gaming machines

The gaming machine enhances entertainment value by allowing players to select shooting styles and using reserved memory numbers for different game modes, with separate display areas for guidance and power outage resilience.

JP7729586B2Active Publication Date: 2025-08-26SOPHIA CO LTD
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Patent Information

Application Number
JP2021099268
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-15
Publication Date
2025-08-26
Estimated Expiration
2041-06-15

AI Technical Summary

Technical Problem

Existing gaming machines lack variety in gameplay features, which can enhance entertainment value.

Method used

A gaming machine that allows players to choose between left and right shooting styles, featuring a control system with reserved memory numbers for different game modes, and display areas for guiding transitions and displaying game states, with separate display areas for different game modes and guidance.

Benefits of technology

Enhances player interest through varied gameplay features and improved presentation, providing guidance during mode transitions and maintaining display states during power outages.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of improving an interest while having various game properties.SOLUTION: A game machine executes a mode shift performance from start of 501-th execution of a special pattern 1 game, and continues the mode shift performance even when a state becomes a customer waiting state without acquiring an execution trigger of the special pattern 1 game and special pattern 2 game. The game machine acquires the execution trigger of the special pattern 2 game, during execution of the mode shift performance even in the customer waiting state, then, the game machine executes a b-time shortening mode performance from the execution start of the special pattern 2 game. Therefore, the game machine can secure a mode shift performance execution period over a period until the execution trigger of the special pattern 2 game, is acquired, and can cancel the mode shift performance, with an intention of a player which desires to execute the execution trigger of the special pattern 2 game, as a result of changing a way of shooting.SELECTED DRAWING: Figure 27
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Description

[Technical Field]

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

[0002] There are gaming machines that perform a mode entry effect when there is a change in the effect mode. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-9369 Summary of the Invention [Problem to be solved by the invention]

[0004] The proposed gaming machine still has room for improvement in terms of presentation that corresponds to the gameplay. In one aspect, the present invention provides a gaming machine that can enhance entertainment value through a variety of game features. [Means for solving the problem]

[0005] In order to achieve the above object, there is provided a gaming machine in which a player can play by selecting either a playing style in which a gaming ball is shot to the left side of a gaming board or a playing style in which a gaming ball is shot to the right side of the gaming board, as shown below. The gaming machine includes a presentation means capable of executing a predetermined presentation for presenting a game, and a control means capable of executing a first game and a second game, and for controlling a transition from a first gaming state in which a first game can be mainly executed by selecting one of the playing styles to a second gaming state in which a second game can mainly be executed by selecting the other of the playing styles upon the establishment of a predetermined condition, the control means having a reservation storage means for storing the number of execution rights for the first game as a first reserved memory number and for storing the number of execution rights for the second game as a second reserved memory number, and the presentation means has a first display area and 、 a second display area that is larger than the first display area; , the third display area anda display means for displaying a predetermined effect display, and a number display corresponding to the first reserved memory number and a number display corresponding to the second reserved memory number can be displayed side by side in the first display area, and a second game state after the transition In When the first game is executed without triggering the second game Number The character display is displayed side by side in the first display area, and the guide will guide you through two or more first games. No. 1 The guidance display can be displayed in the second display area, When an opportunity to play the second game is obtained and the second game is played, a second guidance display for informing the player that the second game state is being played can be displayed in the third display area; The numbers are displayed side by side in the first display area across two or more first games. No. 1 When the guidance display is displayed in the second display area 、 When the first reserved memory number does not increase 1st End guidance display In the case where the number displays are displayed side by side in the first display area and the first guide display is displayed in the second display area across two or more first games, when a power outage occurs and the power is restored, the second guide display is displayed in the third display area without redisplaying the first guide display. do. [Effects of the Invention]

[0006] According to one aspect, the gaming machine can enhance interest by providing a variety of game features. [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to a first embodiment. [Figure 2] FIG. 2 is a front view showing an example of a game board according to the first embodiment. [Figure 3] 1 is a block diagram showing an example of a control system for a gaming machine according to a first embodiment. [Figure 4] 1 is a block diagram showing an example of the configuration of a performance control device according to a first embodiment. [Figure 5] FIG. 1 is a diagram illustrating an example of a collective display device according to a first embodiment. [Figure 6] FIG. 1 is a flowchart (part 1) of a main process according to the first embodiment. [Figure 7] FIG. 10 is a second flowchart of the main process according to the first embodiment; [Figure 8] FIG. 10 is a flowchart (part 3) of the main process according to the first embodiment. [Figure 9]FIG. 10 is a flowchart (part 4) of the main process according to the first embodiment. [Figure 10] FIG. 5 is a flowchart (part 5) of the main processing according to the first embodiment. [Figure 11] FIG. 4 is a flowchart illustrating a timer interrupt process according to the first embodiment. [Figure 12] FIG. 2 is a diagram showing a flowchart of main processing in the performance control device of the first embodiment. [Figure 13] FIG. 2 is a diagram showing an example of state transition of a game state in the first embodiment. [Figure 14] FIG. 10 is a diagram showing an example of game performance of the first embodiment. [Figure 15] FIG. 2 is a diagram showing an example (part 1) of a game display screen according to the first embodiment. [Figure 16] FIG. 10 is a diagram showing an example (part 2) of a game display screen according to the first embodiment. [Figure 17] FIG. 10 is a diagram showing an example (part 3) of a game display screen according to the first embodiment. [Figure 18] FIG. 10 is a diagram showing an example (part 4) of the game display screen of the first embodiment. [Figure 19] FIG. 10 is a diagram showing an example (part 5) of the game display screen of the first embodiment. [Figure 20] FIG. 10 is a diagram illustrating an example of a rendering flow of a mode transition rendering according to the first embodiment. [Figure 21] FIG. 10 is a diagram illustrating an example of a mode transition performance time and a minimum guaranteed time according to the first embodiment. [Figure 22] FIG. 2 is a diagram showing an example of a rendering mode switching condition in the first embodiment. [Figure 23] FIG. 10 is a diagram showing an example of switching of the effect display area in a modified example of the first embodiment. [Figure 24] FIG. 10 is a diagram showing an example (part 1) of a timing chart of a mode transition effect execution period in the first embodiment. [Figure 25] FIG. 10 is a diagram showing an example (part 2) of a timing chart of a mode transition effect execution period in the first embodiment. [Figure 26] FIG. 10 is a diagram showing an example (part 3) of a timing chart of a mode transition effect execution period in the first embodiment. [Figure 27] FIG. 10 is a diagram showing an example (part 4) of a timing chart of a mode transition effect execution period in the first embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0008] Hereinafter, the embodiments will be described in detail with reference to the drawings. [First embodiment] First, the first embodiment will be described with reference to the drawings. Fig. 1 is a perspective view showing an example of a gaming machine according to the first embodiment.

