example, 4 milliseconds) for CPU 111A and a clock for giving an update timing to the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.

[0041] Also, in the process of processing related to the special figure variable display game, the CPU 111A acquires one of the plurality of variable pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and acquires one of the plurality of variable pattern tables based on the game result (big win, small win, or loss) of the special figure variable display game, the probability state (low probability state or high probability state) of the special figure variable display game as the current game state, the start memory number, etc. Here, when executing the special figure variable display game, the CPU 111A serves as variable distribution information acquisition means for acquiring one of the plurality of variable pattern tables stored in the ROM 111B.

[0042] The payout control device 200 includes a CPU, a ROM, a RAM, an input interface, an output interface, etc., and drives the payout motor of the payout unit according to a prize ball payout command (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 of the payout unit based on a loan ball request signal from the card unit to perform control for paying out loan balls.

[0043] The input section 120 of the gaming microcomputer 111 is connected to a board radio wave sensor 62 that detects the emission of radio waves to the gaming machine, a start port 1 switch 36a in the start winning port 36, a start port 2 switch 37a in the normal variable winning device 37, a winning port switch 35a in the general winning port 35, a big winning port switch 38a in the special variable winning device 38, a gate switch 34a in the normal drawing start gate 34, a specific area switch 38d and a remaining ball discharge port switch 38e disposed in the special variable winning device 38, and an out ball detection switch 32a that detects all the game balls (safe balls and out balls) that have been launched into the gaming area 32 and ended the game. A negative logic signal with a high level of 11V and a low level of 7V supplied from these switches is input, and an interface chip (proximity I / F) 121 that converts it into a positive logic signal of 0V - 5V is provided. The proximity I / F 121 is configured to detect abnormal states such as when the lead wires of the sensor or proximity switch are illegally short-circuited, the sensor or switch is removed from the connector, or the lead wire is cut and becomes floating, and output an abnormality detection signal, by setting the input range to 7V - 11V.

[0044] 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 gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, the big winning port switch 38a, and the gate switch 34a are input to the second input port 123. Also, among the outputs of the proximity I / F 121, the detection signals of the specific area switch 38d, the remaining ball discharge port switch 38e, and the out ball detection switch 32a are input to the fourth input port 126. Further, among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when detecting an abnormality of the sensor or switch are input to the third input port 124.

[0045] Further, the third input port 124 receives the detection signal of the magnetic sensor 61 for detecting fraud provided on the front frame 12 or the like of the gaming machine 10, the detection signal of the vibration sensor 65 for detecting the vibration of the gaming machine 10, the detection signal of the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10, and the detection signal of the main body frame opening detection switch 64 provided on the front frame (main body frame) 12 or the like of the gaming machine 10.

[0046] Furthermore, a signal from the setting key switch 152 that detects the operation of the setting key operation unit is input to the third input port 124. The setting key operation unit is provided with a keyhole for inserting a setting key, and is configured such that the setting key can be rotated from the first position to the second position (predetermined state) only when the corresponding setting key is inserted. The setting key switch 152 is a sensor capable of detecting that the setting key is in the rotated state at the second position. When the setting key is in the rotated state at the second position, it is in the on state, and when the setting key is not rotated to the second position, it is in the off state.

[0047] The RAM initialization switch 112 and the setting key operation unit are operation units for selecting a plurality of probability setting values to which probability values that are special results in the special figure variable display game are assigned. By operating these operation units, a probability setting value to which a probability value that is a special result in the special figure variable display game is assigned can be selected, and the probability value corresponding to the selected probability setting value is used in the game. Here, six probability setting values, namely "Setting 1" to "Setting 6", are prepared.

[0048] When selecting the probability setting value, by turning the setting key of the setting key operation unit to the second position and operating (pressing) the RAM initialization switch 112 while turning on the power of the gaming machine, it becomes a probability setting value change mode in which the probability setting value can be changed. During the probability setting value change mode, the probability setting value can be changed by operating (pressing) the RAM initialization switch 112. The selected probability setting value is displayed on the performance display device 153 for displaying the calculated base value and accessory ratio. Specifically, on the performance display device 153, during the operation related to the probability setting value (during the probability setting value change mode or the probability setting value confirmation mode), the information of the probability setting value is displayed, and otherwise the calculated base value and accessory ratio are displayed.

[0049] Also, by turning on the power of the gaming machine with the setting key of the setting key operation unit turned to the second position (without operating the RAM initialization switch 112), it becomes a probability setting value confirmation mode in which the currently selected probability setting value is displayed on the performance display device 153 but the probability setting value cannot be changed. Note that the RAM initialization switch 112 and the setting key operation unit cannot be operated unless the front frame 12 is in an open state. The performance display device 153 is a 7-segment display and is configured to display the probability setting value as a number from 1 to 6. Of course, the display mode is not limited to this, and any display mode that can recognize the probability setting value is acceptable. Also, other types of display devices such as a liquid crystal display device may be used, or a device that indicates the probability setting value by the lighting mode or emission color of one or more LEDs may also be used.

[0050] Also, among the outputs of the proximity I / F 121, the outputs to the second input port 123 and the fourth input port 126 (excluding the detection signal of the out ball detection switch 32a) are also supplied from the main board 100 to a test firing test device (not shown) via the relay board 70. Further, 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 to the game microcomputer 111 in addition to the second input port 123.

[0051] 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 operation of a normal IC from the power supply device 400, a voltage of 12V is supplied to the proximity I / F 121.

[0052] The data held by the second input port 123 can be read by the game microcomputer 111 asserting (changing to the active level) the enable signal CE2 by decoding the address assigned to the second input port 123. The same applies to the third input port 124, the fourth input port 126, and the first input port 122 described later.

[0053] In addition, the input unit 120 has a first input port 122 that captures a frame wave illegal signal from the payout control device 200 (a signal output based on the frame wave sensor provided on the front frame 12 detecting a radio wave), a payout busy signal (a signal indicating whether the payout control device 200 can receive a command), a payout abnormal status signal (a status signal indicating a payout abnormality), a shoot ball out switch signal (a signal indicating a shortage of game balls before payout), an overflow switch signal (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)), and a touch switch signal (a signal based on the input of the touch switch provided on the handle 24), and supplies them to the game microcomputer 111 via the data bus 140.

[0054] 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 or 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 and the initialization switch signal from the RAM initialization switch 112 are once input to the first input port 122 and taken into the game microcomputer 111 via the data bus 140. That is, they are treated as signals 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.

[0055] On the other hand, the reset signal RESET from which noise has been 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 RESET is directly output to the relay board 70 without passing through the output unit 130, and is configured to turn off the firing test signal held at the port (not shown) of the relay board 70 for output to the firing test device. Further, the reset signal RESET may be configured to be output to the firing test device via the relay board 70. Note that the reset signal RESET is not supplied to each port 122, 123, 124, 126 of the input unit 120. The data set at each port of the output unit 130 by the game microcomputer 111 immediately before the reset signal RESET is input needs to be reset to prevent malfunction of the system, but the data read by the game microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded due to the reset of the game microcomputer 111.

[0056] The output unit 130 is provided with a Schmitt buffer 132 arranged in the communication path from the game microcomputer 111 to the effect control device 300 and the communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the effect control device 300 and the payout control device 200 by 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.

[0057] Furthermore, the output unit 130 is configured such that a buffer 133 connected to the data bus 140 and outputting data notifying the test firing test device of a certification institution (not shown) of the special figure symbol information of the variable display game, signals indicating the probability state of a big win, etc. via the relay board 70 can be mounted. This 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 signals of switches that do not require processing, such as the start port switch output from the proximity I / F 121, are supplied to the test firing test device via the relay board 70 without passing through the buffer 133.

[0058] On the other hand, detection signals that cannot be directly supplied to the test firing test device, such as the magnetic sensor 61, the board radio wave sensor 62, and the vibration sensor 65, are once taken into the game microcomputer 111 and processed into other signals or information, and are supplied from the data bus 140 to the test firing test device via the buffer 133 and the relay board 70 as, for example, an error signal indicating that the game machine is in a state where it cannot be game-controlled. Note that the relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing test device, a connector that relays and transmits the signal line of the detection signal of the switch that does not pass through the buffer, etc. The chip enable signal CE output from the game microcomputer 111 is also supplied to the port on the relay board 70, and the signal of the port selectively controlled by the signal CE is supplied to the test firing test device.

[0059] In addition, the output unit 130 is provided with a second output port 134 connected to the data bus 140. The second output port 134 outputs the operation data of the big winning opening solenoid (big winning opening solenoid 1) 38b that opens the special variable winning device 38, the lever solenoid 38f that operates the lever member in the special variable winning device 38, and the general electric solenoid 37c that opens the general variable winning device 37, and is a port for outputting the display data of the performance display device 153 that displays the currently selected probability setting value. In addition, the output unit 130 is provided with a third output port 135 for outputting the on / off data of the segment line to which the anode terminal of the LED is connected according to the content displayed on the batch display device 50, and a fourth output port 136 for outputting the on / off data of the digit line to which the cathode terminal of the LED of the batch display device 50 is connected.

[0060] In addition, the output unit 130 is provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photo relay and can be connected to an external device (such as an information collection terminal or a game hall internal management device (hall computer)) installed in a game arcade, 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.

[0061] Furthermore, the output unit 130 includes a first driver (drive circuit) 138a that receives the operation data signals of the big winning port solenoid 38b, the lever solenoid 38f, and the general solenoid 37c output from the second output port 134, generates and outputs a solenoid drive signal, a second driver 138b that outputs an on / off drive signal for the segment lines on the current supply side of the batch display device 50 output from the third output port 135, a third driver 138c that outputs an on / off drive signal for the digit lines on the current draw side of the batch display device 50 output from the fourth output port 136, a fourth driver 138d that outputs an external information signal supplied to an external device such as a management device from the fifth output port 137 to the external information terminal board 71, and a fifth driver 138e that receives the display data signal of the performance display device 153 output from the second output port 134, generates and outputs a drive signal. Note that data is transmitted from the second output port 134 to the fifth driver 138e by serial communication.

[0062] The first driver 138a is supplied with DC32V from the power supply device 400 as the power supply voltage in order to drive a solenoid operating at 32V. The fifth driver 138e is supplied with DC5V from the power supply device 400 as the power supply voltage in order to drive the performance display device 153 operating at 5V. Also, the second driver 138b that drives the segment lines of the batch display device 50 is supplied with DC12V. Since the third driver 138c that drives the digit lines is for drawing current from the digit lines corresponding to the display data, the power supply voltage may be either 12V or 5V.

[0063] The second driver 138b that outputs 12V causes current to flow into the anode terminal of the LED through the segment lines, and the third driver 138c that outputs the ground potential draws current from the cathode terminal through the segment lines, so that the power supply voltage flows through the sequentially selected LEDs in the dynamic drive method and the LEDs are lit. The fourth driver 138d that outputs the external information signal to the external information terminal board 71 is supplied with DC12V in order to give a 12V level to the external information signal. Note that the buffer 133, the second output port 134, the first driver 138a, etc. may be provided on the relay board 70 side, i.e., the output unit 130 of the game control device 100, rather than on the main board.

[0064] 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 139 is configured to enable two-way communication so that the game microcomputer 111 can transmit and receive data through serial communication with the inspection device 500. Note that since such data transmission and reception is performed using the serial communication terminal of the game microcomputer 111 in the same manner as a normal general-purpose microprocessor, ports such as the input ports 122, 123, 124, and 126 are not provided.

[0065] Note that although not particularly limited, non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) that detect game balls by utilizing the phenomenon that the magnetic field changes when a metal approaches a coil equipped with a coil for magnetic detection are used for 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 winning port switch 35a, the big winning port switch 38a, and the gate switch 34a. In addition, a microswitch having a mechanical contact can be used for the glass frame opening detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10 and the main body frame opening detection switch 64 provided on the front frame (main body frame) 12 or the like.

[0066] Next, the configuration of the effect control device 300 will be described with reference to FIG. 5. The effect control device 300 includes a main control microcomputer (CPU) 311 composed of an amusement chip (IC) like the game microcomputer 111, a VDP (Video Display Processor) 312 as a graphic processor 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 speakers 19a and 19b.

[0067] The main control microcomputer 311 is connected to 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. Further, 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 content of the presentation, and instructs the content of the output video to the VDP 312, gives instructions for the reproduced sound to the sound source LSI 314, controls the lighting of the decorative lamps, drives and controls motors and solenoids, and manages the presentation time, etc.

[0068] The VDP 312 is provided with a RAM 312a that provides a work area and a scaler 312b for enlarging and reducing images. Further, the VDP 312 is connected to an image ROM 325 that stores character images and video data, and a super-fast VRAM (video RAM) 326 that is used to develop and process image data such as characters read from the image ROM 325.

[0069] Although not particularly limited, the main control microcomputer 311 and the VDP 312 are configured such that data is transmitted and received 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.

[0070] To the main control microcomputer 311 from the VDP312, a vertical synchronization signal VSYNC for synchronizing the video of the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for giving the transmission timing of data are input. Note that to the main control microcomputer 311 from the VDP312, interrupt signals INT0~n for notifying the processing status such as the end of drawing to the VRAM, and a wait signal WAIT for notifying that it is in a state of waiting to receive commands and data from the main control microcomputer 311 are also input.

[0071] 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 the LVDS (low voltage differential signaling) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP312 to the signal conversion circuit 313, and the video generated by the VDP312 is displayed on the display device 41 via the signal conversion circuit 313.

[0072] An audio ROM 327 storing audio data is connected to the audio source LSI 314. The main control microcomputer 311 and the audio source LSI 314 are connected via an address / data bus 340. Also, an interrupt signal INT is input from the audio source LSI 314 to the main control microcomputer 311. The effect control device 300 is provided with an amplifier circuit 337 including an audio power amplifier for driving the upper speaker 19a provided on the glass frame 15 and the lower speaker 19b provided on the front frame 12, and the audio generated by the audio source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0073] In addition, 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. Through this command I / F 331, a decoration special figure reservation number command, a decoration special figure command, a variation command, a 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). Since 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, the command I / F 331 is provided with a function for signal level conversion.

[0074] In addition, the effect control device 300 is provided with a board decoration LED control circuit 332 that drives and controls a board 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, a frame decoration device 18 including a display board 350, etc.) having an LED (light-emitting diode) provided on the glass frame 15, and a board effect movable body control circuit 334 that drives and controls a board effect device 44 (for example, a movable accessory that enhances the effect in cooperation with the effect display on the display device 41, etc.) provided on the game board 30 (including the center case 40). These control circuits 332 to 334 that drive and control a lamp, a motor, a solenoid, etc. are connected to the main control microcomputer 311 via an address / data bus 340. Note that a frame effect device provided with a drive source such as a motor (for example, a motor that operates an effect device) on the glass frame 15 may be provided, and a frame effect movable body control circuit that drives and controls this frame effect device may be provided.

[0075] Furthermore, the effect control device 300 is provided with a switch input circuit 336 having functions of detecting the on / off states of an effect button switch 25a built in an effect button 25 provided on the glass frame 15, a cross key 29 provided on the glass frame 15, and an effect prop switch 47 (effect motor switch) for detecting the initial positions of motors in the panel effect device 44, and inputting detection signals to the main control microcomputer 311, and detecting the state of a volume adjustment switch 335 provided on the effect control device 300 and inputting a detection signal to the main control microcomputer 311.

[0076] The normal power supply unit 410 of the power supply device 400 supplies a DC voltage at a desired level to the effect control device 300 having the above-described configuration and electronic components controlled thereby, so that in addition to DC32V for driving motors and solenoids, a display device 41 composed of a liquid crystal panel, DC12V for driving motors and LEDs, DC5V which is the power supply voltage of the command I / F 331, it is configured to generate a voltage of DC15V for driving motors, LEDs, and speakers. Further, when an LSI operating at a low voltage such as 3.3V or 1.2V is used as the main control microcomputer 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the effect control device 300. Note that the DC-DC converter may be provided in the normal power supply unit 410.

[0077] 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 a VDP 312 (VDPRESET signal), a sound source LSI 314, an amplifier circuit 337 (SNDRESET signal) for driving a speaker, and control circuits 332 to 334 (IORESET signal) for driving and controlling a lamp, a motor, etc., to reset these. Further, a cooling FAN 45 for cooling 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.

[0078] 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. Also, when the decorative special figure 1 variable display game and the decorative special figure 2 variable display game are not distinguished, they are simply referred to as the decorative special figure variable display game. Also, when the big win (first special result) and the small win (second special result) are not distinguished, they are simply referred to as a win (special result). Also, when the first special game state, which is a special game state based on a big win, and the second special game state, which is a special game state based on a small win, are not distinguished, they are simply referred to as the special game state.

[0079] Note that a big win is a special result (first special result) accompanied by the operation of a condition device, and a small win is a special result (second special result) not accompanied by the operation of the condition device. The condition device is something that operates when a big win occurs (stop display of big win symbols) in the special figure variable display game. When the condition device operates, for example, it means that a specific flag for continuously operating the special variable winning device 38 as a special electric accessory is set (the accessory continuous operation device is operated) when a big win state occurs. When the condition device does not operate, it means that the aforementioned flag is not set, for example, in the case of winning a small win lottery. Note that the "condition device" may be software means such as a flag that is turned on and off software-wise as described above, or hardware means such as a switch that is turned on and off electrically. Also, the "condition device" is a term generally used in the field of pachinko gaming machines as a device whose operation is a necessary condition for the continuous operation of electric accessories, and is used in this specification as a term having the same meaning.

[0080] In the gaming machine 10 of the present embodiment, a game is played by launching a game ball (pachinko ball) from a ball launching device toward the game area 32. The launched game ball flows down through the game area 32 while changing its rolling direction by direction-changing members such as obstacle pins and windmills arranged at various positions within the game area 32, and wins a prize at the normal figure start gate 34, the general winning opening 35, the start winning opening 36, the normal variable winning device 37, or the special variable winning device 38, or flows into the out port 30a provided at the lowermost part of the game area 32 and is discharged from the game area 32. When a game ball wins a prize at the general winning opening 35, the start winning opening 36, the normal variable winning device 37, or the special variable winning device 38, a corresponding number of prize balls are discharged from a payout unit controlled by a payout control device 200 (see FIG. 4) onto the upper tray 21 or the lower tray 23 of the glass frame 15.

[0081] In the gaming machine 10 of the present embodiment, the player can aim to win a prize at the start winning opening 36, the normal figure start gate 34, or the general winning opening 35 arranged to the left of the start winning opening 36 by adjusting the launching force and launching the game ball into the left game area (so-called left shot), and can aim to win a prize at the normal figure start gate 34, the normal variable winning device 37, the special variable winning device 38, or the general winning opening 35 by launching the game ball into the right game area (so-called right shot).

[0082] Inside the general drawing start gate 34, a gate switch 34a is provided, which consists of a non-contact switch for detecting the game balls that have passed through the general drawing start gate 34. When the game balls launched into the game area 32 pass through the general drawing start gate 34, they are detected by the gate switch 34a. In the CPU 111A of the game microcomputer 111 of the game control device 100, based on the input of the detection signal of the game balls from the gate switch 34a provided in the general drawing start gate 34, if the stored number of general drawing starts is less than the upper limit number (for example, 4), the stored number of general drawing starts is incremented (+1), and one general drawing start storage is stored in the RAM 111C. The stored number of general drawing start wins is displayed on the general drawing hold indicator 58 of the collective display device 50. Also, in the general drawing start storage, a winning determination random value (winning random value) for determining the result of the general drawing variable display game extracted based on the input of the detection signal of the game balls from the gate switch 34a is stored.

[0083] And when there is a general drawing start storage and the general drawing variable display game can be started, that is, when the general drawing variable display game is not being executed and it is not in the winning state where the general drawing variable display game wins and converts the normal variable winning device 37 to the open state, the winning determination random value stored in the earliest stored general drawing start storage is compared with the determination value stored in the ROM 111B to determine the win or loss of the general drawing variable display game, and the process of starting the general drawing variable display game is performed. When this winning determination random value matches the determination value, the general drawing variable display game is a win, and a specific result pattern (general drawing specific result) will be derived.

[0084] Also, as a process of executing the general drawing variable display game, the game control device 100 performs a process of displaying a general drawing variable display game in which a plurality of lighting patterns determined in advance are repeatedly displayed in a predetermined order for a predetermined variable time on the general drawing indicator 57 provided in the collective display device 50, and then displaying a lighting pattern (result pattern) corresponding to the result in a stop display. Note that the general drawing indicator 57 may be configured by the display device 41, and for example, numbers, symbols, character patterns, etc. may be used as general identification information, and after varying and displaying this for a predetermined time, it may be configured to stop and display the result.

[0085] When the result of the normal pattern variable display game is a win, the normal pattern display 57 stops displaying a lighting pattern that is a special result mode, and the normal solenoid 37c is operated to control the movable member of the normal variable winning device 37 to be released for a predetermined time. That is, the game control device 100 serves as conversion control execution means for performing conversion control of the conversion member (movable member). When the result of the normal pattern variable display game is a loss, control is performed to display a lighting pattern that is a loss result mode on the normal pattern display 57.

[0086] In addition, the winning balls into the start winning opening 36 and the normal variable winning device 37 are detected by the start opening 1 switch 36a and the start opening 2 switch 37a provided inside respectively. In the CPU 111A of the game microcomputer 111 of the game control device 100, a first start memory that forms a start memory (special pattern start memory) based on the winning into the start winning opening 36 is stored up to a predetermined upper limit number (for example, 4), and a second start memory that forms a start memory (special pattern start memory) based on the winning into the normal variable winning device 37 is stored up to a predetermined upper limit number (for example, 1). Based on the winning into the start winning opening 36 or the normal variable winning device 37, a jackpot random value, a special pattern symbol random value, and each variable pattern random value are extracted as start memory information respectively, and the extracted random values are stored in the RAM 111C as the first start memory and the second start memory. Then, the stored number of this start memory is displayed on the special pattern 1 hold display 53 and the special pattern 2 hold display 54 for notifying the start winning number of the batch display device 50, and is also displayed as a decorative special pattern start memory display on the display device 41 of the center case 40.

[0087] The game control device 100 performs a special pattern 1 variable display game on the special pattern 1 display 51 (first variable display device) based on the first start memory, and performs a special pattern 2 variable display game on the special pattern 2 display 52 (second variable display device) based on the second start memory. When both the first start memory and the second start memory are stored, the special pattern 2 variable display game is executed with priority over the special pattern 1 variable display game.

