Pachinko machine

The gaming machine addresses the lack of motivation in existing systems by enabling simultaneous gaming operations and state transitions, enhancing player engagement through varied gaming value and opportunities for big wins.

JP7714868B2Active Publication Date: 2025-07-30SANYO BUSSAN KK
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Patent Information

Application Number
JP2020185655
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-11-06
Publication Date
2025-07-30
Estimated Expiration
2040-11-06

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to enhance player motivation by providing appropriate gaming value and interest.

Method used

A gaming machine that allows simultaneous execution of first and second gaming rotation operations based on specific start conditions, with variable display times and predetermined gaming states, offering enhanced gaming value through specific lottery results and state transitions.

Benefits of technology

Enhances player motivation by providing varied and engaging gaming experiences with opportunities for big wins and state transitions, thereby increasing player engagement and interest.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing a player's motivation to play a game by increasing a degree of attention to the game and interest in the game.SOLUTION: In a game machine 10, a first special pattern game started in an a time-shortening game state to be started after completion of a jackpot game to be executed when a jackpot lottery results in a jackpot is shifted from the a time-shortening game state to a normal game state by execution of a second special pattern game for the remaining number of time-shortening game times until an upper-limit number of times set to the a time-shortening game state is reached, and is from the normal game state to a c time-shortening game state more advantageous than the a time-shortening game state in completion of the first special pattern game in the normal game state. In the game state 10, a game result of a first special pattern game is determined in a game state at the time of a variation stop of a first special pattern, and a degree of expectation toward a jackpot is set higher as the variation display time of the second special pattern game executed during the a time-shortening game state is longer.SELECTED DRAWING: Figure 125
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.

Background Art

[0002] As a pachinko machine, a jackpot lottery is conducted when a game ball enters the first winning opening, the result of this jackpot lottery is notified by the first special symbol, and a jackpot lottery is conducted when a game ball enters the second winning opening where the entry of the game ball is facilitated by the support of an electric accessory, and the result of this jackpot lottery is notified by the second special symbol. Also, as a pachinko machine, there is one that shifts to an electric accessory support mode in which it is easy to receive the support of an electric accessory after the end of a jackpot game. Also, as a pachinko machine, there are so-called ST machines and time-saving gaming machines in which the electric accessory support mode ends by executing a game up to the upper limit number of times. Furthermore, as a pachinko machine, there is also a gaming machine in which the first special symbol and the second special symbol can be changed simultaneously.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, in a gaming machine, it is important to improve the player's gaming motivation by imparting gaming value in the game.

[0005] An object of the present invention is to provide a gaming machine that can enhance the interest and improve the player's gaming motivation by appropriately imparting gaming value in the game.

Means for Solving the Problems

[0006] The gaming machine according to the present invention is A first gaming means (41) that performs a first gaming rotation operation (first special drawing game) based on the establishment of a first start condition (entry of a game ball into the first winning opening 314); A second gaming means (41) that performs a second gaming rotation operation (second special drawing game) based on the establishment of a second start condition different from the first start condition (entry of a game ball into the second winning opening 315); Comprising; When variable display is performed based on the establishment of a start condition, and one game rotation operation is defined as the period from the start of the variable display until the notification of the game result of the variable display ends at the end of the variable display, the first gaming means and the second gaming means are gaming machines in which the variable display can be simultaneously executed by a predetermined display means, When the first start condition is satisfied during a predetermined gaming state (a time-saving gaming state) more advantageous than the normal gaming state and a specific lottery result (time-saving symbol stop failure) is obtained, a setting means for setting a variable display time for a predetermined time (50 seconds, 100 seconds, or 150 seconds) is provided, During the variable display time for the predetermined time set by the setting means, the second gaming rotation operation can be terminated a predetermined number of times, The predetermined gaming state ends when at least a predetermined upper limit number of times (200 times) of the second gaming rotation operation is executed, When the first gaming rotation operation corresponding to the specific lottery result ends during the predetermined gaming state, a predetermined gaming state execution means (41) capable of continuously executing the predetermined gaming state, Means capable of granting a predetermined gaming value (execution of a big win game) when a predetermined lottery result (big win) is obtained at the end of the second gaming rotation operation during the variable display time for the predetermined time, When a predetermined second gaming rotation operation (second special drawing game for ending the time-saving gaming state) executed during the variable display time for the predetermined time ends, means (41) for ending the predetermined gaming state and executing the normal gaming state, When the variable display time for the predetermined time ends after the predetermined second gaming rotation operation ends and the normal gaming state is entered, means (41) capable of granting a specific gaming value different from the predetermined gaming value (transition to a c time-saving gaming state), [[ID=

Brief Description of Drawings

[0007]

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[0008] Hereinafter, with reference to the accompanying drawings, the first to ninth embodiments of the present invention will be described to facilitate understanding of the present invention. Further, each of the following embodiments is an example embodying the present invention and does not limit the technical scope of the present invention.

[0009] [First Embodiment] First, with reference to FIGS. 1 to 55, the gaming machine 10 according to the first embodiment of the present invention will be described.

[0010] [Schematic Configuration of Gaming Machine 10] Here, FIG. 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are developed views of the gaming machine 10, and FIGS. 4 to 6 are front views of the game board 31 of the gaming machine 10. Hereinafter, the expressions of front, rear, left, right, upper, and lower used in this embodiment are defined by the front-rear direction D1, the up-down direction D2, and the left-right direction D3 shown in FIGS. 1 to 3.

[0011] As shown in FIGS. 1 to 3, the gaming machine 10 is a pachinko gaming machine including a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a game hall by fixing the outer frame 14 to an island facility (not shown) in the game hall. In this embodiment, a pachinko gaming machine is taken as an example of the gaming machine for explanation. However, the present invention is also applicable to other gaming machines such as a rotary gaming machine (slot machine), an arranged ball gaming machine, and a jan ball gaming machine.

[0012] [Configuration of the front frame 11] The front frame 11 is openable and closable with respect to the outer frame 14 by being rotatably supported at the left end by the outer frame 14. Further, the inner frame 12 is openable and closable with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11. Furthermore, the back pack unit 13 is openable and closable with respect to the inner frame 12 by being rotatably supported at the left end by the inner frame 12.

[0013] The front frame 11 includes an operation button 20, a selection determination unit 21, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, and a lighting decoration unit 27, etc.

[0014] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see FIG. 7) that switches the input signal to the sound lamp control device 5 described below depending on whether or not the operation button 20 is pressed. This allows the sound lamp control device 5 to determine the operation state (operation or no operation) of the operation button 20. This operation button 20 is operated to execute an operation button effect that is executed in response to an operation of the operation button 20 by the player during a predetermined operation acceptance period in a special symbol game effect that is executed in a special symbol game to clearly show the result of the jackpot lottery to the player.

[0015] The position where the operation button 20 is installed is not limited to the front of the upper tray 23, and may be any position on the front frame 11 as long as it is a position where the player can operate it. The operation button 20 is not limited to one, and may be two or more. The operation button 20 may also be equipped with a jog dial. In this case, by operating the jog dial, desired items can be provisionally selected from options (items) on various setting screens when configuring various game settings, such as the performance stage (background performance), characters, music during jackpot play, as well as the frequency of selection of predetermined effects and the likelihood of a jackpot, and the provisionally selected option (item) can be selected by operating the operation button 20.

[0016] Furthermore, one or more operation means such as the operation button 20 that accepts operation by the player may be provided. Examples of the operation means include, in addition to the operation button 20, a rotatable handle, a rotatable lever, a push-in member that can move back and forth or up and down (reciprocating), a touch panel provided on the symbol display unit 341 or the sub-movable display unit 38 described below, or a combination of two or more of these operation means (for example, an operation means that can rotate and move back and forth), and the operation button 20 may be provided on these operation means (for example, an operation means in which the operation button 20 or a touch panel is provided on a handle or lever).

[0017] The selection determination unit 21 is operated by the player, and is, for example, a push button that accepts the player's pressing operation in a standby state where the game is not being executed and is used when the player makes various game settings. Examples of the various game settings include settings for characters appearing in game effects, settings for the execution frequency of various effects such as button effects, and settings for the jackpot expectancy of various effects. The selection determination unit 21 includes a plurality of selection buttons 21A and a determination button 21B.

[0018] The plurality of selection buttons 21A are operated by the player to temporarily select a desired item from options (items) on various setting screens when making various game settings, and include an up selection button 211, a down selection button 212, a left selection button 213, and a right selection button 214. Here, the temporary selection means a state in which the content temporarily selected is determined (stored in the RAM 512) when the determination button 21B is operated. Each of these selection buttons 211 to 214 includes an up selection operation switch 211a, a down selection operation switch 211b, a left selection operation switch 211c, and a right selection operation switch 211d for switching the input signal to the audio lamp control device 5 as shown in FIG. 7. These switches 211a to 211d are connected to the input / output I / F of the audio lamp control device 5. Therefore, the audio lamp control device 5 can determine whether an operation on each of the selection buttons 211 to 214 has been performed based on the input signals of the switches 211a to 211d.

[0019] Also, in the present embodiment, when it is detected that an operation on each of the selection buttons 211 to 214 has started, it is determined that an operation on each of the selection buttons 211 to 214 has been performed. Of course, it may be determined that an operation on each of the selection buttons 211 to 214 has been performed when it is detected that the operation on each of the selection buttons 211 to 214 continues or the operation ends.

[0020] On the one hand, the determination button 21B is operated by the player to determine the temporarily selected item. Further, the determination button 21B includes a determination operation switch 21Ba for switching an input signal to the voice lamp control device 5 described later. The determination operation switch 21Ba is connected to the input / output I / F of the voice lamp control device 5. Therefore, the voice lamp control device 5 can determine whether or not an operation on the determination operation switch 21Ba has been performed based on the input signal of the determination operation switch 21Ba.

[0021] Also, instead of the plurality of selection buttons 21A (211 to 214) and the determination button 21B, it is conceivable that a touch panel provided with a symbol display unit 341 and a sub-movable display unit 38 described later accepts the player's operation, and the touch panel is provided as an operation means. Further, instead of the plurality of selection buttons 21A (211 to 214), it is also conceivable to provide a rotating member such as a jog dial. Further, the selection switches 211a to 211d and the determination operation switch 21Ba (see FIG. 7) are contact type switches, but may be, for example, piezoelectric elements as long as they can be used to detect the presence or absence of an operation by the player.

[0022] The launch handle 22 is a rotary handle that the player operates to launch a game ball. In the gaming machine 10, a basic game is played by launching a game ball from a game ball launch mechanism 32 described later with a strength corresponding to the amount of rotation operation of the launch handle 22 by the player. In the gaming machine 10, in a situation where the launch handle 22 is being operated by the player, the game ball launch mechanism 32 is driven and controlled so that one game ball is launched toward the game area every 0.6 seconds.

[0023] The upper tray 23 is disposed below the panel 25 and is used to store the game balls paid out from the payout device 132 of the payout mechanism 130 described later and guide the stored game balls to the game ball launch mechanism 32 in a state where they are aligned in a row. Further, the lower tray 24 is provided further below the upper tray 23 and is used to store the game balls that are surplus in the upper tray 23.

[0024] The panel 25 is made of colorless transparent or colored transparent glass or synthetic resin through which a player can visually recognize the game board 31 of the inner frame 12 from the front of the gaming machine 10. The speakers 26 are a pair of speakers provided on the left and right of the upper end of the front frame 11, and execute a voice output effect for outputting voice. Note that the installation position of the speakers 26 is not limited to the upper end of the front frame 11. Further, the electric decoration part 27 incorporates a light source such as a display lamp or an LED, and executes a lamp effect according to a lighting color, a blinking pattern such as lighting or turning off.

[0025] [Configuration of the inner frame 12] As shown in FIGS. 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. The inner frame 12 is openable and closable with respect to the front frame 11 by being rotatably supported at the left end by the front frame 11 as described above. Therefore, the game board 31, the game ball launching mechanism 32, and the control unit 33 are openable and closable with respect to the front frame 11. Note that in FIG. 2, the description on the board surface of the game board 31 is omitted for simplicity of illustration.

[0026] The control unit 33 is provided on the back side of the game board 31 and has a main control unit 331 and a sub-control unit 332. In the gaming machine 10, a command (control signal) for instructing control contents is transmitted from the main control unit 331 to the sub-control unit 332 in one direction. Details of the main control unit 331 and the sub-control unit 332 will be described in detail later.

[0027] As shown in FIG. 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general winning opening 313, a first winning opening 314, a second winning opening 315, a variable winning opening 316, through gates 317L, 317R, an out opening 318, a variable display unit 34, a main display unit 36, a sub-movable display unit 38, and a movable accessory member 39.

[0028] The inner rail 311 and the outer rail 312 are conveying paths for sending out the game balls launched from the game ball launching mechanism 32 toward the game area on the game board surface of the game board 31. And after being launched from the inner rail 311 and the outer rail 312, the game balls that have not entered the general winning opening 313, the first winning opening 314, the second winning opening 315, or the variable winning opening 316 are discharged from the out opening 318.

[0029] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 322, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and the outer rail 312 of the game board 31, and guides the game balls launched from the game ball launching mechanism 32 to the inner rail 311 and the outer rail 312. The ball feeding device 322 has driving means such as a solenoid, and supplies the game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is driving means for launching the game balls supplied onto the launching rail 321 toward the inner rail 311 and the outer rail 312. And in the gaming machine 10, the solenoid 323 is driven and controlled according to the operation of the launch handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 to the game board 31. Note that the game ball launching mechanism 32 may be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.

[0030] Returning to the description of FIG. 4, openings that penetrate the game board 31 in the front-rear direction are formed in the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the out opening 318. On the back side of the game board 31, ball entry sensors 313a, 314a, 315a, 316a (see FIG. 7) capable of individually detecting the entry of game balls are provided corresponding to the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, respectively. Further, the game balls that have passed through the openings of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the out opening 318 are collected on the back side of the game board 31 and are detected by an out ball sensor 318a (see FIG. 7) described later. The through gates 317L and 317R are gates that penetrate vertically and through which game balls can pass, and have ball entry sensors 317La and 317Ra (see FIG. 7) capable of individually detecting the game balls passing through the through gates 317L and 317R. In the game board 31, the game balls launched in the left region of the game board 31 may pass through the through gate 317L, and the game balls launched in the right region of the game board 31 may pass through the through gate 317R. Then, a normal hit lottery for determining whether or not to open the second winning opening 315 is executed when the passage of the game balls through the ball entry sensors 317La and 317Ra (see FIG. 7) is detected. When the lottery result in the normal hit lottery is a hit, game balls can enter the second winning opening 315 by opening an electric accessory 315b described later. That is, in the gaming machine 10, not only in the probability-variable gaming state (high probability mode and high-frequency support mode) and the time-saving gaming state (low probability mode and high-frequency support mode), but also by launching game balls in the left region of the game board 31, it is possible to make game balls enter the second winning opening 315 even in the normal gaming state (low probability mode and low-frequency support mode).

[0031] Note that the high-probability mode has a high jackpot probability of winning the jackpot as a result of the jackpot lottery (see Fig. 9(B)), and it is a mode that easily shifts to the jackpot game state in which the jackpot game is executed. In contrast, the low-probability mode has a low jackpot probability of winning the jackpot as a result of the jackpot lottery (see Fig. 9(A)), and it is a mode that hardly shifts to the jackpot game state in which the jackpot game is executed. Also, the high-frequency support mode has a high general winning probability of winning the general winning as a result of the general winning lottery (see Fig. 12(B)), and since the operating frequency of the electric accessory 315b described later is high, it is a mode in which the entry of game balls into the second winning port 315 is easily allowed. In contrast, the low-frequency support mode has a low general winning probability of winning the general winning as a result of the general winning lottery (see Fig. 12(A)), and since the operating frequency of the electric accessory 315b is low, it is a mode in which the entry of game balls into the second winning port 315 is hardly allowed.

[0032] The ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a (see Fig. 7) are electrically connected to the main control unit 331, and the detection results of the ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are input to the main control unit 331. The main control unit 331 (MPU41) transmits a command to cause the payout control device 7 to pay out game balls according to the detection results of the ball entry sensors 313a to 316a. Hereinafter, the detection of the entry of game balls by the ball entry sensors 313a to 316a may be referred to as a win. Also, the main control unit 331 (MPU41) counts the number of out balls based on the detection result of the out ball sensor 318a. The number of out balls counted here matches the number of fired game balls launched onto the game board 31 by the game ball launching mechanism 32.

[0033] Note that the ball entry sensors 313a to 316a, 317La, 317Ra, and the out ball sensor 318a are, for example, electromagnetic induction type proximity sensors, but may be any sensors capable of individually detecting the entry of game balls by other detection methods.

[0034] In addition, the second winning opening 315 is provided with an electric accessory (electric accessory) 315b for switching the presence or absence of restriction on the entry of game balls into the second winning opening 315. The electric accessory 315b is opened and closed by drive means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the electric accessory 315b opens, the entry of game balls into the second winning opening 315 becomes possible, and when the electric accessory 315b closes, the entry of game balls into the second winning opening 315 is restricted.

[0035] Furthermore, the variable winning opening 316 is provided with an opening and closing door 319 for switching the presence or absence of restriction on the entry of game balls into the variable winning opening 316. The opening and closing door 319 is opened and closed by drive means such as a solenoid provided on the back side of the game board 31. In the game board 31, when the opening and closing door 319 opens, the entry of game balls into the variable winning opening 316 becomes possible, and when the opening and closing door 319 closes, the entry of game balls into the variable winning opening 316 is restricted. Note that the opening and closing door 319 is moved to a position where it opens the variable winning opening 316 in the round game in the opening and closing execution mode in the big win game, and waits at a position where it closes the variable winning opening 316 otherwise. Thereby, in the round game in the big win game, game balls launched into the right area of the game board 31 can enter the variable winning opening 316.

[0036] In the gaming machine 10, when the entry of game balls into the first winning opening 314 or the second winning opening 315 is detected by the entry sensor 314a or the entry sensor 315a, the main control unit 331 conducts a big win lottery. Then, the main control unit 331 controls the display on the main display unit 36 according to the lottery result in the big win lottery. Also, the lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display on the variable display unit 34 and the like according to the lottery result.

[0037] In the gaming machine 10, when the entry of game balls into the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316 is detected by the ball entry sensors 313a to 316a, a preset number of prize balls are paid out. For example, the number of prize balls when a ball enters the general winning opening 313 is 10, the number of prize balls when a ball enters the first winning opening 314 or the second winning opening 315 is 3, and the number of prize balls when a ball enters the variable winning opening 316 is 10. In particular, in the gaming machine 10, when the lottery result performed by the main control unit 331 is a big win, the gaming state shifts to the big win gaming state, and the variable winning opening 316 is opened, and a large number of prize balls can be expected to be paid out by repeating the following-described round game a predetermined number of times (for example, 5 times or 16 times).

[0038] Also, when a game ball wins in the first winning opening 314 or the second winning opening 315, a big win lottery is executed. And when the lottery result is a win, the gaming state shifts to a predetermined big win gaming state that is more advantageous than the normal gaming state. In the present embodiment, the big win gaming state includes a 5R big win gaming state (a 5R normal big win gaming state and a 5R sure win big win gaming state), and a 16R sure win big win gaming state. The 5R big win gaming state is a gaming state including an opening / closing execution mode in which the round game in which the variable winning opening 316 is opened is performed 5 times until a predetermined time elapses or until the number of game balls winning in the variable winning opening 316 reaches the upper limit number (for example, 9). The 16R sure win big win gaming state is a gaming state including an opening / closing execution mode in which the round game is performed 16 times, and a larger number of prize balls can be expected to be paid out than in the 5R big win gaming state, and it is a gaming state that is more advantageous for the player than the 5R big win gaming state.

[0039] As shown in FIG. 4, the variable display unit 34 has a symbol display unit 341 such as a liquid crystal display that is disposed so as to be visible through an opening 31A formed in the approximate center of the game board 31. The symbol display unit 341 displays a still image or a moving image, and the display content of the symbol display unit 341 is controlled by the sub-control unit 332. Specifically, in the symbol display unit 341, a variable display effect of decorative symbols according to the lottery result in the jackpot lottery performed by the main control unit 331 in response to the ball entry into the first winning opening 314 or the second winning opening 315, and various image effects such as a special symbol game effect executed along with the variable display effect are performed. Further, the symbol display unit 341 may have a dot matrix display, a plasma display, an organic EL display, etc., or may be a combination of a liquid crystal display or a plasma display and an organic EL display, and may further have a touch panel that accepts a touch operation by a player.

[0040] For example, the variable display effect of the decorative symbols in the symbol display unit 341 is performed by scrolling a plurality of types of decorative symbols assigned with numbers from "1" to "9" in order in the vertical direction, horizontal direction, diagonal direction, etc. Note that sub-symbols such as other characters or symbols may be displayed between the decorative symbols. Further, in the present embodiment, there are no sub-symbols, and there are 9 types of decorative symbols with the types from "1" to "9".

[0041] In the gaming machine 10, in the special symbol game, after the elapse of a preset variable display time from the start of the symbol variable display in the symbol display unit 341, the variable display of the decorative symbols is executed so that the variation of all the decorative symbols stops. More specifically, in the variable display of the decorative symbols, first, all the decorative symbols vary along a preset variation direction (for example, the horizontal direction, the vertical direction, etc.), and the variations of the plurality of decorative symbols stop in order. Then, when the variations of the decorative symbols in all the lines stop and a predetermined time elapses, the variable display of the decorative symbols ends.

[0042] When the display of the decorative symbols on the symbol display unit 341 has finished changing, the symbol display unit 341 displays the decorative symbols lined up on one or more active lines. At this time, the stopped state of the decorative symbols indicates or suggests the result of the jackpot lottery by the main control unit 331. For example, if the lottery result is a "5R probability jackpot," a "16R probability jackpot," or a "5R normal jackpot," the same type of decorative symbols lined up on the active lines are displayed, indicating that a jackpot has been won. The type of jackpot may also be indicated by the combination of decorative symbols on the active lines, but this is not always the case. Specifically, for example, if the lottery result is a "16R probability jackpot," a decorative symbol combination such as "777," which is set as a symbol combination indicating a 16R probability jackpot, is displayed lined up on the active lines, or a combination of the same decorative symbols other than "777" is displayed lined up on the active lines. Furthermore, if the lottery result is a "5R probability variable jackpot," a state in which a combination of decorative symbols, such as "333," which has been set in advance as a combination indicating a 5R probability variable jackpot, is lined up on the active line, or a combination of the same decorative symbols, such as "777" or "333," other than the combination of symbols indicating a 16R probability variable jackpot or a 5R probability variable jackpot, is lined up on the active line. Furthermore, if the lottery result is a "5R normal jackpot," a state in which a combination of the same decorative symbols, such as "222" or "444," which has been set in advance as a combination indicating a normal jackpot, is lined up on the active line, is displayed. Furthermore, if the lottery result is a "loss," a state in which a different combination of decorative symbols (such as "323" or "723") is lined up on the active line is displayed.

[0043] In addition, on the symbol display unit 341, in the special figure game, along with the variable display of the decorative symbols, a special figure game effect that suggests the probability that the lottery result in the jackpot lottery is a jackpot is displayed. When a combination of jackpot symbols other than the combination of decorative symbols indicating a 16R certain-variable jackpot is arranged in the valid lines when the lottery result is a "16R certain-variable jackpot", as a special figure game effect, a suggestive effect indicating that it is a 5R certain-variable jackpot or a 5R normal jackpot is executed. In this case, in the jackpot game effect, an upgrading effect that clearly indicates that the lottery result for the special figure game is a 16R certain-variable jackpot is executed. Similarly, when a combination of jackpot symbols other than the combination of decorative symbols indicating a certain-variable jackpot is arranged in the valid lines when the lottery result is a "5R certain-variable jackpot", as a special figure game effect, a suggestive effect indicating that it is a 5R normal jackpot is executed. In this case, in the jackpot game effect, an upgrading effect or the like that clearly indicates that the lottery result for the special figure game is a 5R certain-variable jackpot is executed.

[0044] Furthermore, when the game state transitions to the jackpot game state, a jackpot game effect including an opening effect, an opening / closing execution mode effect, and an ending effect is displayed on the symbol display unit 341.

[0045] The sub-movable display unit 38 includes a display device 381 such as a liquid crystal display, and is provided in the left area on the front side of the symbol display unit 341. In this sub-movable display unit 38, it is connected to the MPU 61 via the input / output I / F 62 of the display control device 6 (see FIG. 7), and based on the display variation pattern command transmitted from the MPU 51 of the voice lamp control device 5, an image effect is executed on the display device 381 together with the symbol display unit 341 in the special figure game and the jackpot game under the control of the MPU 61.