[0009] The gaming machine 10 of the first embodiment has a front frame 12, which is attached to an outer frame (support frame) 11 so as to be pivotable open and closed, with the left side as the mounting side and the right side as the open side when viewed from the front. A gaming board 30 (see FIG. 2) is stored in a storage section (not shown) formed on the front side of the front frame 12. A glass frame (transparent member holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front surface of the gaming board 30 is attached to the front frame (main body frame) 12.

[0010] In addition, on the left and right sides of the glass frame 15, there are provided frame decoration devices 18 that incorporate lamps and LEDs (Light Emitting Diodes) etc. for decoration and presentation, and to alert when an abnormality occurs (for example, if a dispensing abnormality occurs, the lamps or LEDs etc. will light up (blink) in an abnormality alert color (e.g., red)), and speakers (upper speaker) 19a that emit sounds (e.g., sound effects). Furthermore, a speaker (lower speaker) 19b is also provided at the bottom of the front frame 12. In addition, when an abnormality occurs, the details of the abnormality are notified by voice from speakers 19a, 19b. It is also possible to provide a lamp for alerting when a dispensing abnormality is occurring at a predetermined location on the glass frame 15.

[0011] In addition, the lower part of the front frame 12 is provided with an upper tray (storage tray) 21 that supplies game balls to a ball launching device not shown, an upper tray ball outlet 22 through which game balls paid out from the payout unit provided on the back side of the gaming machine 10 flow out, a lower tray (receiving tray) 23 that stores game balls paid out when the upper tray 21 is full, and an operating part 24 for the ball launching device.

[0012] Furthermore, an effect button 25 used for intervening in game effects is provided on the upper edge of the upper tray 21. The effect button 25 functions as an effect operation reception unit that receives operations for intervening in game effects, and also functions as an effect unit that can perform desired effects (e.g., lighting, vibration, protrusion, etc.). The left edge of the upper tray 21 is provided with an option setting unit 29 where the player can set various options. The option setting unit 29 is provided with a cross cursor switch that can receive input operations in four directions, a central switch in the center of the cross cursor switch that can receive operations such as a confirm operation, and two auxiliary switches located on the periphery of the cross cursor switch that are used for volume control, etc. Furthermore, a keyhole 26 is provided on the lower right side of the front frame 12 for inserting a key to unlock or lock the front frame 12 and glass frame 15.

[0013] The gaming machine 10 can perform effects involving player intervention based on player operation received from an effect button switch 25a (see FIG. 4), which detects operation (e.g., pressing) of the effect button 25 (push button). For example, effects involving player intervention include effects in a variable display game (decorative special symbol variable display game) on a display device (variable display device) 41 (see FIG. 2). The gaming machine 10 can move a character displayed on the display device 41 or stop identification information in the decorative special symbol variable display game displayed on the display device 41. Such player intervention may be achieved using not only the effect button 25 but also one or more of the switches (cross cursor switch, center switch, auxiliary switch) of the option setting unit 29. In FIG. 4, which will be described later, the switches in the option setting unit 29 are collectively referred to as setting switches 29a.

[0014] Also, to the right of the effect button 25 are provided a ball lending button 27 that the player operates when borrowing balls from an adjacent ball lending machine, an ejection button 28 that is operated to eject a prepaid card from the card unit of the ball lending machine, and a balance display unit (not shown) that displays the balance of the prepaid card. In the gaming machine 10 of this first embodiment, when the player rotates the operation unit 24, the ball launching device launches game balls supplied from the upper tray 21 toward the game area 32 (see FIG. 2) on the front of the game board 30. Also, by operating one or more of the setting switches 29a (cross cursor switch, center switch, accessory switch) of the option setting unit 29, the player can, for example, set the volume emitted from the speakers 19a, 19b or the brightness of the game board 30.

[0015] Next, the game board 30 will be described with reference to Figure 2. Figure 2 is a front view showing an example of the game board of the first embodiment. A substantially circular game area 32 surrounded by guide rails 31 is formed on the surface of the game board 30. The game area 32 is surrounded by resin side cases 33 and the guide rails 31, which are provided at the four corners of the game board 30. A center case (game presentation structure) 40 equipped with a display device (variable display device) 41 is located approximately in the center of the game area 32. The display device 41 is attached to a recessed portion of the center case 40, at a position recessed from the front surface of the center case 40. In other words, the center case 40 surrounds the periphery of the display area of ​​the display device 41 and protrudes forward beyond the display surface of the display device 41, and is formed so as to make it difficult for game balls to fly into it from the surrounding game area 32.

[0016] The display device 41 is configured with a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). The display device 41 may be configured with other display devices, such as a device having a display screen capable of displaying a dot matrix using LEDs, or a combination of two or more display devices. The area (display area) on the display screen capable of displaying images displays information related to the game, such as multiple identification information (special symbols), characters that create the special symbol variable display game, and background images that enhance the presentation effects. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, thereby playing a decorative special symbol variable display game corresponding to the special symbol variable display game. The display screen also displays images for presentations based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.).