[0088] That is, the game control device (game control means) 100 performs execution control of the first special figure variable display game (the first special figure variable display game) based on the first start memory stored in response to the winning of a game ball in the start winning opening 36 (the first start winning area), and performs execution control of the second special figure variable display game (the second special figure variable display game) based on the second start memory stored in response to the winning of a game ball in the normal variable winning device 37 (the second start winning area). The execution control means is configured to execute the second special figure variable display game based on the second start memory preferentially over the first special figure variable display game based on the first start memory in a state where the first start memory and the second start memory are stored.

[0089] In the special figure 1 display 51 and the special figure 2 display 52, after performing variable display, a predetermined result mode is stopped and displayed. When the result of the special figure variable display game is a big win, the display mode of the special figure 1 display 51 or the special figure 2 display 52 becomes a special result mode (big win result mode) corresponding to the first special result, resulting in a big win and entering the first special game state (so-called big win state). When the result of the special figure variable display game is a small win, the display mode of the special figure 1 display 51 or the special figure 2 display 52 becomes a special result mode (small win result mode) corresponding to the second special result, resulting in a small win and entering the second special game state (so-called small win state). That is, the special figure 1 display 51 forms a first variable display means capable of displaying the first variable display game (the special figure 1 variable display game) based on the winning of a game ball in the start winning opening 36. Also, the special figure 2 display 52 forms a second variable display means capable of displaying the second variable display game (the special figure 2 variable display game) based on the winning of a game ball in the normal variable winning device 37.

[0090] In addition, after the end of the big win game state (the first special game state), the game control device (game control means) 100 can perform control to generate a game state (a specific game state) in which the game can be advanced in a situation more advantageous to the player than the normal game state (such as a high probability of winning and support for general power). That is, the game control device (game control means) 100 forms a specific game state generation means.

[0091] In addition, in response to the execution of the special figure 1 variable display game and the special figure 2 variable display game, a decoration special figure variable display game is executed in the display device 41 to variably display a plurality of types of decoration identification information (numbers, symbols, character patterns, etc.). The decoration special figure variable display game on the display device 41 includes a decoration special figure 1 variable display game corresponding to the special figure 1 variable display game and a decoration special figure 2 variable display game corresponding to the special figure 2 variable display game. Then, variable display is performed along with the variation of the corresponding special figure variable display game, and display corresponding to the result is performed along with the derivation of the result mode in the corresponding special figure variable display game.

[0092] That is, the display device 41 forms a decoration variable display means capable of displaying a decoration variable display game (decoration special figure variable display game) in which decoration identification information is variably displayed corresponding to the first variable display game (special figure 1 variable display game) and the second variable display game (special figure 2 variable display game). Note that separate display devices may be used for the decoration special figure 1 variable display game and the decoration special figure 2 variable display game, or only one of the decoration special figure variable display games may be displayed, or the decoration special figure 1 variable display game and the decoration special figure 2 variable display game may be displayed in separate display areas, or the decoration special figure 1 variable display game and the decoration special figure 2 variable display game may be displayed in the same display area. Further, the special figure variable display game may be executed only by the display device 41 without providing the special figure 1 display 51 and the special figure 2 display 52 in the gaming machine 10.

[0093] FIG. 6 shows an example of the distribution rate in the present embodiment. FIG. 6(a) shows an example of the distribution rate of the results of a special figure variable display game. The results of the special figure variable display game include, for example, as shown in FIG. 6(a), four types: big win, small win, non-winning support, and loss. In the present embodiment, the distribution rate of the big win is common between special figure 1 and special figure 2, but it may be different between special figure 1 and special figure 2. Also, in FIG. 6(a), the distribution rate of the big win is the same when the probability setting value is "setting 1", "setting 2", or "setting 3", but it may be different. Further, in FIG. 6(a), the distribution rate of the big win is the same when the probability setting value is "setting 4", "setting 5", or "setting 6", but it may be different.

[0094] Also, in FIG. 6(a), the distribution rates of the small win and the non-winning support are the same regardless of the probability setting value, but they may be different. That is, in the present embodiment, only the winning probability of the big win is changed by changing the probability setting value, and the probabilities of the small win and the non-winning support are not changed. Also, for the non-winning support, it can be derived only in the case of the first specific game state where the ordinary power support state in the special figure 1 variable display game is support A or B described later. Since the non-winning support has the same derivation probability as the big win, it can give an impression that the winning probability has doubled. Also, for the small win, the distribution rate is higher in special figure 2 than in special figure 1. As a result, the possibility of becoming a small win is higher in special figure 2. When a small win occurs, since the possibility of becoming the first special game state (big win) is high due to the inflow into the specific area, special figure 2 is a more advantageous special figure variable display game for the player.

[0095] FIG. 6(b) shows an example of the distribution rate of the big win types. The big win includes, for example, as shown in FIG. 6(b), 3R big win A in which the 3R big win A symbol (the result pattern of the big win) stops and is displayed, 3R big win B in which the 3R big win B symbol stops and is displayed, 3R big win C in which the 3R big win C symbol stops and is displayed, and 10R big win in which the 10R big win symbol stops and is displayed. The 3R big win A has 3 rounds in the special game state, and after the end of the special game state, it enters the normal power support state (specific game state) of support A. The 3R big win B has 3 rounds in the special game state, and after the end of the special game state, it enters the normal power support state of support B. The 3R big win C has 3 rounds in the special game state, and after the end of the special game state, it enters the normal power support state of support C. The 10R big win has 10 rounds in the special game state, and after the end of the special game state, it enters the normal power support state of support C. The end conditions of the normal power supports of supports A to C are different, and the normal power support state ends when the conditions shown in Fig. 6(e) are satisfied.

[0096] In Fig. 6(b), the distribution rate of the big win types in the special figure 1 variable display game varies depending on the game state in which the special figure variable display game is executed. In the case of the normal game state, 3R big wins A to C are selectable. In the case of the specific game state with normal power support, 3R big wins B and C are selectable. For the special figure 2 variable display game, only the 10R big win is selectable regardless of the game state. Note that the selection rates may be different for special figure 1 and special figure 2.

[0097] Fig. 6(c) shows the distribution rate of the small win types. For the big win generated by the game ball flowing into the specific area of the special variable winning device 38 (V winning) in the second special game state based on the small win, the big win type is selected based on the type of the small win. When a game ball flows into a specific area in the second special game state based on 3R small win A, it enters the normal power support state of support B after the end of the first special game state of 2 rounds. When a game ball flows into a specific area in the second special game state based on 10R small win, it enters the normal power support state of support C after the end of the first special game state of 9 rounds. When a game ball flows into a specific area in the second special game state based on 3R small win B, it enters the normal power support state of support C after the end of the first special game state of 2 rounds. When a game ball flows into a specific area in the second special game state based on 3R small win C, it enters a state without normal power support after the end of the first special game state of 2 rounds. In the variable display game of special drawing 1, only 3R small win A can be selected. In the variable display game of special drawing 2, 10R small win, 3R small win B, and C can be selected. Note that the allocation rates may be different for special drawing 1 and special drawing 2 respectively.

[0098] Also, in the gaming machine of this embodiment, as shown in FIG. 6(d), a so-called ceiling function is installed. That is, when the number of game executions reaches the ceiling number (here, 600), it enters the normal power support state of support C without generating a special game state. The number of game executions is always counted regardless of the presence or absence of normal power support during the low probability state, and the counting is interrupted during the high probability state. In the gaming machine of this embodiment, since the special drawing probability is always constant, it is always counted. Also, the number of game executions is the sum of the number of times the variable display game of special drawing 1 is executed and the number of times the variable display game of special drawing 2 is executed.

[0099] The timing for clearing the counting result of the number of game executions is when it enters the normal power support state triggered by reaching the ceiling number, and when the conditional device operates (the first special game state). Note that the timing for clearing the counting result of the number of game executions can be changed as appropriate. For example, it may be when the game execution count is selected to be cleared when operating the RAM initialization switch 112, or when power is turned on instead of when the RAM is cleared.

[0100] Also, during RAM clear, when there is no setting change during RAM clear, the measurement of the game execution count may be cleared, and when there is a setting change during RAM clear, the measurement of the game execution count may not be cleared. The case of RAM clear without a setting change is, for example, when the power is turned on while the RAM initialization switch 112 is on without the setting key switch 152 being on. In this way, by not clearing the measurement of the game execution count when there is a setting change during RAM clear, it becomes possible to make it difficult to determine that a setting change has been made.

[0101] Fig. 6(e) shows the end conditions of the general power support state (specific game state). In the general power support state of Support A, the general power support state ends when any of the following conditions are met: the execution count of the special figure 1 variable display game reaches 15 times, the execution count of the special figure 2 variable display game reaches 15 times, the total execution count of the special figure 1 variable display game and the special figure 2 variable display game reaches 15 times, or a small win is derived in the special figure 2 variable display game. Similarly, for the general power support states of Support B and Support C, the general power support state ends by executing the number of games shown in Fig. 6(e) or by deriving a small win in the special figure 2 variable display game. Also, in Support C, the end condition is the completion of 250 executions of the special figure variable display game. However, in most cases, a big win or a small win is derived before this derived count is achieved, and it can be said that the general power support continues until the next big win substantially.

[0102] Fig. 7 shows the operation mode of the special variable winning device 38 in the second special game state based on a small win. Fig. 7(a) shows the operation mode of the special variable winning device 38 in the second special game state based on the small win derived in the special figure 2 variable display game. With the start (t11) of the second special game state, after the special variable winning device 38 is opened for 48 ms (t11 - t12), it is closed for 2960 ms (t12 - t14). Thereafter, the 48 - ms opening is performed 19 times with a 424 - ms closing time in between (t14 - t16), and the opening of the special variable winning device 38 ends. If there are a specified number of winnings, the opening of the special variable winning device 38 ends at that time. When the opening of the special variable winning device 38 ends (t16), it becomes the remaining ball processing time for processing the game balls remaining in the special variable winning device 38 (t16 - t17). The remaining ball processing time is set to 1900 ms, but if there are still remaining balls after this time, the remaining ball processing time continues until the remaining balls are gone. Thereafter, it becomes the ending period (t17 - t18) and the second special game state ends. At the start of the ending period, an ending command is sent from the game control device 100 to the effect control device 300.

[0103] The lever solenoid 38f that operates the lever member for changing the inflow probability of game balls into a specific area is turned from the OFF state to the ON state for 100 ms with the start (t11) of the second special game state, and the lever member becomes in a state allowing inflow into the specific area (t11 - t13). Then, after being in the OFF state for 2900 ms and the lever member becoming in a state making it difficult to flow into the specific area (t13 - t15), it becomes the ON state again and the lever member becomes in a state allowing inflow into the specific area (t15). Thereafter, when the remaining ball processing time ends and there are no remaining balls, it is turned to the OFF state and the lever member becomes in a state making it difficult to flow into the specific area (t17). Regarding the specific area switch 38d that detects the game balls flowing into the specific area, with the start (t11) of the second special game state, it becomes in a state enabling the detection of the flowing - in game balls, and when the remaining ball processing time ends and there are no remaining balls, it becomes in a state disabling the detection of the flowing - in game balls (t17).

[0104] In the second special game state based on a small win derived from this special figure 2 variable display game, it is easy for the game balls to flow into the special variable winning device 38, and it is also easy for the game balls that have flowed into the special variable winning device 38 to flow into a specific area, and in most cases, it is possible to generate the first special game state.

[0105] Fig. 7(b) shows the operation mode of the special variable winning device 38 in the second special game state based on a small win derived from the special figure 1 variable display game. With the start (t21) of the second special game state, the special variable winning device 38 is opened for 1000 ms (t21~t23), and the opening of the special variable winning device 38 ends. When the opening of the special variable winning device 38 ends (t23), it becomes the remaining ball processing time for processing the game balls remaining in the special variable winning device 38 (t23~t24). The remaining ball processing time is set to 1900 ms, but if there are still remaining balls after this time, the remaining ball processing time continues until the remaining balls disappear. Thereafter, it becomes the ending period (t24~t25) and the second special game state ends. At the start of the ending period, an ending command is sent from the game control device 100 to the effect control device 300.

[0106] The lever solenoid 38f that operates the lever member for changing the inflow probability of the game balls into the specific area is turned on from the OFF state for 100 ms with the start (t21) of the second special game state, and the lever member becomes in a state allowing inflow into the specific area (t21~t22), and then it becomes in the OFF state and the lever member becomes in a state making it difficult for the game balls to flow into the specific area (t22). Regarding the specific area switch 38d for detecting the game balls that have flowed into the specific area, it becomes in a state enabling the detection of the game balls that have flowed in with the start (t21) of the second special game state, and when the remaining ball processing time ends and there are no remaining balls, it becomes in a state disabling the detection of the game balls that have flowed in (t24).

[0107] In the second special game state based on small wins derived from this special figure 1 variable display game, it is difficult for the game balls to flow into the special variable winning device 38, and it is also difficult for the game balls that have flowed into the special variable winning device 38 to flow into a specific area. In most cases, the first special game state cannot be generated.

[0108] Figure 8 shows the general figure variable display game. As shown in Figure 8(a), the winning probability of the general figure variable display game is constant regardless of the game state. The variable time of the general figure variable display game is set to 5000 ms when there is no general power support, and the variable time is shortened when there is general power support. When there is support A or B, it is 4900 ms, and when there is support C, it is 200 ms. Also, the maximum count number of general power is set to 5. When 5 game balls win by the opening of the normal variable winning device 37 based on one win, the normal variable winning device 37 is closed even before the elapse of the opening time.

[0109] As shown in Figure 8(b), there are four types of result patterns in the general figure variable display game: loss and wins 1 to 3. The distribution of winning symbols is such that out of 65521 random numbers, win 1 is 65321, win 2 is 100, and win 3 is 100, and the probability of win 1 being selected is high. Also, in the general figure display 57 of the batch display device 50, the result pattern is displayed by the lighting or extinguishing of the three light emitters D4, D5, and D6.

[0110] There are three types of opening patterns of the normal variable winning device 37 when the general figure variable display game results in a win, and they are selected according to the win result and the game state. In a game state without general power support, regardless of whether it is a win of 1 to 3, the opening pattern is pattern H1. When the general power support is support A or B, in the case of win 1, the opening pattern is pattern H1, and in the case of wins 2 and 3, the opening pattern is pattern H2. When the general power support is support C, regardless of whether it is a win of 1 to 3, the opening pattern is pattern H3.

[0111] Figures 8(c) to (e) show each opening pattern. As shown in Figure 8(c), in the opening pattern of pattern H1, the normal variation winning device 37 is opened (t31) with the start of the winning state, and is closed (t32) as 36 ms elapses. Then, the winning state ends (t33) as 704 ms elapses, which is the sum of the remaining ball processing time, the ending period, and the return time for the game balls remaining in the normal variation winning device 37. As shown in Figure 8(d), in the opening pattern of pattern H2, the normal variation winning device 37 is opened (t41) with the start of the winning state, and is closed (t42) as 36 ms elapses. Then, it becomes a closing time of 3000 ms (t42 to t43), and the normal variation winning device 37 is opened again (t43). Then, when 1624 ms of opening time elapses, the normal variation winning device 37 is closed (t44), and the winning state ends (t45) as 704 ms elapses, which is the sum of the remaining ball processing time, the ending period, and the return time. As shown in Figure 8(e), in the opening pattern of pattern H3, the normal variation winning device 37 is opened (t51) with the start of the winning state, and is closed (t52) as 2800 ms elapses. Then, the winning state ends (t53) as 704 ms elapses, which is the sum of the remaining ball processing time, the ending period, and the return time.

[0112] In such opening patterns, pattern H3 is the most likely to win the normal variation winning device 37, followed by pattern H2, and it is almost impossible to win with pattern H1. Therefore, by distributing the opening patterns as shown in Figure 8(b), the case of support C is the most likely to win the normal variation winning device 37, followed by the cases of support A and B, and it is almost impossible to win in the case of no support. Note that it is sufficient that the state with power supply support (the second state and the third state) is more likely to win the normal variation winning device 37 than the state without power supply support (the first state), and one or more of the probability, the variation time, the opening time, or the maximum power supply count may be changed.

[0113] 〔Game State Transition Diagram (Game Flow)〕 Next, the transition (shift) of the game state by the game control of the game control device 100 will be described. FIG. 9 is a diagram illustrating a game state transition diagram (game flow) showing the transition of the game state in the present embodiment. The game states include a normal game state ST1, a first special game state ST2 based on a first special result (big win), a second special game state ST3 based on a second special result (small win), a specific game state ST4, and a remaining hold digestion state ST5. In each game state, a performance mode that determines the performance mode of the game controlled by the performance control device 300, a main start area that is the start area mainly to be aimed at in the game state, a main variable special figure that is the type of special figure variable display game mainly to be executed, and the firing direction of the game ball are determined.

[0114] In the gaming machine 10 of the present embodiment, it is possible to aim for winning at the start winning port 36 by hitting left, and it is possible to aim for winning at the normal variable winning device 37 by hitting right. That is, the start area to be aimed at can be selected according to the intention of the player. Also, in each game state, it is designed assuming that either one of the special figure 1 variable display game and the special figure 2 variable display game is mainly used to progress the game, and it is configured such that it is advantageous for the player to progress the game mainly with the one special figure variable display game determined as the main in the design. In this specification, one special figure variable display game determined as the main in each game state may be referred to as the main variation, and the other special figure variable display game may be referred to as the irregular variation.

[0115] The normal game state ST1 is a state without power supply support that improves the opening time per unit time of the normal variable winning device 37 to facilitate winning, and without time shortening that shortens the variation time of the special figure variable display game or the normal figure variable display game. The main variable special figure is the special figure 1 variable display game, the main start area is the start winning port 36, and the firing direction is set to left to aim for this start winning port 36. Also, the performance mode that defines the performance mode is the normal stage.

[0116] The first special game state ST2 is a state without ordinary power support and time shortening. Also, the production mode that defines the production aspect is the big win mode. In this first special game state ST2, since the special variable winning device 38 is opened, the firing direction is set to right-handed. In the second special game state ST3, there are cases with and without ordinary power support and time shortening depending on the situation at the time of small win derivation. Basically, it inherits the state at the time of small win derivation, but at the time of small win derivation when the end condition of the specific game state ST4 is satisfied, since the ordinary power support and time shortening end with the end of the special figure variable display game that becomes a small win, in this case, there is no state regarding ordinary power support and time shortening. Also, the production mode that defines the production aspect is the small win mode. In this second special game state ST3, since the special variable winning device 38 is opened, the firing direction is set to right-handed, but there are also cases where the right-handedness is not clearly indicated.

[0117] The specific game state ST4 is a state that stays for a specified number of games after the first special game state ST2, after a support win, or when reaching the ceiling, and is a state with ordinary power support that improves the opening time per unit time of the normal variable winning device 37. When there is ordinary power support, there is also time shortening that shortens the variable time of the special figure variable display game.

[0118] This specific game state ST4 includes a first specific game state ST41 in which the state of ordinary power support is support state A or B, and a second specific game state ST42 in which the state of ordinary power support is support state C. In the first specific game state ST41, the main variable special figure is the special figure 1 variable display game, the main start area is the start winning port 36, and the firing direction is set to left-handed in order to aim at this start winning port 36. As shown in FIG. 3, it is possible to let the game ball flow into the normal figure start gate 34 even with a left-handed shot, and the normal figure variable display game can be executed.

[0119] As shown in FIG. 8, when the result of the general pattern variable display game is a win of 1, the pattern H1 is released, so it is difficult to cause a win in the general variable winning device 37. In this case, the display device 41 does not give a right hit instruction. However, a right hit instruction may be given small at the edge of the display area so that it is difficult for the player to recognize it. Also, when the win of the general pattern variable display game is a win of 2 or 3, it becomes an open pattern of pattern H2, and an opening as shown in FIG. 8(d) is performed. In the opening of this pattern H2, after a short-time opening, a long-time opening is performed after a closing period of 3000 ms, and a notification for prompting a change to a right hit is made by the display device 41 during the 3000 ms closing period. As a result, it is possible to change the firing direction to a right hit before the long-time opening, and it is possible to cause a win in the general variable winning device 37.

[0120] That is, the first specific game state ST41 is a state where winning in the general variable winning device 37 is easier than in the normal game state ST1 because there is an open pattern of pattern H2, and as shown in FIG. 8(a), the execution time of the general pattern variable display game is also shorter than in the normal game state ST1. Although it is a state where winning in the general variable winning device 37 is easy in this way, it is a game state in which a game ball is fired into a region different from the region where the general variable winning device 37 is provided to play the game.

[0121] In the second specific game state ST42, the main variable special pattern is a special pattern 2 variable display game, the main start area is the general variable winning device 37, and the firing direction is set to a right hit in order to aim at this general variable winning device 37. The second specific game state ST42 is a state where winning in the general variable winning device 37 is easier than in the normal game state ST1 and the first specific game state ST41 because it becomes an open pattern of pattern H3, and as shown in FIG. 8(a), the execution time of the general pattern variable display game is also shorter than in the normal game state ST1 and the first specific game state ST41. And it is a game state in which a game ball is fired into the region where the general variable winning device 37 is provided to play the game.

[0122] The above specific gaming state ST4 is a state that is advantageous for the player compared to the normal gaming state ST1 because it has general power support and can execute a special figure 2 variable display game with frequent small wins, and it forms an advantageous state. In addition, since winning at the normal variable winning device 37 is easier in the second specific gaming state ST42 than in the first specific gaming state ST41, the second specific gaming state ST42 is in a more advantageous state than the first specific gaming state ST41. That is, regarding the ease of winning at the normal variable winning device 37, it is configured to be controlled in any one of the following states: the first state which is the normal gaming state ST1, the second state which is the first specific gaming state ST41 where winning is easier than in the normal gaming state ST1, and the third state which is the second specific gaming state ST42 where winning is easier than in the first specific gaming state ST41.

[0123] The remaining reserved digestion state ST5 is a state in which a special figure 2 variable display game based on the second start memory remaining when the specific gaming state ST4 ends can be executed. In this remaining reserved digestion state ST5, there is no general power support, but there is time shortening to shorten the variable time of the special figure variable display game. Since there is no general power support, the firing direction is set to leftward aiming at the start winning port 36, but since it is a short period following the specific gaming state ST4, it is not necessary to clearly give an instruction to fire leftward. Also, the average variable time of the special figure variable display game in the remaining reserved digestion state ST5 is shorter than the average variable time of the special figure variable display game in the specific gaming state ST4. The remaining reserved digestion state ST5 mainly executes a special figure 2 variable display game based on the second start memory that mainly occurs in the specific gaming state ST4, so it is a state that is advantageous for the player compared to the normal gaming state ST1 and forms an advantageous state.