[0046] Note that the display device 381 may be a dot matrix display, a plasma display, an organic EL display, etc., or may be a combination of a liquid crystal display or a plasma display and an organic EL display. Further, the sub-movable display unit 38 may further have a touch panel that accepts a touch operation by the player in addition to the display device 381.

[0047] Further, the sub-movable display unit 38 is movable in the left-right direction D3 between a standby position (the position shown in FIG. 4) indicated by a virtual line in FIG. 5 and an operating position indicated by a solid line in FIG. 5.

[0048] Here, as shown in FIG. 7, the gaming machine 10 has a motor 38a that supplies a driving force to the sub-movable display unit 38, and a return detection unit 38b for detecting that the sub-movable display unit 38 has returned to the standby position. The motor 38a is a stepping motor, a DC motor, etc., and the return detection unit 38b is an optical sensor, a contact type sensor, etc. The sub-movable display unit 38 and the motor 38a are connected via a drive transmission mechanism such as a drive gear (not shown), and the sub-movable display unit 38 is moved in the right direction (operating direction) from the standby position (see FIG. 4) to the operating position (the solid line position in FIG. 5), or in the left direction (return direction) from the operating position (the solid line position in FIG. 5) to the standby position (see FIG. 4) according to the rotation direction of the motor 38a. For example, the sub-movable display unit 38 is moved from the standby position (see FIG. 4) to the operating position (the solid line position in FIG. 5) when the motor 38a is rotated in the forward direction, and conversely, is moved from the operating position (the solid line position in FIG. 5) to the standby position (see FIG. 4) when the motor 38a is rotated in the reverse direction.

[0049] In addition, the gaming machine 10 includes a motor driver 38c to which a motor 38a and a return detection unit 38b are connected. The motor driver 38c is connected to the input / output I / F 52 of the voice lamp control device 5. Then, the motor driver 38c controls the motor 38a according to a control instruction from the voice lamp control device 5. Further, the motor driver 38c can acquire the detection result by the return detection unit 38b and transmit it to the voice lamp control device 5. Note that the motor driver 38c may be omitted, and the motor 38a and the return detection unit 38b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.

[0050] Such a sub-movable display unit 38 operates to execute an effect related to the lottery result in a jackpot lottery in a special figure game or a jackpot game. For example, in a special figure game, the sub-movable display unit 38 operates as a jackpot confirmation effect indicating that the lottery result in the jackpot lottery is a jackpot, and also operates as a chance-up effect for improving the expectation that the lottery result is a jackpot. Further, in a jackpot game, the sub-movable display unit 38 operates as a promotion effect (a round number promotion effect executed in a jackpot game or a promotion effect from a normal jackpot to a probability-variable jackpot) for clearly showing that the actual lottery result is more advantageous to the player than the lottery result suggested by the special figure game effect. In addition, it is also possible to operate the sub-movable display unit 38 as a retained consecutive winning confirmation effect for notifying that the lottery result in the jackpot lottery includes a jackpot during the retention of the right to execute the special figure game after the end of the jackpot game.

[0051] The standby position and operating position of the sub-movable display unit 38 are not limited to the left area on the front side of the symbol display unit 341, and may be elsewhere. The number of sub-movable display units 38 is not limited to one, and may be multiple, and the multiple sub-movable display units 38 may cooperate, be linked, be driven, or follow. The sub-movable display unit 38 may be movable in other directions in addition to or instead of the left-right direction D3. For example, the sub-movable display unit 38 may be movable in the up-down direction D2, in a diagonal direction, or may be rotatable in a clockwise or counterclockwise direction. The sub-movable display unit 38 may be omitted, and one or more immovable display devices may be provided instead of the sub-movable display unit 38.

[0052] As shown in Figure 4, the main display unit 36 includes a normal pattern display unit 361, a first special pattern display unit 362, a second special pattern display unit 363, a first special pattern reserved number display unit 364, and a second special pattern reserved number display unit 365, which are located in the upper right corner of the game board 31.

[0053] The normal symbol display unit 361 includes a pair of LEDs representing normal symbols (normal symbols), and displays the results of the normal symbol winning lottery, which determines whether or not to open the electric accessory 315b, which is triggered by winning through gates 317L and 317R, by a combination of the LED pairs lighting on and off. The main control unit 331 (MPU 41) causes the LED pairs to flash (variably displaying normal symbols) when a winning symbol is won through gates 317L and 317R, and displays the results of the normal symbol winning lottery by turning each LED on or off (displaying a stationary normal symbol) after the variable display time has elapsed. Note that displaying the results of the normal symbol winning lottery by displaying the variable and stationary normal symbols (normal symbols) is referred to as "normal symbol play" or "normal symbol play."

[0054] The first special symbol display unit 362 includes a seven-segment display device as the first special symbol (first special figure), and displays the lottery result in the first special symbol lottery (first special figure lottery, jackpot lottery) for determining whether to execute a jackpot game triggered by winning the first winning port 314, by means of the combination of lighting and extinguishing of the seven segments in the seven-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the seven-segment display device to blink (display the first special symbol variably) triggered by winning the first winning port 314, and after the elapse of the variable display time, lights or extinguishes each segment (stops displaying the first special symbol) to display the result of the jackpot lottery. Note that displaying the lottery result in the jackpot lottery by the variable display and stop display of the first special symbol (first special figure) is referred to as the "first special symbol game" or "first special figure game".

[0055] The second special symbol display unit 363 includes a seven-segment display device as the second special symbol (second special figure), and displays the lottery result in the second special symbol lottery (second special figure lottery, jackpot lottery) for determining whether to execute a jackpot game triggered by winning the second winning port 315, by means of the combination of lighting and extinguishing of the seven segments in the seven-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the seven-segment display device to blink (display the second special symbol variably) triggered by winning the second winning port 315, and after the elapse of the variable display time, lights or extinguishes each segment (stops displaying the second special symbol) to display the result of the jackpot lottery. Note that displaying the lottery result in the jackpot lottery by the variable display and stop display of the second special symbol (second special figure) is referred to as the "second special symbol game" or "second special figure game".

[0056] Note that hereinafter, the first special symbol (first special figure) and the second special symbol (second special figure) may be referred to as "special symbol" or "special figure", and the first special symbol game (first special figure game) and the second special symbol game (second special figure game) may be referred to as "special symbol game" or "special figure game".

[0057] The first special drawing remaining number display unit 364 includes an LED group composed of four LEDs, and displays the first special drawing remaining number N, which is the remaining number of the right to execute the first special drawing game generated by winning the first winning opening 314, by the number of lit LEDs among the four LEDs.

[0058] The second special drawing remaining number display unit 365 includes an LED group composed of four LEDs, and displays the second special drawing remaining number M, which is the remaining number of the right to execute the second special drawing game generated by winning the second winning opening 315, by the number of lit LEDs among the four LEDs.

[0059] The movable accessory member 39 is movable vertically along the surface of the symbol display unit 341 between a predetermined standby position (the position shown by the phantom line in FIG. 6) located above the symbol display unit 341 and an operating position shown by the solid line in FIG. 6 set below the standby position. The operating position (refer to the solid line in FIG. 6) is closer to the center of the symbol display unit 341 than the standby position (refer to FIG. 4). Also, when the movable accessory member 39 is in the operating position (refer to the solid line in FIG. 6), the coverage rate of the movable accessory member 39 with respect to the surface of the symbol display unit 341 is higher than when it is in the standby position (refer to FIG. 4). Further, a plurality of lamps 391 are arranged in an annular shape at the peripheral portion of the movable accessory member 39. In the present embodiment, 15 lamps 391 are arranged on the movable accessory member 39, and each lamp 391 can be individually turned on and off. Also, each of the plurality of lamps 391 is, for example, an LED lamp and can be turned on in a plurality of colors including white, yellow, green, red, or a mixed color thereof. Thus, since each lamp 391 can be individually turned on and off and can be turned on in a plurality of colors, for example, when the movable accessory member 39 is operated, the degree of expectation (big win expectation) that the lottery result in the big win lottery that triggered the special figure game is a big win can be suggested by the lighting pattern, lighting color, and number of lit lamps of each lamp 391, or the lottery result can be clearly indicated as being a big win. For example, regarding the lighting color, the big win expectation can be made higher in the order of white, yellow, green, and red, and by appropriately setting the lighting pattern and lighting color, it is also possible to execute a confirmation effect that clearly indicates that the lottery result in the big win lottery is a big win by performing a rainbow lamp effect. Also, in the present embodiment, although the movable accessory member 39 is exposed from the opening 31A in the standby position (refer to FIG. 4), it is also conceivable to execute an effect that suggests the degree of expectation that the lottery result in the big win lottery is a big win by using the lamps 391 in the portion exposed from the opening 31A. For example, in the present embodiment, since the four lamps 391 located on the lower side are exposed from the opening 31A (refer to FIG. 4), it is conceivable to suggest the big win expectation depending on which of these lamps 391 is lit.In addition to the four lamps 391 located on the lower side, it is also conceivable to suggest the jackpot expectation level by the image displayed on the symbol display unit 341.

[0060] Note that the movable accessory member 39 may be entirely hidden without being exposed from the opening 31A in the standby position. Further, the gaming machine 10 may include a plurality of movable accessory members 39. Furthermore, the movable accessory member 39 may be a combination of a plurality of separated movable members, deformable into two or more forms, or provided with a display such as a liquid crystal display device. Of course, the movable accessory member 39 is not limited to covering a part of the display screen of the symbol display unit 341, and may cover the entire display screen. Also, the central portion of the movable accessory member 39 may be configured as a lighting and extinguishing decorative portion. In this case, it becomes possible to execute an effect that suggests the jackpot expectation level or explicitly indicates a jackpot by lighting or flashing the decorative portion.

[0061] Such a movable accessory member 39 is operated to execute an effect related to the lottery result in the jackpot lottery in special symbol games and jackpot games. For example, in a special symbol game, the movable accessory member 39 operates as a jackpot confirmation effect indicating that the lottery result in the jackpot lottery is a jackpot, and also operates as a chance-up effect that improves the expectation level that the lottery result is a jackpot. In addition, in a jackpot game, the movable accessory member 39 operates as a promotion effect (round number promotion effect executed in a jackpot game or promotion effect from a normal jackpot to a probability-variable jackpot) that explicitly indicates that the actual lottery result is more advantageous to the player than the lottery result suggested by the special symbol game effect. It is also possible to operate it as a retained consecutive winning confirmation effect that notifies that the lottery result in the jackpot lottery includes a jackpot during the retention of the right to execute a special symbol game after the end of the jackpot game.

[0062] As shown in FIG. 7, the gaming machine 10 includes a motor 39a that supplies a driving force to the movable accessory member 39, and a return detection unit 39b for detecting that the movable accessory member 39 has returned to the standby position. The motor 39a is a stepping motor, a DC motor, or the like, and the return detection unit 39b is an optical sensor, a contact sensor, or the like. The movable accessory member 39 and the motor 39a are connected via a drive transmission mechanism such as a drive gear (not shown), and the movable accessory member 39 is moved in the downward direction (operating direction) from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6), or in the upward direction (return direction) from the operating position (see the solid line in FIG. 6) to the standby position (see FIG. 4) according to the rotation direction of the motor 39a. For example, the movable accessory member 39 is moved from the standby position (see FIG. 4) to the operating position (see the solid line in FIG. 6) when the motor 39a rotates in the forward direction, and conversely, it is moved from the operating position (see the solid line in FIG. 6) to the standby position (see FIG. 4) when the motor 39a rotates in the reverse direction.

[0063] Further, the gaming machine 10 includes a motor driver 39c to which the motor 39a and the return detection unit 39b are connected. The motor driver 39c is connected to the input / output I / F 52 of the voice lamp control device 5. Then, the motor driver 39c controls the motor 39a according to a control instruction from the voice lamp control device 5. Also, the motor driver 39c can acquire the detection result by the return detection unit 39b and transmit it to the voice lamp control device 5. Note that the motor driver 39c may be omitted, and the motor 39a and the return detection unit 39b may be directly connected to the input / output I / F 52 of the voice lamp control device 5 and controlled by the voice lamp control device 5.

[0064] Also, each lamp 391 of the movable accessory member 39 is individually connected to the input / output I / F 52 of the voice lamp control device 5, and each lamp 391 can be individually turned on and off and can be turned on in a plurality of colors by the voice lamp control device 5.

[0065] In addition, it is also conceivable to provide a magnetic sensor and a radio wave sensor (both not shown) on the game board 31. The magnetic sensor is provided, for example, around the first winning opening 314 and the variable winning opening 316. The magnetic sensor is electrically connected to the main control unit, and the detection result of the magnetic sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally guide a game ball to the first winning opening 314 or the variable winning opening 316 using a magnet, it is possible to detect such illegal behavior. On the other hand, the radio wave sensor is provided, for example, around the first winning opening 314 and the second winning opening 315. The radio wave sensor is electrically connected to the main control unit 331, and the detection result of the radio wave sensor is input to the main control unit 331. Thereby, when an attempt is made to illegally input radio waves to the ball entry sensors 314a and 315a to falsely detect the entry of a game ball, it is possible to detect such illegal behavior. Note that the radio wave sensor can detect radio waves in the range of, for example, 50 MHz to 3 GHz.

[0066] [Rear pack unit 13] As shown in FIG. 3, the rear pack unit 13 includes a payout mechanism 130 and a peripheral control unit 140.

[0067] The payout mechanism 130 includes a tank 131 for storing game balls supplied from the island equipment (not shown) in the game hall, and a payout device 132 for paying out game balls from the tank 131 toward the upper tray 23. When the game balls on the upper tray 23 are saturated, the game balls paid out from the payout device 132 are paid out to the lower tray 24.

[0068] The peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132. The launch control device 8 controls the game ball launch mechanism 32 in response to an operation of the launch handle 22. The power supply control device 9 converts the power supplied from the island equipment (not shown) to which the gaming machine 10 is connected to a predetermined voltage level and supplies it to the control device and drive means provided in the gaming machine 10.

[0069] [System configuration of the gaming machine 10] Next, while referring to FIGS. 7 to 16, the system configuration of the gaming machine 10 will be described.

[0070] [Main control unit 331] As shown in FIG. 7, the main control unit 331 includes a main control device 4 that executes the main control of the game in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for shifting to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.

[0071] The MPU 41 is an arithmetic device configured as a one-chip microcomputer. Further, a ROM 411 and a RAM 412 are built in the MPU 41. The MPU 41 executes processing according to a control program stored in the ROM 411 and the like. Also, part or all of the processing executed by the main control device 4 may be executed by an electronic circuit.

[0072] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4. Further, ball-in sensors 313a to 316a, 317La, 317Ra, and an out ball sensor 318a are connected to the input / output I / F 42. Then, the MPU 41 determines the presence or absence of entry of game balls into the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, and the presence or absence of passage of game balls through the through gates 317L, 317R based on the detection signals from the ball-in sensors 313a to 316a, 317La, 317Ra. Also, the MPU 41 counts the number of out balls (number of launched balls) based on the detection signal from the out ball sensor 318a. Further, an audio lamp control device 5, a payout control device 7, a launch control device 8, a power supply control device 9, and the like are connected to the input / output I / F 42.

[0073] Then, the MPU 41 outputs commands such as a general drawing variation pattern command, an electric accessory release command, an electric accessory closing command, a special drawing variation pattern command, a first special drawing hold command, a second special drawing hold command, a special drawing shift command, a jackpot game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a jackpot game end command, and a game setting value change command to the voice lamp control device 5.

[0074] The general drawing variation pattern command is a command for notifying the voice lamp control device 5 of the variation display time (general drawing variation pattern) of the normal symbols in the general drawing game and the lottery result in the general drawing per-lottery. The general drawing variation pattern command is set in step S1709 in the general drawing variation start process of FIG. 24 described later based on the information stored in the general drawing hold storage area 412c (see FIG. 11) when starting the variation display of the normal symbols in the normal symbol display section 361 of the main display section 36. Note that the general drawing variation pattern command may be a command for notifying only the variation display time (general drawing variation pattern) of the normal symbols in the general drawing game to the voice lamp control device 5. In this case, the command for notifying the lottery result in the general drawing per-lottery to the voice lamp control device 5 is set as a command different from the general drawing variation pattern command.

[0075] The electric accessory release command is a command for notifying the voice lamp control device 5 that the electric accessory 315b is released (activated). The electric accessory release command is set in step S1809 in the general drawing per-lottery game control process of FIG. 25 described later when releasing (activating) the electric accessory 315b.

[0076] The electric accessory closing command is a command that notifies the voice lamp control device 5 that the electric accessory 315b is closed (returned). The electric accessory closing command is set in step S1816 in the game control process per general drawing of FIG. 25 described later when closing (returning) the electric accessory 315b.

[0077] The special figure variation pattern command is a command that notifies the voice lamp control device 5 of the variation display time of the special symbol in the special figure game and the lottery result in the big win lottery, and includes information regarding the big win type when the lottery result in the big win lottery is a big win. The special figure variation pattern command is set in step S2105 in the special figure variation start process of FIG. 28 described later based on the information stored in the special figure hold storage area 412b (see FIG. 8) described later when starting the variation display of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Note that the special figure variation pattern command includes information that can identify the type of the special symbol when the variation is started. However, the special figure variation pattern command when the variation of the first special symbol is started and the special figure variation pattern command when the variation of the second special symbol is started may be set as different special figure variation commands. Also, the special figure variation pattern command may be a command that notifies only the variation display time of the special symbol in the special figure game to the voice lamp control device 5. In this case, the command that notifies the lottery result and the big win type in the big win lottery to the voice lamp control device 5 is set as a command different from the special figure variation pattern command.

[0078] The first special figure hold command and the second special figure hold command are commands that notify the voice lamp control device 5 of the lottery result in the jackpot lottery for the increased hold, the variable display time of the special symbol (special figure variation pattern), and the first special figure hold number N or the second special figure hold number M when the first special figure hold number N or the second special figure hold number M stored in the special figure hold storage area 412b (see FIG. 8) described later increases due to the entry of a game ball into the first winning opening 314 or the second winning opening 315. The first special figure hold command and the second special figure hold command are set in the first special figure hold command setting process of step S1105 in the start winning process of FIG. 18 described later (step S1207 or S1209 of the first special figure hold command setting process of FIG. 19 described later) or the second special figure hold command setting process of step S1110 based on the information stored in the special figure hold storage area 412b (see FIG. 8) described later when there is an increase in the first special figure hold number N or the second special figure hold number M.

[0079] The special figure shift command is a command that notifies the voice lamp control device 5 that the special figure win / loss information indicating the lottery result in the jackpot lottery in the first hold area REA1 to the fourth hold area REA4 of the first special figure hold storage area REA or the first hold area REB1 to the fourth hold area REB4 of the second special figure hold storage area REB (see FIG. 8) has shifted when the first special figure hold number N or the second special figure hold number M decreases due to the start of the special figure game (variable display of the special figure). The special figure shift command is set in step S2008 in the special figure data setting process of FIG. 27 described later.

[0080] The jackpot game start command is a command that notifies the voice lamp control device 5 to start the jackpot game, that is, to shift the game state to the jackpot game state, and is set in step S2204 in the jackpot game control process of FIG. 29 described later when shifting to the jackpot game state.

[0081] The opening start command is a command for notifying the voice lamp control device 5 to start the opening of the jackpot game. When starting the opening of the jackpot game, it is set in step S2208 in the jackpot game control process of FIG. 29 described later. Note that since the opening start command can notify the voice lamp control device 5 that the opening of the jackpot game is started by the jackpot game start command, it can be omitted.

[0082] The opening end command is a command for notifying the voice lamp control device 5 to end the opening of the jackpot game. When ending the opening of the jackpot game, it is set in step S2214 in the jackpot game control process of FIG. 30 described later.

[0083] The opening / closing execution mode start command is a command for notifying the voice lamp control device 5 to start the opening / closing execution mode of the jackpot game. When starting the opening / closing execution mode of the jackpot game, it is set in step S2216 in the jackpot game control process of FIG. 30 described later.

[0084] The round game start command is a command for notifying the voice lamp control device 5 to start each round game and the round number information indicating which round the round game is in the opening / closing execution mode in the jackpot game. When starting each round game, it is set in step S2217 in the jackpot game control process of FIG. 30 described later. Note that separately from the round game start command, a command indicating the round number of the round game to be started next may be set at the start of the round game and transmitted to the voice lamp control device 5.

[0085] The round game end command is a command for notifying the voice lamp control device 5 to end the current round game in the opening / closing execution mode in the jackpot game. When ending each round game, it is set in step S2229 in the jackpot game control process of FIG. 31 described later.

[0086] The interval start command is a command that notifies the voice lamp control device 5 to start an interval between round games in the opening / closing execution mode in the jackpot game. When starting the interval, it is set in step S2233 in the jackpot game control process of FIG. 31 described later.

[0087] The interval end command is a command that notifies the voice lamp control device 5 to end an interval between round games in the opening / closing execution mode in the jackpot game. When ending the interval, it is set in step S2239 in the jackpot game control process of FIG. 32 described later.

[0088] The opening / closing execution mode end command is a command that notifies the voice lamp control device 5 to end the opening / closing execution mode of the jackpot game. When ending the opening / closing execution mode, it is set in step S2241 in the jackpot game control process of FIG. 31 described later.

[0089] The ending start command is a command that notifies the voice lamp control device 5 to start the ending of the jackpot game. When starting the ending, it is set in step S2242 in the jackpot game control process of FIG. 31 described later.

[0090] The ending end command is a command that notifies the voice lamp control device 5 to end the ending of the jackpot game. When ending the ending, it is set in step S2248 in the jackpot game control process of FIG. 32 described later.

[0091] The jackpot game end command is a command that notifies the voice lamp control device 5 that the jackpot game has ended. When ending the jackpot game, it is set in step S2250 in the jackpot game control process of FIG. 29 described later.

[0092] The game setting value change command is a command that notifies the voice lamp control device 5 that the game setting value has been changed and the game setting value after the change. When the game setting value is changed, it is set in step S2408 in the game setting value change process of FIG. 35 described later.

[0093] In addition, commands other than the above-mentioned commands may be output from the main control device 4 to the voice lamp control device 5, but their descriptions are omitted.

[0094] Also, the main control device 4 is equipped with an oscillation circuit and a frequency division circuit as means for supplying an operation clock to the MPU 41. The oscillation circuit outputs a clock signal of a predetermined frequency, and the frequency division circuit changes the frequency of the clock signal output from the oscillation circuit and inputs it to the MPU 41. Specifically, the execution cycle of the main timer interrupt process described later executed by the MPU 41 is determined by the clock signal output from the frequency division circuit.

[0095] In this embodiment, a clock signal is supplied from the frequency division circuit to the MPU 41 at a preset interval (for example, 4 msec), and the MPU 41 starts and executes the main timer interrupt process described later each time the rising (or falling) of the clock signal occurs. Note that the oscillation circuit and the frequency division circuit are also mounted on the sub-control unit 332 and the peripheral control unit 140 as needed, and supply the operation clock of the control main body in the sub-control unit 332 and the peripheral control unit 140. Also, a clock signal may be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140.

[0096] The ROM 411 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (work area) for the process executed by the MPU 41. For example, the RAM 412 is used for setting commands transmitted to the voice lamp control device 5 and the like. Note that the RAM 412 may be a non-volatile storage unit.

[0097] Here, while referring to FIG. 8, a storage area in the MPU 41 of the main control device 4 of the gaming machine 10 for performing jackpot lottery and normal pattern hit lottery will be described. Specifically, the MPU 41 uses the counter information stored in the lottery counter storage area 412a, special pattern hold storage area 412b, and normal pattern hold storage area 412c of the RAM 412 to execute settings such as the jackpot lottery result, the setting of the variable display time of the special pattern, the normal pattern hit lottery result, and the setting of the variable display time of the normal symbol.

[0098] In the lottery counter storage area 412a, as lottery counters, a jackpot random number counter C1, a jackpot type counter C2, and a reach random number counter C3 are stored. The jackpot random number counter C1 is used for the jackpot lottery to determine whether to execute a jackpot game. The jackpot type counter C2 is used when determining the jackpot type when the result of the jackpot lottery is a jackpot. The reach random number counter C3 is used when determining the miss type when the result of the jackpot lottery is a miss. Also, in the lottery counter storage area 412a, a jackpot random number initial value counter CIN1 and a special pattern variation type counter CS1 are stored. The jackpot random number initial value counter CIN1 is used for setting the initial value of the jackpot random number counter C1. The special pattern variation type counter CS1 is used for determining the variable display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36. Furthermore, in the lottery counter storage area 412a, as lottery counters, a normal hit random number counter C4, a normal hit type random number counter C5, a normal hit random number initial value counter CIN2, and a normal pattern variation type counter CS2 are stored. The normal hit random number counter C4 is used for the normal pattern hit lottery to determine whether to set the electric accessory 315b of the second winning port 315 to the electrically released state. The normal hit type random number counter C5 is used for sorting the normal hit type (short release or long release) when the result of the normal pattern hit lottery is a normal pattern hit. The normal hit random number initial value counter CIN2 is used for setting the initial value of the normal hit random number counter C4. The normal pattern variation type counter CS2 is used for determining the variable display time of the normal symbol in the normal symbol display section 361 of the main display section 36.