[0017] In addition, a board effect device 44 that performs game effects by operating is provided on the upper part of the center case 40. This board effect device 44 can operate from the state shown in FIG. 2 toward the center of the display device 41.

[0018] A normal symbol start gate (normal symbol start gate) 34, which sets the conditions for starting the normal symbol variable display game, is provided on the lower right side of the center case 40 in the game area 32. A game ball that enters the normal symbol start gate 34 (a game ball that passes through the normal symbol start gate 34) is detected by a gate switch 34a (see FIG. 3).

[0019] In addition, a general winning opening 35 is located below the center case 40 on the left side in the gaming area 32, and another general winning opening 35 is located below the center case 40 on the right side, to the right of a special variable winning device 95 (described later). Gaming balls that win in these general winning openings 35 are detected by winning opening switches 35a (see FIG. 3).

[0020] In addition, a start winning hole 36 (start winning hole 1) that constitutes a first start winning hole (start winning area) that provides the start condition for the first special symbol variable display game (special symbol 1 variable display game) is provided below the center case 40 in the game area 32. A game ball that enters the start winning hole 36 is detected by a start winning hole 1 switch 36a (see FIG. 3).

[0021] In addition, below the starting winning hole 36, an outlet 30a is provided for collecting game balls that do not enter the winning holes or the like. Additionally, below the center case 40 and to the left of the normal game start gate 34, there is provided a normal game winning device 37 (second start winning port, start winning area) that provides the conditions for starting the second special game (special game 2). The normal game winning device 37 (starting port 2) has a movable member 37b at the inlet portion. The movable member 37b slides forward and backward by a normal solenoid 37c (see FIG. 3) to switch between a blocking state that blocks game balls from entering the inlet portion and a permitting state that retracts backward to allow game balls to enter the inlet portion. The movable member 37b is normally kept in a closed state (a state disadvantageous to the player). When the result of the normal game is a predetermined stop display pattern, it is switched to an open state (a state advantageous to the player). A game ball that has won in the normal variable winning device 37 is detected by the start port 2 switch 37a (see Figure 3). It is also possible to make it possible to win even when the normal variable winning device 37 is closed, and to make it more difficult to win when it is closed than when it is open. The normal variable winning device 37 corresponds to a normal electric device (normal electric).

[0022] Also, on the right side of the center case 40 in the gaming area 32, a special variable prize winning device (large prize opening 1) 38 is disposed, which can be converted between a state in which it does not accept gaming balls and a state in which it is easy to accept gaming balls depending on the results of the special symbol variable display games (special symbol 1 variable display game and special symbol 2 variable display game). The special variable prize winning device 38 has an opening / closing member (movable piece) 38c, and depending on the results of the special symbol variable display game as an auxiliary game, the opening / closing member 38c closes the large prize opening and converts it from a closed state (a blocked state that is disadvantageous to the player) to an open state (a state that is advantageous to the player) in which the opening / closing member 38c retracts and can accept gaming balls flowing down the gaming area 32. Specifically, the special variable prize winning device 38 includes a large prize opening (large prize opening 1) that is opened and closed by an opening / closing member 38c driven by a large prize opening 1 solenoid 38b (see FIG. 3) serving as a driving device, and during a jackpot game state (special game state) resulting from the results of the special prize opening 1 variable display game and the special prize opening 2 variable display game, and during a jackpot game state (special game state) resulting from winning in a specific area 96 (described below), the large prize opening is converted from a closed state to an open state, facilitating the flow of game balls into the large prize opening, and awarding a predetermined game value (prize balls) to the player. Inside the large prize opening (winning area), a large prize opening switch (count switch) 38a (see FIG. 3) is provided as a detection means for detecting game balls that enter the large prize opening.

[0023] In addition, a special variable prize winning device (large prize opening 2) 95 is disposed on the lower right side of the center case 40 in the game area 32. The special variable prize winning device 95 can be converted between a state in which it does not accept game balls and a state in which it accepts game balls easily depending on the results of the special symbol variable display games (special symbol 1 variable display game and special symbol 2 variable display game). The special variable prize winning device 95 has an opening / closing member (opening / closing door) 95c, and depending on the results of the special symbol variable display game as an auxiliary game, the opening / closing member 95c closes the large prize opening and converts it from a closed state (a blocked state that is disadvantageous to the player) to an open state (a state that is advantageous to the player) in which the opening / closing member 95c retracts and can accept game balls flowing down the game area 32. Specifically, the special variable prize winning device 95 has a large prize opening (large prize opening 2) that is opened and closed by an opening / closing member 95c driven by a large prize opening 2 solenoid 95b (see FIG. 3) as a driving device, and during a small win game state resulting from the results of the special prize 1 variable display game and the special prize 2 variable display game, the large prize opening is converted from a closed state to an open state, facilitating the flow of game balls into the large prize opening, and awarding a predetermined game value (prize balls) to the player. Inside the large prize opening (winning area), a large prize opening switch (count switch) 38a (see FIG. 3) is disposed as a detection means for detecting game balls that have entered the large prize opening.

[0024] The special variable winning device 95 also has a V-channel that guides a gaming ball that has entered the winning port to the specific area 96. The special variable winning device 95 is provided with a specific area switch 38e (see FIG. 3) that detects a gaming ball that has flowed into the specific area 96. The detection of a gaming ball by the specific area switch 38e (entry into the specific area 96) is one of the conditions for generating a jackpot gaming state (special gaming state) that converts the special variable winning device (large winning port 1) 38 from a closed state to an open state.

[0025] Also, the center case 40 does not have a warp flow path, but may have one. For example, a warp port (warp entrance) may be provided on the left side of the center case 40, and game balls that flow into the warp flow path from the warp port may be made to roll on a stage inside the center case 40, with some of them being guided to the warp exit. In this case, the warp exit may be located directly above the start winning opening 36, making it easier for game balls guided to the warp exit to enter the start winning opening 36.