[0124] The transition of the gaming state is carried out by deriving the first special result (big win), the second special result (small win), the support win, the end of the first special gaming state, the end of the second special gaming state, the digestion of the specified number of games, and reaching the ceiling. When a jackpot occurs in the normal game state ST1, the game transitions to the first special game state ST2. Also, when a jackpot occurs in the specific game state ST4 or the remaining hold digestion state ST5, the game also transitions to the first special game state ST2. After the end of the first special game state ST2, in the case of a jackpot with general power support, the game will be in a state with general power support and time reduction until the conditions shown in Fig. 6(e) are met, and then it will transition to the specific game state ST4. The type of the specific game state ST4 to which it transitions varies depending on the type of jackpot. In the case of a jackpot type that becomes support A or B, it will transition to the first specific game state ST41, and in the case of a jackpot type that becomes support C, it will transition to the second specific game state ST42.

[0125] Also, in the case of a jackpot without general power support, if there is a second start memory that is a remaining hold, it will transition to the remaining hold digestion state ST5, and if there is no second start memory that is a remaining hold, it will transition to the normal game state ST1. Note that a jackpot without general power support is a jackpot based on the 3R small win C, and other jackpots have general power support. That is, when the 3R small win C is derived, there is a high possibility that the advantageous state for the player will end. Also, when reaching the ceiling, it will become the specific game state ST4 without going through the first special game state ST2.

[0126] In the specific game state ST4, due to the general power support making it easier for game balls to win in the normal variable winning device 37, a second start memory can be generated, and the special figure 2 variable display game can be executed. When the conditions shown in Fig. 6(e) are met in this specific game state ST4, the general power support ends. If there is a remaining hold, which is the second start memory generated in the specific game state ST4, it will become the remaining hold digestion state ST5, and if there is no remaining hold, it will transition to the normal game state ST1. In the case of the second specific game state ST42, the number of playable games is large, and since the pattern H3 is opened for all winning types of the general figure variable display game, it is also easy to win in the normal variable winning device 37. The possibility of deriving a jackpot or a small win is higher than the possibility of digesting the specified number of games, and it is highly likely that the first specific game state ST41 will continue after going through the first special game state ST2. On the other hand, in the case of the first specific game state ST41, the number of executable games is small, and winning the normal variable winning device 37 can only be expected when the pattern H2 is released. Therefore, the possibility of digesting the specified number of games is higher in the first specific game state ST41 than the possibility of deriving a big win or a small win. There is a high possibility that the first specific game state ST41 will end and shift to the normal game state ST1.

[0127] In the gaming machine of the present embodiment, the second start memory is preferentially digested over the first start memory. However, particularly when a big win occurs in the normal game state ST1, there is a high possibility that a special figure 1 variable display game will be executed based on the remaining first start memory immediately after the start of the specific game state ST4. As a result, it is possible to secure time for accumulating the second start memory. In particular, the variation time of the first special figure variation display game in the specific game state ST4 is set to a longer variation time (for example, 100 s) than the variation time of the second and subsequent times, so as to secure time for accumulating the second start memory.

[0128] Also, in the first specific game state ST41, a support win can be derived. When a support win is derived, the game shifts to the second specific game state ST42 without going through the first special game state ST2. In the first specific game state ST41, the special figure 1 variable display game is the game that should be mainly executed. In the second specific game state ST42, the special figure 2 variable display game is the game that should be mainly executed. That is, the game that should be mainly executed is changed as a predetermined condition is satisfied in the state of the specific game state ST4. As a result, the game in the specific game state ST4 does not become monotonous and the interest can be improved. The game that should be mainly executed is a game in which the game can proceed more advantageously or efficiently for the player than executing a game that is not the game that should be mainly executed. For the player to be able to proceed with the game more advantageously or efficiently means, for example, that the expected value of the obtainable game value is large, the number of games that can be executed per unit time is large, and it is the game that is assumed to be executed at the design stage of the gaming machine.

[0129] In the first specific game state ST41 and the second specific game state ST42, it is only necessary that the games to be mainly executed are different. For example, in the first specific game state ST41, the special figure 2 variable display game may be defined as the game to be mainly executed, and in the second specific game state ST42, the special figure 1 variable display game may be defined as the game to be mainly executed. Also, in the first specific game state ST41 and the second specific game state ST42, it is only necessary that the games to be mainly executed are different, and the ease of winning the normal variable winning device 37 may be the same. In addition, it is possible that the game state may shift from the second specific game state ST42 to the first specific game state ST41. It may shift from the first specific game state ST41 to the second specific game state ST42 according to the first transition condition (for example, per support), and shift from the second specific game state ST42 to the first specific game state ST41 according to the second transition condition (for example, completion of a specified number of games). Further, three or more states may be provided in the specific game state ST4 where the ease of winning the normal variable winning device 37 and the game to be mainly executed are different, and the state may shift when a predetermined transition condition is satisfied.

[0130] In the case of per support of the gaming machine of this embodiment, the result of a small win and per support is not included, and the small win and per support are independent of each other. Per support can also be said to be a miss and per support. By doing so, when shifting from the first specific game state ST41 to the second specific game state ST42 due to per support, the second special game state ST3 is not passed through. Therefore, it becomes possible to immediately shift to the second specific game state ST42 after the result is derived, and the game can proceed with a speedy development.

[0131] Also, when it is a small win and a support win, there is a possibility of a V win in the second special game state ST3. In this case, it becomes support B after the first special game state ST2 of 3R (see Fig. 6(c)). On the other hand, if there is no V win, it becomes support C which is more advantageous for the player than support B (see Fig. 6(a)), and a 10R big win almost surely occurs. That is, it becomes a development where not winning the V win is advantageous, and there is a high possibility that it will develop in an unfavorable direction for players who are unaware of this. However, by making it a miss and a support win, it is possible to prevent such a development from occurring, and a fair game can be achieved for any player. Of course, it is also possible to make the support win a small win and a support win, and it may be configured to include both a small win and a support win and a miss and a support win.

[0132] In the remaining hold digestion state ST5, it is possible to stay until the special figure 2 variable display game based on the second start memory which is the remaining hold ends. After the end of this remaining hold digestion state ST5, it shifts to the normal game state ST1. In the gaming machine of this embodiment, since the upper limit number of the second start memory is 1, the maximum number of remaining holds is 1. What is executed in the remaining hold digestion state ST5 is a special figure 2 variable display game in which the derivation probability of a small win is higher than that of the special figure 1 variable display game, and it is a state where there is a higher possibility of returning to a state advantageous for the player such as the specific game state ST4 or the first special game state ST2 than in the normal game state ST1. In the remaining hold digestion state ST5, it is immediately after the end of a state advantageous for the player such as the specific game state ST4 or the first special game state ST2, and the player is in a state of being discouraged. By performing an effect that gives a chance to execute one special figure variable display game with a high possibility of returning to an advantageous state, it is possible to give the player a sense of expectation.

[0133] In the normal game state ST1, the specific game state ST4, or the remaining hold digestion state ST5, when a small win occurs, it shifts to the second special game state ST3. When a game ball flows into the specific area in the second special game state ST3 (V winning), the game shifts to the first special game state ST2. When a game ball flows into the special variable winning device 38, there is a possibility that it will flow into the specific area, and it is advantageous for the player to execute many variable display games of special figure 2 with a high probability of a small win. As shown in FIG. 7, the high possibility of flowing into the specific area is provided inside the special variable winning device 38, and a lever member capable of controlling the flow of the game ball into the specific area is operated by the lever solenoid 38f to switch between a state allowing the flow of the game ball into the specific area and a state making it impossible for the game ball to flow into the specific area, thereby controlling it.

[0134] In the variable display game of special figure 1, the probability of deriving a small win is low, and the operating mode is such that it is difficult to win the special variable winning device 38 or flow into the specific area in the second specific game state ST3, so the possibility of shifting to the first special game state ST2 is low. In the variable display game of special figure 2, the probability of deriving a small win is high, and the operating mode is such that it is easy to win the special variable winning device 38 or flow into the specific area in the second specific game state ST3, so the possibility of shifting to the first special game state ST2 is high.

[0135] Also, when no game ball flows into the specific area in the second special game state ST3, the game shifts to the specific game state ST4, the remaining hold digestion state ST5, or the normal game state ST1. When the end condition of the specific game state ST4 is not satisfied, the game shifts to the specific game state ST4. Also, when the end condition of the specific game state ST4 is satisfied and there is a remaining hold which is the second start memory generated in the specific game state ST4, the game shifts to the remaining hold digestion state ST5. Also, in the case of a small win in the normal game state ST1, or when the end condition of the specific game state ST4 is satisfied and there is no remaining hold, the game shifts to the normal game state ST1.

[0136] From the above, in a gaming machine that executes a game in which identification information is variably displayed based on the fulfillment of predetermined conditions and generates a special gaming state advantageous to the player when the result of the game is a special result, there are a game control means (game control device 100) that comprehensively controls the game, a start winning port 36 that can generate the right to execute a first game (special figure 1 variable display game) as a game by winning, which can be converted between a closed state in which a game ball cannot win and an open state in which a game ball can win, and a normal variable winning device 37 that can generate the right to execute a second game (special figure 2 variable display game) as a game by winning. The game control means is configured to control the ease of winning of a game ball into the normal variable winning device 37 in any one of a first state (normal gaming state ST1), a second state (first specific gaming state ST41) in which winning is easier than the first state, and a third state (second specific gaming state ST42) in which winning is easier than the second state. When the result of the game is a specific result (a support hit) in the second state, it is possible to set it to the third state without going through the special gaming state. In the second state and the third state, it is possible to vary the game that should be mainly executed between the first game and the second game. Therefore, along with the occurrence of a support hit that is a specific result, in addition to the ease of winning into the normal variable winning device 37, the game that should be mainly executed is also changed, and changes occur in the game, improving the interest of the game.

[0137] Also, in a gaming machine that executes a game in which identification information is variably displayed based on the establishment of predetermined conditions, and generates a special gaming state advantageous to the player when the result of the game is a special result, there are provided: gaming control means for comprehensively controlling the game; a start winning port 36 that can generate the right to execute a first game as a game upon winning; a normal variable winning device 37 that can be converted between a closed state in which a game ball cannot win and an open state in which a game ball can win, and can generate the right to execute a second game as a game upon winning. The gaming control means is configured to control the ease of winning of a game ball into the normal variable winning device 37 in any one of a first state, a second state in which winning is easier than the first state, and a third state in which winning is easier than the second state. When the result of the first game is a special result (big win), it is possible to set it to the second state after the end of the special gaming state. When the result of the game is a specific result (substitute win) in the second state, it is possible to set it to the third state without going through the special gaming state. In the second state, it is possible to set the game to be mainly the first game, and in the third state, it is possible to set the game to be mainly the second game. Therefore, with the occurrence of a substitute win that is a specific result, in addition to the ease of winning into the normal variable winning device 37, the game to be mainly executed is also changed, resulting in a change in the game and an improvement in the interest of the game.

[0138] FIG. 10(a) shows the correspondence when an operation opportunity for a new time shortening (specific gaming state ST4) occurs in each gaming state. Here, the a time shortening, the b time shortening, and the c time shortening are all in the specific gaming state ST4. The a time shortening is the one that becomes the specific gaming state ST4 after passing through the first special gaming state ST2, the b time shortening is the one that becomes the specific gaming state ST4 without passing through the first special gaming state ST2 due to reaching the ceiling, and the c time shortening is the one that becomes the specific gaming state ST4 without passing through the first special gaming state ST2 due to a substitute win.

[0139] When an operation trigger for a-short-time occurs due to a jackpot or a minor win with V-win in the normal gaming state ST1, the a-short-time is activated. When an operation trigger for b-short-time occurs due to reaching the ceiling in the normal gaming state ST1, the b-short-time is activated. Since no support win is derived in the normal gaming state ST1, no operation trigger for c-short-time occurs and it is set to inoperable.

[0140] When an operation trigger for a-short-time occurs due to a jackpot or a minor win with V-win in the specific gaming state ST4 of a-short-time, a new a-short-time is activated. When an operation trigger for b-short-time occurs due to reaching the ceiling in the specific gaming state ST4 of a-short-time, it is switched to b-short-time and activated. When an operation trigger for c-short-time occurs due to a support win being derived in the specific gaming state ST4 of a-short-time, it is switched to c-short-time and activated. Note that a support win can only be derived when it is support A or B.

[0141] When an operation trigger for a-short-time occurs due to a jackpot or a minor win with V-win in the specific gaming state ST4 of b-short-time, it is switched to a new a-short-time and activated. Since it is impossible to reach the ceiling in the specific gaming state ST4 of b-short-time, the b-short-time in this case is set to inoperable. Since no support win is derived in the specific gaming state ST4 of b-short-time, no operation trigger for c-short-time occurs and it is set to inoperable.

[0142] When an operation trigger for a-short-time occurs due to a jackpot or a minor win with V-win in the specific gaming state ST4 of c-short-time, it is switched to a new a-short-time and activated. When an operation trigger for b-short-time occurs due to reaching the ceiling in the specific gaming state ST4 of c-short-time, it is switched to b-short-time and activated. Since no support win is derived in the specific gaming state ST4 of c-short-time, no operation trigger for c-short-time occurs and it is set to inoperable.

[0143] FIG. 10(b) shows the display mode of the game state display section 56 provided in the batch display device 50. As described above, the game state display unit 56 includes a first game state display unit 56a that notifies the player of the advantageous hitting method (the hitting method corresponding to the game state) between left hitting (normal hitting) and right hitting, and a second game state display unit 56b that notifies that it is the time shortening state (when the variable time shortening function is activated). The first game state display unit 56a is configured to display the emission direction by turning on or off the light emitters C6 and C7, and the second game state display unit 56b is configured to display the presence or absence of time shortening by turning on or off the light emitter D7.

[0144] In the normal game state ST1, the light emitters C6 and C7 are turned off to indicate the left hitting state, and the light emitter D7 is turned off to indicate that it is not the time shortening state. In supports A and B, which are the first specific game states ST41 of the specific game state ST4, the light emitters C6 and C7 are turned off to indicate the left hitting state, and the light emitter D7 is turned on to indicate the time shortening state. In the case of a winning state in the general drawing in supports A and B, which are the first specific game states ST41 of the specific game state ST4, the light emitters C6 and C7 are turned on to indicate the right hitting state, and the light emitter D7 is turned on to indicate the time shortening state. However, when the winning result is a win 1 and the opening pattern is the pattern H1, since the possibility of winning is low, the display device 41 does not clearly give an instruction for right hitting. When the winning result is a win 2 or 3 and the opening pattern is the pattern H2, the display device 41 clearly gives an instruction for right hitting.

[0145] In support C, which is the second specific game state ST42 of the specific game state ST4, the light emitters C6 and C7 are turned on to indicate the right hitting state, and the light emitter D7 is turned on to indicate the time shortening state. In the first special game state ST2 and the second special game state ST3, the light emitters C6 and C7 are turned on to indicate the right hitting state, and the light emitter D7 is turned off to indicate that it is not the time shortening state. In addition, if a small win occurs in the special figure 1 variable display game before the number of game executions reaches the specified number in the specific game state ST4, the time shortening state will remain even in the second special game state ST3, so the light emitter D7 is turned on to indicate the time shortening state. In addition, when a small win is derived in the special figure 1 variable display game in the normal game state ST1 or the first specific game state ST41, since the probability of winning is low, the display device 41 does not clearly give a right-hit instruction.

[0146] FIG. 11 shows an example of the output mode of signals output to the outside of the gaming machine. As shown in FIG. 11(a), in the normal game state ST1, a normal symbol 1 high-probability state signal indicating whether the normal figure variable display game is a high-probability one is set to OFF. In the gaming machine of this embodiment, since there is no probability variation in the normal figure variable display game, the normal symbol 1 high-probability state signal is always set to OFF. A normal electric accessory 1 open extension state signal indicating that the open time of the normal variable winning device 37 is extended is set to OFF, indicating that the open time of the normal variable winning device 37 is not extended. Also, a normal symbol 1 variable time shortening state signal indicating that the normal figure variable display game is in a time-shortened state is set to OFF, indicating that the normal figure variable display game is not in a time-shortened state. A winning easy state determination signal indicating the start of general electric support is set to OFF, and a winning easy state signal indicating the state of general electric support is set to indeterminate, indicating that it is not general electric support.

[0147] When supports A and B, which are the first specific game state ST41 of the specific game state ST4, start from the normal game state (t61), the normal electric accessory 1 open extension state signal is set to ON, indicating that the open time of the normal variable winning device 37 is extended, and the normal symbol 1 variable time shortening state signal is also set to ON, indicating that the normal figure variable display game is in a time-shortened state. In addition, the winning easy state determination signal is set to ON for a certain period (for example, 32 ms) (t61 to t62), indicating that the winning easy state has started. Also, a winning easy state signal outputs 01H, indicating that it is support A or B. When the specific game state ST4 ends and returns to the normal game state ST1 (t63), the normal electric accessory 1 open extension state signal is set to OFF, and the normal symbol 1 variable time shortening state signal is set to OFF. Also, the winning easy state signal is set to indeterminate.

[0148] The winning-easy state signal is indicated by the on / off combination (hexadecimal) of four signals numbered 1 to 4. For example, in this case, when the winning-easy state signal 1 is on and the winning-easy state signals 2 to 4 are off, a signal of 01H is output. Among the other signals shown in FIG. 11, namely the normal symbol 1 high-probability state signal, the normal electric accessory 1 release extension state signal, the normal symbol 1 variation time shortening state signal, and the winning-easy state confirmation signal, information is output by the on / off of a single signal.

[0149] FIG. 11(b) shows the case where support C, which is the second specific game state ST42 of the specific game state ST4 from the normal game state ST1, is started. Basically, it is the same as FIG. 11(a), except that a signal of 00H is output for the winning-easy state signal, indicating that it is support C. That is, an external device can determine whether it is in the first specific game state ST41 (support A or B) or the second specific game state ST42 (support C).

[0150] FIG. 12 shows an example of the output mode of the signals output to the outside of the gaming machine. As shown in FIG. 12(a), in the winning state where the normal symbol variation display game is a win and the normal variation winning device 37 is released, in the case of pattern H1, the firing position designation signal 1 is ON and the firing position designation signal 2 is OFF, and left shooting is designated for an external device. In the case of pattern H1, since the release time of the normal variation winning device 37 is short and almost no winning is expected, left shooting is designated. As described above, in the first game state display section 56a of the batch display device 50, it indicates the right shooting state. Also, in the case of pattern H2, the firing position designation signals 1 and 2 are ON, and right shooting is designated for an external device. As shown in FIG. 12(b), in the case of support C which is the second specific game state ST42, in the case of the second special game state ST3, and in the case of the first special game state ST2, the firing position designation signals 1 and 2 are ON, and right shooting is designated for an external device.

[0151] Figures 12(c) to (h) show the output modes of the firing position designation signals 1 and 2 when the small win and the normal win overlap. Figure 12(c) shows the case where the second special game state ST3 is started in the winning state with pattern H1. When the winning state starts, the firing position designation signal 1 is turned ON, but the firing position designation signal 2 remains OFF (t81). Thereafter, when the second special game state ST3 starts, the firing position designation signal 2 is turned ON (t82). Since the second special game state ST3 continues even after the winning state ends, the firing position designation signals 1 and 2 remain ON (t83). Thereafter, when the second special game state ST3 ends, the firing position designation signals 1 and 2 are turned OFF (t84).

[0152] Figure 12(d) shows the case where the second special game state ST3 is started in the winning state with pattern H2. When the winning state starts, the firing position designation signals 1 and 2 are turned ON (t91). The firing position designation signals 1 and 2 remain ON even after the second special game state ST3 starts (t92), and since the second special game state ST3 continues even after the winning state ends, the firing position designation signals 1 and 2 remain ON (t93). Thereafter, when the second special game state ST3 ends, the firing position designation signals 1 and 2 are turned OFF (t94).

[0153] Figure 12(e) shows the case where the winning state with pattern H1 is executed during the execution of the second special game state ST3. When the second special game state ST3 starts, the firing position designation signals 1 and 2 are turned ON (t101). Since the second special game state ST3 continues even after the winning state of pattern H1 starts, the firing position designation signals 1 and 2 remain ON (t102). Since the second special game state ST3 continues even after the winning state ends, the firing position designation signals 1 and 2 remain ON (t103). Thereafter, when the second special game state ST3 ends, the firing position designation signals 1 and 2 are turned OFF (t104).

[0154] FIG. 12(f) shows the case where a winning state in pattern H2 is executed during the execution of the second special game state ST3. With the start of the second special game state ST3, the firing position designation signals 1 and 2 are turned ON (t111), and even when the winning state of pattern H2 starts, the firing position designation signals 1 and 2 remain ON (t112). Since the second special game state ST3 continues even after the winning state ends, the firing position designation signals 1 and 2 remain ON (t113). Thereafter, with the end of the second special game state ST3, the firing position designation signals 1 and 2 are turned OFF (t114).

[0155] FIG. 12(g) shows the case where a winning state in pattern H1 starts during the execution of the second special game state ST3 and the winning state ends after the end of the second special game state ST3. With the start of the second special game state ST3, the firing position designation signals 1 and 2 are turned ON (t121), and even when the winning state of pattern H1 starts, the firing position designation signals 1 and 2 remain ON because the second special game state ST3 continues (t122). When the second special game state ST3 ends, based on the fact that the winning state of pattern H1 continues, the firing position designation signal 1 remains ON while the firing position designation signal 2 is turned OFF (t123). Thereafter, with the end of the winning state, the firing position designation signal 1 is turned OFF (t124).

[0156] FIG. 12(h) shows the case where a winning state in pattern H2 starts during the execution of the second special game state ST3 and the winning state ends after the end of the second special game state ST3. With the start of the second special game state ST3, the firing position designation signals 1 and 2 are turned ON (t131), and even when the winning state of pattern H2 starts, the firing position designation signals 1 and 2 remain ON (t132). Since the winning state of pattern H2 continues even after the second special game state ST3 ends, the firing position designation signals 1 and 2 remain ON (t133). Thereafter, with the end of the winning state, the firing position designation signals 1 and 2 are turned OFF (t134).