[0099] Then, each lottery counter C1 to C5, CIN1, CIN2, CS1, CS2 is used as a loop counter that is incremented by 1 from the previous value at short time intervals by the MPU 41 and returns to 0 after reaching a preset maximum value. The updated values are recorded in each lottery counter C1 to C5, CIN1, CIN2, CS1, CS1 and are referenced by the MPU 41 when setting the jackpot lottery result, the variation display time of the special symbol, the jackpot type and the losing type, the lottery result per general symbol, the variation display time of the general symbol, and the type per general symbol.

[0100] The special symbol hold storage area 412b includes a first special symbol hold storage area REA, a second special symbol hold storage area REB, and a special symbol execution area AE. The first special symbol hold storage area REA includes a first hold area REA1, a second hold area REA2, a third hold area REA3, a fourth hold area REA4, and a first special symbol hold count storage area NAA. The second special symbol hold storage area REB includes a first hold area REB1, a second hold area REB2, a third hold area REB3, a fourth hold area REB4, and a second special symbol hold count storage area NAB.

[0101] When a game ball enters the first winning opening 314, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure variation type counter CS1 stored in the RAM 412 is acquired as special figure win / loss information used in the jackpot lottery, and is stored in any one of the first storage areas REA1 to REA4 of the first special figure holding storage area REA. When a game ball enters the second winning opening 315, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure variation type counter CS1 stored in the RAM 412 is acquired as special figure win / loss information used in the jackpot lottery, and is stored in any one of the first storage areas REB1 to REB4 of the second special figure holding storage area REB. Note that lottery counter storage areas 412a (such as the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and special figure variation type counter CS1) may be provided individually corresponding to each of the first special figure holding storage area REA and the second special figure holding storage area REB.

[0102] In this way, in the gaming machine 10, in addition to the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, the special figure variation type counter CS1 is stored in any one of the first storage areas REA1 to REA4 of the first special figure holding storage area REA and the first storage areas REB1 to REB4 of the second special figure holding storage area REB.

[0103] Therefore, in addition to the lottery result of the jackpot lottery for the special figure game executed based on the special figure win / loss information stored in the first storage areas REA1 to REA4 of the first special figure holding storage area REA and the first storage areas REB1 to REB4 of the second special figure holding storage area REB, it is possible to pre-determine the variation display time (special figure variation pattern) for the special figure (decorative figure on the figure display unit 341) on the first special figure display unit 362 or the second special figure display unit 363 in the special figure game.

[0104] Specifically, when a game ball enters the first winning opening 314, the special drawing pass / fail information is stored in the available area in the order of priority of the first reserved area REA1, the second reserved area REA2, the third reserved area REA3, and the fourth reserved area REA4 in the first special drawing reserved storage area REA. In the first special drawing reserved number storage area NAA, the number of areas in which the special drawing pass / fail information is stored among the first reserved area REA1 to the fourth reserved area REA4 is stored as the first special drawing reserved number N.

[0105] Also, when a game ball enters the second winning opening 315, the special drawing pass / fail information is stored in the available area in the order of priority of the first reserved area REB1, the second reserved area REB2, the third reserved area REB3, and the fourth reserved area REB4 in the second special drawing reserved storage area REB. In the second special drawing reserved number storage area NAB, the number of areas in which the special drawing pass / fail information is stored among the first reserved area REB1 to the fourth reserved area REB4 is stored as the second special drawing reserved number M.

[0106] That is, in the gaming machine 10, the special drawing pass / fail information as the winning history for the first winning opening 314 and the second winning opening 315 can be reserved up to a maximum of 4 each in a total of 8 storage areas corresponding to the maximum reserved numbers of the first reserved area REA1 to the fourth reserved area REA4 in the first special drawing reserved storage area REA and the first reserved area REB1 to the fourth reserved area REB4 in the second special drawing reserved storage area REB.

[0107] Note that it is also conceivable as another embodiment that there is a reserved area with a maximum reserved number of 8 provided in common for the first winning opening 314 and the second winning opening 315. Even in this case, it is possible to reserve the special drawing pass / fail information as the winning history up to a maximum of 8 in total. The storage process of the special drawing pass / fail information is executed by the MPU 41 by executing the process according to the control program.

[0108] The special figure execution area AE is a storage area used to move the special figure pass / fail information stored in the first hold area REA1 of the first special figure hold storage area REA or the first hold area REB1 of the second special figure hold storage area REB when the variable display of the special figure starts in the first special figure display section 362 or the second special figure display section 363 of the main display section 36. Specifically, the special figure pass / fail information in the first hold area REB1 of the second special figure hold storage area REB is preferentially moved to the special figure execution area AE. When there is no special figure pass / fail information in the first hold area REB1 of the second special figure hold storage area REB and the second special figure hold count N stored in the second special figure hold count storage area NAB is 0, the special figure pass / fail information in the first hold area REA1 of the first special figure hold storage area REA is moved to the special figure execution area AE. That is, in the gaming machine 10, the second special figure game is preferentially executed over the first special figure game. In the probability variable game state and the time-saving game state, which are high-frequency support modes, the so-called right shot, in which the game ball is launched into the right area of the game board 31, is executed, and mainly the second special figure game is executed.

[0109] In addition, in another embodiment, when the difference between the first special figure hold count N stored in the first special figure hold count storage area NAA of the first special figure hold storage area REA and the second special figure hold count M stored in the second special figure hold count storage area NAB of the second special figure hold storage area REB is 2 or more, the value in the hold area with the larger number is preferentially moved to the special figure execution area AE. Also, in another embodiment, the special figure pass / fail information in the first hold area REA1 of the first special figure hold storage area REA and the first hold area REB1 of the second special figure hold storage area REB may be alternately moved to the special figure execution area AE.

[0110] Then, when starting a special figure game once, the MPU 41 performs a jackpot lottery or the like based on numerical information stored as special figure hit / miss information in the special figure execution area AE. At this time, when the first reserved area REA1 of the first special figure reserved storage area REA is moved to the special figure execution area AE, the special figure hit / miss information stored in the second reserved area REA2 shifts to the first reserved area REA1, the special figure hit / miss information stored in the third reserved area REA3 shifts to the second reserved area REA2, and the special figure hit / miss information stored in the fourth reserved area REA4 shifts to the third reserved area REA3.

[0111] Similarly, when the first reserved area REB1 of the second special figure reserved storage area REB is moved to the special figure execution area AE, the special figure hit / miss information stored in the second reserved area REB2 shifts to the first reserved area REB1, the special figure hit / miss information stored in the third reserved area REB3 shifts to the second reserved area REB2, and the special figure hit / miss information stored in the fourth reserved area REB4 shifts to the third reserved area REB3.

[0112] The jackpot random number counter C1 is periodically updated by being incremented by 1 in sequence within a range of, for example, 0 to 637 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is reset to 0 after reaching the maximum value. Also, when the jackpot random number counter C1 makes one full cycle, the value of the jackpot random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. Note that the jackpot random number initial value counter CIN1 is a loop counter updated in the same manner as the jackpot random number counter C1. Then, the value of the jackpot random number counter C1 at the timing when the game ball wins the first winning port 314 or the second winning port 315 is stored in the first to fourth reserved areas REA1 to REA4, REB1 to REB4 of the first special figure reserved storage area REA or the second special figure reserved storage area REB.

[0113] The values of the random numbers that result in a big win are set in two types corresponding to the low-probability mode, which is the normal game state or the time-saving game state, and the high-probability mode, which is the probability-variable game state, according to the win / loss table stored in the win / loss table storage area in the ROM 411. Here, Fig. 9(A) shows a low-probability mode win / loss table corresponding to the low-probability mode, and Fig. 9(B) is a diagram showing an example of a high-probability mode win / loss table corresponding to the high-probability mode.

[0114] In the examples shown in Fig. 9(A) and Fig. 9(B), as the low-probability mode win / loss table and the high-probability mode win / loss table, a plurality of win / loss tables are provided in which the probability (big win probability) that the lottery result in the big win lottery becomes a big win varies according to the game setting value. The low-probability mode win / loss table and the high-probability mode win / loss table each include six win / loss tables corresponding to six levels of game setting values from 1 to 6. In the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, the big win probability that the lottery result in the big win lottery becomes a big win is high and advantageous to the player.

[0115] In game setting value 1, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 206 (0 to 205) for the low-probability mode win / loss table and 821 (0 to 820) for the high-probability mode win / loss table. That is, in game setting value 1, the big win probability in the low-probability mode is about 1 / 318.1 (206 / 65,536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 79.9 (820 / 65,536).

[0116] In game setting value 2, out of the 65,536 random number values from 0 to 65,535, the number of random number values for which the lottery result in the big win lottery becomes a big win is 212 (0 to 211) for the low-probability mode win / loss table and 845 (0 to 844) for the high-probability mode win / loss table. That is, in game setting value 2, the big win probability in the low-probability mode is about 1 / 309.1 (212 / 65,536), and the big win probability in the high-probability mode is about 4 times that of the low-probability mode, about 1 / 77.6 (845 / 65,536).

[0117] In game setting value 3, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 218 (0 to 217) for the low probability mode hit / miss table and 869 (0 to 868) for the high probability mode hit / miss table. In other words, in game setting value 3, the jackpot probability in low probability mode is approximately 1 / 300.6 (218 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 75.4 (869 / 65,536), which is about four times that of the low probability mode.

[0118] In game setting value 4, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 224 (0 to 223) for the low probability mode hit / miss table and 893 (0 to 892) for the high probability mode hit / miss table. In other words, in game setting value 4, the jackpot probability in low probability mode is approximately 1 / 292.6 (224 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 73.4 (893 / 65,536), which is about four times that of the low probability mode.

[0119] With a game setting value of 5, of the 65,536 random number values between 0 and 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 230 (0-229) for the low probability mode hit / miss table and 917 (0-916) for the high probability mode hit / miss table. In other words, with a game setting value of 5, the jackpot probability in the low probability mode is approximately 1 / 284.9 (230 / 65,536), and the jackpot probability in the high probability mode is approximately 1 / 71.5 (917 / 65,536), which is about four times that of the low probability mode.

[0120] In game setting value 6, out of the 65,536 random numbers from 0 to 65,535, the number of random numbers for which the lottery result in the jackpot lottery is a jackpot is 236 (0 to 235) for the low probability mode pass / fail table and 941 (0 to 940) for the high probability mode pass / fail table. That is, in game setting value 6, the jackpot probability in the low probability mode is approximately 1 / 277.7 (236 / 65,536), and the jackpot probability in the high probability mode is approximately 1 / 69.6 (941 / 65,536), which is about 4 times that of the low probability mode.

[0121] Note that when the value of the jackpot random number counter C1 is other than these random numbers for which a jackpot win is determined, the lottery result in the jackpot lottery will be a miss.

[0122] Here, in the low probability mode pass / fail table and the high probability mode pass / fail table, although the random numbers for which the lottery result in the jackpot lottery is a jackpot are common among the same game setting values, it is also conceivable that the random numbers for which a jackpot is achieved are not common. Also, the random numbers for which a jackpot win is determined may not be consecutive values, and some or all of them may be discrete values.

[0123] Also, the low probability mode pass / fail table and the high probability mode pass / fail table are provided six each according to six levels of game setting values, but at least one pass / fail table for each mode is sufficient. That is, the game setting values are not limited to six levels. Also, it is conceivable to provide multiple low probability mode pass / fail tables corresponding to multiple levels of game setting values while providing one high probability mode pass / fail table. That is, it is also conceivable to provide multiple levels of game setting values for the low probability mode and not provide stepped game setting values for the high probability mode to make the jackpot probability uniform. Of course, the jackpot probability in the low probability mode may be made uniform, and multiple levels of game setting values may be provided for the high probability mode.

[0124] The jackpot type counter C2 is incremented by 1 in sequence within the range of 0 to 19, and after reaching the maximum value, it is reset to 0. The jackpot type counter C2 is updated periodically and stored in the special figure hold storage area 412b at the timing when the game ball wins the first winning port 314 or the second winning port 315. In the gaming machine 10, the values of the jackpot type counter C2 corresponding to two types of jackpot types, namely the probability variable jackpot and the normal jackpot, are set according to the distribution table stored in the distribution table storage area in the ROM 411.

[0125] Here, Fig. 9(C) is a diagram showing an example of the distribution table. In the example shown in Fig. 9(C), when the type of the special figure game is the first special figure game triggered by winning the first winning port 314, the number of random numbers for the 5R probability variable jackpot is 10 from 0 to 9, the number of random numbers for the 16R probability variable jackpot is 5 from 10 to 14, and the number of random numbers for the 5R normal jackpot is 5 from 15 to 19. On the other hand, when the type of the special figure game is the second special figure game triggered by winning the second winning port 315, the number of random numbers for the 5R probability variable jackpot is 5 from 0 to 4, the number of random numbers for the 16R probability variable jackpot is 10 from 5 to 14, and the number of random numbers for the 5R normal jackpot is 5 from 15 to 19. That is, in the gaming machine 10, the probability of the probability variable jackpot in the first special figure game and the second special figure game is set to be the same at 75%, but the probability of the 16R probability variable jackpot in the second special figure game is set higher than that in the first special figure game. That is, in the probability variable gaming state (high probability mode and high frequency support mode with a high opening probability of the electric accessory 315b), and the time-saving gaming state (low probability mode and high frequency support mode), compared with the normal gaming state (low probability mode and low frequency support mode with a low opening probability of the electric accessory 315b), the expected value of the game balls obtained when the lottery result in the jackpot lottery is a jackpot is set higher.

[0126] In either the first special symbol game or the second special symbol game, if the result of the jackpot lottery is a probability variable jackpot, the game will transition to a probability variable game state (high probability mode and high frequency support mode) after the jackpot game ends. In the gaming machine 10, there is no upper limit set on the number of special symbol games that can be executed in the probability variable game state, and the gaming machine 10 is configured as a so-called loop probability variable machine.

[0127] Also, if the result of the jackpot lottery is a normal jackpot, the game will transition to a time-saving game state (low probability mode and high frequency support mode) after the jackpot game ends. In the gaming machine 10, an upper limit (100 times in this embodiment) is set for the number of special symbol games (time-saving game count) that can be executed in the time-saving game state, and if the result of the jackpot lottery does not result in a jackpot within this upper limit of the number of special symbol games, the game will transition to a normal game state, which is a low frequency support mode, after the execution of the upper limit of the special symbol games. Note that the number of special symbol games in the time-saving game state is not limited to 100 times, and may be any number.

[0128] In addition, the transition from the probability variable game state to the normal game state is not limited to when the maximum number of special symbol games is played, but may also be performed when, for example, a state transition lottery (falling lottery) is won. In this case, the transition (falling) from the probability variable game state to the normal game state is not performed until a predetermined number of special symbol games have been played, and it is possible to guarantee that the predetermined number is the minimum number of special symbol games played in the probability variable game state. This prevents the number of special symbol games played in the probability variable game state from being significantly reduced.

[0129] In this embodiment, an individual allocation table is set for the first winning slot 314, which triggers the execution of a first special symbol game upon winning, and the second winning slot 315, which triggers the execution of a second special symbol game upon winning, and the allocation probability of the jackpot type differs depending on whether the gaming ball enters the first winning slot 314 or the second winning slot 315, but it is also possible that the allocation probability of the jackpot type is the same for the first special symbol game and the second special symbol game. Also, the gaming machine 10 is not limited to a loop probability variable machine, and it is also possible to configure it as an ST machine including a V-ST machine, a type 1 / 2 mixed machine, etc.

[0130] Then, based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the special chart execution area AE, the MPU 41 determines whether the result of the jackpot lottery is a "5R variable jackpot," a "16R variable jackpot," a "5R normal jackpot," or a "miss."

[0131] Here, if the result of the jackpot lottery is a 5R probability variable jackpot or a 5R normal jackpot, an opening / closing execution mode is executed in which round games in which the variable prize opening 316 is opened in a predetermined manner are repeated five times during the jackpot game. Also, if the result of the jackpot lottery is a 16R probability variable jackpot, an opening / closing execution mode is executed in which round games are repeated 16 times during the jackpot game. It should be noted that, as an opening mode of the variable prize opening 316 during each round game, for example, the variable prize opening 316 may be opened once. Of course, it is also conceivable that the variable prize opening 316 may be opened multiple times during some or all of the round games.

[0132] In the case of a 5R probability variable jackpot or a 16R probability variable jackpot, after the jackpot game ends, the game transitions to a probability variable game state, which is a high probability mode in which the probability of winning a jackpot is high and a high frequency support mode in which the probability of opening the electric accessory 315b is high. In this embodiment, the probability variable game state continues until the MPU 41 determines that the result of the jackpot lottery is a "5R probability variable jackpot," a "16R probability variable jackpot," or a "5R normal jackpot."

[0133] On the other hand, in the case of a 5R normal jackpot, after the end of the jackpot game, it shifts to a short game state which is a low probability mode with a low jackpot winning probability and a high frequency support mode with a high opening probability of the electric accessory 315b. And in the present embodiment, the short game state (low probability mode and high frequency support mode) continues until, for example, the lottery result in a preset specified number of jackpot lotteries such as 100 times is notified to the player, or ends when the player is notified that the lottery result in the jackpot lottery is a jackpot before the elapse of the specified number of times.

[0134] Also, it is conceivable as another embodiment to conduct a fall lottery from the probability variable game state to the short game state or the normal game state in the special figure game. Note that when the lottery result in the jackpot lottery is a miss, it does not shift from the probability variable game state to the jackpot game state and the short game state. In the present embodiment, the case where the gaming machine 10 has three types of jackpot categories, namely 5R probability variable jackpot, 16R probability variable jackpot, and 5R normal jackpot, will be described as an example, but it is not limited thereto, and for example, it is also conceivable to have other jackpot categories such as 2-round probability variable jackpot, 2-round normal jackpot, 16R normal jackpot, etc.

[0135] Also, the reach random number counter C3 is periodically updated by being incremented by 1 in order within a range of, for example, 0 to 238 in step S1003 of the main timer interrupt process in FIG. 17 described later, and is reset to 0 after reaching the maximum value. And in the first to fourth reserved areas REA1 to REA4, REB1 to REB4 of the first special figure reserved storage area REA1 or the second special figure reserved storage area REA2, the value of the reach random number counter C3 at the timing when the game ball wins the first winning port 314 or the second winning port 315 is stored.

[0136] In the gaming machine 10, the reach random number counter C3 selects the type of stop result of the variable display to be displayed on the symbol display unit 341 when the lottery result in the jackpot lottery is a miss. Specifically, the miss type table stored in the miss type table storage area in the ROM 411 sets the values of the reach random number counter C3 corresponding to three types of miss types: a front-to-back miss reach in which the final stopped symbol stops just one symbol before or after the reach symbol after the reach has occurred; a non-front-to-back miss reach in which the final stopped symbol stops other than before or after the reach symbol after the reach has occurred; and a complete miss in which no reach occurs.

[0137] Here, Figure 9(D) is a diagram showing an example of a miss type table. In the example shown in Figure 9(D), the value of the random number that results in a front or rear miss reach is 0 to 8, the value of the random number that results in a reach other than a front or rear miss is 9 to 38, and the value of the random number that results in a complete miss is 39 to 238. Note that in a special symbol game in which a 5R probability variable jackpot, a 16R probability variable jackpot, or a 5R normal jackpot is won, i.e., in a special symbol game that transitions to a jackpot game state, the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3.

[0138] Here, the term "reach" refers to a variable state in which a decorative symbol combination indicating a jackpot is likely to occur between the start of the variable display of symbols on the symbol display unit 341 and the static display of the symbols. In one example, the same symbol is statically displayed at two of the three decorative symbol positions on the pay line on the symbol display unit 341, and the display symbol corresponding to the remaining position is variable. During the variable state of the reach on the symbol display unit 341, a story presentation process is executed in which a video of a predetermined character or the like is displayed to suggest the degree of expectation, or a player-participation operation presentation process is executed in which the player's operation of the operation button 20 is reflected in the presentation. During the execution of these presentation processes, the variable display on the symbol display unit 341 may be hidden or may be displayed in a reduced or enlarged form.

[0139] The special symbol variation type counter CS1 is incremented by one within a range of, for example, 0 to 199, and is reset to 0 after reaching a maximum value. Specifically, the special symbol variation type counter CS1 determines the special symbol variation pattern type (special symbol variation display time) indicating the variation display time of the special symbol (decorative symbol in the symbol display unit 341) in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 according to the lottery result in the jackpot lottery. In this way, by determining the special symbol variation pattern type, the sound lamp control device 5 determines the variation type (performance pattern) in the general special symbol game, such as high-speed variation performance (basic performance, non-reach performance), normal reach performance, super reach performance, and special reach performance, according to the special symbol variation pattern type (special symbol variation display time). The special symbol variation type counter CS1 is updated at least once in step S1402 each time the main processing of Fig. 21 described later is executed once by the MPU 41, and is also repeatedly updated in step S1414 during the remaining time in the main processing. Then, the value of the special symbol variation type counter CS1 at the time when the gaming ball enters the first winning port 314 or the second winning port 315 is stored in the first to fourth reserve areas REA1 to REA4, REB1 to REB4 of the first special symbol reserve storage area REA1 or the second special symbol reserve storage area REA2.

[0140] Then, the MPU 41 determines a special symbol variation pattern indicating the variable display time of the special symbol based on the special symbol variation type counter CS1 and a variation table (see Figures 10(A) to 10(C)) previously set according to the result of the jackpot lottery. Specifically, the MPU 41 identifies the special symbol variation pattern type by referring to the normal jackpot variation table (see Figure 10(A)), the probability variable jackpot variation table (see Figure 10(B)), or the miss variation table (see Figure 10(C)) previously stored in the variation table storage area of the ROM 411. Note that these variation tables may be provided separately for the low probability mode and the high probability mode. Also, the probability variable jackpot variation table may be provided separately for each of the 5R probability variable jackpot and the 16R probability variable jackpot.

[0141] Here, FIGS. 10(A), 10(B), and 10(C) are diagrams showing an example of a variation table. In the normal jackpot variation table shown in FIG. 10(A), the sure-win jackpot variation table shown in FIG. 10(B), and the losing variation table shown in FIG. 10(C), special figure variation patterns are pre-associated according to the value of the special figure variation type counter CS1. Then, when the lottery result in the jackpot lottery is "5R normal jackpot", the MPU 41 refers to the normal jackpot variation table shown in FIG. 10(A), when the lottery result is "5R sure-win jackpot" or "16R sure-win jackpot", it refers to the sure-win jackpot variation table shown in FIG. 10(B), and when the lottery result is "losing", it refers to the losing variation table shown in FIG. 10(C) to identify the type of the special figure variation pattern.

[0142] More specifically, as shown in FIGS. 10(A) and 10(B), in the normal jackpot variation table and the certain jackpot variation table, any one of the special figure variation patterns "01" to "03" is selected according to the value of the special figure variation type counter CS1. Here, when the special figure variation pattern "01" is selected, the voice lamp control device 5 determines a normal reach effect pattern with a variation display time of 30 s as the variation type (effect pattern type), and a special game effect is executed in the symbol display unit 341 or the like according to the normal reach effect pattern. The normal reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is a normal reach effect. Also, when the special figure variation pattern "02" is selected, the voice lamp control device 5 determines a super reach effect pattern with a variation display time of 60 s as the variation type (effect pattern type), and a special game effect is executed in the symbol display unit 341 or the like according to the super reach effect pattern. The super reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is a super reach effect. Further, when the special figure variation pattern "03" is selected, the voice lamp control device 5 determines a special reach effect pattern with the longest variation display time of 90 s as the variation type (effect pattern), and a special game effect is executed in the symbol display unit 341 or the like according to the special reach effect pattern. The special reach effect pattern is an effect pattern in which the final individual effect type in the special figure game effect is a special reach effect.