[0026] In the gaming machine 10 of the first embodiment, within the gaming area 32 into which the gaming balls flow, the area to the left of the center case 40 is designated as the left gaming area, and the area to the right of the center case 40 is designated as the right gaming area. The player can aim to win a prize in the start winning hole 36 or the general winning hole 35 (located in the left gaming area) by adjusting the firing force and firing the gaming ball into the left gaming area (so-called left shot), and can aim to win a prize in the normal starting gate 34, the normal variable winning device 37, the special variable winning device 38, 95, the general winning hole 35 (located in the right gaming area), etc. by firing the gaming ball into the right gaming area (so-called right shot).

[0027] In addition, outside the game area 32 (here, the lower right corner of the game board 30), there is provided a collective display device 50 that displays the first special chart change display game and the second special chart change display game, which constitute the special chart change display game, and the normal chart change display game, which is triggered by winning the normal chart start gate 34, as well as various information.

[0028] The collective display device 50 includes a round display unit 51 configured with LEDs or the like, a special 1 reserved display unit 52, a special 1 pattern display unit 53, a special 2 pattern display unit 54, a regular pattern display unit 55, a regular reserved display unit 56, and a status display unit 57 (see FIG. 5). Details of the collective display device 50 will be described later.

[0029] The gaming machine 10 is equipped with a right-hit guide display device 91c on the right side near the special variable prize device (big prize opening 1) 38. The right-hit guide display device 91c lights up when instructing the player to hit the ball to the right, and is turned off in other cases. The right-hit guide display device 91c is included in the board decoration device 46.

[0030] The gaming machine 10 is provided with a special symbol game variation display status display device 98 at the bottom right of the center case 40 in the gaming area 32. The special symbol game variation display status display device 98 is a so-called fourth symbol display device and is composed of two LEDs. The special symbol game variation display status display device 98 displays the variation display status of the special symbol 1 variation display game with the left LED and the variation display status of the special symbol 2 variation display game with the right LED. For example, the special symbol game variation display status display device 98 notifies the symbol stop state of the special symbol variation display game by lighting up, and notifies the symbol variation state of the special symbol variation display game by flashing. The special symbol game variation display status display device 98 is included in the board decoration device 46.

[0031] The gaming machine 10 is equipped with a normal map variation display device 93 and a normal map reserve display device 94 on the right side of the center case 40 in the gaming area 32. The normal map variation display device 93 is composed of two LEDs, and indicates the variation display status of the normal map game by alternating flashing, and indicates the result of the variation display of the normal map game by a combination of lighting and extinguishing. In addition, the normal map reserve display device 94 is composed of two LEDs, and indicates the number of normal maps reserved, from 0 to 4, by a combination of lighting, extinguishing, and flashing. The normal map variation display device 93 and the normal map reserve display device 94 are included in the board decoration device 46.

[0032] Next, the control system of the gaming machine will be described with reference to Fig. 3. Fig. 3 is a block diagram showing an example of the control system of the gaming machine of the first embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that controls the overall game, and is composed of a CPU (Central Processing Unit) section 110 having a gaming microcomputer (hereinafter referred to as the gaming microcomputer) 111, an input section 120 having an input port, an output section 130 having an output port, a driver, etc., and a data bus 140 that connects the CPU section 110, the input section 120, and the output section 130.

[0033] The CPU section 110 includes a gaming microcomputer 111 called an amusement chip (IC (Integrated Circuit)), and an oscillation circuit (crystal oscillator) 113 that has an oscillator such as a quartz crystal resonator and generates an operating clock for the gaming microcomputer 111, timer interrupts, and a clock that serves as a reference for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operable by being supplied with a direct current (DC) voltage of a predetermined level, such as DC 32V, DC 12V, or DC 5V, generated by the power supply device 400.

[0034] The power supply unit 400 includes a normal power supply unit 410 having an AC (Alternating Current)-DC converter that generates the above-mentioned DC 32V DC voltage from a 24V AC power supply and a DC-DC converter that generates lower level DC voltages such as DC 12V or DC 5V from DC 32V, a backup power supply unit 420 that supplies power supply voltage to the RAM (Random Access Memory) inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 that has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal that notify the gaming control device 100 of the occurrence and recovery of a power outage.

[0035] In the first embodiment, the power supply device 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generating unit 430 may be configured to be provided on a separate board or integral with the game control device 100, i.e., on the main board. The game board 30 and the game control device 100 are subject to replacement when changing models, so by providing the backup power supply unit 420 and the control signal generating unit 430 on a board separate from the power supply device 400 or the main board as in the first embodiment, they are not subject to replacement, thereby reducing costs.

[0036] The backup power supply unit 420 can be configured with a single large-capacity capacitor such as an electrolytic capacitor. The backup power is supplied to the gaming microcomputer 111 (especially the built-in RAM) of the gaming control device 100, so that data stored in the RAM is retained even during a power outage or after power is cut off. The control signal generation unit 430 monitors, for example, the 32V voltage generated by the normal power supply unit 410, and if it drops below 17V, for example, detects a power outage and changes the power outage monitoring signal, while outputting a reset signal after a predetermined time has passed. It also outputs a reset signal after a predetermined time has passed since power was turned on or power recovery was restored.

[0037] The gaming control device 100 is also provided with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the gaming microcomputer 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the gaming microcomputer 111. The reset signal is a type of forced interrupt signal, and resets the entire control system.

[0038] The game control device 100 is also provided with a setting value change switch 126 and a setting key switch 127. The setting value change switch 126 is, for example, a push switch that detects a push operation. The setting key switch 127 can be switched between an ON state and an OFF state by inserting a setting key. The game control device 100 is capable of changing settings related to game performance, and the settings stored in RAM are retained even during a power outage or after a power cut. For example, the game control device 100 allows the winning probability of the special chart 1 variable display game and the special chart 2 variable display game to be changed according to six settings.