[0157] The control of a gaming machine that conducts such games will be described below. First, the control executed by the game microcomputer (game microcontroller) 111 of the game control device 100 will be described. The control process by the game microcontroller 111 mainly consists of the main process shown in FIGS. 13 and 14, and the timer interrupt process shown in FIG. 15 that is performed at a predetermined time period (for example, 4 milliseconds).

[0158] 〔Main Process〕 First, the main process will be described. The main process starts when the power is turned on. In this main process, as shown in FIGS. 13 and 14, first, a process of prohibiting interrupts (step X1) is performed, and then a stack pointer setting process (step X2) 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, is performed. Next, register bank 0 is specified (step X3), and the upper address of the RAM start address is set in a predetermined register (for example, the D register) (step X4). In the case of this embodiment, the range of the RAM address is 0000h to 01FFh, and the upper part is either 00h or 01h. In step X4, the leading 00h is set. Next, a signal for stopping firing is output and the firing permission signal is set to the prohibited state (step X5). 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 signal for stopping firing, and the firing of the game balls is prohibited.

[0159] Thereafter, the states of the RAM initialization switch 112 and the setting key switch 152 are read (step X6), and a process of setting a power-on delay timer (step X7) is performed. In the process of step X7, by setting a predetermined initial value, a standby time (for example, 3 seconds) is set to wait for the program of the slave control means (for example, the payout control device 200 or the effect control device 300) that performs various controls according to the instructions from the game control device 100 that forms the main control means to start up normally. Thereby, when the power is turned on, if the game control device 100 starts up first and a command is sent to the slave control device before the slave control device (for example, the payout control device 200 or the effect control device 300) starts up, it is possible to avoid the slave control device missing the command. That is, the game control device 100 forms standby means for setting a predetermined standby time for delaying the start-up of the main control means (game control device 100) and waiting for the start-up of the slave control device (payout control device 200, effect control device 300, etc.) when the power is turned on.

[0160] Also, the timing of the power-on delay timer is performed using a storage area (a RAM area or a register, etc. outside the validity determination target) that is not subject to the validity determination (checksum calculation) of the RAM. Thereby, when calculating check data such as the checksum of the RAM area, it is not necessary to exclude a part of the RAM area for calculation, so it is possible to prevent the control at the time of power-on from becoming complicated.

[0161] After performing the process of setting the power-on delay timer (step X7), it is determined whether a power failure has occurred (step X8). If a power failure has occurred (step X8; Y), wait for the power of the gaming machine to be cut off. Specifically, in step X8, for example, the number of times (e.g., 2 times) to read and check the power failure monitoring signal input from the power supply device 400 via the port and the data bus is set, and it is determined whether the power failure monitoring signal is on. Then, when the power failure monitoring signal is on, it is determined whether the on state of the power failure monitoring signal continues for the set number of checks. And when the on state of the power failure monitoring signal does not continue for the number of checks, it returns to the determination of whether the power failure monitoring signal is on. Also, when the on state of the power failure monitoring signal continues for the number of checks, it is determined that a power failure has occurred. The same applies to steps X34 and X54 described later. In this way, by determining that a power failure has occurred when the power failure monitoring signal is continuously received for a predetermined period, it is possible to prevent misdetection of a power failure due to noise or the like, and appropriately handle problems at power-on.

[0162] That is, the game control device 100 forms a power failure monitoring means for monitoring the occurrence of a power failure during a predetermined standby time. Thereby, it becomes possible to respond to a power failure that occurs during the period when the startup of the game control device 100 that forms the main control means is delayed, and appropriately handle problems at power-on. Note that access to the RAM is not permitted until the end of the standby time, and the stored content at the previous power-off is kept as it is. Therefore, there is no need to perform backup processing or the like when a power failure occurs here. For this reason, 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.

[0163] On one hand, when there is no power failure (step X8; N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the value of the timer is 0 (step X10). If the value of the timer is not 0 (step X10; N), that is, when the standby time has not ended, the process returns to the process of determining whether a power failure has occurred (step X8). Also, if the value of the timer is 0 (step X10; Y), that is, when the standby time has ended, access permission is given to the RWM (Read Write Memory) such as RAM and EEPROM that can be read and written (step X11), and off data is output to all output ports (set to a state where there is no output) (step X12).

[0164] Next, the serial port (a port pre-mounted in the game microcomputer 111 and used for communication with the effect control device 300 and the payout control device 200 in this embodiment) is set (step X13), and the process of starting 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) is performed (step X14). Note that the CTC circuit is provided in the clock generator in 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. Next, the RAM abnormality flag is set (step X15). Here, regardless of whether there is an abnormality in the RAM, on the premise that there is an abnormality in the RAM, the RAM abnormality flag is once set in a predetermined register.

[0165] Next, it is determined whether the value of the power-off inspection area 1 in the RWM is the normal power-off inspection area check data 1 (for example, 5 Ah) (step X16). If it is normal (step X16; Y), it is determined whether the value of the power-off inspection area 2 in the RWM is the normal power-off inspection area check data 2 (for example, A5h) (step X17). If the value of the power-off inspection area 2 is normal (step X17; Y), a checksum calculation process (step X18) for calculating the checksum of a predetermined area in the RWM is performed, and it is determined whether the calculated checksum matches the checksum at the time of power-off (step X19). If the checksums match (step X19; Y), since there is no abnormality in the RAM, the RAM abnormality flag is cleared (step X20), and the process proceeds to step X21.

[0166] Also, when it is determined that the check data of the power-off inspection area is not normal data (step X16; N or step X17; N), or when it is determined that the checksums do not match (step X19; N), it is determined whether both the setting key switch 152 and the RAM initialization switch 112 are in the ON state based on the state read in step X6 (step X21). If at least one of the setting key switch 152 and the RAM initialization switch 112 is in the OFF state (step X21; N), it is determined whether the RAM abnormality flag is set (step X22). If the RAM abnormality flag is set (step X22; Y), since there is an abnormality in the RAM, a command for main abnormality error notification for notifying that the game control device 100 is abnormal is transmitted to the effect control board (effect control device 300) (step X24).

[0167] On the other hand, when the RAM abnormality flag is not set (step X22; N), it is determined whether the probability setting change in progress flag is set (step X23). Then, when the probability setting change in progress flag is set (step X23; Y), a command for main abnormality error notification is transmitted to the effect control board (effect control device 300) (step X24). The probability setting in progress flag set here is the probability setting in progress flag set before the power failure. That is, when the power of the gaming machine is cut off and restarted during the change of the probability setting value, the operation of the game control device 100 stops, so the process of step X24 is performed. Next, the 7-segment display data at the time of game stop is output to the fifth driver 138e via the second output port 134 (step X25). Then, on-data of the security signal is output and off-data of signals other than the security signal is output (step X26), and the process returns to step X25.

[0168] Also, when both the setting key switch 152 and the RAM initialization switch 112 are in the on state (step X21; Y), it is determined whether the RAM abnormality flag is set (step X27). Then, when the RAM abnormality flag is not set (step X27; N), the probability setting change in progress flag is set (step X29). Thereby, the process shifts to the probability setting value change mode. Then, a command during the probability setting change is transmitted to the effect control board (effect control device 300) (step X30), and the process shifts to step X31. Based on receiving the command during the probability setting change, the effect control device 300 performs notification indicating that the probability setting value is being changed, such as the display on the display device 41, the light emission of the LEDs of the frame decoration device 18 and the panel decoration device 46, the operation of the panel effect device 44, and the output of sound by the speakers 19a and 19b. On the other hand, when the RAM abnormality flag is set (step X27; Y), a process of clearing the probability setting value (step X28) is performed. As a result, 0 is set in the area for the probability setting value in the RWM, and the probability setting value becomes "Setting 1". Then, the processes of steps X29 and X30 are performed, and the process shifts to step X31.

[0169] Also, when at least one of the setting key switch 152 and the RAM initialization switch 112 is in the off state (step X21; N), and neither the RAM abnormality flag nor the probability setting change in progress flag is set (step X22; N and step X23; N), it is determined whether the setting key switch 152 is in the on state based on the state read in step X6 (step X35). Then, when the setting key switch 152 is not in the on state (step X35; N), it is determined whether the RAM initialization switch 112 is in the on state based on the state read in step X6 (step X43).

[0170] When it is determined that the RAM initialization switch 112 is not in the on state (step X43; N), that is, when both the setting key switch 152 and the RAM initialization switch 112 are in the off state, the process proceeds to step X41 to perform the process when recovery from power failure is normal. On the other hand, when it is determined that the RAM initialization switch 112 is in the on state (step X43; Y), the process proceeds to step X44 to perform the initialization process. That is, the RAM initialization switch 112 forms an initialization operation unit that can be externally operated, and the game control device 100 forms an initialization means for initializing the data stored in the RAM based on the operation of the initialization operation unit.

[0171] Also, when the setting key switch 152 is in the on state (step X35; Y), the probability setting confirmation in progress flag is set (step X36). Thereby, the process shifts to the probability setting value confirmation mode. Thereafter, a command during probability setting confirmation is transmitted to the effect control board (effect control device 300) (step X37). Based on receiving the command during probability setting confirmation, the effect control device 300 notifies that the probability setting value is being confirmed by, for example, the display of the display device 41, the light emission of the LEDs of the frame decoration device 18 and the panel decoration device 46, the operation of the panel effect device 44, and the output of sound by the speakers 19a and 19b.

[0172] And, in order to ensure the output of the security signal for 50 milliseconds or more, a value corresponding to 128 milliseconds is saved in the security signal control timer area (step X31). The security signal is output in the probability setting change / confirmation process (step X122) of the timer interrupt process when in the probability setting change mode or the probability setting confirmation mode, and is output in the external information editing process (step X120) of the timer interrupt process in other cases. Therefore, when the probability setting change mode or the probability setting confirmation mode ends within less than 128 milliseconds, the security signal is continuously output by the external information editing process (step X120) of the timer interrupt process. That is, even when the probability setting change mode or the probability setting confirmation mode ends within less than 128 milliseconds, the security signal is output for 128 milliseconds after transitioning to the probability setting change mode or the probability setting confirmation mode. Note that the value saved in the security signal control timer area in step X31 is not limited to the value corresponding to 128 milliseconds. However, since it is necessary to output the security signal for at least 50 milliseconds after transitioning to the probability setting change mode or the probability setting confirmation mode, it is necessary to save a value corresponding to 50 milliseconds or more.

[0173] Then, interrupts are permitted (step X32), and it is determined whether the setting key switch 152 is in the off state (step X33). In step X33, the determination is not based on the state read in step X6 (the state at power-on), but is based on the state read in the input process (step X103) of the timer interrupt process (FIG. 15) (the current state). When it is determined in step X33 that the setting key switch 152 is in the off state, the probability setting value is determined. If the setting key switch 152 is not in the off state (step X33; N), it is determined whether a power failure has occurred (step X34). If no power failure has occurred (step X34; N), the process returns to step X33. If a power failure has occurred (step X34; Y), the process proceeds to step X55. When it is determined in step X34 that a power failure has occurred while the probability setting change flag is set, in step X23 of the main process (FIGS. 13 and 14) after recovery from the power failure, it is determined that the probability setting change flag is set.

[0174] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), a process of prohibiting interrupts (step X38) is performed. The timer interrupt process (FIG. 15) is performed at a predetermined time period (for example, 4 msec) from when the process of permitting interrupts (step X32) is performed until the process of prohibiting interrupts (steps X38, X55) is performed. In the timer interrupt process, a probability setting change / confirmation process (step X122), which is a process related to the probability setting value, is performed. That is, the main process waits until the change or confirmation of the probability setting value is completed (or until a power failure occurs). Next, a command to end the notification is transmitted to the effect control board (effect control device 300) (step X39). Based on receiving the command to end the notification, the effect control device 300 ends the ongoing notification (notification indicating that the probability setting value is being changed or notification indicating that the probability setting value is being confirmed).

[0175] Next, it is determined whether the probability setting change flag is set (step X40). If the probability setting change flag is not set (step X40; N), that is, if the probability setting confirmation flag is set, a power failure recovery process (step X41) is performed, such as a process of saving the initial value at the time of power failure recovery in the area to be initialized (for example, the power failure inspection area, the checksum area, and the area related to error irregularity monitoring). The probability setting confirmation flag is cleared in this step X41. After that, a command at the time of power restoration corresponding to the special figure game process number is transmitted to the effect control board (effect control device 300) (step X42), and the process proceeds to step X47. In the case of the present embodiment, in step X42, a plurality of commands such as a model designation command, a probability setting information command, a special figure 1 reservation number command, a special figure 2 reservation number command, a probability information command, an effect number information command, and a screen designation command are transmitted. As the screen designation command, if it is in the normal processing described later for both special figure 1 and special figure 2, that is, if it is not during the execution of the special figure variable display game and not in the special game state, and it is during customer waiting, a command for the customer waiting demo screen is transmitted, and otherwise, a command for the restoration screen is transmitted. Also, depending on the model, in addition to these commands, a high probability number information command and the like are also transmitted.

[0176] On the other hand, when the probability setting change flag is set (step X40; Y), the RAM areas other than the probability setting value are cleared to 0 (step X44). In step X44, the RAM area for the probability setting value (work area (1-byte area for the probability setting value)) and the RAM area for the performance display (display of the base value and the accessory ratio) (work area and stack area) are not cleared, and the RAM area for game control (work area and stack area) is cleared to 0. Therefore, the probability setting change flag is cleared in this step X44. Note that in step X44, the stack area and the unused area may or may not be cleared.

[0177] Then, save the initial values at the time of RAM initialization to the area to be initialized (step X45). The area to be initialized here is the customer waiting demo area and the area related to the setting of the production mode. Then, send the command at the time of RAM initialization to the production control board (production control device 300) (step X46). In the case of this embodiment, in step X46, a plurality of commands such as a model designation command, a probability setting information command, a reserved number command for special figure 1, a reserved number command for special figure 2, a probability information command, a production times information command, and a command for RAM initialization (a command for displaying a customer waiting demo screen and notifying RAM initialization with light and sound for a predetermined time (for example, 30 seconds)) are sent. Also, depending on the model, in addition to these commands, a production times information command, a support times information command which is information on the number of executions of a special figure variable display game with general power support, etc. are also sent.

[0178] Next, perform a process of starting up and setting the random number generation circuit (step X47). Specifically, the CPU 111A performs settings such as setting a code (designated value) for starting up the random number generation circuit to a predetermined register (CTC update permission register) in the random number generation circuit. Also, setting of the bit permutation pattern of the hardware random number (here, the big win 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 way of swapping 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. By swapping the bits of the random number according to this 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, may be selected from a plurality of prepared patterns, or may be set arbitrarily by the user.

[0179] After that, the values of predetermined registers (software random number registers 1 to n) in the random number generation circuit at the time of power-on are extracted, and saved in a predetermined area of the RWM as the initial values (start values) of the corresponding various initial value random numbers (in the case of this embodiment, the special drawing symbol random number for determining the winning symbol in the special drawing, the random number for determining the win in the general drawing (win random number), the general drawing symbol random number for determining the winning symbol in the general drawing) (step X48), and then interrupts are permitted (step X49). In the random number generation circuit in the CPU 111A used in this embodiment, since the initial values of the software random number registers are configured to change every time the power is turned on, by using this value as the initial value (start value) of the various initial value random numbers, the regularity of the random numbers generated by software can be disrupted, and it can be made difficult for players to obtain improper random numbers.

[0180] Subsequently, an initial value random number update process (step X50) is performed to update the values of the various initial value random numbers and disrupt the regularity of the random numbers. Although not particularly limited, in this embodiment, the big win random number, the special drawing symbol random number, the win random number, and the general drawing symbol random number are configured to be generated using the random numbers generated in the random number generation circuit. However, the big win 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 special drawing symbol random number, the win random number, and the general drawing symbol random number are "low-speed counters" that are updated based on the CTC output (a CTC (CTC2) different from the CTC (CTC0) of the timer interrupt process) having the same period as the timer interrupt process, which is a program processing unit. Also, in the special drawing symbol random number, the win random number, and the general drawing symbol random number, a so-called "initial value change method" is adopted in which the start value is changed using each initial value random number (generated by software) every time the random number makes a full cycle. Note that each of the above random numbers may be updated in a counter type by +1 or -1, or may be updated in a random type in which all values within the range appear randomly without duplication until a full cycle. That is, the big win random number is a random number updated only by hardware, and the special drawing symbol random number, the win random number, and the general drawing symbol random number are random numbers updated by hardware and software.

[0181] After the initial value random number update process in step X50, a process of disabling interrupts (step X51) is performed, and a performance display editing process (step X52) is performed. Then, after performing a process of enabling interrupts (step X53), it is determined whether a power failure has occurred (step X54). If a power failure has not occurred (step X54; N), the process returns to the initial value random number update process (step X50). That is, if a power failure has not occurred, the initial value random number update process, the performance display editing process, and the power failure monitoring are repeatedly performed. By enabling interrupts (step X49) before the initial value random number update process (step X50), when a timer interrupt occurs during the initial value random number update process, the interrupt process is preferentially executed, and it is possible to avoid the interrupt process being oppressed because the timer interrupt is waited for by the initial value random number update process.

[0182] Note that for the initial value random number update process in step X50, in addition to the main process, there is also a method of performing the initial value random number update process in the timer interrupt process. When such a method is adopted, in order to avoid the initial value random number update process being executed in both cases, when performing the initial value random number update process in the main process, it is necessary to disable interrupts before updating and then release the interrupts. However, if the initial value random number update process in the timer interrupt process is not performed as in this embodiment and only within the main process, there is no problem even if the interrupts are released before the initial value random number update process, and there is an advantage that the main process is simplified thereby.

[0183] On the other hand, if a power failure has occurred (step X54; Y), a process of once disabling interrupts (step X55) and a process of outputting off data to all output ports (step X56) are performed. Thereafter, power-off inspection area check data 1 is saved in the power-off inspection area 1 (step X57), and power-off inspection area check data 2 is saved in the power-off inspection area 2 (step X58). Further, after performing a checksum calculation process (step X59) for calculating the checksum at the time of power-off of the RWM and a process (step X60) for saving the calculated checksum, a process for prohibiting access to the RWM (step X61) is performed, and then the power of the gaming machine is waited to be turned off. In this way, by saving the check data in the power-off inspection area and calculating the checksum at the time of power-off, it is possible to determine whether the information stored in the RWM before the power-off is correctly backed up when the power is turned on again.

[0184] From the above, in a gaming machine including main control means (gaming control device 100) for comprehensively controlling the game and sub-control means (payout control device 200, effect control device 300, etc.) for performing various controls according to instructions from the main control means, the main control means includes standby means (gaming control device 100) for setting a predetermined standby time for delaying the startup of the main control means and waiting for the startup of the sub-control device when the power is turned on, and power-off monitoring means (gaming control device 100) for monitoring the occurrence of a power-off during the predetermined standby time. Further, a power supply device 400 for supplying power to various devices is provided, and the power supply device 400 is configured to output a power-off monitoring signal when detecting the occurrence of a power-off. The power-off monitoring means (gaming control device 100) is configured to determine that a power-off has occurred when continuously receiving the power-off monitoring signal for a predetermined period.

[0185] Further, the main control means (gaming control device 100) includes a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and initialization means (gaming control device 100) for initializing the data stored in the RAM 111C based on the operation of the initialization operation unit, and the operation state of the initialization means is read before the start of the standby time. In addition, the main control means (game control device 100) will permit access to the RAM 111C after the elapse of the standby time.

[0186] 〔Timer Interrupt Processing〕 Next, the timer interrupt processing will be described. The timer interrupt processing is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. That is, it is an interrupt routine that starts at a predetermined period. When a timer interrupt occurs in the game microcomputer 111, it automatically enters the interrupt prohibited state, and the timer interrupt processing in FIG. 15 is started.

[0187] When the timer interrupt processing is started, first, register bank 1 is specified (step X101). By switching to register bank 1, it is equivalent to performing the register save process of moving the value held in a predetermined register (for example, the register used in the main process) to the RWM. Next, the upper address of the RAM start address is set in a predetermined register (for example, the D register) (step X102). In step X102, the same process as step X4 in the main process is performed, but the register bank is different. Next, input processing (step X103) of reading the states of various sensors, switches, and signals, that is, each input port, is performed.

[0188] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set (step X104). If the probability setting change flag or the probability setting confirmation flag is set (step X104; Y), probability setting change / confirmation processing (step X122) is performed to end the timer interrupt processing. On the other hand, when neither the probability setting change flag nor the probability setting confirmation flag is set (step X104; N), output processing (step X105) for performing drive control of actuators such as solenoids (big winning port solenoid 38b, lever solenoid 38f, general power solenoid 37c) is performed based on the output data set in various processes. When a signal for stopping firing is output in step X5 in the main process, this output processing is performed, and a firing permission signal is output, and the firing permission signal is set to a state where it can be permitted. This firing permission signal is output to the firing control device via the payout control device. At this time, no signal processing or the like is performed. Also, the firing permission signal is a first signal indicating the firing permission state as seen from the game control device, and a second signal (firing permission signal) indicating the firing permission state as seen from the payout control device is also generated in the payout control device and output to the firing control device. That is, two firing permission signals are output to the firing control device, and when both are firing permitted, the game balls are configured to be in a state where they can be fired.

[0189] Next, payout command transmission processing (step X106) for outputting the commands set in the transmission buffer in various processes to the payout control device 200, random number update processing 1 (step X107), and random number update processing 2 (step X108) are performed. In the random number update processing 1 (step X107), the initial values (start values) of the special symbol random number, the winning random number, and the general symbol random number, which are the targets of the initial value random number update processing, are updated. Thereafter, input prize opening switch / state monitoring processing (step X109) is performed to monitor whether normal signals are input from the start port 1 switch 36a, the start port 2 switch 37a, the winning port switch 35a, and the big winning port switch 38a, to set the bonus balls, to open the front frame and the glass frame, and to monitor errors such as illegal winning in the general variable winning device 37 and the special variable winning device 38.