[0143] As shown in FIG. 10(C), in the deviation variation table, corresponding to the stop display type of the decorative symbol at the time of deviation (front and rear deviation reach, reach other than front and rear deviation, complete deviation) determined by the value of the reach random number counter C3, the correspondence between the special figure variation type counter CS1 and the special figure variation pattern is defined. More specifically, when the stop display type at the time of deviation is a front and rear deviation reach or a reach other than a front and rear deviation, any one of the special figure variation patterns "01" to "03" is selected according to the value of the special figure variation type counter CS1. On the other hand, when the stop display type at the time of deviation is a complete deviation, either the special figure variation pattern "04" or "05" is selected according to the value of the special figure variation type counter CS1. When the special figure variation pattern "04" is selected, in the voice lamp control device 5, a reachless effect pattern (7-second non-reach effect pattern) with a variation display time of 7 s is determined as the variation type (effect pattern type), and a special figure game effect is executed according to the 7-second non-reach effect pattern on the symbol display unit 341 and the like. When the special figure variation pattern "05" is selected, in the voice lamp control device 5, a reachless effect pattern (10-second non-reach effect pattern) with a variation display time of 10 s is determined as the variation type (effect pattern type), and a special figure game effect is executed according to the 10-second non-reach effect pattern on the symbol display unit 341 and the like.

[0144] For example, in the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "04", a variation display of a deviation pattern in which the variation display of the decorative symbol is stopped as a combination of the deviation symbols is executed without accompanying a preview effect such as displaying a character, a message, etc. In the gaming machine 10, as the variation display at the time of deviation corresponding to the special figure variation pattern "05", a variation display of a deviation pattern in which the variation display of the decorative symbol is stopped as a combination of the deviation symbols is executed with accompanying a preview effect such as displaying a character, a message, etc. Also, at the time of the variation display at the time of deviation corresponding to the special figure variation pattern "05", a player participation type operation effect that reflects the operation of the operation button 20 by the player may be executed as a preview effect.

[0145] Note that the types of special figure variation patterns are not limited to the examples shown in FIGS. 10(A), 10(B), and 10(C).

[0146] For example, in the gaming machine 10, as normal reach effects executed in the normal reach effect pattern corresponding to the special figure variation pattern "01", a plurality of types of normal reach effects with different characters, stories, etc. are prepared, and any one of the normal reach effects selected from them is executed.

[0147] Similarly, in the gaming machine 10, as super reach effects executed in the super reach effect pattern corresponding to the special figure variation pattern "02", a plurality of types of super reach effects with different characters, stories, etc. are prepared, and any one of the super reach effects selected from them is executed. The super reach effect is a reach effect with a longer variation time than the normal reach effect, and is executed when suggesting to the player that the probability (expectation) that the lottery result in the big win lottery is a big win is higher than that of the normal reach effect and lower than that of the special reach effect.

[0148] Furthermore, in the gaming machine 10, as special reach effects executed in the special reach effect pattern corresponding to the special figure variation pattern "03", a plurality of types of special reach effects with different characters, stories, etc. are prepared, and any one of the special reach effects selected from them is executed. The special reach effect is a reach effect with a longer variation time than the normal reach effect, and is an effect that develops from, for example, the normal reach effect or the super reach effect. The special reach effect is executed when suggesting to the player that the probability (expectation) of winning a big win is higher than that of the normal reach effect and the special reach effect.

[0149] In addition, the production patterns corresponding to the special figure change patterns may include player participation type operation productions such as operation productions in which the operation status of the operation button 20 by the player is reflected in the production, for example, single-shot operation productions in which single-shot operations are reflected in the production, rapid-fire operation productions in which rapid-fire operations of the operation button 20 by the player are reflected in the production, and long-press operation productions in which long-press operations of the operation button 20 by the player are reflected in the production.

[0150] Then, when the MPU 41 identifies the variation display time of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (the variation display time of the decorative symbol in the symbol display section 341), it inputs a special symbol variation pattern command indicating the special symbol variation display time and the lottery result in the big win lottery to the voice lamp control device 5. Specifically, when the lottery result is "5R normal big win", the MPU 41 outputs any one of the special symbol variation pattern commands "A01" to "A03" with "A" indicating that it is a 5R normal big win attached before the special symbol variation patterns "01" to "03". Also, when the lottery result is "5R sure win big win", the MPU 41 outputs any one of the special symbol variation pattern commands "B01" to "B03" with "B" indicating that it is a 5R sure win big win attached before the special symbol variation patterns "01" to "03". Further, when the lottery result is "16R sure win big win", the MPU 41 outputs any one of the special symbol variation pattern commands "C01" to "C03" with "C" indicating that it is a 16R sure win big win attached before the special symbol variation patterns "01" to "03". Also, when the lottery result is "a miss", the MPU 41 outputs any one of the special symbol variation pattern commands "D01" to "D05" with "D" indicating that it is a miss attached before the special symbol variation patterns "01" to "05". That is, the special symbol variation pattern command includes not only the special symbol variation pattern (the time of the special symbol game), which is the variation display time of the special symbol, but also information specifying the result of the big win lottery. And in the voice lamp control device 5, based on the special symbol variation pattern command, it is possible to judge not only the special symbol variation pattern (the time of the special symbol game), which is the variation display time of the special symbol, but also the result of the big win lottery. Based on the variation display time (the time of the special symbol game) of the special symbol and the result of the big win lottery, details such as the variation type (production pattern) displayed on the symbol display section 341 and the stop display combination of the decorative symbol are determined. Then, based on the details such as the determined variation type (production pattern), the voice lamp control device 5 causes the decorative symbol to be variably displayed and stopped displayed on the symbol display section 341, executes an image production in accordance with the variable display of the decorative symbol, further executes a voice production by the speaker 26 in accordance with the variable display of the decorative symbol, and causes the lighting decoration section 27 to execute a lighting decoration production (lamp production).

[0151] In this way, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process of determining the variable display time of the decorative symbols in the symbol display unit 341 based on the special figure variation type counter CS1 and the variation table. Therefore, even when the MPU 41 of the gaming machine 10 is composed of an 8-bit microcomputer, the MPU 41 can stably execute the jackpot lottery. Also, since the details of the variation mode of the decorative symbols actually displayed on the symbol display unit 341 are determined by the voice lamp control device 5, it is possible to selectively execute various variation modes as the variation mode.

[0152] The variation tables shown in FIGS. 10(A) to 10(C) are commonly used in various gaming states (normal gaming state, time-limited gaming state, and probability-variable gaming state), but variation tables may be set individually for each gaming state, or variation tables may be set individually for the high-frequency support mode (time-limited gaming state and probability-variable gaming state) and the low-frequency support mode. Also, when setting variation tables individually for each gaming state or each support mode, the average value of the variable display time is set longer, for example, in the normal gaming state (low-frequency support mode) than in the time-limited gaming state and the probability-variable gaming state (high-frequency support mode). Also, when setting different variation tables for the time-limited gaming state and the probability-variable gaming state, the average value of the variable display time may be set longer in the time-limited gaming state than in the probability-variable gaming state, or may be set longer in the probability-variable gaming state than in the time-limited gaming state.

[0153] Here, FIG. 11 is a block diagram showing an example of the general figure reserved storage area 412c in the storage area of the main control device 4 shown in FIG. 8. As shown in FIG. 11, the general figure reserved storage area 412c includes a general figure first reserved area SE1, a general figure second reserved area SE2, a general figure third reserved area SE3, a general figure fourth reserved area SE4, a general figure variation reserved number storage area SNA, and a general figure execution area SAE.

[0154] The general drawing first reserved area SE1 to the general drawing fourth reserved area SE4 are storage areas for storing the normal hit random number counter C4, the normal hit type random number counter C5, and the general drawing variation type counter CS2, which are obtained as general drawing pass / fail information used in the general drawing per-game lottery when the game ball passes through the through gates 317L and 317R.

[0155] The general drawing variation reserved number storage area SNA stores the number of the general drawing first reserved area SE1 to the general drawing fourth reserved area SE4 in which the general drawing pass / fail information is stored. That is, the general drawing variation reserved number storage area SNA is a storage area for storing the number of reservations of the right to execute the general drawing game.

[0156] The general drawing execution area SAE is a storage area used to move the general drawing pass / fail information in the general drawing first reserved area SE1 when the variable display of the normal symbol starts in the normal symbol display section 361 of the main display section 36. Then, when starting one general drawing game, the MPU 41 performs a general drawing lottery using the following general drawing hit pass / fail table (see FIGS. 12(A) and 12(B)) and the general drawing type allocation table (see FIGS. 12(C) and 12(D)) based on the numerical information (the values of the normal hit random number counter C4, the normal hit type random number counter C5, and the general drawing variation type counter CS2) stored as the general drawing pass / fail information in the general drawing execution area SAE, and determines the general drawing variable display time for the normal symbol using the general drawing variation table (not shown). At this time, when the general drawing pass / fail information stored in the general drawing first reserved area SE1 is moved to the general drawing execution area SAE, the general drawing pass / fail information stored in the general drawing second reserved area SE2 is shifted to the general drawing first reserved area SE1, the general drawing pass / fail information stored in the general drawing third reserved area SE3 is shifted to the general drawing second reserved area SE2, and the general drawing pass / fail information stored in the general drawing fourth reserved area SE4 is shifted to the general drawing third reserved area SE3.

[0157] The normal win random number counter C4 is periodically updated in step S1003 of the main timer interrupt process in Fig. 17, which will be described later, by sequentially adding 1 within the range of 0 to 299, and is reset to 0 after reaching its maximum value. The value of the normal win random number counter C4 at the time when the game ball enters the through gates 317L and 317R is stored in the normal win random number counter C4 first reserve area to the normal win random number counter C4 fourth reserve area SE1 to SE4 of the normal win reserve storage area 412c. Also, at a predetermined timing, a normal win lottery is held to determine whether or not the electric accessory 315b will be opened for a predetermined time based on the value of the normal win random number counter C4 stored in the normal win reserve storage area 412c.

[0158] Here, Figures 12(A) and 12(B) are diagrams showing examples of a normal winning / losing table. In this embodiment, two types of normal winning / losing tables are set: a low-frequency support mode normal winning / losing table shown in Figure 12(A) and a high-frequency support mode normal winning / losing table shown in Figure 12(B). That is, in this embodiment, as described later, the normal winning probability differs between the low-frequency support mode and the high-frequency support mode, and the normal winning probability is set higher in the high-frequency support mode than in the low-frequency support mode.

[0159] The low-frequency support mode normal winning / losing table shown in Figure 12(A) is a table used in the normal winning lottery in the normal game state, which is the low-frequency support mode. As shown in Figure 12(A), in the low-frequency support mode normal winning / losing table, when the value of the normal winning random number counter C4 is 0, it is a normal winning, and when the value of the normal winning random number counter C4 is 1 to 299, it is a loss. In other words, in the normal game state (low-frequency support mode), the probability of winning a normal winning is set to 1 / 300, and the operation frequency of the electric accessory 315b is low.

[0160] The high-frequency support mode normal winning / losing table shown in Figure 12(B) is a table used in the normal winning lottery in the high-frequency support mode, which is the probability variable game state and the time-saving game state. As shown in Figure 12(B), in the high-frequency support mode normal winning / losing table, contrary to the low-frequency support mode normal winning / losing table, the value of the normal winning random number counter C4 is 0 when the normal winning random number counter C4 is a loss, and the value of the normal winning random number counter C4 is 1 to 299 when the normal winning random number counter C4 is a win. In other words, in the probability variable game state and the time-saving game state (high-frequency support mode), the probability of winning a normal winning is set to 299 / 300, which is higher than the normal game state (low-frequency support mode), and the operation frequency of the electric device 315b is increased.

[0161] In addition, the probability of winning a normal low-frequency support mode map and the probability of winning a normal high-frequency support mode map are not limited to the examples shown in Figures 12(A) and 12(B) and can be changed as appropriate.

[0162] The normal win type random number counter C5 is periodically updated by being incremented by 1 in the range of 0 to 199 in step S1003 of the main timer interrupt process in FIG. 17, which will be described later, and is reset to 0 after reaching its maximum value. The value of the normal win type random number counter C5 at the time when the game ball enters the through gate 317L, 317R is stored in the normal win first reserve area to the normal win fourth reserve area SE1 to SE4 of the normal reserve storage area 412c. Also, when the value of the normal win type random number counter C4 stored in the normal win first reserve area to the normal win fourth reserve area SE1 to SE4 is a normal win, the type of normal win (short opening normal win or long opening normal win), that is, the opening time of the electric device 315b, is set by the value of the normal win type random number counter C5 stored in the normal win first reserve area to the normal win fourth reserve area SE1 to SE4.

[0163] Here, Figures 12(C) and 12(D) are diagrams showing examples of normal map winning type allocation tables. In this embodiment, two types of normal map winning type allocation tables are set: a low-frequency support mode normal map winning type allocation table shown in Figure 12(C) and a high-frequency support mode normal map winning type allocation table shown in Figure 12(D). That is, in this embodiment, as described later, the allocation probability of normal map winning types (short-open normal map winning and long-open normal map winning) differs between the low-frequency support mode and the high-frequency support mode.

[0164] Here, in the case of a short-open normal winning game, the electric device 315b is opened for a short time (for example, 0.1 seconds), and a short-open normal winning game is executed in which the game ball can enter the second winning port 315 for a short time (for example, 0.1 seconds). In this short-open normal winning game, the opening time of the electric device 315b is short, so it is difficult for the game ball to enter the second winning port 315, and in many cases, the game ball does not enter the second winning port 315.

[0165] On the other hand, in the case of a long-opening normal winning game, the electric accessory 315b is opened for a longer period of time (for example, 6 seconds) than in a short-opening normal winning game, so that a long-opening normal winning game is executed in which the game ball can enter the second winning hole 315 for a longer period of time (for example, 6 seconds) than in a short-opening normal winning game. In this long-opening normal winning game, the electric accessory 315b is opened for a longer period of time, so that the game ball is more likely to enter the second winning hole 315, and it is possible to reserve up to an upper limit (for example, 4) of the right to play the second special winning game.

[0166] The low frequency support mode normal winning type allocation table shown in Figure 12 (C) is a table used in the normal winning lottery in the normal game state, which is the low frequency support mode. As shown in Figure 12 (C), in the low frequency support mode normal winning type allocation table, when the value of the normal winning type random number counter C5 is 0 to 99, it is set to a short opening normal winning, and when the value of the normal winning type random number counter C5 is 100 to 199, it is set to a long opening normal winning. In other words, in the normal game state (low frequency support mode), the allocation ratio between the short opening normal winning and the long opening normal winning is set to 1:1. Of course, the distribution ratio between short-opening normal wins and long-opening normal wins in the normal game state (low frequency support mode) does not necessarily have to be 1:1 and can be changed as appropriate. For example, it is possible to set the distribution ratio for long-opening normal wins to zero (the value of the normal win type random number counter C5 for long-opening normal wins is zero) or approximately zero (the value of the normal win type random number counter C5 for long-opening normal wins is one or two).

[0167] The high-frequency support mode normal winning type allocation table shown in FIG. 12(D) is a table used in the normal winning lottery in the high-frequency support mode, which is the probability variable game state and the time-saving game state. As shown in FIG. 12(D), in the high-frequency support mode normal winning type allocation table, when the value of the normal winning type random number counter C5 is 0, it is set to a short-open normal winning, and when the value of the normal winning type random number counter C5 is 1 to 199, it is set to a long-open normal winning. In other words, in the probability variable game state and the time-saving game state (high-frequency support mode), it is set to be more likely to be allocated to a long-open normal winning than a short-open normal winning. Of course, the allocation rate between short-open normal winning and long-open normal winning in the probability variable game state and the time-saving game state (high-frequency support mode) is not limited to the example shown in FIG. 12(D) and can be changed as appropriate. For example, it is possible to set the allocation rate for short-open normal winning to zero (the value of the normal winning type random number counter C5 for short-open normal winning is zero).

[0168] The opening of the electric accessory 315b is not limited to once per game per normal map, but may be multiple times. In this case, the opening time and opening interval (interval between openings) of each opening of the electric accessory 315b per game per normal map may be one or multiple types.

[0169] The normal map fluctuation type counter CS2 is updated at least once in step S1402 by being incremented by 1 within the range of 0 to 99, for example, each time the main processing of FIG. 21 described below is executed, and is also repeatedly updated in step S1414 during the remaining time in the main processing. The value of the normal map fluctuation type counter CS2 at the time when the game ball enters the through gate 317L, 317R is stored in the normal map first reserve area to the normal map fourth reserve area SE1 to SE4 of the normal map reserve storage area 412c. Furthermore, at a predetermined timing, the normal map fluctuation display time is determined by referring to a normal map fluctuation display table (not shown) based on the value of the normal map fluctuation type counter CS2 stored in the normal map reserve storage area 412c.

[0170] The normal map fluctuation display table (not shown) includes, for example, a high-frequency support mode normal map fluctuation table that is referenced when the high-frequency support mode is selected, and a low-frequency support mode normal map fluctuation display table that is referenced when the low-frequency support mode is selected. In the high-frequency support mode normal map fluctuation display table and the low-frequency support mode normal map fluctuation display table, multiple normal map fluctuation display times are set corresponding to the value of the normal map fluctuation type counter CS2, for example. Also, the high-frequency support mode normal map fluctuation display table is typically set to have a shorter average normal map fluctuation display time than the low-frequency support mode normal map fluctuation display table. For example, some of the fluctuation display times set in the high-frequency support mode normal map fluctuation display table may be set to be longer than some of the fluctuation display times set in the low-frequency support mode normal map fluctuation display table, or all of the fluctuation display times set in the high-frequency support mode normal map fluctuation display table may be set to be longer than all of the fluctuation display times set in the low-frequency support mode normal map fluctuation display table.

[0171] In addition, a common map change display table may be set for the high-frequency support mode and the low-frequency support mode, and the map change display time set in at least one of the high-frequency support mode map change display table and the low-frequency support mode map change display table may be one type. Also, the map change display time may be set according to the map change reserve number X, for example, the map change display time may be set to be shorter as the map change reserve number X increases, and the map change display time may be set to be longer as the map change reserve number X decreases.

[0172] FIG. 13 is a block diagram showing an example of the game information storage area 412d set in the RAM 412 of the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. The game information storage area 412d stores game information related to game history, ball payout performance, etc. In this embodiment, the game information storage area 412d stores the following game information: "Number of balls out," "Number of balls paid out from the general prize slot," "Number of balls paid out from the first prize slot," "Number of balls paid out from the second prize slot," "Number of balls paid out from the variable prize slot," "Setting value," "Base information," "Continuous feature ratio information," "Feature ratio information," "Cumulative number of jackpot lotteries," "Number of unit jackpot lotteries," "Number of jackpots," and "Number of consecutive misses." Of this game information, the "game setting value," "Base information," "Continuous feature ratio information," "Feature ratio information," and "Number of unit jackpot lotteries" correspond to game information (performance information) related to ball payout performance.

[0173] The "number of out balls" is the cumulative number of game balls released onto the game board 31 in the normal game state (low probability mode and low frequency support mode). This "number of out balls" is stored as a count value of the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17 described later.

[0174] The "number of balls paid out at the general winning port" is the cumulative value of game balls paid out in response to a win at the general winning port 313 in normal game mode (low probability mode and low frequency support mode). When a win at the general winning port 313 is detected by the ball entry sensor 313a in normal game mode, this "number of balls paid out at the general winning port" is updated to a value adding the number of balls paid out for the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to a win at the general winning port 313 in the prize ball command setting process of step S1403 in the main processing of Figure 21 described below.

[0175] The "number of balls paid out at the first winning port" is the cumulative value of game balls paid out in response to a winning into the first winning port 314 in normal game mode (low probability mode and low frequency support mode). When a winning into the first winning port 314 is detected by the ball entry sensor 314a in normal game mode, this "number of balls paid out at the first winning port" is updated to a value adding the number of balls paid out for the current winning when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the winning into the first winning port 314 in the prize ball command setting process of step S1403 in the main processing of Figure 21 described below.

[0176] The "number of balls paid out from the second winning port" is the cumulative number of game balls paid out in response to a win in the second winning port 315 in the time-saving game mode (low probability mode and high frequency support mode). When a win in the second winning port 315 is detected by the ball entry sensor 315a in the time-saving game mode, this "number of balls paid out from the second winning port" is updated to a value that includes the number of balls paid out from the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win in the second winning port 315 in the prize ball command setting process in step S1403 of the main process in Figure 21 described below.

[0177] The "number of balls paid out from the variable winning port" is the cumulative value of the game balls paid out in response to a win into the variable winning port 316 in a jackpot game state. When a win into the variable winning port 316 is detected by the ball entry sensor 316a in a jackpot game state, this "number of balls paid out from the variable winning port" is updated to a value that includes the number of balls paid out from the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to a win into the variable winning port 316 in the prize ball command setting process of step S1403 in the main process of Figure 21 described below.

[0178] The "game setting value" is used to select the low probability mode hit / miss table (see Figure 9(A)) and high probability mode hit / miss table (see Figure 9(B)) used in the jackpot lottery (hit / miss determination). In other words, the "game setting value" specifies the jackpot probability in the low probability mode and the high probability mode. In this embodiment, six setting values (six types of low probability mode hit / miss tables (see Figure 9(A)) and high probability mode hit / miss tables (see Figure 9(B)) with different jackpot probabilities) are prepared as described below. The "game setting value" is updated during the game setting value change process in Figure 35 described below.

[0179] "Base information" refers to information about the "base," which is the payout rate (ball payout rate) in normal game mode (low probability mode and low frequency support mode). This "base" is the ratio of the total number of paid balls (the "number of balls paid out from the general prize slot" and the "number of balls paid out from the first prize slot)) to the "number of balls out" in normal game mode. The "base" can be expressed mathematically as "base" = 100 × ("number of balls paid out from the general prize slot" + "number of balls paid out from the first prize slot") / "number of balls out." The "base information" includes information about the current base BL, the previous 60,000 ball base B1, and the two-previous 60,000 ball base B2. The previous 60,000 ball base B1 and the two-previous 60,000 ball base B2 are updated each time the number of out balls reaches 60,000 balls in the specific performance information update process of Figure 36 (described below) (steps S2505 and S2506). Specifically, the "base" when the most recent number of out balls reaches 60,000 balls is set as the previous 60,000 ball base B1, and the "base" when the number of out balls two balls before that reaches 60,000 balls is set as the second-to-last 60,000 ball base B2, and these are saved as "base information" in the game information storage area of RAM 412. Furthermore, until the counter value for the number of out balls reaches 60,000 balls, it is calculated as the current base BL (step S1804), and the current base BL is saved as "base information" in the game information storage area of RAM 412. Furthermore, when the counter value for the number of out balls is calculated as the current base BL until it reaches 60,000 balls, the "base information" stores the "number of balls paid out from the general prize slot," "number of balls paid out from the first prize slot," and "number of out balls" for base calculation, in addition to the "number of balls paid out from the general prize slot," "number of balls paid out from the first prize slot," and "number of out balls" explained above.

[0180] In this embodiment, the "base information" includes the "current base BL," the "previous 60,000 ball base B1," and the "previously previous 60,000 ball base B2," and the past two 60,000 ball bases are recorded as history, but it is also possible to record the past three or more 60,000 ball bases as history. Also, the "base information" may include the cumulative base from when the gaming machine 10 was installed in the gaming hall to the present.

[0181] The "continuous feature ratio information" is information relating to the "continuous feature ratio," which is the ratio of the number of balls paid out from the variable feature slots to the total number of balls paid out from all the feature slots that pay out prize balls (general feature slot 313, first feature slot 314, second feature slot 315, and variable feature slot 316). The "continuous feature ratio" can be expressed mathematically as "continuous feature ratio" = 100 × "number of balls paid out from variable feature slots" / "total number of balls paid out." The "continuous feature ratio information" is updated, for example, during the specific performance information update process shown in Figure 36, which will be described later. In this embodiment, the "continuous feature ratio information" is stored as the cumulative continuous feature ratio from the time the gaming machine 10 was installed in the gaming hall until the present time. The "sequential feature ratio information" may be the consecutive feature ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "sequential feature ratio information" may include both the cumulative consecutive feature ratio and the consecutive feature ratio for a certain period.

[0182] The "function ratio information" is information related to the "function ratio," which is the ratio of the total number of balls paid out from the second winning slot to the total number of balls paid out from all winning slots that pay out prize balls (general winning slot 313, first winning slot 314, second winning slot 315, and variable winning slot 316). The "function ratio" can be expressed mathematically as follows: "function ratio" = 100 × ("number of balls paid out from second winning slot" + "number of balls paid out from variable winning slot") / "total number of balls paid out." The "function ratio information" is updated, for example, during the specific performance information update process shown in Figure 36, which will be described later. In this embodiment, the "function ratio information" is stored as the cumulative function ratio from the time the gaming machine 10 was installed in the gaming hall to the present. The "role ratio information" may be the role ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "continuous role ratio information" may include both the cumulative role ratio and the role ratio for a certain period.