[0039] When the game control device 100 is turned on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the ON state, the control state transitions to a setting change mode in which the settings of the game machine 10 can be changed. For example, in the setting change mode, the game control device 100 displays the setting contents on the probability setting value display device 136, and enables cyclic change between settings 1 to 6 by detecting a press operation of the setting value change switch 126. The probability setting value display device 136 is a display device capable of displaying setting values, and is, for example, a single-digit 7-segment LED mounted on a circuit board.

[0040] Furthermore, when the game control device 100 is powered on with the setting key switch 127 in the ON state and the RAM initialization switch 112 in the OFF state, the control state transitions to a setting confirmation mode in which the settings of the gaming machine 10 can be confirmed. For example, in the setting confirmation mode, the game control device 100 displays the setting contents on the probability setting value display device 136.

[0041] The gaming microcomputer 111 includes a CPU (Central Processing Unit: microprocessor) 111A, a read-only ROM (Read Only Memory) 111B, and a RAM 111C that can be read and written at any time.

[0042] The ROM 111B stores unchanging information for game control (programs, fixed data, various random number judgment values, etc.) in a nonvolatile manner, and the RAM 111C is used as a work area for the CPU 111A during game control or as a storage area for various signals and random numbers. An electrically rewritable nonvolatile memory such as an EEPROM (Electrically Erasable Programmable ROM) may be used as the ROM 111B or RAM 111C.

[0043] The ROM 111B also stores a variation pattern table for determining a variation pattern (variation mode) that specifies, for example, the execution time of the special chart variation display game, the content of the presentation, and whether or not a reach state occurs. The variation pattern table is a table that the CPU 111A determines a variation pattern by referring to variation pattern random number 1, variation pattern random number 2, and variation pattern random number 3 stored as start memory. The variation pattern table also includes a miss variation pattern table that is selected when the result is a miss, a jackpot variation pattern table that is selected when the result is a jackpot, and the like. Furthermore, these pattern tables include tables (such as a second-half variation group table and a second-half variation pattern selection table) for determining a second-half variation pattern, which is a variation pattern after a reach state has been reached, and tables (such as a first-half variation group table and a first-half variation pattern selection table) for determining a first-half variation pattern, which is a variation pattern before a reach state has been reached.

[0044] Here, the term "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device with a variable display state, which derives and displays multiple display results at different times, and in which the gaming state becomes a gaming state advantageous to the player (special gaming state) when the multiple display results become a predetermined special result pattern. In other words, the "reach state" refers to a display state in which the display results already derived and displayed satisfy the conditions for becoming a special result pattern, even when some of the multiple display results have not yet been derived and displayed. The "reach state" also includes, for example, a state in which multiple variable display areas are displayed while maintaining a set of special result patterns (a so-called "full rotation reach"). In addition, the reach state refers to the display state at the time when the display control of the display device has progressed to a stage just before the display result is derived and displayed, and refers to the display state when at least some of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfy the conditions for becoming a special result mode.

[0045] Therefore, for example, if the decorative special symbol variable display game displayed on the display device in response to the special symbol variable display game displays a plurality of identification information for a predetermined time in each of the left, center, and right variable display areas on the display device, and then stops the variable display in the order of left, right, and center to display the result state, the state in which the variable display stops in the left and right variable display areas when the conditions for a special result state are met (for example, the same identification information) becomes a reach state.In addition to this, when the variable display of all variable display areas is temporarily stopped, the state in which the conditions for a special result state are met in any two of the left, center, and right variable display areas (for example, the same identification information, excluding the special result state) may be set to a reach state, and the remaining one variable display area may be variably displayed from this reach state.

[0046] This reach state includes multiple reach effects, and the reach effects with different possibilities (different expected values) for deriving a special result mode are set as normal reach (N reach), special 1 reach (SP1 reach), special 2 reach (SP2 reach), special 3 reach (SP3 reach), and premium reach. The expected values ​​increase in the following order: "No reach" < "Normal reach" < "Special 1 reach" < "Special 2 reach" < "Special 3 reach" < "Premium reach." This reach state is included in the variable display mode at least when a special result mode is derived in the special chart variable display game (when a jackpot occurs). In other words, it may also be included in the variable display mode when it is determined that a special result mode is not derived in the special chart variable display game (when a miss occurs). Therefore, a state in which a reach state occurs is a state with a higher possibility of deriving a jackpot compared to when a reach state does not occur.

[0047] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the presentation control device 300, and generates and outputs drive signals for the solenoids and display devices to control the entire gaming machine 10. In addition, although not shown, the gaming microcomputer 111 is equipped with a random number generation circuit for generating a jackpot random number for determining a win in the special symbol variable display game, a jackpot pattern random number for determining a jackpot pattern, a variable pattern random number for determining a variable display pattern in the special symbol variable display game (including the execution time of the variable display game in various reach and no reach variable displays), a win random number for determining a win in the normal symbol variable display game, etc., and a clock generator that generates a timer interrupt signal of a predetermined period (for example, 4 ms) for the CPU 111A and a clock that provides an update timing for the random number generation circuit based on an oscillation signal (original clock signal) from the oscillation circuit 113.

[0048] Furthermore, in the processing related to the special chart variation display game, the CPU 111A acquires one of the plurality of variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and acquires one of the plurality of variation pattern tables based on the game result of the special chart variation display game (win (big win or small win) or loss), the probability state of the special chart variation display game as the current game state (normal probability state or high probability state), the operation state (time-saving operation state) of the normal variation winning device 37 as the current game state, the number of start memories, etc. Here, when the CPU 111A executes the special chart variation display game, it serves as a variation allocation information acquisition means for acquiring one of the plurality of variation pattern tables stored in the ROM 111B.