[0190] Next, it is determined whether abnormal discharge is occurring (step X110). Abnormal discharge means that in the special variable winning device 38, the number of game balls discharged from the special variable winning device 38 (the number of game balls detected by the specific area switch 38d and the remaining ball discharge port switch 38e) exceeds the number of game balls flowing into the special variable winning device 38 (the number of game balls detected by the big winning opening switch 38a). Note that when abnormal discharge is occurring, an abnormal discharge flag is set. And when abnormal discharge is occurring (step X110; Y), the process proceeds to step X116. That is, the game is made not to proceed.

[0191] On the other hand, when abnormal discharge is not occurring (step X110; N), a special figure game process (step X112) for performing processing related to the special figure variable display game and a general figure game process (step X114) for performing processing related to the general figure variable display game are performed, and a segment LED editing process (step X115) is performed to drive the segment LEDs provided in the gaming machine 10 and displaying various information related to the display and game of the special figure variable display game so as to display desired contents.

[0192] Next, a magnet irregularity monitoring process (step X116) for checking the detection signal from the magnetic sensor 61 to determine whether there is an abnormality, a board radio wave irregularity monitoring process (step X117) for checking the detection signal from the board radio wave sensor 62 to determine whether there is an abnormality, a vibration irregularity monitoring process (step X118) for checking the detection signal from the vibration sensor 65 to determine whether there is an abnormality, and an abnormal discharge monitoring process (step X119) for determining whether abnormal discharge has occurred are performed. Further, an external information editing process (step X120) for setting the signal output to various external devices in the output buffer and a performance display monitor control process (step X121) related to the control of the performance display device 153 are performed to end the timer interrupt process.

[0193] Here, in the present embodiment, the process of restoring the interrupt disable state (i.e., the process of enabling interrupts) and the process of restoring the register bank designation (i.e., the process of designating register bank 0) are automatically performed at the time of interrupt return (when the timer interrupt process ends). Note that depending on the CPU used, there are also gaming machines that require an instruction to execute the process of restoring the interrupt disable state and the process of restoring the register bank designation.

[0194] 〔Special Figure Game Process〕 Next, the details of the special figure game process (step X112) in the above-described timer interrupt process will be described. In the special figure game process, the input of the start port 1 switch 36a and the start port 2 switch 37a is monitored, the overall control of the process related to the special figure variable display game is performed, and the display setting of the special figure is performed.

[0195] As shown in FIG. 16, in the special figure game process, first, a start port switch monitoring process (step A1) for monitoring the winning of the start port 1 switch 36a and the start port 2 switch 37a is performed. In the start port switch monitoring process, when there is a winning of a game ball in the start winning port 36 and the normal variable winning device 37 forming the second start winning port, various random numbers (such as jackpot random numbers) are extracted, and a game result pre-judgment is performed to pre-judge the game result based on the winning at the stage before the start of the special figure variable display game based on the winning.

[0196] Next, a big winning port switch monitoring process (step A2) is performed. In this big winning port switch monitoring process, a process of monitoring the detection of a game ball by the big winning port switch 38a provided in the special variable winning device 38 is performed. Then, a specific area switch monitoring process for monitoring the detection of a game ball in the specific area 38h is performed (step A3).

[0197] Next, if the special figure game processing timer is not "0", update it by -1 (step A4). Note that the minimum value of the special figure game processing timer is set to "0". Then, determine whether the value of the special figure game processing timer is "0" (step A5). If the value of the special figure game processing timer is "0" (step A5; Y), that is, when the time is up or has already been up, set the special figure game sequence branch table referred to for branching to the processing corresponding to the special figure game processing number in the register (step A6), and use this table to obtain the branch destination address of the processing corresponding to the special figure game processing number (step A7). Then, perform a subroutine call according to the special figure game processing number (step A8).

[0198] In step A8, when the special figure game processing number is "0", monitor the start of the variation of the special figure variation display game, and perform the normal special figure processing (step A9) for setting the start of the variation of the special figure variation display game, setting the effects, setting the information necessary for performing the processing during the special figure variation, etc. In step A8, when the special figure game processing number is "1", perform the processing during the special figure variation (step A10) for setting the stop display time of the special figure and setting the information necessary for performing the processing during the special figure display, etc.

[0199] In step A8, when the special figure game processing number is "2", if the game result of the special figure variation display game is a big win, perform the processing during the special figure display (step A11) for setting the fanfare recommendation according to the type of big win, setting the fanfare time according to the big winning opening pattern of each big win, setting the information necessary for performing the processing during the fanfare / interval, etc.

[0200] In step A8, when the special figure game processing number is "3", perform the processing during the fanfare / interval (step A12) for setting the opening time of the big winning opening, updating the number of opening times, setting the information necessary for performing the processing during the opening of the big winning opening, etc. In step A8, when the special figure game process number is "4", if the jackpot round is not the final round, an interval command is set, while if it is the final round, an ending command is set, and a large winning opening release process (step A13) is performed to set information necessary for performing the large winning opening remaining ball process, etc.

[0201] In step A8, when the special figure game process number is "5", if the jackpot round is the final round, a process of setting the time for discharging the remaining balls in the large winning opening and setting information necessary for performing the jackpot end process, etc. is performed, and a large winning opening remaining ball process (step A14) is carried out. In step A8, when the special figure game process number is "6", a jackpot end process (step A15) is performed to set information necessary for performing the special figure normal process, etc.

[0202] In step A8, when the special figure game process number is "7", a small jackpot fanfare process (step A16) is performed to set the opening time and opening pattern of the large winning opening when a small jackpot occurs, set the fanfare command, and set information necessary for performing the small jackpot process, etc. In step A8, when the special figure game process number is "8", a small jackpot process (step A17) is performed to set the ending command and set information necessary for performing the small jackpot remaining ball process, etc. In step A8, when the special figure game process number is "9", a process of setting the time for discharging the remaining balls that won in the large winning opening during the small jackpot process and setting information necessary for performing the small jackpot end process, etc. is performed, and a small jackpot remaining ball process (step A18) is carried out. In step A8, when the special figure game process number is "10", a small jackpot end process (step A19) is performed to set information necessary for performing the special figure normal process, etc.

[0203] After that, after preparing a table for controlling the fluctuations of the special figure display 51 (step A20), a symbol fluctuation control process (step A21) related to controlling the fluctuation of the special symbol by the special figure display 51 is performed. Then, after preparing a table for controlling the fluctuations of the special figure display 52 (step A22), a symbol fluctuation control process (step A23) related to controlling the fluctuation of the special symbol by the special figure display 52 is performed. After that, a lever solenoid control process (step A24) for controlling the operation of the lever solenoid 38f is performed to end the special figure game process. On the other hand, in step A5, if the value of the special figure game process timer is not "0" (step A5; N), that is, if the time has not run out, the process proceeds to step A20 and subsequent processes are performed.

[0204] 〔Special Figure Start Port Switch Common Process〕 Next, the details of the special figure start port switch common process performed in the above start port switch monitoring process will be described. The special figure start port switch common process is a process commonly performed for each input when there is an input to the start port 1 switch 36a or the start port 2 switch 37a.

[0205] As shown in FIG. 17, in the special figure start port switch common process, first, the start port signal output count, which is the number of times of outputting information regarding the number of winning times to the monitoring target start port switch among the start port 1 switch 36a and the start port 2 switch 37a to an external management device of the gaming machine 10, is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether the output count overflows (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the start port signal output count area of the RWM (step A134), and the process proceeds to the process of step A135. On the other hand, if the output count overflows (step A133; Y), the process proceeds to the process of step A135. In the present 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 the +1 update, and it is configured to determine that the output count overflows.

[0206] Next, it is determined whether the number of special figure holds (start memory) 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 (step A135). If the number of special figure holds to be updated is not less than the upper limit value (step A135; N), the common process for the special figure start port switch is terminated.

[0207] Also, if the number of special figure holds to be updated is less than the upper limit value (step A135; Y), the number of special figure holds to be updated (the number of holds for special figure 1 or the number of holds for special figure 2) is updated by +1 (step A136), and the target start port winning flag is saved (step A137). Subsequently, the address of the random number storage area corresponding to the start port switch to be monitored and the number of special figure holds is calculated (step A138), and the jackpot random number prepared by the hard random number acquisition process is saved in the jackpot random number storage area of the RWM (step A139).

[0208] Next, the special figure symbol random number of the start port switch to be monitored is extracted and prepared (step A140), and saved in the special figure symbol random number storage area of the RWM (step A141). Next, the variable pattern random numbers 1 to 3 corresponding to the variable pattern random numbers are saved in the corresponding RWM variable pattern random number storage areas (step A145), and the special figure hold information determination process (step A146) is performed. Next, the decoration special figure hold number command corresponding to the start port switch to be monitored and the number of special figure holds is prepared (step A147), the effect command setting process (step A148) is performed, and the common process for the special figure start port switch is terminated.

[0209] Here, the game control device 100 (RAM 111C) forms starting storage means that extracts a predetermined random number based on the detection of a game ball in the starting area of the start winning opening 36 or the normal variable winning device 37, and stores a predetermined number as the starting storage that serves as the right to execute the variable display game, with a predetermined number as the upper limit. Further, the starting storage means (game control device 100) stores various random number values extracted based on the winning of a game ball in the first start winning opening (start winning opening 36) as the first starting storage with a predetermined number as the upper limit, and stores various random number values extracted based on the winning of a game ball in the second start winning opening (normal variable winning device 37) as the second starting storage with a predetermined number as the upper limit.

[0210] 〔Special Figure Retention Information Judgment Process〕 Next, the details of the special figure retention information judgment process (step A146) in the above-mentioned start opening switch common process will be described. The special figure retention information judgment process is a look-ahead process that judges the result-related information corresponding to the starting storage before the start timing of the special figure variable display game based on the corresponding starting storage.

[0211] As shown in FIG. 18, first, a big win judgment process (step A154) is performed to judge whether it is a big win based on whether the big win random number value matches the big win judgment value. When the judgment result is a big win (step A155; Y), a special figure symbol random number check table for big wins corresponding to the target start opening switch is set (step A156), and the stop symbol information corresponding to the special figure symbol random number prepared in step A140 of the special figure start opening switch common process is acquired (step A157), and the process proceeds to step A168.

[0212] On the other hand, when the judgment result is not a big win (step A155; N), a small win judgment process (step A159) is performed to judge whether it is a small win based on whether the big win random number value matches the small win judgment value. When the judgment result is a small win (step A160; Y), a special figure symbol random number check table for small wins is set (step A161), and the stop symbol information corresponding to the special figure symbol random number prepared in step A140 of the special figure start opening switch common process is acquired (step A162), and the process proceeds to step A168.

[0213] On the other hand, when the determination result is not a minor win (step A160; N), a support win determination process (step A163) is performed to determine whether it is a support win based on whether the big win random value matches the support win determination value. And when the determination result is not a support win (step A164; N), losing stop symbol information is set (step A167), and the process proceeds to the process of step A168. Also, when the determination result is a support win (step A164; Y), a support win special symbol pattern random check table is set (step A165), and the stop symbol information corresponding to the special symbol pattern random number prepared in step A140 of the special symbol start port switch common process is acquired (step A166), and the process proceeds to the process of step A168. Note that a support win can be derived only when the game state is the first specific game state ST41, and here, the determination is made in consideration of the game state in which the special symbol variable display game based on the start memory is executed.

[0214] Then, a pre-reading stop symbol command corresponding to the target start port switch and the stop symbol information is prepared (step A168), and an effect command setting process is performed (step A169). Next, a special symbol information setting process (step A170) is performed to set the special symbol information, which is a parameter for setting the variation pattern, and a variation pattern setting process is performed to set the variation mode of the special symbol variable display game (step A171). Thereafter, a pre-reading variation pattern command corresponding to the first half variation number indicating the first half variation pattern and the second half variation number indicating the second half variation pattern in the variation mode of the special symbol variable display game is prepared (step A172), an effect command setting process is performed (step A173), and the special symbol hold information determination process ends. Note that the special symbol information setting process in step A170 and the variation pattern setting process in step A171 are the same as the processes executed at the start of the special symbol variable display game in the normal special symbol process.

[0215] Through the above processing, a pre-reading symbol command including the result of the special figure variable display game based on the start memory to be pre-read and a pre-reading variable pattern command including information on the variable pattern in the special figure variable display game based on the start memory are prepared and transmitted to the effect control device 300. As a result, the determination result (pre-reading result) of the result-related information (whether it is a big win or not and the type of variable pattern) corresponding to the start memory can be notified to the effect control device 300 before the start timing of the special figure variable display game based on the corresponding start memory. In particular, by changing the decoration special figure start memory display displayed on the display device 41, it becomes possible to notify the player of the result-related information before the start timing of the special figure variable display game.

[0216] That is, the game control device 100 serves as a pre-determination means for determining a random number stored as start memory in the start memory means (game control device 100) before executing the variable display game based on the start memory (for example, determining whether it is a special result or not). Note that the timing for pre-determining the random number value stored corresponding to the start memory may be at any time as long as it is before the variable display game based on the start memory is performed, not just at the start winning when the start memory is generated.

[0217] 〔Normal processing of special figure〕 Next, the details of the normal processing of the special figure (step A9) in the above special figure game processing will be described. As shown in FIG. 19, in the normal processing of the special figure, first, it is determined whether the special figure 2 reservation number (the second start memory number) is "0" (step A301). When it is determined that the special figure 2 reservation number is "0" (step A301; Y), it is determined whether the special figure 1 reservation number (the first start memory number) is "0" (step A305). Then, when it is determined that the special figure 1 reservation number is "0" (step A305; Y), it is determined whether the customer waiting demo has started (step A309). If the customer waiting demo has not started (step A309; N), a customer waiting demo in progress flag is set in the customer waiting demo flag area (step A310).

[0218] Subsequently, a customer waiting demo command is prepared (step A311), and production command setting processing (step A312) is performed. Next, "0" related to the normal special figure processing is set as the processing number (step A313), and the processing number is saved in the special figure game processing number area (step A314). Then, the variable symbol discrimination flag area is cleared (step A315), an illegal monitoring period flag is saved in the big winning opening illegal monitoring period flag area (step A316), and the normal special figure processing ends. That is, when it is in a state where the special figure variable display game can be started but the start condition is not satisfied, the customer waiting demo command serving as waiting information is transmitted to the production control device 300. On the other hand, in step A309, if the customer waiting demo has already started (step A309; Y), the processing of steps A310 to A312 is not performed, and the process proceeds to the processing of step A313.

[0219] Also, in step A301, if the special figure 2 reservation number is not "0" (step A301; N), a decorative special figure reservation number command corresponding to the special figure 2 reservation number is prepared (step A302). Next, production command setting processing (step A303) is performed, and special figure 2 variable start processing (step A304) is performed, and the normal special figure processing ends. Also, in step A305, if the special figure 1 reservation number is not "0" (step A305; N), a decorative special figure reservation number command corresponding to the special figure 1 reservation number is prepared (step A306). Next, production command setting processing (step A307) is performed, and special figure 1 variable start processing (step A308) is performed, and the normal special figure processing ends.

[0220] 〔Special figure 1 variable start processing〕 Next, the details of the special figure 1 variation start process (step A308) in the above-mentioned special figure normal process will be described. The special figure 1 variation start process is a process performed at the start of the first special figure variation display game. As shown in Fig. 20(a), first, a special figure 1 variation flag indicating the type of special figure variation display game to be executed (here, special figure 1) is saved in the variation symbol discrimination flag area (step A321). Next, a big win flag 1 setting process (step A322) is performed to determine whether the first special figure variation display game is a big win by determining a big win random number and setting deviation information and big win information in the big win flag 1 for determining whether the first special figure variation display game is a big win, and setting deviation information and small win information in the small win flag for determining whether the first special figure variation display game is a small win, and setting deviation information and support win information in the support win flag for determining whether the first special figure variation display game is a support win.

[0221] Next, after performing the special figure 1 stop symbol setting process (step A323) related to the setting of the special figure 1 stop symbol (symbol information), a special figure information setting process (step A324) is performed to set special figure information which is a parameter for setting a variation pattern. As parameters, the game state, the number of holds, the stop symbol pattern number, the remaining general power support times, etc. are used. Next, 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 first special figure variation display game is set is prepared (step A325). Then, a variation pattern setting process (step A326) is performed to set a variation pattern which is a variation mode in the first special figure variation display game, and a variation start information setting process (step A327) is performed to set information on the start of variation of the first special figure variation display game.

[0222] Then, "1" related to the special figure variation in progress process is set as the process number (step A328), and the process number is saved in the special figure game process number area (step A329). Then, clear the customer waiting demo flag area (step A330), and save the signal regarding the start of the variation in Special Figure 1 (for example, turn on the special symbol 1 variation in progress signal) in the test signal output data area (step A331). After that, save the in-progress flag in the Special Figure 1 variation control flag area (step A332), and set the initial value (here, 100 ms) of the blinking control timer (the timer for the blinking cycle of the Special Figure 1 display 51) in the Special Figure 1 blinking control timer area (step A333). Next, save the initial value (here, "0") in the Special Figure 1 variation symbol number area (step A334), and end the Special Figure 1 variation start process.

[0223] 〔Special Figure 2 Variation Start Process〕 Next, the details of the Special Figure 2 variation start process (step A304) in the above-mentioned Special Figure normal process will be described. The Special Figure 2 variation start process is a process performed at the start of the second special figure variation display game, and the same process as the process in the Special Figure 1 variation start process shown in Fig. 20(a) is performed for the second start memory.

[0224] As shown in Fig. 20(b), first, save the 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 flag area (step A341). Next, perform the big win flag 2 setting process (step A342) of determining the big win random number and setting the deviation information and big win information in the big win flag 2 for determining whether the second special figure variation display game is a big win, and setting the deviation information and small win information in the small win flag for determining whether the second special figure variation display game is a small win, and setting the deviation information and support win information in the support win flag for determining whether the second special figure variation display game is a support win.

[0225] Next, after performing the special figure 2 stop symbol setting process (step A343) related to the setting of the special figure 2 stop symbol (symbol information), a special figure information setting process (step A344) is performed to set the special figure information which is a parameter for setting the variation pattern. As parameters, game state, number of holds, stop symbol pattern number, remaining number of general power support times, etc. are used. Next, a special figure 2 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 second special figure variation display game is prepared (step A345). Then, a variation pattern setting process (step A346) is performed to set the variation pattern which is the variation mode in the second special figure variation display game, and a variation start information setting process (step A347) is performed to set the information on the start of variation of the second special figure variation display game.

[0226] Next, "1" related to the special figure variation process is set as the process number (step A348), and the process number is saved in the special figure game process number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and a signal related to the start of variation of the special figure 2 (for example, turning on the special symbol 2 variation signal) is saved in the test signal output data area (step A351). After that, the variation flag is saved in the special figure 2 variation control flag area (step A352), and an initial value (here 100 ms) of the blinking control timer (timer for the blinking period of the special figure 2 display 52) is set in the special figure 2 blinking control timer area (step A353). Next, an initial value (here "0") is saved in the special figure 2 variation symbol number area (step A354), and the special figure 2 variation start process ends.

[0227] That is, the game control device 100 serves as a special figure variation display game execution control means for executing the special figure variation display game based on the start memory stored in the start storage means. Further, the special figure variation display game execution control means executes the first special figure variation display game as the special figure variation display game based on the first start memory, and executes the second special figure variation display game as the special figure variation display game based on the second start memory.

[0228] 〔Special Figure 1 Stop Symbol Setting Process〕 Figure 21 shows the special figure 1 stop symbol setting process (step A323) in the special figure 1 variation start process of this embodiment. In this special figure 1 stop symbol setting process, first, it is determined whether the big win flag 1 is a big win (step A431). If it is a big win (step A431; Y), the special figure symbol random number is loaded from the special figure 1 special figure symbol random number storage area (for reserved number 1) (step A432). Next, the special figure 1 big win symbol table is set (step A433), and the stop symbol number corresponding to the loaded special figure symbol random number is obtained and saved in the special figure 1 stop symbol number area (step A434). The big win type is selected by this process.

[0229] After that, the special figure 1 big win stop symbol information table is set (step A435), the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A436). The stop symbol pattern is for setting the stop symbol on the special figure display (here, the special figure 1 display 51) and the stop symbol on the display device 41. Next, the round number upper limit value information corresponding to the stop symbol number is obtained and saved in the round number upper limit value information area (step A437), the time reduction determination data corresponding to the stop symbol number is obtained and saved in the time reduction determination data area (step A438), and the effect mode transition information corresponding to the stop symbol pattern and the probability state is saved (step A439). These information are for setting the variation pattern scenario, which is information regarding the execution mode of the special game state, the effect mode after the end of the special game state, and the transition of the variation selection table group after the end of the special game state. Then, the decoration special figure command corresponding to the stop symbol pattern is prepared (step A455).

[0230] On the other hand, when the big win flag 1 indicates no big win (step A431; N), it is determined whether the small win flag 1 indicates a small win (step A440). If it indicates a small win (step A440; Y), the special drawing symbol random number is loaded from the special drawing symbol random number storage area (for reserved number 1) of special drawing 1 (step A441). Next, the special drawing 1 small win symbol table is set (step A442), the stop symbol number corresponding to the loaded special drawing symbol random number is obtained and saved in the special drawing 1 stop symbol number area (step A443). The small win type is selected by this process. After that, the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A444), the effect mode transition information corresponding to the stop symbol pattern is saved (step A445), and the decoration special drawing command corresponding to the stop symbol pattern is prepared (step A455).

[0231] Also, when the small win flag 1 indicates no small win (step A440; N), it is determined whether the support win flag 1 indicates a support win (step A446). If it indicates a support win (step A446; Y), the special drawing symbol random number is loaded from the special drawing symbol random number storage area (for reserved number 1) of special drawing 1 (step A447). Next, the special drawing 1 support win symbol table is set (step A448), the stop symbol number corresponding to the loaded special drawing symbol random number is obtained and saved in the special drawing 1 stop symbol number area (step A449). The support win type is selected by this process.

[0232] After that, the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A450), the time reduction determination data corresponding to the stop symbol number is obtained and saved in the time reduction determination data area (step A451), the effect mode transition information corresponding to the stop symbol pattern is saved (step A452), and the decoration special drawing command corresponding to the stop symbol pattern is prepared (step A455). Also, when the flag per failure is not a failure (step A446; N), the losing stop symbol number is saved in the special symbol 1 stop symbol number area (step A453), the losing stop symbol pattern is saved in the stop symbol pattern area (step A454), and a decoration special symbol command corresponding to the stop symbol pattern is prepared (step A455). Through the above processing, a stop symbol corresponding to the result of the special symbol variable display game is set. Note that since the flag per failure can be derived only when the game state is the first specific game state ST41, the processes of steps A446 to A452 may be performed only when the game state is the first specific game state ST41.