[0183] The "cumulative jackpot lottery count" is the number of times a jackpot lottery has been conducted in the normal game state (low probability mode and low frequency support mode) from the start of activation of the gaming machine 10 before the start of business of the game hall until the present. In other words, the "cumulative jackpot lottery count" is also the cumulative number of times the variable display of the first special symbol has been executed in the first special symbol display section 362 of the main display section 36 triggered by winning at the first winning opening 314 in the normal game state. The "cumulative jackpot lottery count" is incremented by one each time the variable display of the first special figure or the second special figure is started in the first special figure display section 362 or the second special figure display section 363 of the main display section 36 in step S2106 of the special figure variable start process in FIG. 28 described later. Further, the "cumulative jackpot lottery count" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.

[0184] The "number of jackpot draws per unit" is the number of times a jackpot draw is conducted triggered by a win at the first winning opening 314 per a certain number of minus balls in the normal game state (low probability mode and low frequency support mode) (the number of times the symbol variation display of the first special symbol display section of the main display section 36 is executed). In the present embodiment, the certain number is "250 balls", and the minus balls are the number of balls obtained by subtracting the number of balls paid out from the general winning opening and the number of balls paid out from the first winning opening from the "number of out balls". That is, the "number of jackpot draws per unit" is the number of times the variation display of the first special symbol (the number of times a jackpot draw is conducted) is executed at the first special symbol display section 362 with an average of 1000 yen when receiving a loan of 250 balls for 1000 yen in the game hall. Note that the "number of jackpot draws per unit" may be the number of times a jackpot draw is conducted per a certain number of "number of out balls" in the normal game state. The "number of jackpot draws per unit" is updated in the specific performance information update process of FIG. 36 described later. In the present embodiment, the "number of jackpot draws per unit" is stored as the cumulative number of jackpot draws per unit from when the gaming machine 10 is installed in the game hall until the present. Note that the "number of jackpot draws per unit" may be for a certain period (for example, for a certain number of jackpot times (for example, 100 times), until a certain number of jackpot draws (for example, 1000 times) in the normal game state are executed, until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, as the "number of jackpot draws per unit", both the cumulative number of jackpot draws per unit and the number of jackpot draws per unit for a certain number of periods may be stored as game information.

[0185] The "number of jackpot times" is the number of times the lottery result in the jackpot draw conducted from the start of activation of the gaming machine 10 before the start of business in the game hall until the present has become a jackpot. The "number of jackpot times" is incremented by 1 each time a jackpot game is started, for example, in the jackpot game control process of FIG. 29 described later. Also, the "number of jackpot times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off.

[0186] The "consecutive losing times" is the number of times the lottery result in the big win lottery has consecutively lost in the normal game state (low probability mode and low frequency support mode), and is cleared to 0 times when the lottery result is a big win. The "consecutive losing times" is incremented by 1 each time the result of the win / loss determination based on the low probability mode win / loss table in step S2103 is a loss when starting the variable display of the first special symbol or the second special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 in the special symbol variable start process of FIG. 28 described later, and is cleared to 0 times when the result of the win / loss determination is a big win. In the present embodiment, the "consecutive losing times" is cleared from the game information storage area 412d of the RAM 412 when the main power supply of the gaming machine 10 is turned off. Of course, the "consecutive losing times" may not be cleared from the game information storage area 412d when the main power supply of the gaming machine 10 is turned off.

[0187] Returning to the description of FIG. 14, the performance information display device 4A displays "base information" and "set values" stored as game information (performance information) in the game information storage area 412d set in the RAM 412. The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a set value display section 45, a set value change operation section 46, and a ROM 47. Here, FIG. 15 is a diagram schematically showing an example of the performance information display device 4A.

[0188] As shown in FIG. 15, the performance display monitor 43 displays the "base information" in the gaming machine 10, and is provided at a visible position in a state where the inner frame 12 is expanded (see FIG. 3). The performance display monitor 43 is composed of a plurality (four in the present embodiment) of 7-segment displays 431 to 434, and is referred to as a 4-digit 7-segment. Note that the performance display monitor 43 is preferably provided in the main control device 4, but may be provided in a device other than the main control device 4 in the main control unit 331, or may be provided in other components of the game other than the main control unit 331. It is also conceivable to display the "base information" using the first special symbol display section 362 and / or the second special symbol display section 363 of the main display section 36.

[0189] The seven-segment displays 431 to 434 are capable of displaying the numbers "0" to "9" and the letters "A" to "F." When the seven-segment displays 431 to 434 display the letter "B," a dot is lit to display "8." in order to distinguish it from the number "8," and when the letter "D" is displayed, a dot is lit to display "0." in order to distinguish it from the number "0." Furthermore, when displaying any of the letters "A" to "F," it is also possible to light up a dot to clearly indicate that it is a letter.

[0190] Of the four seven-segment indicators 431 to 434 of the performance display monitor 43, the two left seven-segment indicators 431 and 432 are identification segments that display an abbreviation for "base type," and the two right seven-segment indicators 433 and 434 are ratio segments that display a base value (%) calculated by the MPU 41. For example, when the current base BL is 31%, the two left seven-segment indicators 431 and 432, which are identification segments, display "BL," which is the abbreviation for the current base BL, as "8." and "L," and the two right seven-segment indicators 433 and 434, which are ratio segments, display the base value "31" as "3" and "1." In other words, the four seven-segment indicators 431 to 434 display "8.", "L," "3," and "1," in order from left to right.

[0191] The performance display switch 44 is used to collectively switch the power supply of the performance display monitor 43 (four 7-segment displays 431 to 434) on and off by a pressing operation, and is provided at an easily operable position in the state where the inner frame 12 is unfolded (see Fig. 3). In the illustrated example, when the upper half of the performance display switch 44 is pressed, the power is turned on, and when the lower half is pressed, the power is turned off. When an operation to turn on the power is performed on the performance display switch 44, the four 7-segment displays 431 to 434 are energized, and the display of the base information on the performance display monitor 43 becomes possible. On the other hand, when an operation to turn off the power is performed on the performance display switch 44, the power supply to the four 7-segment displays 431 to 434 is cut off, and the base information on the performance display monitor 43 becomes non-displayed. Note that the performance display switch 44 may be provided outside the main control device 4.

[0192] Here, Fig. 15(A) is an example of the display on the performance display monitor 43. As shown in Fig. 15(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are in the off state, so the base information is in the non-display state. As shown in Figs. 15(B) to 15(D), when the performance display switch 44 is turned on, as long as the performance display switch 44 is not turned off, as "base information", the current base BL → the previous 60,000-piece base B1 → the previous-previous 60,000-piece base B2 → the current base BL loops in order, and each base is repeatedly displayed at regular intervals. The example shown in Fig. 15(B) shows that the current base BL is 28%, the example shown in Fig. 15(C) shows that the previous 60,000-piece base B1 is 34%, and the example shown in Fig. 15(D) shows that the previous-previous 60,000-piece base B2 is 32%. On the other hand, as shown in Fig. 15(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off, and the base information on the performance display monitor 43 becomes non-displayed.

[0193] Note that programs necessary to display "base information" on the performance display monitor 43, such as a program for calculating the current base BL, the previous 60,000-piece base B1, and the base B2 of the previous previous 60,000 pieces, and a program for causing the performance display monitor 43 to sequentially display the current base BL, the previous 60,000-piece base B1, and the base B2 of the previous previous 60,000 pieces at regular intervals, etc., are stored in a ROM 47 provided separately from the ROM 412 of the MPU 41 in the main control device 4. Thereby, the load on the ROM 411 of the MPU 41 can be reduced. However, if there is sufficient capacity margin in the ROM 411 of the MPU 41, the program necessary to display "base information" on the performance display monitor 43 may be stored in the ROM 411. Further, the program necessary to display "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM provided separately from the main control device 4.

[0194] Further, in the performance display monitor 43, instead of or in addition to "base information", other performance information stored in the game information storage area 412d such as "continuous accessory ratio information" and "accessory ratio information" may be displayed.

[0195] Further, the performance display monitor 43 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display.

[0196] Returning to the description of FIG. 14, the set value display unit 45 displays the above-described game set values for selecting the low probability mode pass / fail table (see FIG. 9(A)) and the high probability mode pass / fail table (see FIG. 9(B)) referred to in the jackpot lottery, and is configured by a 7-segment display. Note that the set value display unit 45 may be configured by a display of other forms such as a dot matrix display, a liquid crystal display, or an organic EL display, not limited to a 7-segment display, and the game set values may be displayed using the performance display monitor 43.

[0197] The set value change operation unit 46 switches the power of the 7-segment display on and off when pressed, and when the power of the 7-segment display is on, it allows the set value to be changed by rotating it. The set value change operation unit 46 has a function as a contact switch that is turned on and off when pressed, and a function as a rotary switch that switches the contact when rotated (by a predetermined angle). Here, Fig. 16 is a diagram showing an example of a display on the set value display unit 45 of the main control device 4.

[0198] As shown in FIG. 16(A), when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an off state, the seven-segment display is energized and a number is displayed on the setting value display unit 45. The number displayed at this time is the setting value stored in the game information storage area 412d of the RAM 412, and indicates the current setting value. In the illustrated example, the setting value is "1." On the other hand, when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an on state, the power to the seven-segment display is cut off and the setting value display unit 45 is turned off.

[0199] As shown in FIG. 16(B), when a rotation operation is performed on the set value change operation unit 46 when the set value display unit 45 is in the lit state, the number displayed on the set value display unit 45 is changed. In the illustrated example, when the set value display unit 45 is rotated clockwise, the number displayed on the set value display unit 45 increases, and when the set value display unit 45 is rotated counterclockwise, the number displayed on the set value display unit 45 decreases. And when the number displayed on the set value display unit 45 is changed by rotating the set value display unit 45, the changed number is stored as the set value in the game information storage area 412d of the RAM 412. Therefore, when the power of the 7-segment display is turned off by pressing the set value change operation unit 46 with the number corresponding to the target set value displayed on the set value display unit 45, the number displayed immediately before the power is turned off is determined as the set value. Thereby, the MPU 41 can perform a jackpot lottery based on the low probability mode determination table (see FIG. 9(A)) or the high probability mode determination table (see FIG. 9(B)) selected according to the set value stored in the game information storage area 412d of the RAM 412.

[0200] Note that the method of changing the set value is not limited to the method of turning off the power of the set value display unit 45 after rotating the set value change operation unit 46. For example, a method of determining the set value by pressing the operation button 20 (see FIG. 1) after rotating the set value change operation unit 46, a method of changing the number displayed on the set value display unit 45 by repeatedly pressing or long-pressing the operation button 20 (see FIG. 1) and then turning off the power of the set value display unit 45, a method of changing the number displayed on the set value display unit 45 by inserting a key into a keyhole provided in the main control device 4 or the like and rotating the key and then removing the key, etc. may also be used.

[0201] Here, the performance information display device 4A including the set value display unit 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. Further, the control unit 33 is provided on the back side of the game board 31 and is openable and closable with respect to the front frame 11. Therefore, the set value display unit 45 is provided on the back side of the game board 31, and by opening and closing the control unit 33 together with the game board 31 with respect to the front frame 11, it is possible to select a state where it is visible and a state where it is not visible from the outside of the gaming machine 10 (the front side of the front frame 11). That is, when the game board 31 (control unit 33) is closed with respect to the front frame 11, the set value display unit 45 cannot be visually recognized, while when the game board 31 (control unit 33) is opened with respect to the front frame 11, the set value display unit 45 can be visually recognized. Thereby, when the player executes a game on the gaming machine 10, as long as the game board 31 is not opened, the set value display unit 45 is not visually recognized, so that it is possible to prevent the player from grasping the set value by the numbers displayed on the set value display unit 45. And the set value display unit 45 is turned off when a pressing operation is performed on the set value change operation unit 46 when it is in the lit state. Therefore, by maintaining the off state of the set value display unit 45 during the business hours of the game hall, even if the set value display unit 45 becomes visible by opening the game board 31 due to ball jamming or the like in the gaming machine 10 or the like, it is possible to prevent the player from grasping the set value by the set value display unit 45.

[0202] On the other hand, when the set value display unit 45 is in the off state, it is turned on by performing a pressing operation on the set value change operation unit 46, and the numbers corresponding to the game set values are made non-displayed. Therefore, outside the business hours of the game hall, by opening the game board 31 with respect to the front frame 11 and performing a pressing operation on the set value change operation unit 46, the set value display unit 45 is turned on, and based on the numbers displayed on the set value display unit 45, the game set value can be confirmed. Further, the game set value can be changed by a rotating operation on the set value change operation unit 46. Thereby, while ensuring the confidentiality of the set value during business hours, it becomes possible to change the set value outside business hours by simple operations.

[0203] In this embodiment, the performance information display device 4A is provided in the main control device 4. However, the performance information display device 4A may be provided separately from the main control device 4 in the main control unit 331, or may be provided separately from the main control unit 331 in the control unit 33.

[0204] [Sub-control unit 332] As shown in FIG. 7, the sub-control unit 332 includes an audio lamp control device 5 and a display control device 6, and executes the symbol variation display and the effect display in the symbol display unit 341 based on the control signal input from the main control unit 331.

[0205] [Audio lamp control device 5] The audio lamp control device 5 includes an MPU 51, an input / output I / F 52, etc. The MPU 51 is an arithmetic device configured as a one-chip microcomputer. Further, a ROM 511 and a RAM 512 are built in the MPU 51.

[0206] The ROM 511 is a non-volatile storage unit in which a control program and parameter information are stored in advance. Further, information such as sounds and lamp blinking patterns used in special figure game effects, jackpot game effects, etc. is also stored in the ROM 511. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for the processes executed by the MPU 51. Note that the RAM 512 may be a non-volatile storage unit.

[0207] The voice lamp control device 5 executes processing according to a control program stored in the ROM 511 by the MPU 51, and based on a command (control signal) input from the main control device 4, inputs a command (control signal) to the display control device 6 and controls the display of the symbol display unit 341. Further, the voice lamp control device 5 also controls the reproduced voice output from the speaker 26 and the blinking mode of the decorative unit 27 in accordance with the display of the symbol display unit 341. For example, when the MPU 51 executes a special figure game effect and a big win game effect described later, it controls the image display on the symbol display unit 341, the reproduced voice output from the speaker 26, and the blinking mode of the decorative unit 27.

[0208] The input / output I / F 52 is an input / output interface that inputs signals to the voice lamp control device 5 and outputs control signals from the voice lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52. Then, commands such as a special figure variation pattern command, a first special figure hold command, a second special figure hold command, and a special figure shift command are input from the main control device 4 to the voice lamp control device 5. Further, the voice lamp control device 5 outputs a display variation pattern command and the like to the display control device 6. Note that a configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the voice lamp control device 5 is also considered as another embodiment. Also, a configuration in which the sub-control unit 332 includes a single control device having the functions of both the voice lamp control device 5 and the display control device 6 is also considered as another embodiment.

[0209] In addition, a speaker 26 and a lighting unit 27 are connected to the input / output I / F 52. In the voice lamp control device 5, the MPU 51 controls the voice output from the speaker 26 and the blinking pattern of the lighting unit 27 based on commands input from the main control device 4. An operation switch 20a is also connected to the input / output I / F 52. As a result, the MPU 51 detects that an operation has been performed on the operation button 20, and based on the detection result, controls image game effects executed on the symbol display unit 341, voice output effects in which voice is output from the speaker 26, lamp effects based on the blinking pattern of the lighting unit 27, and the like.

[0210] The MPU 51 executes predetermined arithmetic processing based on commands such as a general pattern variation command, an electric accessory release command, an electric accessory closing command, a special pattern variation command, a first special pattern hold command, a second special pattern hold command, a special pattern shift command, a big win game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a big win game end command, and a game setting value change command input from the main control device 4.

[0211] Specifically, when a special pattern variation command is input, the MPU 51 determines a special pattern variation pattern based on the special pattern variation command, transmits a display variation pattern command corresponding to the special pattern variation pattern to the display control device 6 (see step S3107 in the command determination process of FIG. 47), and starts the symbol variation display on the symbol display unit 341. At this time, on the symbol display unit 341, when the special pattern variation command indicates a miss, a combination of decorative symbols corresponding to the miss is displayed. [[ID=⑨]]<⑩

[0212] [Display control device 6] The display control device 6 controls the display of the symbol display unit 341 based on the commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 executes symbol variation display and effect display by controlling the display of the symbol display unit 341 based on display variation pattern commands and the like input from the voice lamp control device 5.

[0213] The display control device 6 includes an MPU 61, an input / output I / F 62, etc., and the voice lamp control device 5 and the symbol display unit 341 are connected to the input / output I / F 62. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.

[0214] The MPU 61 is an arithmetic device configured as a one-chip microcomputer, and a ROM 611 and a RAM 612 are built into the MPU 61. In addition, other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts are also built into the display control device 6. The MPU 61 executes processing according to the control program stored in the ROM 611 and the like. Also, part or all of the processing executed by the display control device 6 may be executed by an electronic circuit.

[0215] In addition to the control program, the ROM 611 stores multiple types of images such as decorative symbols and other variable symbols used in the symbol variation display of the symbol display unit 341, preview effect images, reach effect images, jackpot effect images, and losing effect images. Note that the images displayed on the symbol display unit 341 include still images and moving images. Also, a display schedule corresponding to each variation display pattern command is stored in the ROM 611. Specifically, the display schedule includes the type of image to be used, the display timing, and also the variation display time of the variable symbol. Then, in the display control device 6, the MPU 61 causes the symbol display unit 341 to display an image according to the display schedule corresponding to the variation display pattern command, thereby realizing symbol variation display and effect display.

[0216] The RAM 612 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 61. The RAM 612 may also be a non-volatile storage unit.

[0217] [Dispensing control device 7] The dispensing control device 7 is equipped with an MPU 71 and an input / output I / F 72. The MPU 71 is a computing device configured as a one-chip microcomputer. The MPU 71 also has a built-in ROM 711 and RAM 712.

[0218] The ROM 711 is a non-volatile storage unit in which control programs and parameter information are stored in advance. The RAM 712 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 71. The RAM 712 may also be a non-volatile storage unit.

[0219] The input / output I / F 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7. Specifically, the input / output I / F 72 is connected to the payout device 132 and the ball lending device 100.

[0220] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and is equipped with a drive unit 132a, such as a motor, that drives a ball stop member that switches whether or not game balls are paid out, and a payout sensor 132b that individually detects the game balls being paid out. The payout control device 7 pays out any number of game balls by controlling the drive unit 132a based on the detection results of the payout sensor 132b. The payout control device 7 is also provided with a state recovery switch 73. The state recovery switch 73 is operated, for example, when a payout error such as ball jamming in the payout device 132 occurs, to resolve the ball jam (return to normal state).

[0221] The ball lending device 100 is installed in the island facilities together with the gaming machine 10. And the ball lending device 100 can pay out and lend to the player a number of gaming balls corresponding to a preset amount within the range of the amount stored in a recording medium such as a card inserted into the ball lending device 100 according to the operation of a ball lending operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal for paying out a predetermined number of gaming balls is input from the ball lending device 100 to the payout control device 7, the payout device 132 is controlled by the MPU 71 to pay out a predetermined number of gaming balls. Note that the recording medium is not limited to a card, and may be, for example, a coin-type or stick-type recording medium incorporating an IC chip. Also, the ball lending device 100 may be capable of lending out a predetermined number of gaming balls corresponding to the inserted cash when cash is inserted.

[0222] [Launch control device 8] The launch control device 8 includes a launch control IC 81 that controls the drive of the gaming ball launch mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeder 322 of the gaming ball launch mechanism 32 to supply the gaming balls stored in the upper tray 23 onto the launch rail 321. Then, the launch control IC 81 detects the operation amount of the launch handle 22, and drives the solenoid 323 of the gaming ball launch mechanism 32 according to the operation amount to launch the gaming balls on the launch rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeder 322 and the solenoid 323 using a clock signal that switches ON / OFF at a preset cycle (for example, 0.6 sec) as a drive signal. As a result, in the gaming machine 10, one gaming ball is launched toward the game area every 0.6 sec.

[0223] Furthermore, the launch handle 22 is provided with a variable resistor for detecting the amount of rotation by the player, and a voltage is input to the launch control IC 81 according to the amount of rotation of the launch handle 22. As a result, the launch control IC 81 adjusts the voltage applied to the solenoid 323 based on the voltage value input according to the amount of rotation of the launch handle 22 so that the greater the amount of rotation of the launch handle 22, the stronger the launch of the game balls from the game ball launching mechanism 32.

[0224] Furthermore, the launch handle 22 is provided with a touch sensor 21a for detecting that the player is touching the launch handle 22, and a ball stop switch 21b that the player operates to stop the launch of the game balls at will. The launch control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the launch of the game balls by the game ball launch mechanism 32 when the touch sensor 21a detects that the player is not touching the launch handle 22, or when the ball stop switch 21b is detected to be operated by the player. This prevents a game from being played when the launch handle 22 is not being touched, for example, by fixing the launch handle 22 in a rotating state. In addition, the player can stop the launch of the game balls by operating the ball stop switch 21b with their thumb or the like at any timing while rotating the launch handle 22.

[0225] [Power supply control device 9] The power supply control device 9 generates a +12V voltage to drive various sensors, drive units, etc., and a +5V voltage for the logic used in the control device. The power supply control device 9 then supplies the generated +12V or +5V voltage to the main control device 4, audio lamp control device 5, display control device 6, dispensing control device 7, launch control device 8, etc.

[0226] Note that the power control device 9 is provided with a power switch 90 for turning on / off the power supply of the gaming machine 10 and a RAM erase switch 91 that is operated when returning the gaming machine 10 to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated and the power is turned on while the RAM erase switch 91 is in the ON state.

[0227] In addition, the power control device 9 is provided with a capacitor and a secondary battery as charging means that are charged by the power supplied from the power supply facility. Thereby, in the gaming machine 10, even when the power supply from the power supply facility is interrupted, the information in the RAM provided in the control device is held for a predetermined period by the power discharged from the capacitor. Also, in the gaming machine 10, even when the power supply from the power supply facility is interrupted, the control device can be driven for a predetermined period by the power discharged from the secondary battery.

[0228] Furthermore, when the power control device 9 determines that the power supply has been interrupted, it inputs a power failure signal to the main control device 4, the voice lamp control device 5, the payout control device 7, etc. For example, when the power control device 9 outputs a preset DC voltage of 24V based on the power supplied from the power supply facility, if the DC voltage reaches less than the preset 22V, it is determined that a power failure state exists. Note that when the main control device 4, the voice lamp control device 5, the payout control device 7, etc. receive a power failure signal from the power control device 9, they interrupt the ongoing control and execute a predetermined NMI interrupt process.

[0229] [Processing of the main control device 4] Next, with reference to Figures 17 to 41, the processing executed by the MPU 41 of the main control device 4 will be described. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is started when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is started periodically, and an NMI interrupt process that is executed during a power outage. Note that in this embodiment, a description of the startup process, NMI interrupt process, etc. will be omitted, and only the main timer interrupt process and main process will be described. Furthermore, in the startup process, it is confirmed whether the RAM 412 is operating normally, and execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.

[0230] [Main timer interrupt processing of main control unit 4] 17 is a flowchart for explaining an example of the procedure of the main timer interrupt process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed, for example, every 2 msec. The main timer interrupt process will be explained below with reference to FIG. 17.

[0231] <Step S1001> As shown in FIG. 17, in step S1001, the MPU 41 executes a sensor detection process to determine the detection status of sensors connected to the main control device 4. For example, the MPU 41 determines the detection status of the ball entry sensors 313a-316a, 317La, and 317Ra, the out ball sensor 318a, and the like. If the MPU 41 detects a game ball entering any of the ball entry sensors 313a-316a, 317La, and 317Ra, it stores the information in the RAM 412 as winning detection information. If the out ball sensor 318a detects an out ball, the MPU 41 adds 1 to the number of out balls stored in the game information storage area 412d of the RAM 412 to update the number of out balls in the game information storage area 412d.

[0232] <Step S1002> Next, in step S1002, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal hit random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values in the jackpot random number initial value counter CIN1 and the normal hit random number initial value counter CIN2, and clears the counter value to 0 when the counter value reaches the maximum value.

[0233] <Step S1003> Subsequently, in step S1003, the MPU 41 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal hit random number counter C4, and the normal hit type random number counter C5. Specifically, the MPU 41 adds 1 to the counter values in the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, the normal hit random number counter C4, and the normal hit type random number counter C5, respectively, and clears the counter value to 0 when those counter values reach the maximum value.

[0234] <Steps S1004 and S1005> Thereafter, the MPU 41 executes a start winning process associated with winning in the first winning port 314 or the second winning port 315 (step S1004), and executes a firing control process (step S1005). The details of the start winning process will be described later with reference to FIG. 18.

[0235] The firing control process is a process that enables the firing of a game ball on the condition that it is detected by the touch sensor 21a that the player is touching the firing handle 22 and the ball stop switch 21b for stopping the firing is not operated. Further, the firing control process is a process that invalidates the firing of a game ball when it is detected by the touch sensor 21a that the player is not touching the firing handle 22, or when the ball stop switch 21b is operated. When the firing of a game ball is effective, the MPU 41 gives an instruction to fire a game ball to the firing control device 8.