[0049] The payout control device 200 includes a CPU, ROM, RAM, an input interface, an output interface, etc., and drives a payout motor of a payout unit provided in the gaming machine 10 in accordance with a prize ball payout command (command or data) from the gaming control device 100, thereby controlling the payout of prize balls. The payout control device 200 also drives a payout motor of the payout unit in accordance with a ball loan request signal from a card unit of a ball loan machine attached to the gaming machine 10, thereby controlling the payout of loan balls.

[0050] The input section 120 of the gaming microcomputer 111 is connected to the start gate 1 switch 36a in the start gate 36, the start gate 2 switch 37a in the normal variable winning device 37, the gate switch 34a in the normal start gate 34, the winning gate switch 35a, the large winning gate switch 38a in the special variable winning devices 38, 95, and the specific area switch 38e in the special variable winning device 95, and is provided with an interface chip (proximity I / F) 121 that receives negative logic signals such as a high level of 11V and a low level of 7V supplied from these switches and converts them into positive logic signals of 0V-5V. The proximity I / F 121 also receives a detection signal from the board radio wave sensor 62 that detects the emission of radio waves to the gaming machine 10. In addition, the proximity I / F 121 has an input range of 7V-11V, so it can detect abnormal conditions such as when the lead wires of a sensor or proximity switch are improperly shorted, when a sensor or switch is removed from a connector, or when the lead wires are cut and left floating, and is configured to output an abnormality detection signal.

[0051] Regarding the prize opening switch 35a, while the prize opening switch 35a is shown as a single block in FIG. 3, multiple (n) prize opening switches 35a (three in this embodiment) are actually provided on the game board 30, and their respective signals are input to the proximity I / F 121 via different signal lines. Also, while the special prize opening switch 38a is shown as a single block in FIG. 3, multiple (x) special prize opening switches 38a (three in this embodiment) are actually provided on the game board 30. These multiple special prize opening switches 38a are connected to each other via different signal lines, or are connected to the game control device 100 via a wired OR configuration on a relay board (not shown) located between the switches and the game control device 100 (main board). The board radio wave sensor 62 and the magnetic sensor 61 (described later) may also be connected via different signal lines or may be similarly connected to the game control device 100 via a wired OR configuration.

[0052] The output of the proximity I / F 121 is supplied to the second input port 123 or the third input port 124 and is read into the gaming microcomputer 111 via the data bus 140. Among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a, the start port 2 switch 37a, the gate switch 34a, the prize port switch 35a, the large prize port switch 38a, and the specific area switch 38e are input to the second input port 123. The signal output (output from the proximity I / F 121) of the start port switches in FIG. 1, the start port 1 switch 36a and the start port 2 switch 37a, is shown as one signal line in FIG. 3, but in reality there are two.

[0053] Furthermore, among the outputs of the proximity I / F 121, the detection signal of the board radio wave sensor 62 and the abnormality detection signal output when an abnormality in the sensor or switch is detected are input to a third input port 124. Also, the third input port 124 is configured to input the detection signal of a magnetic sensor 61 for detecting fraud provided on the front frame 12 or the like of the gaming machine 10, the detection signal of a glass frame open detection switch 63 provided on the glass frame 15 or the like of the gaming machine 10, the detection signal of a main frame open detection switch 64 provided on the front frame (main frame) 12 or the like of the gaming machine 10, the detection signal of a setting value change switch 126, the detection signal of a setting key switch 127, and a touch switch signal from the payout control device 200 (a signal based on the input of a touch switch provided on the operation unit 24).

[0054] Among the outputs of the proximity I / F 121, the output to the second input port 123 is also supplied from the game control device 100 to a test firing device (not shown) via the relay board 70. Furthermore, among the outputs of the proximity I / F 121, the detection signals of the start port 1 switch 36a and the start port 2 switch 37a are configured to be input to the game microcomputer 111 in addition to the second input port 123.

[0055] As described above, the proximity I / F 121 has a signal level conversion function. To enable this level conversion function, the proximity I / F 121 is supplied with a voltage of 12 V from the power supply device 400 in addition to a voltage such as 5 V required for normal IC operation.

[0056] The data held in the second input port 123 can be read by the gaming microcomputer 111 asserting (changing to an active level) a chip enable signal CE (Chip Enable) (not shown) by decoding the address assigned to the second input port 123. The same applies to the third input port 124 and the first input port 122 (described later).

[0057] The input section 120 also has a first input port 122 which takes in the detection signal of the RAM initialization switch 112, the frame radio wave invalid signal from the payout control device 200 (a signal output based on the detection of radio waves by the frame radio wave sensor provided on the front frame 12), the payout busy signal (a signal indicating whether the payout control device 200 is in a state where it can accept commands), the payout abnormality status signal (a status signal indicating a payout abnormality), the shoot ball out switch signal (a signal indicating a shortage of game balls before payout), the overflow switch signal (a signal output when it is detected that more than a predetermined amount of game balls have been stored in the lower tray 23 (that it is full)), and the out ball detection switch signal (a signal output when an out ball is detected) and supplies them to the gaming microcomputer 111 via the data bus 140.

[0058] The out ball detection switch signal is a signal output from an out sensor (not shown) each time the out sensor detects an out ball from the gaming machine 10. For example, the out ball detection switch signal is provided in a discharge flow path (not shown) between an outlet (not shown) that discharges game balls (out balls) from the gaming machine 10 and the outlet 30a. The out ball detection switch signal is used to calculate game performance (e.g., base) per predetermined operation (e.g., 60,000 out balls), and the calculated game performance is displayed on the performance display device 135. The out ball detection switch signal may be input to the performance control device 300. In this case, the out ball detection switch signal may be used to determine the operating status that triggers switching to game performance or a customer waiting screen display. For example, the performance display device 135 may be a four-digit, seven-segment LED that can display game performance in decimal or hexadecimal.

[0059] Furthermore, the gaming machine 10 may be provided with a vibration sensor switch that detects vibrations, and a detection signal from this vibration sensor switch may be input to the first input port 122 or the third input port 124.