[0233] After that, the decoration special symbol command is saved in the decoration special symbol command area (step A456), and an effect command setting process (step A457) is performed. This decoration special symbol command is later transmitted to the effect control device 300. Then, the symbol data corresponding to the stop symbol number is saved in the test signal output data area (step A458), the special symbol 1 special symbol symbol random number storage area (for reserved number 1) is cleared to 0 (step A459), and the special symbol 1 stop symbol setting process ends.

[0234] 〔Special Symbol 2 Stop Symbol Setting Process〕 Fig. 22 shows the special symbol 2 stop symbol setting process (step A343) in the special symbol 2 variable start process of the present embodiment. Note that the special symbol 2 stop symbol setting process performs the same process as the special symbol 1 stop symbol setting process for special symbol 2. In this special symbol 2 stop symbol setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step A471). If it is a jackpot (step A471; Y), the special symbol pattern random number is loaded from the special symbol 2 special symbol pattern random number storage area (for reserved number 1) (step A472). Next, the special symbol 2 jackpot symbol table is set (step A473), and the stop symbol number corresponding to the loaded special symbol pattern random number is acquired and saved in the special symbol 2 stop symbol number area (step A474). The jackpot type is selected by this process.

[0235] After that, the special figure 2 jackpot stop symbol information table is set (step A475), the stop symbol pattern corresponding to the stop symbol number is acquired and saved in the stop symbol pattern area (step A476). The stop symbol pattern is for setting the stop symbol on the special figure display (here, the special figure 2 display 52) and the stop symbol on the display device 41. Next, the upper limit value information of the number of rounds corresponding to the stop symbol number is acquired and saved in the upper limit value information area of the number of rounds (step A477), the time shortening determination data corresponding to the stop symbol number is acquired and saved in the time shortening determination data area (step A478), and the effect mode transition information corresponding to the stop symbol pattern and the probability state is saved (step A479). These pieces of information are for setting a variation pattern scenario, which is information regarding the execution mode of the special game state, the effect mode after the end of the special game state, and the transition of the variation selection table group after the end of the special game state. Then, a decorative special figure command corresponding to the stop symbol pattern is prepared (step A495).

[0236] On the other hand, when the jackpot flag 2 is not a jackpot (step A471; N), it is determined whether the minor jackpot flag 2 is a minor jackpot (step A480). When it is a minor jackpot (step A480; Y), the special figure symbol random number is loaded from the special figure 2 special figure symbol random number storage area (for reserve number 1) (step A481). Next, the special figure 2 minor jackpot symbol table is set (step A482), the stop symbol number corresponding to the loaded special figure symbol random number is acquired and saved in the special figure 2 stop symbol number area (step A483). By this process, the minor jackpot type is selected. After that, the stop symbol pattern corresponding to the stop symbol number is acquired and saved in the stop symbol pattern area (step A484), the effect mode transition information corresponding to the stop symbol pattern is saved (step A485), and a decorative special figure command corresponding to the stop symbol pattern is prepared (step A495).

[0237] Also, when the small win flag 2 indicates not a small win (step A480; N), the losing stop symbol number is saved in the special symbol 2 stop symbol number area (step A493), the losing stop symbol pattern is saved in the stop symbol pattern area (step A494), and a decoration special symbol command corresponding to the stop symbol pattern is prepared (step A495). Through the above processing, a stop symbol corresponding to the result of the special symbol variable display game is set.

[0238] After that, the decoration special symbol command is saved in the decoration special symbol command area (step A496), and an effect command setting process (step A497) is performed. This decoration special symbol command is later transmitted to the effect control device 300. Then, the symbol data corresponding to the stop symbol number is saved in the test signal output data area (step A498), the special symbol 2 special symbol symbol random number storage area (for reserve number 1) is cleared to 0 (step A499), and the special symbol 2 stop symbol setting process ends. In this way, when setting the stop symbols for each result, by using a common special symbol symbol random number regardless of the result, the types of necessary random numbers can be reduced, the specifications and programs of the gaming machine can be simplified, and the control burden can be reduced.

[0239] 〔Processing during special symbol variation〕 FIG. 23 shows the processing during special symbol variation (step A10) in the special symbol game processing of the present embodiment. In this processing during special symbol variation, first, a symbol stop command corresponding to the variation symbol discrimination flag is prepared (step A601), and an effect command setting process (step A602) is performed. Next, the display time corresponding to the stop symbol pattern is set (step A603), and the set display time is saved in the special symbol game processing timer area (step A604). That is, the game control device 100 serves as stop display time setting means for setting the stop display time for displaying the stop result mode of the variable display game.

[0240] Next, it is determined whether it is during general power support (step A605). If it is not during general power support (step A605; N), the process proceeds to step A612. If it is during general power support (step A605; Y), the number of time reduction fluctuations 1 in the time reduction fluctuation count 1 area is updated by -1 (step A609), and it is determined whether the number of time reduction fluctuations 1 has become 0 (step A610). If the number of time reduction fluctuations 1 is 0 (step A610; Y), time reduction end setting processing for ending general power support is performed (step A611), and the process proceeds to step A612. If the number of time reduction fluctuations 1 is not 0 (step A610; N), the process proceeds to step A612. That is, when the number of time reduction fluctuations 1 becomes 0, general power support is ended. Note that the number of executions of the special figure 1 variable display game, the number of executions of the special figure 2 variable display game, and the total number of executions of the special figure 1 variable display game and the special figure 1 variable display game are counted respectively, and general power support may be ended when any of them reaches the specified number of times.

[0241] After performing the effect mode information check process (step A612), it is determined whether the remaining hold digestion state has ended (step A613). The end of the remaining hold digestion state here includes not only the case where the end condition of the remaining hold digestion state ST5 is satisfied, but also the case where there is no remaining hold at the end of the specific game state ST4. If the remaining hold digestion state has not ended (step A613; N), the process proceeds to step A616. If the remaining hold digestion state has ended (step A613; Y), it is determined whether the result is a loss (step A614). If the result is not a loss (step A614; N), the process proceeds to step A616. If the result is a loss (step A614; Y), a signal regarding the end of time reduction (for example, turning off the big win 2 signal) is saved in the external information output data area (step A615), and the process proceeds to step A616.

[0242] In step A616, set "2" related to the process being displayed in the special drawing as the process number (step A616), and save the process number in the special drawing game process number area (step A617). Further, save the signal related to the end of the variation of special drawing 1 (for example, turn off the signal during the variation of special symbol 1) in the test signal output data area (step A618), save the signal related to the end of the variation of special drawing 2 (for example, turn off the signal during the variation of special symbol 2) in the test signal output data area (step A619), and save the control timer initial value (for example, 256 msec) in the symbol determination count signal control timer area related to the execution count of the special drawing variation display game for output to the external information terminal (step A620). Then, as the information for controlling the special drawing 1 variation display game on the special drawing 1 display 51, save the stop flag related to the variation stop on the special drawing 1 display 51 in the special drawing 1 variation control flag area (step A621), as the information for controlling the special drawing 2 variation display game on the special drawing 2 display 52, save the stop flag related to the variation stop on the special drawing 2 display 52 in the special drawing 2 variation control flag area (step A622), and end the process during the special drawing variation.

[0243] 〔Time shortening end setting process〕 Fig. 24 shows the time shortening end setting process (step A611) in the process during the special drawing variation. In this time shortening end setting process, first, save the signal related to the end of time shortening (for example, turn off the special symbol 1 variation time shortening state signal, turn off the special symbol 2 variation time shortening state signal, turn off the normal symbol 1 high probability state signal, turn off the normal symbol 1 variation time shortening state signal, turn off the normal electric accessory 1 release extension state signal) in the test signal output data area (step A632).

[0244] Next, save the number without time shortening in the game state display number area (step A633), save the normal drawing low probability & no time shortening flag in the normal drawing game mode flag area (step A634), and save the special drawing low probability & no time shortening flag in the special drawing game mode flag area (step A635). Then, clear the time shortening variation count 1 area (step A636). After that, a signal related to a left turn instruction (e.g., turning OFF emission position designation signals 1 and 2) is saved in the test signal output data area (step A638). To turn off the display LED during a right turn (e.g., the first game state display unit 56a), the number during the left turn state is saved in the game state display number 2 area (step A639), and the normal base state information is saved in the normal base state determination area (step A640), and then the time shortening end setting process is terminated.

[0245] 〔During special figure display process〕 Figures 25 and 26 show the process during special figure display (step A11) in the special figure game process of this embodiment. In this process during special figure display, first, the support hit flag 1 set in the big win flag 1 setting process and the support hit flag 2 set in the big win flag 2 setting process are loaded (step A701), and the support hit flag 1 area and the support hit flag 2 area of the RWM are cleared (step A702). Next, the small win flag 1 set in the big win flag 1 setting process and the small win flag 2 set in the big win flag 2 setting process are loaded (step A703), and the small win flag 1 area and the small win flag 2 area of the RWM are cleared (step A704).

[0246] Next, the big win flag 1 set in the big win flag 1 setting process and the big win flag 2 set in the big win flag 2 setting process are loaded (step A705), and the big win flag 1 area and the big win flag 2 area of the RWM are cleared (step A706). Then, it is determined whether the loaded big win flag 2 is a big win (step A707). If it is a big win (step A707; Y), a test signal related to the start of the big win (special figure 2 big win) of the second special figure variable display game (e.g., turning ON the condition device operating signal, turning ON the accessory continuous operating device operating signal, turning ON the special symbol 2 hit signal) is saved in the test signal output data area of the RWM (step A710), and the round number upper limit value table is set (step A711).

[0247] On the other hand, when the big win flag 2 is not a big win (step A707; N), it is determined whether the loaded big win flag 1 is a big win (step A708). If it is a big win (step A708; Y), a test signal regarding the start of a big win in the first special figure variable display game (special figure 1 big win) (for example, turning on the condition device operation signal, turning on the accessory continuous operation device operation signal, turning on the special symbol 1 win signal) is saved in the test signal output data area of the RWM (step A709), and the round number upper limit value table is set (step A711).

[0248] Next, the round number upper limit value corresponding to the round number upper limit value information (in this embodiment, "10" or "3") is acquired and saved in the round number upper limit value area of the RWM (step A712). Subsequently, the round LED pointer corresponding to the round number upper limit value information is acquired and saved in the round LED pointer area of the RWM (step A713).

[0249] Next, the decoration special figure command is loaded from the decoration special figure command area of the RWM and prepared (step A714), and the effect command setting process (step A715) is performed. After that, a probability information command related to information that sets the probability of a winning result in the normal figure variable display game and the special figure variable display game to the normal probability state (low probability state) is prepared (step A716), and the effect command setting process (step A717) is performed. Subsequently, a fanfare command corresponding to the symbol information (stop symbol number or stop symbol pattern) set in the special figure 1 or special figure 2 stop symbol setting process is prepared (step A718), and the effect command setting process (step A719) is performed. This fanfare command forms the special game state start information transmitted to the effect control device 300 at the start of the special game state.

[0250] Next, save the big winning opening release information and the signals corresponding to the probability states of winning results in the normal drawing variable display game and the special drawing variable display game in the external information output data area of the RWM (step A720). In the case of this embodiment, in step A720, as the big winning opening release information and the signals corresponding to the probability states, save the big win 2 signal and the big win 3 signal. Note that each ON / OFF is determined by the big winning opening release information and the probability state. For example, the big win 2 signal is ON when it is a big win with balls (the big winning opening release information is other than the big winning opening release information 1), and is ON when it is a big win during the time shortening state for a big win without balls (so-called sudden big win, etc., the big winning opening release information is the big winning opening release information 1), and is OFF otherwise. Also, the big win 3 signal is ON when it is a big win with balls and is OFF when it is a big win without balls. Note that in the gaming machine of this embodiment, all are big wins with balls.

[0251] Thereafter, set the big win fanfare time corresponding to the big winning opening release information and the probability states of winning results in the normal drawing variable display game and the special drawing variable display game (step A721), and save the set big win fanfare time in the special drawing game process timer area (step A722). Then, load the special drawing game mode flag and save the loaded flag in the special drawing game mode flag backup area (step A723). Thereby, the probability state of the special drawing and the information of the time shortening state when a special result occurs are stored. And later, the production mode after the end of the special gaming state is determined based on the stored information.

[0252] Then, the big winning opening illegal winning number area of the big winning opening corresponding to the big winning opening release information is cleared (step A724), and an out-of-illegal monitoring period flag is saved in the big winning opening illegal monitoring period flag area of the big winning opening corresponding to the big winning opening release information (step A725). Thereafter, a fanfare / interval-in processing transfer setting process 1 (step A726) for transferring to the fanfare / interval-in processing is performed, and the special drawing display in processing is terminated. That is, the game control device 100 forms special game state generating means for generating a special game state in which the special variable winning device 38 is converted to an open state based on the result being a special result in either the first special drawing variable display game or the second special drawing variable display game.

[0253] On the other hand, when the big win flag 1 is not a big win (step A708; N), it is determined whether the probability state of the special drawing variable display game is a high probability state (step A727). In the gaming machine of the present embodiment, since the special drawing probability is always constant, it is always determined that it is not in the high probability state (step A727; N), and it is determined whether there is a ceiling reached flag (step A728). When there is a ceiling reached flag (step A728; Y), the process regarding the start of general power support based on reaching the ceiling is not performed, and the process proceeds to step A732. The ceiling reached flag is set based on reaching the ceiling and is cleared based on the occurrence of a big win. Thereby, when general power support is started based on reaching the ceiling, it is possible to prevent general power support based on reaching a new ceiling from being started unless after passing a big win.

[0254] When there is no ceiling reached flag (step A728; N), the value of the ceiling counter area is updated by +1 (step A729), and it is determined whether the ceiling has been reached (step A730). When the ceiling has not been reached (step A730; N), the process proceeds to step A732. Also, when the ceiling has been reached (step A730; Y), the ceiling time shortening activation flag and the ceiling reached flag are set (step A731), and the process proceeds to step A732.

[0255] In step A732, it is determined whether the loaded small win flag 2 is a small win (step A732). If it is a small win (step A732; Y), a test signal regarding the start of a small win in the second special figure variable display game (special figure 2 small win) (for example, turning on the special symbol 2 small win signal) is saved in the test signal output data area of the RWM (step A735), and the process proceeds to step A736. Also, if the small win flag 2 is not a small win (step A732; N), it is determined whether the loaded small win flag 1 is a small win (step A733). If it is a small win (step A733; Y), a test signal regarding the start of a small win in the first special figure variable display game (special figure 1 small win) (for example, turning on the special symbol 1 small win signal) is saved in the test signal output data area of the RWM (step A734), and the process proceeds to step A736.

[0256] Next, it is determined whether the probability state of the special figure variable display game is a high probability state (step A736). In the gaming machine of this embodiment, since the special figure probability is always constant, it is always determined that it is not in a high probability state (step A736; N). A decoration special figure command is loaded from the decoration special figure command area and prepared (step A737), and an effect command setting process (step A738) is performed. Next, a small win fanfare command is prepared (step A739), and an effect command setting process (step A740) is performed, and the process proceeds to the process of step A741. This small win fanfare command also forms the special game state start information transmitted to the effect control device 300 at the start of the special game state.

[0257] Then, it is determined whether it is during general power support (step A741). If it is not during general power support (step A741; N), a small win fanfare in - process transfer setting process (step A746) for transferring to the small win fanfare in - process is performed, and the special figure display in - process is ended. Also, if it is during general power support (step A741; Y), it is determined whether the end condition of the general power support is satisfied (step A743). In the gaming machine of this embodiment, the end condition is that a small win is derived in the special figure 2 variable display game. When the termination condition of the general power support is not satisfied (step A743; N), the process of step A746 is performed to end the process during special figure display. Also, when the termination condition of the general power support is satisfied (step A743; Y), the time-saving end setting process for ending the general power support is performed (step A744), a signal related to the time-saving end is saved in the external information output data area (step A745), and the process of step A746 is performed to end the process during special figure display.

[0258] On the other hand, when the small hit flag 1 is not a small hit (step A733; N), it is determined whether there is a ceiling time-saving activation flag (step A751). When there is a ceiling time-saving activation flag (step A751; Y), the initial value of the ceiling time-saving count is saved in the time-saving variation count area 1 (step A752), and the process proceeds to the support operation setting process (step A756). Here, 250 is saved in the time-saving variation count area 1 as an end condition based on the total number of executions of the special figure 1 variation display game and the special figure 2 variation display game.

[0259] Also, when there is no ceiling time-saving activation flag (step A751; N), it is determined whether the loaded support per flag 1 is a support per (step A754). When it is not a support per (step A754; N), the special figure normal process transfer setting process (step A757) for transferring to the special figure normal process is performed to end the process during special figure display.

[0260] On the other hand, when the support per flag 1 is a support per (step A754; Y), the initial value corresponding to the time-saving determination data is saved in the time-saving variation count area 1 (step A755), and the process proceeds to the support operation setting process (step A756). Here, 250 is saved in the time-saving variation count area 1 as an end condition based on the total number of executions of the special figure 1 variation display game and the special figure 2 variation display game. After performing the support operation setting process (step A756), the special figure normal process transfer setting process (step A757) for transferring to the special figure normal process is performed to end the process during special figure display.

[0261] Note that since the support win can only be derived when the game state is the first specific game state ST41, the processes of steps A754 to A756 may be performed only when the game state is the first specific game state ST41. Also, in the jackpot flag 1 setting process (step A322), the determination of the support win may be performed only when the game state is the first specific game state ST41. Alternatively, in the jackpot flag 1 setting process (step A322), the determination of the support win may be performed without considering the game state, and the setting process of the general power support based on the support win may be performed only when the game state is the first specific game state ST41 in the special figure display middle process.

[0262] In the above processes, the determination of whether or not the ceiling has been reached is made at the end of the special figure variable display game (steps A727 to A731). When the support win and the reaching of the ceiling occur in the same special figure variable display game, the end condition of the specific game state ST4 based on the reaching of the ceiling is set (steps A751 to A756).

[0263] It is rare for the reaching of the ceiling and the winning of the support win to occur in the same special figure variable display game, and constantly checking this at the start of the special figure variable display game would be a waste of control. Therefore, by doing as in this embodiment, such unnecessary processing becomes unnecessary, and the control at the start of the special figure variable display game can be made simple.

[0264] Note that when specific variable patterns and result modes are set based on the support win and the reaching of the ceiling respectively, when the winning of the support win and the reaching of the ceiling occur in the same special figure variable display game, the variable pattern and result mode based on the support win are selected at the start in the special figure variable display game, but the end condition of the specific game state ST4 given at the end of the special figure variable display game is the end condition based on the reaching of the ceiling instead of the end condition based on the support win. Although there is a contradiction in that the end condition of the specific game state ST4 to be given is an end condition based on reaching the ceiling, while the variation pattern and result mode are selected to correspond to each support, since there is no change in transitioning to the specific game state ST4, the player will not feel dissatisfied.

[0265] When there is room for control at the start of the special figure variable display game, it may be determined whether reaching the ceiling and winning per support occur in the same special figure variable display game at the start of the special figure variable display game. When reaching the ceiling and winning per support occur in the same special figure variable display game, contradictions can be avoided by setting the variation pattern and result mode of the special figure variable display game to correspond to a deviated result or to reaching the ceiling.

[0266] 〔Fanfare / Interval Middle Processing Transition Setting Process 1〕 FIG. 27 shows the fanfare / interval middle processing transition setting process 1 (step A726) in the above-described special figure display middle processing. In this fanfare / interval middle processing transition setting process 1, first, "3", which is the processing number related to the fanfare / interval middle processing, is set (step A791), and the processing number is saved in the special figure game processing number area (step A792).

[0267] Next, a signal related to the start of a big win (special gaming state) (for example, the big win 1 signal is turned ON (output for big win + small win), the big win 4 signal is turned ON (output for big win)) is saved in the external information output data area (step A793), and a signal related to the end of high probability & time shortening (for example, the special symbol 1 high probability state signal is turned OFF, the special symbol 2 high probability state signal is turned OFF, the special symbol 1 variation time shortening state signal is turned OFF, the special symbol 2 variation time shortening state signal is turned OFF, the normal symbol 1 high probability state signal is turned OFF, the normal symbol 1 variation time shortening state signal is turned OFF, the normal electric accessory 1 release extension state signal is turned OFF) is saved in the test signal output data area (step A794). Then, the round number area for managing the number of rounds executed in the special gaming state is cleared (step A795), a number without time shortening is saved in the game state display number area (step A796), and a normal symbol low probability & no time shortening flag is saved in the normal symbol game mode flag area (step A797).

[0268] And, the variable symbol discrimination flag area is cleared (step A798), the high probability notification flag area is cleared to turn off the game state display LED (for example, the third game state display unit 56c) provided on the game board 30 related to the display of the high probability state (step A799), and a special symbol low probability & no time shortening flag is saved in the special symbol game mode flag area (step A800). Next, a probability information command (low probability) is saved in the power failure recovery transmission command area for saving the command output to the effect control device 300 at the time of power failure recovery (step A801), and the time shortening variation count 1 area for managing the number of times of the special symbol variable display game executable in the time shortening state is cleared (step A802). Thereby, the normal power support and the time shortening state end. Further, the ceiling counter area is cleared (step A804), the ceiling time shortening activation flag area is cleared (step A805), and the ceiling reached flag area is cleared (step A806).

[0269] After that, the number of the production mode 1 is saved in the production mode number area (step A807), the remaining production rotation number area is cleared (step A808), and an update - not - required code is saved in the next - mode transition information area (step A809). Then, signals related to the right - hitting instruction (for example, turning on the emission position designation signals 1 and 2) are saved in the test signal output data area (step A810). In order to turn on the display LED during right - hitting (for example, the first game state display unit 56a), the number during the right - hitting state is saved in the game state display number 2 area (step A811), and the fanfare / interval - during process transition setting process 1 is terminated.

[0270] 〔Sub - operation processing〕 FIG. 28 shows the sub - operation processing (step A756) in the above - mentioned special figure display - during processing. In this sub - operation setting process, first, signals related to the start of time - shortening (for example, turning on the big win 2 signal and the big win 3 signal) are saved in the external information output data area (step A821). Next, the timer initial value is saved in the time - shortening signal control timer area (step A822). Here, 128 ms is saved as the timer initial value. As a result, among the signals related to the start of time - shortening, the big win 3 signal is output for a short time.