[0236] <Step S1006> In step S1006, when the game ball passes through the through gates 317L and 317R, the MPU 41 executes a through gate process to update the information stored in the normal game ball reservation storage area 412c of the RAM 412, and ends the main timer interrupt process. Details of the through gate process will be described later with reference to FIG. 20.

[0237] [Start-up winning process] Here, Fig. 18 is a flowchart showing an example of the procedure of the start winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of Fig. 17. Hereinafter, the start winning process will be described with reference to Fig. 18.

[0238] <Step S1101> 18, in step S1101, the MPU 41 determines whether or not a win has been made at the first winning port 314. If the MPU 41 determines that a win has been made at the first winning port 314 (step S1101: Yes), the MPU 41 proceeds to step S1102, and if the MPU 41 determines that a win has not been made at the first winning port 314 (step S1101: No), the MPU 41 proceeds to step S1106.

[0239] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the first special symbol reservation number N stored in the first special symbol reservation number storage area NAA of the RAM 412 is the maximum reservation number (4 in this embodiment). If the first special symbol reservation number N is the maximum reservation number (step S1102: Yes), the MPU 41 shifts the processing to step S1106. On the other hand, if the first special symbol reservation number N is not the maximum reservation number (step S1102: No), the MPU 41 adds 1 to the first special symbol reservation number N (step S1103).

[0240] <Step S1104> In step S1104, the MPU 41 acquires the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 in the main timer interrupt process of FIG. 17, and the special drawing variation type counter CS1 updated in steps S1402 and S1414 in the main process of FIG. 21 described later, and stores the counter values in the first available reserved area among the first to fourth reserved areas REA1 to REA4 of the first special drawing reserved storage area REA in the special drawing reserved storage area 412b in the RAM 412.

[0241] <Step S1105> In step S1105, the MPU 41 checks the content of the special drawing validity information before the special drawing validity information for the first special drawing reservation acquired in step S1104 becomes a target for determining the winning or losing of the jackpot in step S2102 or S2103 in the special drawing variation start process of FIG. 28 described later, and executes a first special drawing reservation command setting process for setting the first special drawing reservation command in the RAM 412 based on this check result. The details of the first special drawing reservation command setting process will be described later with reference to FIG. 19.

[0242] <Step S1106> In step S1106, the MPU 41 determines whether there has been a winning for the second winning port 315. Here, when the MPU 41 determines that there has been a winning for the second winning port 315 (step S1106: Yes), the process proceeds to step S1107, and when the MPU 41 determines that there has been no winning for the second winning port 315 (step S1106: No), the start winning process ends.

[0243] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the second special figure reserved number M stored in the second special figure reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). Here, if the second special figure reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 ends the startup winning process. On the other hand, if the second special figure reserved number M is not the maximum reserved number (step S1107: No), the MPU 41 adds 1 to the second special figure reserved number M (step S1108).

[0244] <Step S1109> In step S1109, the MPU 41 obtains the counter values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 of the main timer interrupt process in FIG. 17, and the special figure variation type counter CS1 updated in steps S1402 and S1414 of the main process in FIG. 21 described later, and stores the counter values in the first available reserved area among the first to fourth reserved areas REB1 to REB4 of the second special figure reserved storage area REB in the special figure reserved storage area 412b in the RAM 412.

[0245] <Step S1110> In step S1110, the MPU 41 checks the content of the special figure validity information for the second special figure reservation obtained in step S1109 before the special figure validity information becomes the target of determining the winning or losing of the jackpot in step S2102 or S2103 in the special figure variation start process in FIG. 28 described later, and executes a second special figure reservation command setting process for setting the second special figure reservation command in the RAM 412 based on this check result. Here, since the second special figure reservation command setting process is the same as the first special figure reservation command setting process described later with reference to FIG. 19, detailed description is omitted. Note that for the second special figure reservation command setting process, in the first special figure reservation command setting process in FIG. 19, "the first special figure reservation command" may be read as "the second special figure reservation command" and "the first special figure reserved number N" may be read as "the second special figure reserved number M".

[0246] [First Special Figure Reservation Command Setting Process] Here, Fig. 19 is a flowchart showing the procedure of the first special symbol reserve command setting process executed by the MPU 41 in step S1105 in the start winning process of Fig. 18. The first special symbol reserve command includes information indicating that the command is the first special symbol reserve command, and information such as the result of the jackpot lottery (jackpot type or loss), the special symbol variable display time, and the number of first special symbols reserved N. Hereinafter, the first special symbol reserve command setting process will be described with reference to Fig. 19.

[0247] <Step S1201> As shown in FIG. 19, the MPU 41 reads out the number N of reserved first special symbols from the number NAA of reserved first special symbols storage area REA, and also reads out the value of the jackpot random number counter C1 corresponding to each reserved first special symbol from RAM 412 (step S1201).

[0248] <Step S1202> In step S1202, the MPU 41 determines whether the game is in the high probability mode. If the game is in the high probability mode (step S1202: Yes), the MPU 41 proceeds to step S1203. On the other hand, if the game is not in the high probability mode (step S1202: No), i.e., if the game is in the low probability mode, the MPU 41 proceeds to step S1204. For example, the MPU 41 determines whether the game is in the high probability mode based on a probability variable game state flag. The probability variable game state flag is a flag that indicates whether the game is in the probability variable game state, i.e., whether the game is in the high probability mode. In the game state transition process described below, the probability variable game state flag is set to ON in step S2317 of FIG. 34 when the game state transitions from the probability variable game state to the probability variable game state, and is set to OFF in step S2309 of FIG. 33 when the game state transitions from the probability variable game state to the probability variable game state or the normal jackpot game state.

[0249] <Steps S1203 and S1204> In step S1203, the MPU 41 reads out a high-probability mode hit / miss table (see FIG. 9(B)) saved in accordance with the game setting value in step S2410 in the game setting value change processing of FIG. 35 described later, and performs a hit / miss determination based on the high-probability mode hit / miss table to determine whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win. Meanwhile, in step S1204, the MPU 41 reads out a low-probability mode hit / miss table (see FIG. 9(A)) saved in accordance with the game setting value in step S2410 in the game setting value change processing of FIG. 35 described later, and performs a hit / miss determination based on the low-probability mode hit / miss table to determine whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win.

[0250] In steps S1203 and S1204, the hit / miss judgment is made based on the high probability mode hit / miss table or the low probability mode hit / miss table saved according to the game setting value in step S2410 in the game setting value change processing of Figure 35 described below. However, in steps S1203 or S1204, the game setting value saved in step S2408 in the game setting value change processing of Figure 35 described below may be read out, and the hit / miss judgment may be made by selecting the high probability mode hit / miss table or the low probability mode hit / miss table corresponding to that game setting value one by one.

[0251] <Step S1205> In step S1205, the MPU 41 determines whether the counter value of the jackpot random number counter C1 corresponds to a jackpot win. If the MPU 41 determines that the counter value read from the jackpot random number counter C1 corresponds to a jackpot win (step S1205: Yes), the process proceeds to step S1206. On the other hand, if the MPU 41 determines that the counter value read from the jackpot random number counter C1 does not correspond to a jackpot win (step S1205: No), i.e., if the win is a miss, the process proceeds to step S1208.

[0252] <Step S1206> In step S1206, the MPU 41 reads out the counter values of the jackpot type counter C2 and the special symbol variation type counter CS1 from the RAM 412. For example, when the special symbol win / loss information is stored in the third hold area REA3 in step S1104 of the start winning process in FIG. 18, the counter values of the jackpot type counter C2 and the special symbol variation type counter CS1 included in the special symbol win / loss information stored in the third hold area REA3 are read out. Note that the hold area in which the special symbol win / loss information is stored in step S1104 of the start winning process in FIG. 18 among the first hold area REA1 to the fourth hold area REA4 can be determined by the value of the hold count N stored in the first special symbol hold count storage area NAA.

[0253] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the special symbol variation type counter CS1, and the first special symbol hold count N in the first special symbol hold command. In this way, since the first special symbol hold command includes the first special symbol hold count N read out in step S1201, the MPU 51 of the voice lamp control device 5 that receives the first special symbol hold command can recognize whether the first special symbol hold command corresponds to the first special symbol win / loss information stored in any of the first hold area REA1 to the fourth hold area REA4 by referring to the hold count N included in the first special symbol hold command.

[0254] <Steps S1208 and S1209> In step S1208, the MPU 41 reads out the counter value of the special symbol variation type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the jackpot lottery is a miss, the special symbol variation type counter CS1, and the first special symbol hold count N in the first special symbol hold command (step S1209).

[0255] Note that the first special figure hold command set in step S1207 or S1209 of the first special figure hold command setting process is stored in the RAM 412, and is erased after being transmitted to the voice lamp control device 5 together with other commands in step S1401 of the main process shown in FIG. 21 to be executed by the MPU 41 of the main control device 4. Furthermore, the content of the first special figure hold command described here is only an example, and is not limited to what is described here as long as the voice lamp control device 5 can grasp the same content as the first special figure hold command. For example, it is conceivable that part or all of the information of the first special figure hold command is included in other commands.

[0256] [Through gate process] Here, FIG. 20 is a flowchart showing the procedure of the through gate process executed by the MPU 41 in step S1006 of the main timer interrupt process in FIG. 17. In the through gate process, when the game ball passes through the through gates 317L and 317R, the information stored in the general figure hold storage area 412c of the RAM 412 is updated by the MPU 41. Hereinafter, the through gate process will be described with reference to FIG. 20.

[0257] <Step S1301> As shown in FIG. 20, in the through gate process, the MPU 41 first determines whether the game ball has passed through the left through gate 317L (step S1301). Whether the game ball has passed through the through gate 317L is determined based on the winning detection information stored in the RAM 412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17. When the MPU 41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), the process proceeds to step S1303, and when it determines that the game ball has not passed through the left through gate 317L (step S1301: No), the process proceeds to step S1302.

[0258] <Step S1302> When the MPU41 determines that the game ball has not passed through the left through gate 317L (step S1301: No), it determines whether the game ball has passed through the right through gate 317R (step S1302). Whether the game ball has passed through the through gate 317R is determined based on the winning detection information stored in the RAM412 in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 17. When the MPU41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), the process proceeds to step S1303. When the MPU41 determines that the game ball has not passed through the right through gate 317R (step S1302: No), the through gate process ends.

[0259] <Step S1303> When the MPU41 determines that the game ball has passed through the left through gate 317L (step S1301: Yes), or when the MPU41 determines that the game ball has passed through the right through gate 317R (step S1302: Yes), it determines whether the general drawing change hold number X stored in the general drawing change hold number storage area SNA set in the general drawing hold storage area 412c of the RAM412 is the maximum hold number (4 in this embodiment) (step S1303). When the general drawing change hold number X is the maximum hold number (step S1303: Yes), the through gate process ends. When the general drawing change hold number X is not the maximum hold number (step S1303: No), the process proceeds to step S1304.

[0260] <Steps S1304 and S1305> If the number of reserved normal map variations X is not the maximum number reserved (step S1303: No), the MPU 41 adds 1 to the number of reserved normal map variations X (step S1304), obtains the counter values of the normal hit random number counter C4 and the normal hit type random number counter C5, which are updated in step S1003 of the main timer interrupt processing in Figure 17, and the value of the normal map variation type counter CS2, which is updated in steps S1402 and S1414 of the main processing in Figure 21 described below, and stores the counter values in the first empty reserve area among the first normal map reserve area SE1 to the fourth normal map reserve area SE4 in the normal map reserve storage area 412c in RAM 412 (step S1305), and terminates the through gate processing.

[0261] [Main processing of main control unit 4] Next, the main processing executed by the MPU 41 of the main control device 4 will be described with reference to Fig. 21. In the main processing, main control processing for the progress of the normal game, the special game, and the jackpot game is executed. In the main processing, the processing of steps S1401 to S1411 is executed as a periodic processing, for example, at a cycle of 4 msec, and the counter update processing of steps S1413 and S1414 is executed in the remaining time from the end of the processing of steps S1401 to S1411 until the next cycle.

[0262] <Step S1401> As shown in FIG. 21, in step S1401, the MPU 41 executes an external output process of transmitting output data such as commands set in the main timer interrupt process of FIG. 17 or the previous main process to control devices such as the sub-control unit 332 and the peripheral control unit 140. For example, in the RAM 412, when commands such as a general drawing variation pattern command, an electric accessory release command, an electric accessory closing command, a special drawing variation pattern command, a first special drawing hold command, a second special drawing hold command, a special drawing shift command, a jackpot game start command, an opening start command, an opening end command, an opening / closing execution mode start command, a round game start command, a round game end command, an interval start command, an interval end command, an opening / closing execution mode end command, an ending start command, an ending end command, a jackpot game end command, and a game setting value change command are set, the command is transmitted to the voice lamp control device 5. Also, when a prize ball command is set in the RAM 412 in the prize ball command setting process of step S1403 described later in the main process, the prize ball command is transmitted to the payout control device 7.

[0263] <Step S1402> In step S1402, the MPU 41 updates the values of the special drawing variation type counter CS1 and the general drawing variation type counter CS2. Specifically, the MPU 41 adds 1 to the counter values in the special drawing variation type counter CS1 and the general drawing variation type counter CS2, and clears the counter value to 0 when the counter value reaches the maximum value.

[0264] <Step S1403> In step S1403, the MPU 41 sets a prize ball command to be output to the payout control device 7 and the sub-control unit 332 in the RAM 412. Specifically, the MPU 41 determines whether a prize has occurred at the general winning port 313, the first winning port 314, the second winning port 315, the variable winning port 316, etc., based on the winning detection information stored in the RAM 412. And when a prize has occurred, a prize ball command indicating the number of prize balls to be paid out according to the prize is set in the RAM 412. At this time, in the normal game state (low probability mode and low frequency support mode), when a prize has occurred at the general winning port 313 or the first winning port 314, the MPU 41 updates the number of balls paid out from the general winning port or the number of balls paid out from the first winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out due to the current prize. Also, in the time-saving game state (low probability mode and high frequency support mode) or the probability-variable game state (high probability mode and high frequency support mode), when a prize has occurred at the second winning port 315, the MPU 41 updates the number of balls paid out from the second winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out due to the current prize. Further, in the big win game state, when a prize has occurred at the variable winning port 316, the MPU 41 updates the number of balls paid out from the variable winning port stored in the game information storage area 412d of the RAM 412 to a value obtained by adding the number of balls paid out due to the current prize.

[0265] <Step S1404> In step S1404, the MPU 41 executes a normal pattern game control process for controlling the progress of the normal pattern game. The details of the normal pattern game control process will be described later with reference to FIGS. 22 to 24.

[0266] <Step S1405> In step S1405, when the result of the normal pattern win lottery is a win, the MPU 41 executes a normal pattern win game control process for controlling the progress of the normal pattern win game. The details of the normal pattern win game control process will be described later with reference to FIG. 25.

[0267] <Step S1406> In step S1406, the MPU 41 executes a special figure game control process for controlling the progress of the special figure game. Although the details of the special figure game control process will be described later with reference to FIGS. 26 to 28, in the special figure game control process, when starting the variable display of the special symbols, a special figure variable pattern command necessary for the symbol variable display in the symbol display unit 341 is set. At this time, the MPU 41 sets a special figure variable pattern command indicating the lottery result of the jackpot lottery and the variable display time in the RAM 412 based on the values of the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3 updated in step S1003 of the main timer interrupt process in FIG. 17, and the special figure variable type counter CS1 updated in steps S1402 and S1414 of this process.

[0268] <Step S1407> In step S1407, the MPU 41 executes a jackpot game control process for controlling the progress of the jackpot game that is executed when the result of the jackpot lottery is a jackpot. The details of the jackpot game control process will be described later with reference to FIGS. 29 to 32.

[0269] <Step S1408> In step S1408, the MPU 41 executes a game state transition process for controlling the transition of various game states (normal game state, time shortening game state, probability variation game state, probability variation jackpot game state, and normal jackpot game state). The details of the game state transition process will be described later with reference to FIGS. 33 and 34.

[0270] <Step S1409> In step S1409, the MPU 41 executes a game setting value change process. In this game setting value change process, a process for controlling the display or non-display of the setting value or the change of the game setting value stored in the game information storage area 412d according to an operation on the setting value change operation unit 46 is executed. The details of the game setting value change process will be described later with reference to FIG. 35.

[0271] In addition, in the present embodiment, the game setting value change process is executed in the main process, but it may also be executed only in the startup process that is started when the power is turned on, or until the game ball is launched after the startup process. As a result, after the game is started by the player, the game setting value cannot be changed until the next power-on, so it is possible to prevent the game setting value from being changed during the business hours of the game hall.

[0272] <Step S1410> In step S1410, the MPU 41 executes a specific performance information update process among the game information. In the present embodiment, as the specific performance information, base information and the like are updated. The details of the specific performance information update process will be described later with reference to FIGS. 36 and 37.

[0273] <Step S1411> In step S1411, the MPU 41 executes a display control process of the performance display monitor 43. In this display control process of the performance display monitor 43, a process of displaying the base information updated by the specific performance information update process in step S1410 on the performance display monitor 43 is executed. The details of the display control process of the performance display monitor 43 will be described later with reference to FIGS. 38 to 41.

[0274] <Step S1412> In step S1412, the MPU 41 determines whether the timing to execute the next main process has arrived, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU 41 determines that the timing to execute the next main process has arrived (step S1412: Yes), the MPU 41 proceeds to step S1401 and executes the processes from step S1401 onward. On the other hand, if the MPU 41 determines that the timing to execute the next main process has not arrived (step S1412: No), the MPU 41 repeatedly executes steps S1413 and S1414 until the timing to execute the next main process arrives, i.e., for the remaining time until the timing to execute the next main process arrives, until the MPU 41 determines that the timing to execute the next main process has arrived (step S1412: Yes).

[0275] <Step S1413> In step S1413, the MPU 41 updates the jackpot random number initial value counter CIN1 and the normal win random number initial value counter CIN2. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number initial value counter CIN1 and the normal win random number initial value counter CIN2, and clears the counter values to 0 when the counter values reach their maximum values.

[0276] <Step S1414> In step S1414, the MPU 41 updates the special map variation type counter CS1 and the regular map variation type counter CS2. Specifically, the counter values of the special map variation type counter CS1 and the regular map variation type counter CS2 are incremented by 1, and when the counter values reach their maximum values, the counter values are cleared to 0. After updating the special map variation type counter CS1 and the regular map variation type counter CS2, the MPU 41 returns the process to step S1412.

[0277] [General game control processing] Here, FIG. 22 is a flowchart showing an example of the procedure of the normal pattern game control process executed in step S1404 in the main process of FIG. 21. In the normal pattern game control process, processes such as controlling the variable display and stop display of the normal pattern on the normal pattern display unit 361 of the main display unit 36 are executed. Hereinafter, the normal pattern game control process will be described with reference to FIG. 22.

[0278] <Step S1501> As shown in FIG. 22, in the normal pattern game control process, first, the MPU 41 determines whether a normal pattern variable display flag indicating that the normal pattern is in variable display (during the execution of the normal pattern game) is on (step S1501). The normal pattern variable display flag is set on in step S1711 when the variable display of the normal pattern (normal pattern game) is started in the normal pattern variable start process of FIG. 24 described later, and is set off in step S1510 in this normal pattern game control process when the normal pattern stops displaying (the normal pattern game ends).

[0279] When the normal pattern variable display flag is on (step S1501: Yes), that is, when the normal pattern game is being executed, the MPU 41 transfers the process to step S1507. On the other hand, when the normal pattern variable display flag is off (step S1501: No), that is, when the normal pattern game is not being executed, the MPU 41 transfers the process to step S1502.

[0280] <Step S1502> When the normal pattern variable display flag is off (step S1501: No), that is, when the normal pattern game is not being executed, the MPU 41 determines whether an electric accessory open flag indicating that the electric accessory 315b is open (during the execution of the normal pattern win game) is on (step S1502). The electric accessory open flag is set on in step S1811 when the electric accessory 315b is opened in the normal pattern win game control process of FIG. 25 described later, and is set off in step S1818 when the electric accessory 315b is closed.

[0281] When the electric accessory release flag is ON (step S1502: Yes), that is, when the normal pattern game is being executed, the MPU 41 ends the normal pattern game control process. On the other hand, when the electric accessory release flag is OFF (step S1502: No), that is, when the normal pattern game is not being executed, the process proceeds to step S1503.

[0282] <Step S1503> When the electric accessory release flag is OFF (step S1502: No), that is, when the normal pattern game is not being executed, the MPU 41 determines whether the jackpot game flag indicating that the jackpot game is being executed is ON (step S1503). The jackpot game flag is set ON in step S2206 when the jackpot game is started and set OFF in step S2252 when the jackpot game ends in the jackpot game control process of FIG. 29 described later.

[0283] When the jackpot game flag is ON (step S1503: Yes), that is, when the jackpot game is being executed, the MPU 41 ends the normal pattern game control process. That is, in the present embodiment, the normal pattern game is not started during the execution of the jackpot game.

[0284] Of course, the normal drawing game may be started during the execution of the jackpot game. In this case, according to the support mode type (distinction between the high-frequency support mode and the low-frequency support mode) before the jackpot game is started, that is, according to the game state before transitioning to the jackpot game state, the win / loss information (values of the normal drawing win random number counter C4, the normal drawing win type random number counter C5, and the normal drawing variation type counter CS2) moved from the first normal drawing retention area SE1 of the normal drawing retention storage area 412c to the normal drawing execution area SAE is used as a basis to execute a win / loss determination for the normal drawing win lottery. That is, when the game state before the jackpot game is started is a probability-variable game state or a time-saving game state in the high-frequency support mode, based on the normal drawing win / loss table for the high-frequency support mode (see FIG. 12(B)), the normal drawing win type table (see FIG. 12(D)), and the normal drawing variation table (not shown), the normal drawing win lottery (win or loss in the normal drawing), the normal drawing win type (win with long opening in the normal drawing or win with short opening in the normal drawing), and the normal drawing variation display time are set. On the other hand, when the game state before the jackpot game is started is a normal game state in the low-frequency support mode, based on the normal drawing win / loss table for the low-frequency support mode (see FIG. 12(A)), the normal drawing win type table (see FIG. 12(C)), and the normal drawing variation table (not shown), the normal drawing win lottery (win or loss in the normal drawing), the normal drawing win type (win with long opening in the normal drawing or win with short opening in the normal drawing), and the normal drawing variation display time are set.

[0285] On the other hand, when the jackpot game in-progress flag is off (step S1503: No), that is, when the jackpot game is not being executed, the MPU 41 transfers the process to step S1504.

[0286] <Step S1504> If the electric accessory opening flag is off (step S1503: No), that is, if a normal winning game is not being executed, the MPU 41 determines whether the normal variable reserve number X stored in the normal variable reserve number memory area SNA set in the normal reserve storage area 412c of the RAM 412 is 0 (step S1504). If the normal variable reserve number X is 0 (step S1504: Yes), the MPU 41 ends the normal game control process, and if the normal variable reserve number X is not 0 (step S1504: No), the process proceeds to step S1505.

[0287] <Step S1505> If the number of reserved general map changes X is not 0 (step S1504: No), the MPU 41 executes the general map data setting process for the general map correctness information stored in the reserved general map storage area 412c (step S1505), and the process proceeds to step S1506. Details of the general map data setting process will be described later with reference to FIG.

[0288] <Step S1506> In step S1506, the MPU 41 executes a normal symbol variation start process to cause the normal symbol display unit 361 of the main display unit 36 to execute a normal symbol variation display based on the information stored in the normal symbol reserve storage area 412c, and ends the normal symbol game control process. Details of the normal symbol variation start process will be described later with reference to FIG.

[0289] <Step S1507> If the normal map variable display flag is on (step S1501: Yes), that is, if a normal map game is being played, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being played, is on (step S1507). The jackpot game in progress flag is set to on in step S2206 when a jackpot game starts in the jackpot game control process of FIG. 29 described later, and is set to off in step S2252 when the jackpot game ends.

[0290] When the jackpot game flag is on during the jackpot game (step S1507: Yes), that is, when the jackpot game is being executed, the MPU 41 transfers the process to step S1509. On the other hand, when the jackpot game flag is off during the jackpot game (step S1507: No), that is, when the jackpot game is not being executed, the MPU 41 transfers the process to step S1508.

[0291] <Step S1508> When the jackpot game flag is off during the jackpot game (step S1507: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the normal pattern variation display time has elapsed since the start of the normal pattern variation display (step S1508). That is, the MPU 41 determines whether it is the timing to stop the display of the normal patterns that are variably displayed in the normal pattern display section 361 of the main display section 36 (end the normal pattern game).