[0060] The gaming control device 100 is also provided with a Schmitt buffer 125 for inputting signals such as a power outage monitoring signal and a reset signal from the power supply device 400 to the gaming microcomputer 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. The power outage monitoring signal from the power supply device 400 and the initialization switch signal from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the gaming microcomputer 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals provided on the gaming microcomputer 111 that can receive signals from outside.

[0061] Meanwhile, the reset signal RESET, from which noise has been removed by the Schmitt buffer 125, is input directly to a reset terminal provided on the gaming microcomputer 111 and supplied to each port of the output unit 130. The reset signal RESET is configured to be output directly to the relay board 70 without passing through the output unit 130, thereby turning off the test firing signal held in a port (not shown) of the relay board 70 for output to the test firing device. The reset signal RESET may also be configured to be output to the test firing device via the relay board 70. The reset signal RESET is not supplied to the first to third input ports 122, 123, and 124 of the input unit 120. The data set by the gaming microcomputer 111 to each port of the output unit 130 immediately before the reset signal RESET is input must be reset to prevent system malfunction, but the data read by the gaming microcomputer 111 from each port of the input unit 120 immediately before the reset signal RESET is input is discarded by the reset of the gaming microcomputer 111.

[0062] The output unit 130 is provided with a Schmitt buffer 132 arranged on the communication path from the gaming microcomputer 111 to the presentation control device 300 and on the communication path from the gaming microcomputer 111 to the payout control device 200. Data is transmitted from the gaming control device 100 to the presentation control device 300 and the payout control device 200 via serial communication. Note that the serial communication from the gaming control device 100 to the presentation control device 300 and the payout control device 200 is one-way communication that prevents signals from being input from the presentation control device 300 to the gaming control device 100.

[0063] Furthermore, the output unit 130 is configured to be able to mount a buffer 133 that is connected to the data bus 140 and outputs data informing the test firing device of a certification organization (not shown) of special symbol information for the variable display game and signals indicating the probability of winning via a relay board 70. This buffer 133 is a component that is not mounted on the game control device (main board) of a pachinko gaming machine as an actual machine (mass-produced product) installed in a gaming parlor. Note that the detection signal of a switch that does not require processing, such as a start switch, output from the proximity I / F 121 is supplied to the test firing device via the relay board 70 without passing through the buffer 133.

[0064] Meanwhile, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61 and the radio wave sensor 62, are first taken into the gaming microcomputer 111 and processed into other signals or information, and then supplied to the test firing device from the data bus 140 via the buffer 133 and the relay board 70 as an error signal indicating, for example, that the gaming machine is in a state where game control is not possible. The relay board 70 is provided with a port that takes in the signal output from the buffer 133 and supplies it to the test firing device, as well as a connector that relays and transmits the signal line of the switch detection signal without passing through the buffer. The port on the relay board 70 is also supplied with a chip enable signal CE (not shown) output from the gaming microcomputer 111, and the signal of the port selected and controlled by this chip enable signal CE is supplied to the test firing device.

[0065] In addition, the output unit 130 is provided with a first output port 134a that is connected to the data bus 140 and outputs opening / closing data of the large prize opening 1 solenoid 38b that opens and closes the opening / closing member 38c of the special variable prize winning device 38 (large prize opening 1), opening / closing data of the large prize opening 2 solenoid 95b that opens and closes the opening / closing member 95c of the special variable prize winning device 95 (large prize opening 2), opening / closing data of the normal solenoid 37c that opens and closes the movable member 37b of the normal variable prize winning device 37, and display data of the performance display device 135.

[0066] The output unit 130 is also provided with a second output port 134b for outputting display data for the probability setting value display device 136. The output unit 130 is also provided with a third output port 134c for outputting on / off data for the segment line to which the anode terminal of the LED is connected according to the content to be displayed on the collective display device 50, and a fourth output port 134d for outputting on / off data for the digit line to which the cathode terminal of the LED of the collective display device 50 is connected.

[0067] The output unit 130 is also provided with a fifth output port 134e for outputting information about the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay and can be connected to an external device (such as an information collection terminal or an internal management device (hall computer)) installed in the gaming facility, so that information about the gaming machine 10 can be supplied to the external device via the photorelay. Some of the information supplied to the external device is output from the fourth output port 134d. A launch permission signal is also output from the fifth output port 134e to the payout control device 200 via the Schmitt buffer 132.

[0068] Furthermore, the output section 130 is provided with a first driver (drive circuit) 138a that receives opening / closing data signals for the large prize opening solenoid 38b, the specific area solenoid 38d, and the normal power solenoid 37c output from the first output port 134a and generates and outputs a solenoid drive signal; a second driver 138b that outputs an on / off drive signal for the segment line on the current supply side of the collective display device 50 output from the third output port 134c; a third driver 138c that outputs an on / off drive signal for the digit line on the current draw side of the collective display device 50 output from the fourth output port 134d; a fourth driver 138d that outputs an external information signal to the external information terminal board 71 from the fifth output port 134e and the fourth output port 134d to be supplied to an external device such as a management device; and a fifth driver 138e that receives a display data signal for the performance display device 135 output from the first output port 134a and generates and outputs a drive signal for the performance display device 135.

[0069] The first driver 138a is supplied with DC 32V as a power supply voltage from the power supply device 400 so that it can drive a solenoid that operates at 32V. DC 12V is supplied to the second driver 138b that drives the segment lines of the collective display device 50. The third driver 138c that drives the digit lines is used to draw current through the digit lines according to the display data, so the power supply voltage may be either 12V or 5V.