[0271] Next, signals related to the start of time - shortening (for example, turning on the special symbol 1 variation time - shortening state signal, turning on the special symbol 2 variation time - shortening state signal, turning on the normal symbol 1 high - probability state signal, turning on the normal symbol 1 variation time - shortening state signal, turning on the normal electric accessory 1 release extension state signal) are saved in the test signal output data area (step A823).

[0272] Furthermore, the number indicating the presence of time - shortening is saved in the game state display number area (step A824), the normal symbol gate mode flag area is saved with the normal symbol high - probability & time - shortening flag (step A825), and in order to maintain the probability state flag and set it to time - shortening, the special figure game mode flag area is combined with the special figure time - shortening flag (step A826). Next, save a signal related to the right strike instruction (for example, turn on emission position designation signals 1 and 2) in the test signal output data area (step A827), and save the number for the right strike state in the game state display number 2 area in order to turn on the display LED during right strike (for example, the first game state display unit 56a) (step A828). Then, set the effect mode information address table (step A829), and acquire the address of the table corresponding to the effect mode transition information set at the start of variation (when stopping symbol setting) (step A830). By acquiring the address of the corresponding table based on the effect mode transition information, a variation pattern scenario, which is information regarding the transition of the variation selection table group, is also acquired.

[0273] Next, as a process of saving information necessary for managing the effect mode in the game control device 100, first, acquire the effect mode number of the effect mode set after the end of the special symbol variation display game that has been supported, and save it in the effect mode number area (step A831). Further, acquire the remaining rotation count of the effect set after the end of the special symbol variation display game that has been supported, and save it in the remaining rotation count area of the effect (step A832), and acquire the next mode transition information of the effect mode set after the end of the special symbol variation display game that has been supported, and save it in the next mode transition information area (step A833). Based on the information saved here, the effect mode and the variation selection table group will transition based on executing a predetermined number of special symbol variation display games after the end of the special symbol variation display game that has been supported.

[0274] Thereafter, prepare a probability information command corresponding to the effect mode number (step A834), save the command in the power failure recovery transmission command area (step A835), and perform an effect command setting process (step A836). Next, prepare an effect rotation count command corresponding to the newly set remaining rotation count of the effect (step A837), perform an effect command setting process (step A838), prepare a time shortening variation count command corresponding to the time shortening variation count, and perform an effect command setting process (step A840). Then, the time shortening determination data area is cleared (step A841), the effect mode transition information area is cleared (step A842), and the sub-operation setting process is terminated.

[0275] 〔Jackpot end process〕 Fig. 29 shows the jackpot end process (step A15) in the special figure game process of this embodiment. In this jackpot end process, first, it is determined whether it is a non-time-shortening jackpot (step A900). A non-time-shortening jackpot is a jackpot that transitions to the normal game state ST1 after the end of the first special game state ST2, and a jackpot based on the 3R small jackpot C corresponds to it. If it is a non-time-shortening jackpot (step A900; Y), the process proceeds to step A916. If it is not a non-time-shortening jackpot (step A900; N), a signal related to the start of time shortening (for example, turning on the jackpot 2 signal) is saved in the external information output data area (step A901). Since the signal related to the start of time shortening is output during the jackpot, it is saved in the external information output data area in a continuous form. Next, signals related to the start of low probability & time shortening (for example, turning on the special symbol 1 variation time shortening state signal, turning on the special symbol 2 variation time shortening state signal, turning on the normal symbol 1 high probability state signal, turning on the normal symbol 1 variation time shortening state signal, turning on the normal electric accessory 1 release extension state signal) are saved in the test signal output data area (step A902).

[0276] Next, save the number with time shortening in the game state display number area (step A903), save the normal drawing high probability & time shortening flag in the normal drawing game mode flag area (step A904), and save the special drawing time shortening flag in the special drawing game mode flag area (step A905). Then, save the initial value of the time shortening variation count in the time shortening variation count area (step A906). Here, save the initial value according to the end condition in the time shortening variation count 1 area. By the above processing, after the end of the special game state, it becomes the normal power support state and the time shortening state. Also, by setting the initial value of the time shortening variation count in the time shortening variation count area, the normal power support state and the time shortening state will end by executing the special drawing variation display game a predetermined number of times. That is, the game control device 100 forms a specific game state generation control means capable of generating a specific game state (time shortening state, normal power support state) in which the normal variation winning device 37 is in a state where winning is easy for a predetermined period after the end of the special game state.

[0277] Thereafter, save the probability information command in the power failure recovery time transmission command area (step A910), and perform the effect command setting process (step A911). Here, as the probability information command, there are a plurality of commands including the information of the effect mode in either "with time shortening" or "without time shortening". Next, prepare the time shortening variation count command corresponding to the time shortening variation count 1 (step A914), and perform the effect command setting process (step A915).

[0278] Next, set "0" as the process number related to the special drawing normal process (step A918), and save the process number in the special drawing game process number area (step A917). After that, signals related to the end of the big win (e.g., turning off the big win 1 signal, turning off the big win 3 signal, turning off the big win 4 signal) are saved in the external information output data area (step A918), and signals related to the end of the big win (e.g., turning off the condition device operating signal, turning off the accessory continuous operating device operating signal, turning off the special symbol 1 per signal, turning off the special symbol 2 per signal) are saved in the test signal output data area (step A919). Subsequently, the information in the probability variation determination data area is cleared (step A920), the information in the pointer area of the round LED indicating the number of rounds of the big win is cleared (step A921), and the information in the production mode transition information area is cleared (step A922). Then, the information in the special figure game mode flag save area is cleared (step A923), an illegal monitoring period flag is saved in the big winning opening illegal monitoring period flag area (step A924), and the big win end process is terminated.

[0279] 〔Specific Area Switch Monitoring Process〕 FIG. 30 shows the specific area switch monitoring process (step A3) in the special figure game process. In this specific area switch monitoring process, first, it is determined whether it is during a small win (step A41). Here, being during a small win means the period when the small win process and the small win remaining ball process are being performed. If it is not during a small win (step A41; N), the specific area switch monitoring process is terminated. That is, the specific area switch 38d is valid only during the period when the small win process and the small win remaining ball process are being performed. Also, if it is during a small win (step A41; Y), it is determined whether the condition device is operating (step A42).

[0280] When the conditional device is operating (step A42; Y), the specific area switch monitoring process ends. Also, when the conditional device is not operating (step A42; N), it is determined whether there is an input to the specific area switch (step A43). And when there is no input to the specific area switch (step A43; N), the specific area switch monitoring process ends. Also, when there is an input to the specific area switch (step A43; Y), it is determined whether it is a detection valid period that treats the detection at the specific area switch as valid (step A44). When it is not the detection valid period (step A44; N), the specific area switch monitoring process ends. Also, when it is the detection valid period (step A44; Y), the specific area passage flag is set (step A45), and the specific area switch monitoring process ends. Subsequently, a process for generating a first special game state is performed based on the presence of this specific area passage flag.

[0281] 〔Small hit remaining ball process〕 Fig. 31 shows the process shown in Fig. 31 in the small hit remaining ball process (step A18) in the special figure game process. In this small hit remaining ball process, first, it is determined whether a remaining ball error is occurring (step A861). When a remaining ball error is occurring (step A861; Y), the process proceeds to step A863. Also, when a remaining ball error is not occurring (step A861; N), it is determined whether the remaining ball counter is 0 (step A862). When the remaining ball counter is not 0 (step A862; N), the small hit remaining ball process ends. Also, when the remaining ball counter is 0 (step A862; Y), the process for ending the small hit after step A863 is performed.

[0282] That is, after all the remaining balls in the special variation winning device 38 are discharged, the process for ending the winning combination is carried out. However, in the case of a remaining ball error where, even after a predetermined time or more has elapsed since the last game ball flowed into the special variation winning device 38, the discharge cannot be confirmed, the process proceeds to the process for ending the winning combination assuming that sufficient time for discharge has elapsed. Of course, in the case of a remaining ball error, the process for ending the winning combination may not be shifted. Therefore, the process of step A861 may not be performed.

[0283] In the process for ending the winning combination, first, it is determined whether there has been passage through a specific area (step A863). When a game ball flows into and passes through the specific area 38h, it is detected by the specific area switch 38d and the specific area passage flag is set. Here, it is determined whether there has been passage through the specific area based on the presence or absence of this specific area passage flag. If there has been passage through the specific area (step A863; Y), the process proceeds to step A870 to perform the process of generating a special game state. If there has been no passage through the specific area (step A863; N), the process proceeds to step A864 to perform the process for ending the second special game state and making the special figure variation display game executable.

[0284] In the process for ending the second special game state after step A864 and making the special figure variation display game executable, 10 related to the winning combination end process is set as the process number (step A864), and the process number is saved in the special figure game process number area (step A865). Next, the winning combination ending time is saved in the special figure game process timer area (step A866), and the flag during the fraud monitoring period is saved in the upper big winning opening fraud monitoring period flag area (step A867). Then, the big winning opening count number area is cleared (step A868), the winning combination in - progress control pointer area is cleared (step A869), and the winning combination remaining ball process ends.

[0285] On one hand, when there is passage through a specific area (step A863; Y) and a process for generating a first special game state after step A870 is to be performed, a command is loaded and prepared from the decorative special figure command area (step A870), and an effect command setting process is performed (step A871). Next, a V big win fanfare command is prepared (step A872), and an effect command setting process is performed (step A873).

[0286] After that, it is saved in the signal external information output data area regarding the start of a big win (V big win) (step A874), and a test signal regarding the start of a big win (V big win) (for example, turning on the condition device operation signal, turning on the accessory continuous operation device operation signal, turning on the special symbol 2 win signal) is saved in the test signal output data area (step A875).

[0287] Then, the number during a big win is saved in the game state display number area (step A876), the round number upper limit value table is set (step A877), the round number upper limit value (5 or 10) corresponding to the round number upper limit value information is acquired and saved in the round number upper limit value area (step A878). Further, the round LED pointer corresponding to the round number upper limit value information is acquired and saved in the round LED pointer area (step A879), and an initial value (here, 1) is saved in the round number area (step A880). Although the upper limit value of the round number is set to 5 or 10 rounds, since the small win operation corresponds to the first round, by setting 1 as the initial value of the round number, 4 rounds or 9 rounds are released in the special game state.

[0288] After that, 3 related to the fanfare / interval process is set as the process number (step A881) and saved in the special figure game process number area (step A882). Further, the V big win fanfare time is saved in the special figure game process timer area (step A883), and a process transition setting process during fanfare / interval (step A884) is performed, and the process proceeds to step A868.

[0289] 〔Small win end process〕 Figure 32 shows the small win end process (step A19) in the special figure game process of this embodiment. In this small win end process, first, it is determined whether it is during Support C which is the second specific game state ST42 (step A930). If it is during Support C (step A930; Y), the process proceeds to step A937. If it is not during Support C (step A930; N), it is determined whether it is during the normal figure win state (step A931). If it is not during the normal figure win state (step A931; N), a signal related to the left hit instruction (for example, turning off emission position designation signals 1 and 2) is saved in the test signal output data area (step A932). To turn off the display LED during right hit (for example, the first game state display unit 56a), the number during the left hit state is saved in the game state display number 2 area (step A933), and the process proceeds to step A937.

[0290] On the other hand, if it is during the normal figure win state (step A931; Y), it is determined whether the release pattern is pattern H1 (step A934). If the release pattern is not pattern H1 (step A934; N), the process proceeds to step A937. If the release pattern is pattern H1 (step A934; Y), turning off the emission position designation signal 2 is saved in the test signal output data area (step A935), and the process proceeds to step A937.

[0291] Next, it is determined whether there is a ceiling time shortening activation flag (step A937). If there is no ceiling time shortening activation flag (step A937; N), the process proceeds to step A940. If there is a ceiling time shortening activation flag (step A937; Y), the initial value of the ceiling time shortening count is saved in the time shortening variation count 1 area (step A938). Here, 250 is set as the time shortening variation count 1 in the time shortening variation count 1 area. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940.

[0292] After that, set "0" as the process number related to the normal process of the special drawing (step A940), and save the process number in the special drawing game process number area (step A941). Furthermore, save the signal related to the end of a small win (for example, turn off the big win 1 signal) in the external information output data area (step A942), and save the signal related to the end of a small win (for example, turn off the special symbol 1 small win signal and the special symbol 2 small win signal) in the test signal output data area (step A943). Subsequently, clear the variable symbol discrimination flag area (step A944), clear the effect mode transition information area (step A945), save the fraud monitoring period flag in the big winning opening fraud monitoring period flag area (step A946), and end the small win end process.

[0293] Next, the control in the effect control device 300 will be described. In the main control microcomputer (CPU) 311 of the effect control device 300, the main process shown in FIG. 33 and a timer interrupt process (not shown) are performed.

[0294] 〔Main Process〕 As shown in FIG. 33, in the main process, first, the process at the start of the program is performed. In this process at the start of the program, first, interrupts are prohibited (step C1), and the initial settings of the CPU are performed (step C2). Next, the initial settings of the VDP312 are performed (step C3), and interrupts are permitted (step C4). Then, the generation of display data is permitted (step C5), the random number seed is set (step C6), and the initial values at power-on are saved in the areas to be initialized (step C7). As a result, the power failure occurrence detection completed flag, etc. are cleared.

[0295] After performing the processing at the start of the programs in steps C1 to C7, loop processing is performed as the main loop processing. In this loop processing, first, the WDT (watchdog timer) is cleared (step C8). Next, an effect button input process (step C9) is performed to create input information from an input signal (rising edge) based on the operation of the effect button 25 or the cross keys 29. The reading of the input from the effect button 25 or the cross keys 29 is performed within the timer interrupt process, and in this effect button input process, when there is an input from the effect button 25 or the cross keys 29, processing such as changing the effect content is performed.

[0296] Then, a hall - player setting mode process is performed to accept operations such as setting the changeable range of the brightness of the LED and the liquid crystal, the volume, and changing the brightness of the LED and the liquid crystal, and the volume by the player (step C10). Next, a random number update process (step C11) is performed to update the random number that determines the details of the variation mode of the decorative special figure variation display game.

[0297] Next, a received command check process (step C12) is performed to analyze the command from the game control device 100 and perform corresponding operations, and an effect display editing process (step C13) is performed to set and edit commands for controlling the progress of the effect and draw commands, and the completion of the preparation of the draw command is set (step C14). In these processes, various data are updated according to the content to be drawn, and finally, the draw data is set in the frame buffer. If the draw data of the screen to be drawn can be prepared within 1 / 30 second (about 33.3 milliseconds), the image can be updated without problems.

[0298] Then, it is determined whether it is the frame switching timing (step C15). In the present embodiment, in order to create a system cycle (1 frame is 1 / 30 second), when two V blank interrupts (1 / 60 second) occur, it is determined that it is the frame switching timing. Note that the frame switching timing can be arbitrarily changed as appropriate. For example, image update (frame switching) may be performed at 1 / 60 second, or image update (frame switching) may be performed at a timing later than 1 / 60 second. If it is determined in step C15 that it is not the frame switching timing (step C15; N), the process of step C15 is repeated. On the other hand, if it is determined in step C15 that it is the frame switching timing (step C15; Y), screen drawing is instructed (step C16).

[0299] Thereafter, sound control processing (step C17) for controlling the output of sound from the speakers (upper speaker 19a and lower speaker 19b), decoration control processing (step C18) for controlling the LEDs of the frame decoration device 18 including the panel decoration device 46 and the display panel 350, and movable body control processing (step C19) for controlling the motors and solenoids of the panel effect device 44 are performed, and panel effect setting processing (step C20) for controlling the effects is performed, and the process returns to the process of clearing the WDT (step C8).

[0300] 〔Received Command Check Processing〕 FIG. 34 shows the received command check processing in the above-described main processing. In this received command check processing, first, the value of the command reception counter that counts how many commands are received during 1 frame (1 / 30 second) is loaded as the command reception count (step C201), and it is determined whether the command reception count is not 0 (step C202). If it is determined that the command reception count is 0 (step C202; N), the received command check processing is terminated. If it is determined that the received command count is not 0 (step C202; Y), the content of the command reception counter area is subtracted by the number of received commands (step C203).

[0301] Next, the content of the received command buffer is copied to the command area (step C204), the command read index is updated by +1 within the range of 0 to 31 (step C205), and it is determined whether the copying of the commands for the number of received commands is completed (step C206). Thus, in this embodiment, the commands are not directly analyzed in the received command buffer. Instead, the content of the received command buffer is copied to the command area (RAM area for analysis), and the command analysis operation is performed in the command area. Thereby, in preparation for the case where a command is transmitted from the game control device 100 during the analysis of the command, the command (data) can be moved to create space. Also, the analysis of the commands can be collectively performed in units of one round of the main process.

[0302] In step C206, if it is determined that the copying of the commands for the number of received commands is not completed (step C206; N), the process returns to the process of step C204. Also, if it is determined that the copying of the commands for the number of received commands is completed (step C206; Y), the content of the command area is loaded (step C207), and the received command analysis process (step C208) is performed.

[0303] Next, the address of the command area is updated (step C209), and it is determined whether the analysis of the commands for the number of received commands is completed (step C210). Then, if it is determined that the analysis of the commands for the number of received commands is not completed (step C210; N), the process returns to the process of step C207. Also, if it is determined that the analysis of the commands for the number of received commands is completed (step C210; Y), the received command check process is terminated. Thus, in the received command check process, the commands received within one frame (1 / 30 seconds) are collectively analyzed. Note that in this embodiment, the configuration is such that up to 32 commands can be stored.

[0304] 〔Received Command Analysis Process〕 FIG. 35 shows the received command analysis process in the above-described received command check process. In this received command analysis process, first, the upper byte of the command is separated as MODE and the lower byte as ACT (ACTION) (step C231), and it is determined whether MODE and ACT are within the normal range (steps C232 and C233). If it is determined that MODE and ACT are within the normal range (step C232; Y, step C233; Y), it is determined whether the combination of ACT for MODE is correct (step C234).

[0305] Also, if it is determined in steps C232 and C233 that MODE or ACT is not within the normal range (step C232; N, step C233; N), or if it is determined in step C234 that the combination of ACT for MODE is incorrect (step C234; N), the received command analysis process is terminated.

[0306] If it is determined in step C234 that the combination of ACT for MODE is correct (step C234; Y), it is determined whether MODE is within the range of variable commands (step C235). A variable command is a command that commands the variable pattern in the special figure. If it is determined that MODE is within the range of variable commands (step C235; Y), variable command processing (step C236) is performed to terminate the received command analysis process.

[0307] Also, if it is determined in step C235 that MODE is not within the range of variable commands (step C235; N), it is determined whether MODE is within the range of jackpot commands (step C237). A jackpot command is a command that commands an operation related to the jackpot performance (such as displaying a fanfare screen or a round screen) or a command that commands an operation related to the small win performance (such as displaying a fanfare screen or an end screen). If it is determined that MODE is within the range of jackpot commands (step C237; Y), jackpot command processing (step C238) is performed to terminate the received command analysis process.

[0308] Also, in step C237, when it is determined that MODE is not within the range of jackpot-related commands (step C237; N), it is determined whether MODE is within the range of symbol-related commands (step C239). The symbol-related command is a command that commands information regarding the symbols in the special drawing (for example, what the stop symbol in the special drawing will be, etc.). And when it is determined that MODE is within the range of symbol-related commands (step C239; Y), symbol-related command processing (step C240) is performed, and the received command analysis processing is terminated.

[0309] Also, in step C239, when it is determined that MODE is not within the range of symbol-related commands (step C239; N), it is determined whether MODE is within the range of single-shot commands such as hold number commands and error commands (step C241). The single-shot command is a command that is established alone, unlike commands that have meaning in combination like symbol commands and variable commands. Examples of this single-shot command include the customer waiting demo command, hold number command, symbol stop command, probability information command, error / illegal command, model specification command, and the like. And when it is determined that MODE is within the range of single-shot commands (step C241; Y), single-shot command processing (step C242) is performed, and the received command analysis processing is terminated.

[0310] Also, in step C241, when it is determined that MODE is not within the range of single-shot commands (step C241; N), it is determined whether MODE is within the range of pre-read symbol-related commands (step C243). And when it is determined that MODE is within the range of pre-read symbol-related commands (step C243; Y), pre-read symbol-related command processing (step C244) is performed, and the received command analysis processing is terminated.

[0311] Also, in step C243, when it is determined that MODE is not within the range of the preview symbol-based command (step C243; N), it is determined whether MODE is within the range of the preview variation-based command (step C245). And when it is determined that MODE is within the range of the preview variation-based command (step C245; Y), preview variation-based command processing (step C246) is performed, and the received command analysis process is terminated. Also, in step C245, when it is determined that MODE is not within the range of the preview variation-based command (step C245; N), the received command analysis process is terminated.

[0312] Note that the preview variation-based command and the preview symbol-based command are commands that include information necessary to execute the preview effect. The preview effect (also referred to as a preview notice or a preview notice effect) is an effect such as performing a decorative special symbol start memory display on the display device 41 in an unusual manner to inform the player in advance with a predetermined reliability whether the special symbol variation display game will result in a big win (or what kind of variation pattern it will be) when the special symbol variation display game corresponding to the start memory where the special symbol variation display game has not been executed is subsequently executed, or performing an effect display on the display device 41. And the preview-based command (the preview variation-based command and the preview symbol-based command) is a command that notifies in advance the variation pattern and the stop symbol corresponding to the start memory that is the target of the preview effect, and is transmitted from the game control device 100 to the effect control device 300 at the time of a start winning. Note that normal variation-based commands and symbol-based commands that are not previews are transmitted from the game control device 100 to the effect control device 300 at the start of the special symbol variation display game.

[0313] Next, the effects of the game and the like will be described. FIG. 36 shows an example of the effect in the normal game state ST1. Note that basically the same display content is provided in other game states as well, but it is also possible not to display some of the display content depending on the game state. Also, whether it is the normal game state ST1 or other game states can be determined by the player from the display content.

[0314] As shown in FIG. 36(a), a first decoration game display section 81 for displaying a first decoration game among the decoration special figure variable display games is provided at the center of the display area of the display device 41. In the first decoration game display section 81, the decoration special figure variable display game is displayed by variably displaying identification information in each of the variable display areas of the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c and then stopping the display.