[0292] When the normal pattern variation display time has elapsed (step S1508: Yes), that is, when it is the timing to stop the display of the normal patterns that are variably displayed in the normal pattern display section 361 of the main display section 36 (end the normal pattern game), the MPU 41 transfers the process to step S1509. On the other hand, when the normal pattern variation display time has not elapsed (step S1508: No), that is, when it is not the timing to stop the display of the normal patterns that are variably displayed in the normal pattern display section 361 of the main display section (end the normal pattern game), the normal pattern game control process ends.

[0293] <Steps S1509 - S1511> When the common pattern variation display flag is on (step S1501: Yes) and the jackpot game flag is on (step S1507: Yes) during the jackpot game, that is, when the jackpot game is started during the execution of the common pattern game, or when the common pattern variation display time of the normal symbol has elapsed (step S1508: Yes), that is, when it is the timing to stop the display of the normal symbol that is being variably displayed (end the common pattern game), the MPU 41 stops the display of the normal symbol at the symbol corresponding to the result of the common pattern per-win lottery for the common pattern game (step S1509), and sets the common pattern variation display flag indicating that the normal symbol is being variably displayed (during the execution of the common pattern game) to off (step S1510). Further, the MPU 41 sets the common pattern variation stop display flag indicating that the normal symbol has stopped being displayed, that is, the common pattern game has ended, to on (step S1511), and ends the common pattern game control process.

[0294] Note that the common pattern variation stop display flag is referred to in step S1801 of the common pattern per-win game control process in FIG. 25 described later to determine whether it is the timing to start the common pattern per-win game (release the Pachinko accessory 315b).

[0295] Also, in this embodiment, not only when it is the timing to stop the display of the normal symbol that is being variably displayed (end the common pattern game) due to the elapse of the common pattern variation display time of the normal symbol, but also when the jackpot game is started during the execution of the common pattern game, the normal symbol that is being variably displayed is stopped being displayed (the common pattern game is ended). That is, in the case where the jackpot game is started, the common pattern game is forcibly ended before the common pattern variation display time of the normal symbol elapses. Of course, the common pattern game may also be continuously executed until the common pattern variation display time of the normal symbol elapses even when the jackpot game is started.

[0296] [Common Pattern Data Setting Process] Here, FIG. 23 is a flowchart showing an example of the procedure of the general drawing data setting process executed by the MPU 41 in step S1505 of FIG. 22. In the general drawing data setting process, the stored content of the general drawing hold storage area 412c in the storage area of the main control device 4 in FIG. 11 is updated. Hereinafter, the general drawing data setting process will be described with reference to FIG. 23.

[0297] <Steps S1601 to S1603> As shown in FIG. 23, in the general drawing data setting process, first, the MPU 41 subtracts 1 from the general drawing change hold number X stored in the general drawing change hold number storage area SNA (step S1601), and moves the general drawing pass / fail information from the general drawing first hold area SE1 to the general drawing execution area SAE (step S1602). Subsequently, the MPU 41 shifts the general drawing pass / fail information stored in the general drawing second hold area SE2 to the general drawing fourth hold area SE4 one by one (step S1603). Specifically, in step S1603, the general drawing pass / fail information in the general drawing second hold area SE2 is moved to the general drawing first hold area SE1, the general drawing pass / fail information in the general drawing third hold area SE3 is moved to the general drawing second hold area SE2, and the general drawing pass / fail information in the general drawing fourth hold area SE4 is moved to the general drawing third hold area SE3.

[0298] [General drawing change start process] Here, FIG. 24 is a flowchart showing an example of the procedure of the general drawing change start process executed by the MPU 41 in step S1506 of FIG. 22. In the general drawing change start process, the variable display of the normal symbol on the normal symbol display unit 361 is started, and various commands and flags are set based on the lottery result in the general drawing lottery per hit. Hereinafter, the general drawing change start process will be described with reference to FIG. 24.

[0299] <Step S1701> As shown in FIG. 24, in the general drawing variation start process, the MPU 41 determines whether or not a high-frequency support mode flag indicating that it is in the high-frequency support mode (certain variable game state or time-limited game state) is on (step S1701). The high-frequency support mode flag is set on in step S2313 of FIG. 34 when the big win game ends in the game state transition process described later, and in step S2307 of FIG. 33 when the game state transitions from the certain variable game state or time-limited game state to the certain variable big win game state or normal big win game state, or is set off in step S2326 of FIG. 34 when the game state transitions from the time-limited game state to the normal game state.

[0300] When the high-frequency support mode flag is on (step S1701: Yes), that is, when it is in the certain variable game state or time-limited game state which is the high-frequency support mode, the MPU 41 transfers the process to step S1702. When the high-frequency support mode flag is off (step S1701: No), that is, when it is in the normal game state which is the low-frequency support mode, the MPU 41 transfers the process to step S1703.

[0301] <Steps S1702 and S1703> When it is in the certain variable game state or time-limited game state which is the high-frequency support mode (step S1701: Yes), the MPU 41 performs a general drawing win / loss determination based on the high-frequency support mode (step S1702). Specifically, the MPU 41 determines whether or not the values of the normal win random number counter C4 and the normal win type random number counter C5 included as numerical information in the general drawing win / loss information stored in the general drawing execution area SAE of the general drawing reserved storage area 412c correspond to the values corresponding to the general drawing win based on the high-frequency support mode general drawing win / loss table (see FIG. 12(B)) and the high-frequency support mode general drawing win type distribution table (see FIG. 12(D)).

[0302] On the other hand, when it is in the normal game state which is the low-frequency support mode (step S1701: No), a winning or losing determination for each general pattern based on the low-frequency support mode is performed (step S1703). Specifically, the MPU 41 determines whether the normal winning random number counter C4 and the normal winning type random number counter C5 included as numerical information in the winning or losing information of the general pattern stored in the general pattern execution area SAE of the general pattern reserved storage area 412c correspond to the winning of each general pattern based on the low-frequency support mode general pattern winning or losing table (see Fig. 12(A)) and the low-frequency support mode general pattern winning type distribution table (see Fig. 12(C)).

[0303] <Steps S1704 and S1705> When the MPU 41 performs a winning or losing determination for each general pattern (step S1702 or S1703), it determines whether the result of the winning or losing determination is a long-opening general pattern win in which the second winning port 315 is opened for a long time (step S1704). When the result of the winning or losing determination is a long-opening general pattern win (step S1704: Yes), the MPU 41 sets the long-opening general pattern win flag indicating that the result of the winning or losing determination is a long-opening general pattern win to on (step S1705), and transfers the process to step S1708. On the other hand, when the result of the winning or losing determination is not a long-opening general pattern win (step S1704: No), the MPU 41 transfers the process to step S1706.

[0304] <Steps S1706 and S1707> When the result of the winning or losing determination is not a long-opening general pattern win (step S1704: No), the MPU 41 determines whether the result of the winning or losing determination is a short-opening general pattern win in which the second winning port 315 is opened for a short time (step S1706). When the result of the winning or losing determination is a short-opening general pattern win (step S1706: Yes), the MPU 41 sets the short-opening general pattern win flag indicating that the result of the winning or losing determination is a short-opening general pattern win to on (step S1707), and transfers the process to step S1708. On the other hand, when the result of the winning or losing determination is not a short-opening general pattern win (step S1706: No), that is, when the result of the winning or losing determination is a miss, the MPU 41 transfers the process to step S1708.

[0305] <Steps S1708 and S1709> When the long-open normal winning flag is set to on (step S1705), when the short-open normal winning flag is set to on (step S1707), or when the result of the win / loss judgment is a miss (step S1706: No), the MPU 41 executes a normal symbol fluctuation pattern setting process to set a normal symbol fluctuation pattern, which is the fluctuation display time of the normal symbol in the normal symbol display section 361 of the main display unit 36 during normal symbol play, by referring to a normal symbol fluctuation display table (not shown). As described above, the normal symbol fluctuation display table (not shown) includes a high-frequency support mode normal symbol fluctuation table that is referenced when in high-frequency support mode, and a low-frequency support mode normal symbol fluctuation display table that is referenced when in low-frequency support mode. Therefore, in the normal symbol fluctuation pattern setting process, the normal symbol fluctuation pattern is set based on the normal symbol fluctuation display table corresponding to the support mode type. In addition, the high frequency support mode normal symbol variation display table is set so that the average time for displaying normal symbol variations is shorter than that of the low frequency support mode normal symbol variation display table, so in the high frequency support mode, the time for normal symbol play is shorter than in the low frequency support mode.

[0306] Then, in addition to the normal map fluctuation pattern set in step S1708, the MPU 41 sets a normal map fluctuation pattern command to notify the voice lamp control device 5 of the result of the win / lose judgment in step S1702 or S1703 (the result of the normal map winning lottery) and the type of support mode (high frequency support mode or low frequency support mode) (step S1709), and then proceeds to step S1710.

[0307] Note that the normal pattern variation pattern command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. On the other hand, in the voice lamp control device 5, based on the normal pattern variation pattern command, effects corresponding to the normal pattern game are executed on the symbol display unit 341 and the like, for example, an effect indicating that the normal pattern game is being executed or an effect indicating the result of the normal pattern winning lottery.

[0308] Also, the normal pattern variation pattern command only needs to be a command that notifies at least the normal pattern variation pattern to the voice lamp control device 5. The result of the normal pattern winning lottery and the type of support mode do not necessarily need to be notified to the voice lamp control device 5 as the normal pattern variation pattern command. For example, the result of the normal pattern winning lottery is set as a normal pattern winning lottery result command when the success or failure determination is made in step S1702 or S1703, and the type of support mode is set as a support mode type command that can identify the type of support mode after the transition when transitioning to the high-frequency support mode or the low-frequency support mode, and may be notified to the voice lamp control device 5.

[0309] <Steps S1710 and S1711> In step S1710, the MPU 41 starts the variable display of the normal symbol on the normal symbol display unit 361 of the main display unit 36 (step S1710). Then, the MPU 41 sets the normal pattern variation display in-progress flag, which indicates that the normal symbol is being variably displayed, that is, the normal pattern game is being executed, to on (step S1711), and ends the normal pattern variation start process.

[0310] Note that the normal pattern variation display in-progress flag is referred to in step S1501 of the normal pattern game control process in FIG. 22 to determine whether the normal pattern game is being executed (while the normal symbol is being variably displayed).

[0311] [Normal Pattern Winning Game Control Process] Here, FIG. 25 is a flowchart showing an example of the procedure of the per-ordinary-symbol game control process executed in step S1405 of the main process in FIG. 21. In the per-ordinary-symbol game control process, when the result of the per-ordinary-symbol lottery is a winning result, a process of switching between a permitted state that permits the entry of game balls into the second winning opening 315 by performing opening / closing control of the electric accessory 315b and a restricted state that restricts it is executed. Hereinafter, the per-ordinary-symbol game control process will be described with reference to FIG. 25.

[0312] <Step S1801> As shown in FIG. 25, in the per-ordinary-symbol game control process, first, the MPU 41 determines whether or not a per-ordinary-symbol variation stop display flag indicating that the normal symbol has stopped being displayed (the per-ordinary-symbol game has ended) is on (step S1801). That is, the MPU 41 determines whether it is a timing at which the per-ordinary-symbol game can be started. The per-ordinary-symbol variation stop display flag is set to on in step S1511 when the normal symbol stops being displayed in the per-ordinary-symbol game control process of FIG. 22.

[0313] When the per-ordinary-symbol variation stop display flag is on (step S1801: Yes), that is, when it is a timing at which the per-ordinary-symbol game can be started, the MPU 41 transfers the process to step S1802. On the other hand, when the per-ordinary-symbol variation stop display flag is off (step S1801: No), that is, when it is not a timing at which the per-ordinary-symbol game can be started, the MPU 41 transfers the process to step S1812.

[0314] <Step S1802> When the per-ordinary-symbol variation stop display flag is on (step S1801: Yes), that is, when it is a timing at which the per-ordinary-symbol game can be started, the MPU 41 determines whether or not a jackpot game in-progress flag indicating that the jackpot game is being executed is on (step S1802). The jackpot game in-progress flag is set to on in step S2206 when the jackpot game is started and set to off in step S2252 when the jackpot game ends in the jackpot game control process of FIG. 29 described later.

[0315] When the jackpot game flag is on during the jackpot game (step S1802: Yes), that is, when the jackpot game is being executed, the MPU 41 ends the regular winning game control process. That is, in the present embodiment, when the jackpot game is forcibly ended by the start of the jackpot game, even if the result of the regular winning lottery for the regular pattern game is a regular winning, the regular winning game is not started. That is, in the present embodiment, the regular winning game is not started during the execution of the jackpot game. Of course, a new regular pattern game may be started during the execution of the jackpot game.

[0316] On the other hand, when the jackpot game flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 transfers the process to step S1803.

[0317] <Step S1803> When the jackpot game flag is off (step S1802: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether the long-open regular winning flag is set to on (step S1803). The long-open regular winning flag is a flag indicating that the result of the regular winning lottery is a long-open regular winning. When the result of the regular winning lottery is a long-open regular winning, it is set to on in step S1705 of the regular pattern variation start process in FIG. 24. That is, the MPU 41 determines whether the result of the regular winning lottery for the ended regular pattern game is a long-open regular winning. When the long-open regular winning flag is set to on (step S1803: Yes), the MPU 41 transfers the process to step S1804. When the long-open regular winning flag is set to off (step S1803: No), the MPU 41 transfers the process to step S1806.

[0318] <Steps S1804 and S1805> If the long-open normal winning flag is set to ON (step S1803: Yes), that is, if the result of the normal winning lottery for the completed normal game is a long-open normal winning, the MPU 41 sets a value corresponding to 6 seconds, which is the opening time of the electric device 315b in the long-open normal winning game (the time during which a game ball can enter the second winning slot 315), as the value of the opening time counter (step S1804). The opening time counter is referenced in step S1815 of the normal winning game control process to determine the return timing of the electric device 315b. Then, the MPU 41 sets the long-open normal winning flag to OFF (step S1805) and proceeds to step S1809.

[0319] <Step S1806> If the long-opening regular winning flag is set to OFF (step S1803: No), that is, if the result of the regular winning lottery for the completed regular game is not a long-opening regular winning, the MPU 41 determines whether the short-opening regular winning flag is set to ON (step S1806). The short-opening regular winning flag is a flag indicating that the result of the regular winning lottery is a short-opening regular winning, and if the result of the regular winning lottery is a short-opening regular winning, it is set to ON in step S1707 of the regular variation start processing in FIG. 24. That is, the MPU 41 determines whether the result of the regular winning lottery for the completed regular game is a short-opening regular winning. If the short-open regular winning flag is set to on (step S1806: Yes), MPU41 transfers processing to step S1807, and if the short-open regular winning flag is set to off (step S1806: No), that is, if the result of the regular winning lottery for the completed regular game is a loss, MPU41 transfers processing to step S1812.

[0320] <Steps S1807 and S1808> When the short winning normal pattern flag is set to on (step S1806: Yes), that is, when the result of the normal pattern lottery for the ended normal pattern game is a short winning normal pattern, the MPU 41 sets, as the value of the opening time counter, a value corresponding to 0.1 seconds, which is the opening time of the electric accessory 315b (the time when game balls can enter the second winning opening 315) in the short winning normal pattern game (step S1807). Then, the MPU 41 sets the short winning normal pattern flag to off (step S1808) and transfers the process to step S1809.

[0321] <Steps S1809 - S1811> When a flag indicating the normal pattern winning type (long winning normal pattern flag or short winning normal pattern flag) is set to off when the result of the normal pattern lottery is a win (step S1805 or S1808), the MPU 41 activates the electric accessory 315b (step S1809). Thereby, the second winning opening 315 is opened, and a permitted state is set to permit game balls to enter the second winning opening 315. Then, the MPU 41 sets an electric accessory opening command to notify the audio lamp control device 5 that the electric accessory 315b is open (step S1810), sets an electric accessory open flag indicating that the electric accessory 315b is open to on (step S1811), and transfers the process to step S1812.

[0322] Note that the electric accessory opening command is transmitted to the audio lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. From this, the audio lamp control device 5 can start an effect indicating that the electric accessory 315b is open, for example, on the symbol display unit 341 or the like, based on the electric accessory opening command.

[0323] <Step S1812> When performing a process such as releasing the electric accessory 315b when the result of the general symbol lottery per play is a winning result (steps S1803 to S1811), or when both the long release general symbol per play flag and the short release general symbol per play flag are set to off (when the result of the general symbol lottery per play is a losing result) (both steps S1803 and S1806 are No), the MPU 41 sets the general symbol variation stop display flag indicating that the normal symbol has stopped being displayed (the general symbol game has ended) to off (step S1812), and ends the general symbol per play game control process.

[0324] <Step S1813> When the general symbol variation stop display flag is off (step S1801: No), the MPU 41 determines whether the electric accessory release in progress flag, which is set to on when the electric accessory 315b is released in step S1811 of the general symbol per play game control process, is set to on (step S1813). That is, the MPU 41 determines whether the general symbol per play game is in progress. When the electric accessory release in progress flag is set to on (step S1813: Yes), that is, when the general symbol per play game is in progress, the process proceeds to step S1814. On the other hand, when the electric accessory release in progress flag is set to off (step S1813: No), that is, when the general symbol per play game is not in progress, the general symbol per play game control process is ended.

[0325] <Steps S1814 and S1815> If the electric role device open flag is set to ON (step S1813: Yes), that is, if a normal winning game is being executed, the MPU 41 subtracts 1 from the value of the open time counter set in step S1804 or S1807 of the normal winning game control process (step S1814), and determines whether the value of the open time counter after the subtraction is 0 (step S1815). That is, the MPU 41 determines whether it is time to return the electric role device 315b. If the value of the open time counter after the subtraction is 0 (step S1815: Yes), that is, if it is time to return the electric role device 315b, the MPU 41 proceeds to step S1816. On the other hand, if the value of the open time counter after the subtraction is not 0 (step S1815: No), that is, if it is not time to return the electric role device 315b, the MPU 41 terminates the normal winning game control process.

[0326] <Steps S1816 to S1818> If the value of the opening time counter after subtraction is 0 (step S1815: Yes), that is, if it is time to return the electric role device 315b, the MPU 41 returns the electric role device 315b (step S1816). This closes the second winning opening 315, restricting the entry of game balls into the second winning opening 315. Then, the MPU 41 sets an electric role device closing command that notifies the sound lamp control device 5 that the electric role device 315b has been closed (step S1817), and sets the electric role device open flag, which indicates that the electric role device 315b is open, to OFF (step S1818), and ends the game control process for the normal winning combination.

[0327] The electric role closing command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. As a result, the voice lamp control device 5 can end the performance indicating that the electric role executed in the symbol display unit 341 or the like is open, based on the electric role closing command.

[0328] [Special game control processing] Here, Fig. 26 is a flowchart showing an example of the procedure of the special symbol game control process executed in step S1406 in the main process of Fig. 21. In the special symbol game control process, the memory contents of the special symbol reserve storage area 412b set in the RAM 412 of the main control device 4 are updated, and the progress of the first special symbol game or the second special symbol game, for example, the variable display and stationary display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363, are controlled. Hereinafter, the special symbol game control process will be described with reference to Fig. 26.

[0329] <Step S1901> 26, in step S1901, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being executed, is on. In the jackpot game control process in FIG. 29 described later, the jackpot game in progress flag is set to on in step S2206 when a jackpot game starts, and is set to off in step S2252 when the jackpot game ends.

[0330] If the jackpot game flag is on (step S1901: Yes), that is, if the jackpot game is being played, the MPU 41 ends the special symbol game control process. In other words, in this embodiment, if the jackpot game is being played, the special symbol game is not started. Of course, the special symbol game may be started while the jackpot game is being played.

[0331] On the other hand, if the jackpot game in progress flag is off (step S1901: No), that is, if the jackpot game is not being executed, the MPU 41 shifts the process to step S1902.

[0332] <Step S1902> When the jackpot game flag is off during a jackpot game (step S1901: No), that is, when the jackpot game is not being executed, the MPU 41 determines whether or not the special figure variation display flag indicating that the first special figure or the second special figure is in the process of being variably displayed (during the execution of the first special figure game or the second special figure game) is on (step S1902). The special figure variation display flag is set to on in step S2107 when the variable display of the first special figure or the second special figure starts in the special figure variation start process shown in FIG. 28 described later, and is set to off in step S1909 when the first special figure or the second special figure stops being displayed in the special figure game control process.

[0333] When the special figure variation display flag is on (step S1902: Yes), that is, when the special figure is in the process of being variably displayed (during the execution of the special figure game), the MPU 41 transfers the process to step S1906. On the other hand, when the special figure variation display flag is off (step S1902: No), that is, when the special figure is not in the process of being variably displayed (during the execution of the special figure game) when the jackpot game is not being executed, the MPU 41 transfers the process to step S1903.

[0334] <Step S1903> When the special figure variation display flag is off (step S1902: No), that is, when the special figure is not in the process of being variably displayed (during the execution of the special figure game) when the jackpot game is not being executed, the MPU 41 determines whether or not both the first special figure reserved number N stored in the first special figure reserved number storage area NAA of the special figure reserved storage area 412b and the second special figure reserved number M stored in the second special figure reserved number storage area NAB are 0 (step S1903).

[0335] When both the first special drawing reservation number N and the second special drawing reservation number M are 0 (step S1903: Yes), that is, when there is no reservation of the right to execute the first special drawing game and no reservation of the right to execute the second special drawing game, the MPU 41 ends the special drawing game control process. On the other hand, when either the first special drawing reservation number N or the second special drawing reservation number M is not 0 (step S1903: No), that is, when there is at least one of the reservation of the right to execute the first special drawing game and the reservation of the right to execute the second special drawing game, the process proceeds to step S1904.

[0336] <Step S1904> When either the first special drawing reservation number N or the second special drawing reservation number M is not 0 (step S1903: No), that is, when there is at least one of the reservation of the right to execute the first special drawing game and the reservation of the right to execute the second special drawing game, the MPU 41 executes a special drawing data setting process for the data of the special drawing pass / fail information (special drawing data) stored in the special drawing reservation storage area 412b (step S1904), and the process proceeds to step S1905. The details of the special drawing data setting process will be described later with reference to FIG. 27.

[0337] <Step S1905> In step S1905, the MPU 41 executes a special drawing variation start process for starting the variation display of the first special symbol on the first special symbol display unit 362 or the second special symbol on the second special symbol display unit 363 (executing the first special drawing game or the second special drawing game), and ends the special drawing game control process. The details of the special drawing variation start process will be described later with reference to FIG. 28.

[0338] <Step S1906> If the special symbol variable display flag is on (step S1902: Yes), that is, if the first special symbol or the second special symbol is being displayed (a special symbol game is being executed), the MPU 41 determines whether or not the special symbol variable display time for the first special symbol or the second special symbol set in the special symbol variable pattern setting process in step S2104 of the special symbol variable start process in Figure 28 described later has elapsed since the start of the variable display of the first special symbol or the second special symbol game (step S1906). That is, the MPU 41 determines whether or not it is time to stop the display of the special symbol being displayed and end the special symbol game.

[0339] If the special symbol variable display time has elapsed since the start of the variable display of the first special symbol or the second special symbol (step S1906: Yes), that is, if it is time to stop the display of the special symbol being variable and end the special symbol game, the process proceeds to step S1907. On the other hand, if the variable display time has not elapsed since the start of the variable display of the first special symbol or the second special symbol (step S1906: No), that is, if it is not time to stop the display of the special symbol being variable and end the special symbol game, the MPU 41 ends the special symbol game control process.

[0340] <Steps S1907 to S1909> When the variable display time has elapsed since the start of the variable display of the first special symbol or the second special symbol (step S1906: Yes), that is, when it is time to stop the variable display of the special symbol and end the special symbol game, the MPU 41 stops the special symbol in the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 in a manner corresponding to the result of the jackpot lottery corresponding to the special symbol game (step S1907). Then, the MPU 41 sets a special symbol variable stop flag indicating that the first special symbol or the second special symbol has stopped and displayed on (step S1908), and sets a special symbol variable display in progress flag indicating that the first special symbol or the second special symbol is being changed (the special symbol game is being executed) off (step S1909), and ends the special symbol game control process.

[0341] [Special data setting process] Here, Fig. 27 is a flowchart showing an example of the procedure of the special drawing data setting process executed by the MPU 41 in step S1904 of Fig. 26. In the special drawing data setting process, the memory contents of the special drawing reserved storage area 412b set in the RAM 412 of the main control device 4 are updated. Hereinafter, the special drawing data setting process will be described with reference to Fig. 27.