[0315] A second decoration game display section 82 for displaying a second decoration game among the decoration special figure variable display games is provided at the upper right part of the display area of the display device 41. The second decoration game displayed on the second decoration game display section 82 variably displays identification information in each of the left area, the middle area, and the right area and then stops to display the result, similar to the first decoration game displayed on the first decoration game display section 81. Identification information (small symbols) relatively smaller than the identification information (large symbols) displayed on the first decoration game display section 81 is displayed on the second decoration game display section 82.

[0316] Also, a standby memory display section 83 for displaying a decoration special figure start memory display corresponding to the start memory is provided at the lower right part of the display area of the display device 41. A decoration special figure start memory display corresponding to the first start memory or the second start memory is displayed on the standby memory display section 83. In the normal game state ST1, since the game mainly progresses based on the special figure variable display game corresponding to the first start memory, a decoration special figure start memory display corresponding to the first start memory is displayed on the standby memory display section 83. The decoration special figure start memory display displayed on the standby memory display section 83 corresponds one-to-one with the start memory, and is arranged and displayed in the storage order so that the decoration special figure start memory display at the left end corresponds to the decoration special figure start memory display corresponding to the start memory stored first, and shifts to the left every time it is consumed. Note that both a decoration special figure start memory display corresponding to the start memory (first start memory) that becomes the execution right of the special figure 1 variable display game and a decoration special figure start memory display corresponding to the start memory (second start memory) that becomes the execution right of the special figure 2 variable display game may be displayed on the standby memory display section 83. Furthermore, in the standby memory display unit 83, it is possible to suggest the results of the special figure variation display game based on the start-up memory, the prediction results such as the variation pattern, etc., by the display mode of the decorative special figure start-up memory display corresponding to the start-up memory.

[0317] On the left side of the standby memory display unit 83, an in-execution memory display unit 84 for displaying information regarding the start-up memory corresponding to the currently executed special figure variation display game is provided. In the in-execution memory display unit 84, the decorative special figure start-up memory display at the left end of the standby memory display unit 83 at the start of the special figure variation display game is configured to shift. Furthermore, in the in-execution memory display unit 84, it is possible to suggest the results of the currently executed special figure variation display game, the variation pattern, etc., by the display mode of the in-execution memory display displayed on the in-execution memory display unit 84. At the upper left part of the display area of the display device 41, a first start-up memory number display unit 85a for displaying the first start-up memory number (special figure 1 hold number) and a second start-up memory number display unit 85b for displaying the second start-up memory number (special figure 2 hold number) are provided.

[0318] Also, in the display area, a background image 90 corresponding to the currently staying stage is displayed. Each game state has at least one stage, and there are also game states including a plurality of stages. Each stage has a background image 90 and BGM respectively associated therewith, and the corresponding background image 90 and BGM are changed as the stage changes accompanying the transition of the game state or the transition of the stage within the same game state. The stage forms one of the production modes, and the transition of the stage corresponds to the production mode transitioning from the first production mode before the transition to the second production mode after the transition.

[0319] FIG. 36(a) shows a state of staying in the night stage among the plurality of stages in the normal game state ST1. In this state, as the background image 90, the night background image corresponding to the night stage in the normal game state ST1 is displayed, and the BGM corresponding to the night stage is output. Among the background images for this night, the images of the moon and stars are fixed images 90a that are fixed and do not change or move, the image of the airplane is a dynamic image 90b that operates continuously, and the image of the planet is a variable image 90c that can change in color and shape at a predetermined timing.

[0320] When a new special figure variable display game is started, as shown in FIG. 36(b), an effect is executed in which the decorative special figure start memory display at the left end of the standby memory display unit 83 moves to the execution memory display unit 84, and the decorative special figure start memory displays located other than the left end of the standby memory display unit 83 move to the left within the standby memory display unit 83. Further, the numerical value of the first start memory number display unit 85a changes. Also, the variable display of the identification information is started in the first decoration game display unit 81 and the second decoration game display unit 82. Also, the dynamic display 90b of the background image 90 moves as time passes.

[0321] The stage can be shifted at a predetermined timing, and a suggestion effect that suggests the shift of the stage, which is one of the effect modes, can be executed. FIGS. 36(a) and (b) show a state of staying in the stage before the transition, and a state of being in the first effect mode, which is the effect mode before the transition. Here, the stage before the transition is a night stage, and the background image 90 corresponding to the night stage is displayed. This background image 90 corresponds to the first image displayed in the first effect mode.

[0322] When a suggestion effect that indicates a transition to a second effect mode, which is a different stage, is started from this state, first, a character forming a specific image 91 is displayed as shown in FIG. 36(c). Here, the specific image 91 is displayed in front of the variable image 90c, and a part of the variable image 90c is hidden. Also, the specific image 91 is displayed so as to overlap the rear side of the identification information that is variably displayed. The variable image 90c and the identification information are displays that are likely to attract the attention of the player, and by displaying the specific image 91 so as to overlap these displays, the attention can be attracted to the specific image 91.

[0323] When there is no stage transition, after the specific image 91 is displayed as shown in FIG. 36(c), the specific image 91 gradually disappears as shown in FIG. 36(d) and finally completely disappears, and the suggestive effect ends. That is, in this case, it is a so-called false suggestion effect. Also, when there is a stage transition, after the specific image 91 is displayed as shown in FIG. 36(c), the character forming the specific image 91 runs while holding a pen forming the additional image 91a as shown in FIG. 36(e). In the part where the pen runs as shown in FIG. 36(f), the night background image forming the first image disappears, and the alternative image 92 is displayed. Also, an image that does not belong to either image is displayed at the boundary portion 90d between the background image 90 forming the first image and the alternative image 92, so that it can be understood that they are different images.

[0324] After that, the specific image 91 is erased as shown in FIG. 36(g). At this time, the specific image 91 is erased so that it disappears instantaneously. Note that the character forming the specific image 91 may be erased by moving out of the screen. Furthermore, a suggestive image 93 is displayed in the area where the alternative image 92 was displayed. Here, as the suggestive image 93, a background image 90 corresponding to a stage that may transition as the second effect mode is displayed, and this image forms predetermined information. Thereby, it is suggested that the night background image transitions from the corresponding night stage to the day background image corresponding to the day stage. That is, this case constitutes a first suggestive effect capable of displaying the first image, displaying the specific image 91, and displaying the suggestive image 93 that suggests the transition to the second effect mode. Also, the case of transitioning from the state of FIG. 36(c) to FIG. 36(d) constitutes a second suggestive effect capable of displaying the first image, displaying the specific image 91, and setting it as the first effect mode without displaying the suggestive image 93.

[0325] By displaying the alternative image 92 while the specific image 91 is being displayed, the player's attention is drawn to the operation of the specific image 91, and the interest of the game can be improved. In addition, by displaying a suggestion image 93 that suggests a stage that may be entered after the specific image 91 is erased, the player can clearly understand the suggestion image 92, and the interest of the game can be improved. Also, in this example, the alternative image 92 and the suggestion image 93 are displayed so as to overlap the rear side of the variable display identification information, the standby memory display unit 83, and the execution memory display unit 84. The identification information, the standby memory display unit 83, and the execution memory display unit 84 are displays that are likely to attract the player's attention. By displaying the alternative image 92 and the suggestion image 93 so as to overlap these displays, attention can be focused on the specific image 91.

[0326] Then, as shown in FIG. 36(h), the stage shifts to the second effect mode. Here, it has shifted to the daytime stage, and instead of the background image 90 corresponding to the night stage that forms the first image, a daytime background image, which is the background image 90 corresponding to the daytime stage, is displayed. This background image 90 corresponds to the second image displayed in the second effect mode. Also, in this example, the daytime background image is commonly displayed in both the suggestion effect and the second effect mode, and it can be said that common predetermined information is displayed. In the daytime background image shown in FIGS. 36(g) and (h), the images of clouds and mountains are fixed images 90a that do not change or move, the image of the balloon is a dynamic image 90b that continuously moves, and the image of the sun is a variable image 90c that can change in color and shape at a predetermined timing.

[0327] FIG. 37 shows the display timing of the specific image 91 and the stage transition timing. The upper time chart in FIG. 37 shows the case where there is a stage transition, and the lower time chart shows the case where there is no stage transition. The time (t105 to t106) from the start of erasure to the end of erasure of the specific image 91 from FIGS. 36(f) to (g) when there is a stage transition is shorter than the time (t103 to t104) from the start of erasure to the end of erasure of the specific image 91 from FIGS. 36(c) to (d) when there is no stage transition. Also, the time (t102 to t106) from the start of display of the specific image 91 shown in FIG. 36(c) to the end of display of the specific image 91 shown in FIG. 36(g) when there is a stage transition is longer than the time (t102 to t104) from the start of display of the specific image 91 shown in FIG. 36(c) to the end of display of the specific image 91 shown in FIG. 36(d) when there is no stage transition.

[0328] Also, the second period (t102 to t104), which is the period from the start of display of the specific image 91 shown in FIG. 36(c) to when the specific image 91 is erased as shown in FIG. 36(d) and returns to the state shown in FIG. 36(b) when there is no stage transition, is shorter than the first period (t102 to t107), which is the period from the start of display of the specific image 91 shown in FIG. 36(c) to the display of the second image in the second effect mode shown in FIG. 36(h) when there is a stage transition.

[0329] As a result, when there is no stage transition, the suggestive effect can be ended early, preventing a decrease in the interest of the game. Also, when there is no stage transition, the period of hiding a predetermined object in the display area is shorter than when there is a stage transition, preventing a decrease in the interest of the game. In the gaming machine of this embodiment, as shown in FIG. 36, a variable image 90c, which is an image of a planet as a predetermined object, is hidden by the specific image 91. Here, a part of the variable image 90c is hidden, but it may be entirely hidden. The variable image 90c can perform an effect by changing the display mode. By shortening the period during which the variable image 90c is hidden when there is no stage transition, the effect by the variable image 90c, which is of higher value to the player, can be prioritized over the effect of the stage transition, which is of lower value to the player, and the interest of the game can be improved.

[0330] Note that the transition to the second effect mode may be suggested or notified by the variable image 90c that forms the predetermined object. In addition, the predetermined object is not limited to the variable image 90c, and may be the identification information of the first decorative game display unit 81, the identification information of the second decorative game display unit, the standby memory display unit 83, the in-execution memory display unit 84, the first start memory number display unit 85a, the second start memory number display unit 85b, and the like.

[0331] Also, in the background image 90 of the night stage that is displayed as the first image even during the periods of FIGS. 36(c) to (g), the operation of the dynamic display 90b imitating an airplane continues. Furthermore, here, the suggestion image 92 and the background image 90 forming the second image displayed in the second presentation mode are the same background image 90 of the day stage, and the operation of the dynamic display 90b imitating a balloon also continues in the background image 90 of the day stage that is displayed as the suggestion image and the second image during the periods of FIGS. 36(f) to (h).

[0332] There are BGMs corresponding to the night stage and the day stage respectively. In FIGS. 36(a) and (b) which are the first presentation mode, the background image of the night corresponding to the night stage forming the first image is displayed, and the BGM corresponding to the night stage making the first sound is output. Also, during FIGS. 36(c) to (g) when the suggestion performance is being executed, the background image of the night corresponding to the night stage forming the first image is displayed, and at the same time, the background image of the day corresponding to the day stage forming the second image and the predetermined information as the suggestion image 92 is displayed, but the BGM corresponding to the night stage making the first sound is output corresponding to the background image of the night forming the first image. And in FIG. 36(h) which is the second presentation mode, since the background image of the day forming the second image and the predetermined information is displayed, the BGM corresponding to the day stage making the second sound is output. That is, although the second image forming the common predetermined information is displayed in the suggestion performance and the second presentation mode, the BGM corresponding to the predetermined information and the second image is not output during the execution of the suggestion performance, and the BGM corresponding to the common predetermined information and the second image is output in the second presentation mode.

[0333] As described above, by displaying the suggestive image 92 in the suggestive presentation, it is possible to suggest the transition of the stage, and for a player who understands the game content, it is possible to grasp at an early stage the stage that may be transitioned, and the interest of the game can be improved. In addition, in the suggestive presentation, since the specific image 91 is displayed regardless of whether there is a stage transition, it is possible to create an expectation for the stage transition at the stage when the specific image 91 is displayed, and the interest of the game can be improved.

[0334] Note that, as shown in FIG. 38(a), it may be possible to suggest whether the stage will transition depending on the display mode of the specific image 91. Here, the suggestion is made by the color of the specific image 91, but the suggestion may also be made depending on the type, shape, size, display position, etc. of the character. For example, it is also possible to display the specific image 91 in a size that overlaps all of the left variable display area 81a, the middle variable display area 81b, and the right variable display area 81c of the first decoration game display unit 81. In addition, as shown in FIG. 38(b), it may be possible to suggest whether the stage will transition depending on the display mode of the additional image 91a. Here, the suggestion is made by showing a brush different from a pen as the additional image 91a, but the suggestion may also be made depending on the type, shape, size, display position, the way of moving by the character, etc. of the additional image 91a.

[0335] In addition, as shown in FIG. 38(c), it may be possible to suggest whether the stage will transition depending on the display mode of the boundary portion 90d. Here, the boundary portion 90d has a different slant line display mode from that in FIG. 36(g), but the suggestion may also be made depending on the width, pattern, color, the change mode of the pattern or color, etc. of the boundary portion 90d. For example, the display color of the boundary portion 90d may be set to a color corresponding to the stage that suggests the transition. Also, it is possible to cause the LEDs of the board decoration device 46 and the frame decoration device 18 to emit light corresponding to the display mode of the boundary portion 90d, and for example, to emit light in the same color as the color of the boundary portion 90d. Further, the LEDs of the panel decoration device 46 and the frame decoration device 18 may be positioned on the extension line of the boundary portion 90d, and caused to emit light according to the display of the boundary portion 90d, so as to make it appear as if the boundary portion 90d continues beyond the area of the display device 41.

[0336] Also, as shown in FIG. 38(d), it may be configured to suggest whether the stage transitions according to the display mode of the suggestion image 93. Here, the case where the size of the suggestion image 93 is smaller than that in FIG. 38(c) is shown, but the suggestion may be made according to the shape, size, position, etc. of the suggestion image 93. Further, the suggestion may be made according to the shape, size, position, etc. of the alternative image 92.

[0337] Also, as shown in FIG. 38(e), instead of the background image 90 after transition forming the second image as the suggestion image 93, an image related to the background image 90 after transition forming the second image may be displayed. Here, an image of the sun related to the background image of the day corresponding to the day stage is displayed. This image of the sun forms predetermined information that is commonly displayed with the suggestion image 93 and the background image of the day forming the second image when transitioning to the day stage. Note that when an image of the sun forming predetermined information is displayed as shown in FIG. 36(h), the BGM corresponding to the day stage is output, but during the execution of the suggestion effect, the BGM of the day stage corresponding to the display of the predetermined information is not output, and the BGM corresponding to the night stage of the background image 90 forming the first image is preferentially output.

[0338] Also, the suggestion image 93 may be a reduced version of the background image 90 after transition forming the second image, and may be enlarged from the suggestion image 93 to become the background image 90 when the stage transitions. Also, the suggestion image 93 may be changed to yet another suggestion image 93. For example, it may be changed from the first suggestion image 93 to the second suggestion image 93 after the first suggestion image 93 is displayed.

[0339] Also, as shown in FIG. 38(f), an image that is not included in the second image but that associates or explains the second image may be displayed as the suggestion image 93. Here, although not included in the background image 90 of the daytime stage of the second image, the character "hiru" (noon) that associates or explains the daytime stage is displayed as the suggestion image 93.

[0340] Also, as shown in FIGS. 36(g), 38(e), and (f), after suggesting a transition to the daytime stage by the suggestion image 93, it may be possible to transition to a stage that is not the daytime stage as shown in FIG. 38(g). Here, the transition is to the rain stage and the background image 90 has changed to a rain background image. Also, as shown in FIG. 38(h), an image of the sun related to the background image 90 of the daytime stage and an image of rain related to the background image 90 of the rain stage may be displayed to suggest a transition to either stage. The image of the sun forms predetermined information that is commonly displayed with the suggestion image 93 and the daytime background image that forms the second image when transitioning to the daytime stage. Also, the image of rain forms predetermined information that is commonly displayed with the suggestion image 93 and the rain background image that forms the second image when transitioning to the rain stage. During the execution of the suggestion effect, the BGM of the daytime stage or the BGM of the rain stage corresponding to the display of these predetermined information is not output, and the BGM corresponding to the night stage of the background image 90 that forms the first image is preferentially output.

[0341] Also, in FIG. 36(f), it was assumed that the night background image that was displayed as the first image disappeared in the part where the character forming the specific image 91 ran the pen forming the additional image 91a, and the alternative image 92 was displayed. However, as shown in FIG. 39(a), the suggestion image 93 may be displayed without displaying the alternative image 92 even during the period when the specific image 91 is displayed. Also, the specific image 91 may not be displayed in the suggestion effect.

[0342] Also, although it was assumed that the stage would definitely shift when transitioning to the state of FIG. 36(f), it may be acceptable that the stage does not shift even if it returns to the original state of FIG. 36(b) midway. For example, it may be acceptable that the stage does not shift even when returning from any of the states of FIGS. 36(e) to (g) to the state of FIG. 36(b). In this case, it will progress to any of the stages of FIGS. 36(c), (e) to (g) and then return to FIG. 36(b), but the more the stage progresses, the lower the possibility of returning to the state of FIG. 36(b), and it may be arranged such that the higher the stage of the suggestive presentation progresses, the higher the possibility of transitioning to the second presentation mode.

[0343] Also, the suggestive presentation is not limited to the above-described one, and any presentation that suggests whether or not to transition from the first presentation mode to the second presentation mode may be used. Also, in the suggestive presentation, although it was assumed that it suggests whether or not the stage will shift, it may be arranged to suggest the likelihood of shifting. For example, it may be arranged to suggest that the first suggestive presentation has a higher likelihood of transitioning to the second presentation mode than the second suggestive presentation. Also, it may be arranged to have a plurality of different display modes such as FIGS. 38(a) to (d), and to suggest the likelihood of transitioning from the first presentation mode to the second presentation mode depending on the executed display mode. Also, as the suggestive image 93 displayed in FIGS. 38(e), (f), (h), it may be arranged to have a plurality of types of suggestive images 93 corresponding to one presentation mode, and to suggest the likelihood of transitioning from the first presentation mode to the second presentation mode depending on the displayed suggestive image 93.

[0344] Also, in the first suggestive presentation, the suggestive image 93 is displayed after displaying the specific image 91 in the state where the first image is displayed, but the display order is not limited to this, and as long as the first image, the specific image 91, and the suggestive image 93 are displayed within the period of the suggestive presentation, it is acceptable. Also, in the second suggestive presentation, the specific image 91 is displayed in the state where the first image is displayed, but the display order is not limited to this, and as long as the first image and the specific image 91 are displayed within the period of the suggestive presentation, it is acceptable.

[0345] Also, when the specific image 91 is erased without performing the stage transition as shown in FIG. 36(d), the character's frustrated image may be displayed and erased as shown in FIG. 39(b) from the state of FIG. 36(c). Also, when the specific image 91 is erased when performing the stage transition as shown in FIG. 36(g), the character's happy image may be displayed and then erased as shown in FIG. 39(c) from the state of FIG. 36(f). Also, either one of the erasing modes shown in FIGS. 39(b) and (c) may be executed, and the other may be the erasing mode shown in FIG. 36. By using such erasing modes, the mode when ending the display of the specific image 91 can also be made different.

[0346] Also, regarding the so-called gas hint effect that is executed when there is a stage transition, it may be performed or not depending on the type of stage to be hinted. For example, when hinting a transition to a stage with a higher possibility of a special result, the gas hint effect can be made executable, and when hinting a transition to a stage that does not hint about the possibility of a special result or a stage with a similar possibility of a special result, the gas hint effect may not be executed. Also, the stage transition may be performed regularly or irregularly. And when hinting a transition to a stage that transitions irregularly and when hinting a transition to a stage that transitions regularly, in one case, the gas hint effect can be made executable, and in the other case, the gas hint effect may not be executed. For example, when hinting a transition to a stage that transitions irregularly, the gas hint effect can be made executable, and when hinting a transition to a stage that transitions regularly, the gas hint effect may not be executed. Also, when hinting a transition to a stage that transitions irregularly and when hinting a transition to a stage that transitions regularly, in one case, the hint effect can be made executable, and in the other case, the hint effect may not be executed. For example, the hint effect may be made executable only when hinting a transition to a stage that transitions irregularly, and may not be executed when transitioning to a stage that transitions regularly.

[0347] Also, for a plurality of stages, the order of stage transitions may be determined, may not be determined, or may include both cases. For stage transiti...

Claims

1. In a gaming machine that executes a game based on the fulfillment of predetermined conditions and generates an advantageous state for the player when the result of the game is a special result, it includes production control means for controllably displaying an effect related to the game on a display means, wherein the display means includes a start memory number display section that displays the number of times the predetermined condition has been fulfilled as a numerical image, a waiting memory display section that displays the number of times the predetermined condition has been fulfilled as an image, as the game, a first decoration game display section that displays identification information, and as the game, a second decoration game display section that displays identification information smaller than the identification information of the first decoration game display section, and the display section includes the first decoration game display section and the second decoration game display section, wherein the production control means is capable of executing a suggestive effect accompanied by the display of a specific image in order to suggest whether to change from a first production mode in which a first image is displayed on the display means to a second production mode in which a second image is displayed without displaying the first image on the display means, in the suggestive effect, while superimposing the numerical image, the image, the image of the identification information of the first decoration game display section, and the image of the identification information of the second decoration game display section on the first image, a suggestive image for displaying the second image is displayed in a suggestive image display area separated by a boundary image that is a boundary between the first image and the first image, the suggestive image display area is expanded to an area overlapping the waiting memory display section and the first decoration game display section while superimposing the image and the image of the identification information of the first decoration game display section on the front side, so as to be able to shift to the second production mode, and the mode when ending the display of the specific image is made different between the case of not shifting to the second production mode and the case of shifting to the second production mode, a gaming machine.

2. When not shifting to the second production mode, the production control means does not allow the expansion range of the suggestive image display area to reach the start memory number display section and the second decoration game display section, The gaming machine according to claim 1.

Citation Information

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