[0342] <Step S2001> As shown in Fig. 27, in step S2001, the MPU 41 determines whether the number M of reserved second special symbols for the second special symbol game is 0. If the number M of reserved second special symbols is 0 (step S2001: Yes), that is, if there are no second special symbols reserved for the second special symbol game but there are first special symbols reserved for the first special symbol game (see step S1903 in the special symbol game control processing of Fig. 26), the MPU 41 proceeds to step S2002. On the other hand, if the number M of reserved second special symbols is not 0 (step S2001: No), that is, if there are second special symbols reserved for the second special symbol game, the MPU 41 proceeds to step S2005. In other words, the MPU 41 determines whether the number M of reserved second special symbols for the second special symbol game is 0, thereby prioritizing the start of the second special symbol game over the first special symbol game.

[0343] In this embodiment, the second special symbol game is started with priority over the first special symbol game, but the first special symbol game may be started with priority over the second special symbol game, or the special symbol games may be started in the order (reservation order) of the game balls entering the first winning port 314 or the second winning port 315, and either the first special symbol game or the second special symbol game may be executed. Also, without setting a priority for the start of the first special symbol game and the second special symbol game, the first special symbol game and the second special symbol game may be executed independently of each other, and the first special symbol game and the second special symbol game may be executed simultaneously (so-called simultaneous change of special symbols).

[0344] <Steps S2002 to S2004> If the second special chart reserved number M is 0 (step S2001: Yes), the MPU 41 subtracts 1 from the first special chart reserved number N stored in the first special chart reserved number memory area NAA of the first special chart reserved storage area REA (step S2002), and moves the special chart correct / incorrect information from the first reserved area REA1 of the first special chart reserved storage area REA to the special chart execution area AE (step S2003). Subsequently, the MPU 41 shifts the special chart correct / incorrect information of the second reserved area REA2 to the fourth reserved area REA4 of the first special chart reserved storage area REA one by one (step S2004). Specifically, in step S2004, the special chart correct / incorrect information of the second reserved area REA2 of the first special chart reserved storage area REA is moved to the first reserved area REA1, the special chart correct / incorrect information of the third reserved area REA3 is moved to the second reserved area REA2, and the special chart correct / incorrect information of the fourth reserved area REA4 is moved to the third reserved area REA3. When the process of step S2004 is completed, the MPU 41 proceeds to step S2008.

[0345] <Steps S2005 to S2007> If the second special symbol reservation number M is not 0 (step S2001: No), the MPU 41 subtracts 1 from the second special symbol reservation number M stored in the second special symbol reservation number memory area NAB of the second special symbol reservation storage area REB (step S2005), and moves the special symbol success / failure information from the first reservation area REB1 of the second special symbol reservation storage area REB to the special symbol execution area AE (step S2006). Subsequently, the MPU 41 shifts the special symbol success / failure information of the second reservation area REB2 to the fourth reservation area REB4 of the second special symbol reservation storage area REB one by one (step S2007). Specifically, in step S2007, the special symbol success / failure information of the second reservation area REB2 is moved to the first reservation area REB1, the special symbol success / failure information of the third reservation area REB3 is moved to the second reservation area REB2, and the special symbol success / failure information of the fourth reservation area REB4 is moved to the third reservation area REB3. When the process of step S2007 is completed, the MPU 41 proceeds to step S2008.

[0346] <Step S2008> In step S2008, the MPU 41 sets a special symbol shift command in the RAM 412, which indicates that the special symbol win / loss information of the first special symbol reserve area REA1 to the fourth special symbol reserve area REA4 of the first special symbol reserve storage area REA or the first special symbol reserve area REB1 to the fourth special symbol reserve area REB4 of the second special symbol reserve storage area REB has shifted, and ends the special symbol data setting process. This special symbol shift command is transmitted to the voice lamp control device 5 in the external output process of step S1401 of the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can change the display number of the reserve display corresponding to the first special symbol reserve or the second special symbol reserve displayed on the symbol display unit 341 based on the special symbol shift command.

[0347] [Special chart change start processing] Here, Fig. 28 is a flowchart showing an example of the procedure for special symbol variation start processing executed by the MPU 41 in step S1905 of Fig. 26. In the special symbol variation start processing, the first special game or the second special symbol game (special symbol game) is started by starting the variable display of the first special symbol in the first special symbol display unit 362 or the second special symbol in the second special symbol display unit 363, and various processes associated with the start of the special symbol game are executed. Below, the special symbol variation start processing will be explained with reference to Fig. 28.

[0348] <Step S2101> As shown in Fig. 28, in step S2101, the MPU 41 determines whether the gaming state is a high probability mode, i.e., a high probability mode. Whether the gaming state is a high probability mode or not is determined by whether a high probability mode gaming state flag, which indicates that the gaming state is a high probability mode, is set to on. The high probability mode gaming state flag is set to on when the gaming state is transitioned from a high probability mode jackpot gaming state to a high probability mode gaming state in step S2317 of Fig. 34 in the gaming state transition process described below, and is set to off when the gaming state is transitioned from a high probability mode gaming state to a high probability mode jackpot gaming state or a normal jackpot gaming state in step S2309 of Fig. 33.

[0349] If the game state is a high probability mode, i.e., a special game state (step S2101: Yes), the MPU41 transfers processing to step S2102, and if the game state is not a high probability mode, i.e., a special game state (step S2101: No), i.e., if the game state is a low probability mode, i.e., a time-limited game state or a normal game state, the MPU41 transfers processing to step S2103.

[0350] <Steps S2102 and S2103> If the game state is a high probability mode, which is a special game state (step S2101: Yes), the MPU41 reads out the high probability mode hit / miss table (see Figure 9(B)) saved according to the game setting value in step S2410 of the game setting value change processing in Figure 35 described below, and performs a hit / miss judgment based on the high probability mode hit / miss table (step S2102).

[0351] On the other hand, if the game state is not a high probability mode, which is a special game state (step S2101: No), that is, if the game state is a low probability mode, which is a time-limited game state or a normal game state, the MPU41 reads out the low probability mode hit / miss table (see Figure 9(A)) saved according to the game setting value in step S2410 of the game setting value change processing in Figure 35 described below, and performs a hit / miss judgment based on that low probability mode hit / miss table (step S2103).

[0352] In steps S2102 and S2103, the hit / miss judgment is performed based on the high probability mode hit / miss table or the low probability mode hit / miss table saved according to the game setting value in step S2410 in the game setting value change processing of Figure 35 described below. However, in steps S2102 and S2103, the game setting value saved in step S2408 in the game setting value change processing of Figure 35 described below may be read out, and the hit / miss judgment may be performed by selecting the high probability mode hit / miss table or the low probability mode hit / miss table corresponding to that game setting value one by one.

[0353] <Step S2104> When a win / loss determination is made in step S2102 or S2103, the MPU 41 sets the variable display time of the first special pattern or the second special pattern in the first special pattern display section 362 or the second special pattern display section 363 of the main display section 36 during that special pattern game as the special pattern variable pattern (step S2104).

[0354] In addition, the variation display time of the first special pattern or the second special pattern (special pattern variation pattern) is set based on the special pattern variation type counter CS1 and the normal jackpot variation table (see Figure 10(A)) if the result of the hit / miss judgment in step S2102 or S2103 is a normal jackpot, and is set based on the special pattern variation type counter CS1 and the normal jackpot variation table (see Figure 10(B)) if the result of the hit / miss judgment in step S2102 or S2103 is a miss, and is set based on the special pattern variation type counter CS1 and the miss variation table (see Figure 10(C)).

[0355] <Step S2105> In step S2105, the MPU 41 sets in the RAM 412 a special symbol variation pattern command including the lottery result of the jackpot lottery for the special symbol game, which is the result of the win / loss determination in step S2102 or S2103, and the special symbol variation pattern set in step S2104, and proceeds to step S2106. The special symbol variation pattern command is transmitted to the voice lamp control device 5 in step S1401 of the next main processing (see FIG. 21) executed by the MPU 41. This allows the voice lamp control device 5 to execute a special symbol game presentation on the symbol display unit 341, etc., based on the special symbol variation pattern command.

[0356] As described above, when the result of the jackpot lottery is a "normal jackpot," the MPU 41 sets one of "A01" to "A03," in which "A" indicating that it is a 5R normal jackpot, to the special chart variation patterns "01" to "03," as a special chart variation pattern command in the RAM 412. Also, when the result of the jackpot lottery is a "5R variable probability jackpot," the MPU 41 sets one of "B01" to "B03," in which "B" indicating that it is a 5R variable probability jackpot to the special chart variation patterns "01" to "03," as a special chart variation pattern command in the RAM 412. Furthermore, when the result of the jackpot lottery is a "16R variable probability jackpot," the MPU 41 sets one of "C01" to "C03," in which "C" indicating that it is a 16R variable probability jackpot to the special chart variation patterns "01" to "03," as a special chart variation pattern command in the RAM 412. Furthermore, when the result of the jackpot lottery is a "miss," the MPU 41 sets one of "D01" to "D08," in which "D" indicating a miss is added to the special chart variation patterns "01" to "08," as a special chart variation pattern command in the RAM 412. Furthermore, when the result of the jackpot lottery is a "miss," the MPU 41 includes information indicating the type of miss (reach for a miss before or after, reach for a miss other than a miss before or after, complete miss) in the special chart variation pattern command.

[0357] <Step S2106> In step S2106, the MPU 41 starts the special symbol game by starting the variable display of the special symbol in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36, and then proceeds to step S2107.

[0358] When the MPU 41 starts the variable display of the special symbol, it adds 1 to the "cumulative number of jackpot lottery draws" stored in the game information storage area 412d set in the RAM 412. Furthermore, when the result of the win / loss determination based on the low probability mode win / loss table in step S2103 is a miss, the MPU 41 adds 1 to the "number of consecutive losses" stored in the game information storage area 412d, and when the win / loss result is a jackpot, it clears the "number of consecutive losses" to 0.

[0359] <Step S2107> In step S2107, the MPU 41 sets a special symbol variable display flag, which indicates that the special symbol is being displayed in a variable manner (a special symbol game is being executed), to ON, and proceeds to step S2108. The special symbol variable display flag is referenced in step S1902 in the special symbol game control process of Fig. 26 to determine whether or not the special symbol is being displayed in a variable manner (a special symbol game is being executed) in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36.

[0360] <Step S2108> In step S2108, the MPU 41 sets a special symbol variation stop flag, which indicates that the variation of the special symbol has stopped (the special symbol game has ended), to OFF, and proceeds to step S2109. The special symbol variation stop flag is set to ON when the first special symbol display area 362 or the second special symbol display area 363 of the main display unit 36 is stopped and displayed in step S1908 in the special symbol game control processing of Fig. 26, and is referenced to determine whether or not it is the timing to start a jackpot game in step S2202 of the jackpot game control processing of Fig. 29 described later.

[0361] <Step S2109> In step S2109, the MPU 41 determines whether a time-saving game state flag indicating a time-saving game state (low probability mode and high frequency support mode) is on. The time-saving game state flag is set to on when a normal jackpot game ends in step S2321 of Fig. 34 in the game state transition process described below, and is set to off when the game state transitions from the time-saving game state to a jackpot game state or a normal game state in step S2310 of Fig. 33 or step S2325 of Fig. 34.

[0362] If the time-saving game state flag is on (step S2109: Yes), that is, if the time-saving game state is in effect, the MPU 41 proceeds to step S2110. On the other hand, if the time-saving game state flag is off (step S2109: Yes), that is, if the time-saving game state is not in effect, the MPU 41 ends the special chart variation start process.

[0363] <Step S2110> When the time-saving game state flag is on (Step S2109: Yes), that is, when in the time-saving game state, the MPU 41 subtracts 1 from the value of the time-saving count counter indicating the remaining number of special figure games executable in the time-saving game state (Step S2110), and ends the special figure variation start process. Note that the time-saving count counter is set in Step S2320 in the game state transition process of FIG. 34 described later when the game state transitions from the big win game state to the time-saving game state.

[0364] Note that in this embodiment, the time-saving count counter is set when the game state transitions from the big win game state to the time-saving game state. However, the time-saving count counter may also be set when the game state transitions from the big win game state to the sure-variation game state. That is, by setting the maximum number of special figure times executed in the sure-variation game state to a finite number, the gaming machine 10 can also be configured as a so-called ST machine.

[0365] Also, when the normal big win game executed based on the lottery result in the big win lottery ends, the gaming machine 10 can be set to transition to the normal game state without transitioning from the big win game state to the time-saving game state. In this case, the time-saving count counter is not set after the end of the normal big win game.

[0366] [Big Win Game Control Process] Here, FIGS. 29 to 32 are flowcharts showing an example of the procedure of the big win game control process executed in Step S1407 in the main process of FIG. 21. In the big win game control process, processes for controlling the progress of the big win game such as opening and closing control of the opening and closing door 319 provided in the variable winning port 316 are executed. Hereinafter, the big win game control process will be described with reference to FIGS. 29 to 32.

[0367] <Step S2201> 29, in step S2201, the MPU 41 determines whether a jackpot game in progress flag, which indicates that a jackpot game is being executed, is on. The jackpot game in progress flag is set to on in step S2206 of the jackpot game control processing when a jackpot game is started, and is set to off in step S2252 of the jackpot game control processing when the jackpot game is ended.

[0368] If the jackpot game in progress flag is on (step S2201: Yes), i.e., if a jackpot game is being executed, the MPU 41 shifts the process to step S2211. On the other hand, if the jackpot game in progress flag is off (step S2201: No), i.e., if a jackpot game is not being executed, the MPU 41 shifts the process to step S2202.

[0369] <Step S2202> If the jackpot game in progress flag is off (step S2201: No), that is, if the jackpot game is not being executed, the MPU 41 determines whether or not a special symbol variation stop flag, which indicates that a special symbol has been stopped and displayed, is on. If a special symbol has been stopped and displayed, the special symbol variation stop flag is set to on in step S1908 of the special symbol game control processing in Fig. 26, and if the variable display of the special symbol has started, it is set to off in step S2108 of the special symbol variation start processing in Fig. 28. That is, the MPU 41 determines whether or not the special symbol game that was started when the jackpot game was not being executed has ended, thereby determining whether or not it is the timing to start the jackpot game.

[0370] If the special symbol variation stop flag is on (step S2202: Yes), that is, if the jackpot game can be started because the special symbol is stopped and displayed, the MPU 41 proceeds to step S2203. On the other hand, if the special symbol variation stop flag is off (step S2202: No), that is, if the jackpot game cannot be started because the special symbol is being displayed and changed, the MPU 41 ends the jackpot game control process.

[0371] In addition, in this embodiment, when the special symbol is in variable display (during the execution of the special symbol game), the jackpot game is not started (executed). However, it may be possible to start (execute) the jackpot game while the special symbol is in variable display (during the execution of the special symbol game). For example, the jackpot game may be started (executed) during the variable display of the first special symbol, and conversely, the jackpot game may be started (executed) during the variable display of the second special symbol. Specifically, as described above, by making it possible to change to the simultaneous variation of the first special symbol and the second special symbol, the second special symbol game is executed during the execution of the jackpot game for the first special symbol game, and the first special symbol game is executed during the execution of the jackpot game for the second special symbol game. Further, the jackpot game for the first special symbol game and the jackpot game for the second special symbol game may be executed simultaneously, or when the start condition of the other jackpot game is satisfied during the execution of one of the jackpot games for the first special symbol game and the jackpot game for the second special symbol game, the other jackpot game may be started after the end of one jackpot game.

[0372] <Step S2203> When the special symbol variation stop flag is on (Step S2202: Yes), that is, when the special symbol is stopped and displayed, the MPU 41 determines whether the result of the jackpot lottery for the special symbol game in which the special symbol is stopped and displayed is a jackpot. Whether the result of the jackpot lottery for the special symbol game in which the special symbol is stopped and displayed is a jackpot is determined based on, for example, the special symbol win / loss information for the jackpot lottery stored in the special symbol execution area AE of the special symbol hold storage area 412b set in the RAM 41.

[0373] When the result of the jackpot lottery for the special symbol game in which the special symbol is stopped and displayed is a jackpot (Step S2203: Yes), the MPU 41 transfers the process to Step S2204. On the other hand, when the result of the jackpot lottery for the special symbol game in which the special symbol is stopped and displayed is not a jackpot (Step S2203: No), that is, when the result of the jackpot lottery is a miss, the jackpot game control process is terminated.

[0374] <Step S2204> When the result of the jackpot lottery for the special symbol stop display special symbol game is a jackpot (Step S2203: Yes), the MPU 41 sets a jackpot game start command to start the jackpot game and notify the voice lamp control device 5 of the type of jackpot game (probability-variable jackpot game or normal jackpot game) (Step S2204), and transfers the process to Step S2205. The jackpot game start command is transmitted to the voice lamp control device 5 in the external output process of Step S1401 of the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can execute a jackpot game effect according to the type of jackpot game based on the jackpot game start command.

[0375] <Step S2205> In Step S2205, the MPU 41 sets the jackpot game start flag indicating that the jackpot game is to be started to ON, and transfers the process to Step S2206. The jackpot game start flag is referred to when determining whether to shift the game state to the probability-variable jackpot game state or the normal jackpot game state in Step S2301 of the game state transition process of FIG. 33 described later.

[0376] <Step S2206> In Step S2206, the MPU 41 sets the jackpot game in progress flag indicating that the jackpot game is in progress to ON, and transfers the process to Step S2207. The jackpot game in progress flag is referred to not only in Step S2201 of the jackpot game control process but also in Step S1503 of the general symbol game control process of FIG. 22 and Step S1901 of the special symbol game control process of FIG. 26 to determine whether the jackpot game is in progress.

[0377] <Step S2207> In step S2207, the MPU 41 sets a round number counter indicating the remaining number of rounds to be played in the open / close execution mode, and proceeds to step S2208. Specifically, the MPU 41 sets the round number counter to "5" when the result of the jackpot lottery is a 5R probability variable jackpot or a 5R normal jackpot, and sets the round number counter to "16" when the result of the jackpot lottery is a 16R probability variable jackpot.

[0378] <Step S2208> In step S2208, the MPU 41 sets an opening start command to notify the voice and lamp control device 5 that the opening of the jackpot game will begin, and proceeds to step S2209. The opening start command is transmitted to the voice and lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. This allows the voice and lamp control device 5 to start an opening effect in the symbol display unit 341, etc., based on the opening start command.

[0379] <Step S2209> In step S2209, the MPU 41 sets an opening time counter that indicates the remaining time of the opening, and proceeds to step S2210. The opening time counter is referenced in step S2213 of the jackpot game control process in FIG. 30 to determine whether it is time to end the opening.

[0380] <Step S2210> In step S2210, the MPU 41 sets an opening flag indicating that the opening is being executed to ON, and ends the jackpot game control process. The opening flag is referenced in step S2211 in the jackpot game control process to determine whether the opening is being executed.

[0381] <Step S2211> If the jackpot game in progress flag is on (step S2201: Yes), that is, if a jackpot game is being executed, the MPU 41 determines whether an opening in progress flag, which indicates that an opening is being executed, is on (step S2211).

[0382] If the opening flag is on (step S2211: Yes), that is, if the opening is being executed, the MPU 41 proceeds to step S2212 in Fig. 30. On the other hand, if the opening flag is off (step S2211: No), that is, if the opening is not being executed, the MPU 41 proceeds to step S2222.

[0383] <Steps S2212 and S2213> If the opening in progress flag is on (step S2211: Yes), that is, if the opening is being executed, the MPU 41 subtracts 1 from the value of the opening time counter indicating the remaining time of the opening (step S2212), and determines whether the value of the opening time counter after the subtraction is 0 (step S2213), as shown in Fig. 30. That is, the MPU 41 determines whether it is time to end the opening.

[0384] If the value of the opening time counter after subtraction is 0 (step S2213: Yes), that is, if it is time to end the opening, the MPU 41 proceeds to step S2214. On the other hand, if the value of the opening time counter after subtraction is not 0 (step S2213: No), that is, if it is not time to end the opening, the MPU 41 ends the jackpot game control process.

[0385] <Steps S2214 and S2215> When the value of the opening time counter after subtraction is 0 (step S2213: Yes), that is, when it is the timing to end the opening, the MPU 41 sets an opening end command to notify the voice lamp control device 5 that the opening of the big hit game has ended (step S2214). The opening end command is transmitted to the voice lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can end the opening effect executed in the symbol display unit 341 and the like based on the opening end command.

[0386] Then, the MPU 41 sets the opening flag indicating that the opening is being executed to OFF (step S2215), and the process proceeds to step S2216.

[0387] <Step S2216> In step S2216, the MPU 41 sets an opening / closing execution mode start command to notify the voice lamp control device 5 that the opening / closing execution mode in which a plurality of rounds (5 or 16 rounds) of round games are executed is started, and the process proceeds to step S2117. The opening / closing execution mode start command is transmitted to the voice lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. Thereby, the voice lamp control device 5 can start the opening / closing execution mode effect executed in the symbol display unit 341 and the like based on the opening / closing execution mode start command.

[0388] <Step S2217> In step S2217, the MPU 41 sets a round game start command to notify the voice and lamp control device 5 that a round game will start, and proceeds to step S2218. The round game start command is transmitted to the voice and lamp control device 5 in the external output process of step S1401 in the next main process (see FIG. 21) executed by the MPU 41. This allows the voice and lamp control device 5 to start a round game presentation corresponding to each round game, including displaying the number of rounds, on the symbol display unit 341, etc., based on the round game start command.

[0389] In this embodiment, a round game effect is executed individually for each round game, but the round game effect may be a series of effects executed in the open / close execution mode, and the number of rounds in each round game may be displayed. In this case, interval effects may not be executed between round games, or an effect may be executed to display the number of rounds in the next round game to be executed as an interval effect.

[0390] <Steps S2218 and S2219> In step S2218, the MPU 41 subtracts 1 from the round number counter indicating the remaining number of rounds to b...

Claims

【Claim 1】 Transition determination means capable of executing a transition determination as to whether to shift to a game state in which a game advantageous to the player is executed based on the establishment of a determination condition; Predetermined winning means capable of establishing the determination condition based on the entry of a game ball; Result notification information display means for displaying result notification information for notifying the result of the transition determination by the transition determination means; Display means provided corresponding to the game board and on which the result notification information is displayed; Launch means capable of launching game balls toward the game board at predetermined intervals when a predetermined game operation is performed; A gaming machine comprising: The predetermined winning means includes: First winning means; Second winning means different from the first winning means, capable of switching between a permitted state in which entry of a game ball is permitted and a restricted state in which entry of a game ball is restricted; The result notification information includes: First result notification information that can be displayed after a predetermined period of time on the condition that a game ball enters the first winning means; Second result notification information that can be displayed after a specific period of time on the condition that a game ball enters the second winning means; This gaming machine: Retention number information display means capable of displaying up to a predetermined upper limit number of retention number information indicating a retention state in which a game ball has entered at least the first winning means but the transition determination has not yet been executed; Suggestion information display means capable of displaying information that can be displayed in any of a plurality of display modes corresponding to the entry of a game ball into the first winning means, and capable of displaying predetermined suggestion information different from the retention number information at least in a plurality of consecutive predetermined periods; Specific allowable state generation means capable of generating a specific allowable state that is a long-term allowable state in which a plurality of predetermined numbers of game balls can be launched toward the game board by performing the predetermined game operation based on the establishment of a specific condition; Comprising: This gaming machine: Is configured such that the execution of the predetermined specific period for the entry of a game ball into the second winning means can be executed with priority over the execution of the predetermined period for the entry of a game ball into the first winning means in the retention state; Is configured such that a game ball can enter the second winning means in the specific allowable state during the execution of the display of the predetermined suggestion information; When a game ball enters the second winning means, a specific display image capable of notifying that it is in a predetermined game state, different from the hold information corresponding to the entry of the game ball into the second winning means during the specific period, can be displayed on the display means. And, at least while the specific display image is being displayed, the predetermined suggestive information can be displayed in combination with the specific display image. When the specific allowable state is not generated, the specific display image can be configured not to be displayed and the predetermined suggestive information can be configured to be displayed. The predetermined suggestive information can be configured to be displayed in at least a first display mode and a second display mode different from the first display mode as the plurality of types of display modes during the specific period. This gaming machine In the specific period executed after the specific period in which the predetermined suggestive information is displayed in the first display mode, when a predetermined condition is satisfied, the predetermined suggestive information can be displayed in the second display mode. This gaming machine During the period when the predetermined suggestive information is displayed in combination with the specific display image when the specific display image is displayed on the display means during the specific period, it can be configured to be displayed without changing the display position of the predetermined suggestive information. The result of the transition determination by the transition determination means can be configured to be notified by stopping the display of a predetermined symbol that is variably displayed. This gaming machine A gaming machine characterized in that the predetermined suggestive information can be displayed at a position that does not obstruct the visual recognition of the predetermined variable display of the predetermined symbol during the specific period.

Citation Information

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