[0070] The second driver 138b, which outputs 12V, injects current into the anode terminal of the LED via a segment line, and the third driver 138c, which outputs ground potential, extracts current from the cathode terminal via a segment line, thereby allowing power supply voltage to flow through the LEDs selected sequentially using the dynamic drive method, lighting them up. The fourth driver 138d, which outputs an external information signal to the external information terminal board 71, is supplied with DC 12V to apply a 12V level to the external information signal. The buffer 133, first output port 134a, first driver 138a, etc. may be provided on the relay board 70 side rather than the output section 130 of the game control device 100, i.e., the main board. The performance display device 135, or the fifth driver 138e and the performance display device 135, may be provided on an external board (not shown) rather than the output section 130 of the game control device 100, i.e., the main board.

[0071] Furthermore, the output unit 130 is provided with a photocoupler 139 for transmitting information such as the identification code and programs of each gaming machine to an external inspection device 490. The photocoupler 139 is configured to enable two-way communication so that the gaming microcomputer 111 can send and receive data via serial communication with the inspection device 490. Note that, since such data transmission and reception is performed using a serial communication terminal that the gaming microcomputer 111 has, like an ordinary general-purpose microprocessor, no ports such as the first to third input ports 122, 123, and 124 are provided.

[0072] Next, the configuration of performance control device 300 will be described with reference to Fig. 4. Fig. 4 is a block diagram showing an example of the configuration of the performance control device of the first embodiment. The performance control device 300 is equipped with a main control microcomputer (CPU) 311, which is an amusement chip (IC) similar to the gaming microcomputer 111, a VDP (Video Display Processor) 312 as a graphics processor that performs image processing for displaying images on the display device 41 in accordance with commands and data from the main control microcomputer 311, and a sound source LSI 314 that controls sound output to play various melodies, sound effects, etc. from speakers 19a, 19b.

[0073] The main control microcomputer 311 is connected to a PROM 321 (programmable read-only memory) that stores programs executed by the CPU and various data; a RAM 322 that provides a working area; a Ferroelectric RAM (FeRAM) 323 that can retain its contents even when power is cut off during a power outage; and a real-time clock (RTC) 338 that serves as a timekeeping means for generating information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcomputer 311 also has a RAM 311a that provides a working area. A watchdog timer (WDT) circuit 324 is also connected to the main control microcomputer 311. The main control microcomputer 311 analyzes commands (performance commands) from the gaming microcomputer 111, determines the performance content, and instructs the VDP 312 on the content of the video to be output, instructs the sound source LSI 314 on the sound to be played, turns on decorative lamps, controls the operation of motors and solenoids, and manages the performance time.

[0074] The VDP 312 is provided with a RAM 312a that provides a working area, and a scaler 312b that enlarges and reduces images. Also connected to the VDP 312 are an image ROM 325 that stores character images and video data, and an ultra-high-speed VRAM 326 that is used to expand and process image data of characters and the like read from the image ROM 325.

[0075] Although not limited to this, data is transmitted and received in parallel between the main control microcomputer 311 and the VDP 312. By transmitting and receiving data in parallel, commands and data can be transmitted in a shorter time than in serial mode.

[0076] A vertical synchronization signal VSYNC for synchronizing the image on the display device 41 with the lighting of the decorative lamps provided on the glass frame 15 and the game board 30, and a synchronization signal STS for providing the timing for transmitting data are input from the VDP 312 to the main control microcomputer 311. In addition, the VDP 312 also inputs to the main control microcomputer 311 interrupt signals INT0 to INTn for notifying the processing status such as the completion of drawing to the VRAM, and a wait signal WAIT for notifying that it is waiting to receive commands or data from the main control microcomputer 311.

[0077] The performance control device 300 is provided with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Voltage Differential Signaling) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.

[0078] An audio ROM 327 storing audio data is connected to the sound source LSI 314. The main control microcomputer 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcomputer 311. The performance control device 300 is provided with an amplifier circuit 337 consisting of an audio power amplifier and the like that drives the upper speaker 19a provided in the glass frame 15 and the lower speaker 19b provided in the front frame 12, and the audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.

[0079] The presentation control device 300 is also provided with an interface chip (command I / F) 331 that receives commands sent from the game control device 100. Through this command I / F 331, decorative special symbol reserve number commands, decorative special symbol commands, variation commands, stop information commands, etc. sent from the game control device 100 to the presentation control device 300 are received as presentation control command signals (presentation commands). Since the gaming microcomputer 111 of the game control device 100 operates on DC 5V and the main control microcomputer 311 of the presentation control device 300 operates on DC 3.3V, the command I / F 331 is provided with a signal level conversion function.

[0080] The effect control device 300 also includes a board decoration LED control circuit 332 that controls a board decoration device 46 equipped with LEDs (light-emitting diodes) on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 that controls a frame decoration device (e.g., frame decoration device 18) equipped with LEDs (light-emitting diodes) on the glass frame 15, and a board effect movable body control circuit 334 that controls a board effect device 44 equipped on the game board 30 (including the center case 40) (e.g., a movable gadget that enhances the effect in cooperation with the effect display on the display device 41). These control circuits 332-334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcomputer 311 via an address / data bus 340. A frame effect device equipped with a drive source such as a motor (e.g., a motor that operates an effect device) on the glass frame 15 may also be provided, and a frame effect movable body control circuit that drives and controls the frame effect device.

[0081] Furthermore, the performance control device 300 is provided with a switch input circuit 336 having the function of detecting the on / off states of the performance button switch 25a of the performance button 25, the setting switch 29a of the option setting unit 29, and the performance prop switch 47 (performance motor switch) that detects the initial position of the motor in the board performance device 44, and inputting the detection signal to the main control microcomputer 311, and the function of detecting the state of the volume adjustment switch 335 provided in the performance control device 300 and inputting the detection signal to the main control microcomputer 311. Note that in Fig. 4, the switches in the option setting unit 29 are collectively referred to as the setting switch 29a for convenience, but in detail, they are connected so that the state of each of the switches (cross cursor switch, center switch, accessory switch) mentioned above can be detected individually by the switch input circuit 336, and the detection signal indicating the state of each switch is input to the main control microcomputer 311.

[0082] To supply the desired level of DC voltage to performance control device 300 configured as described above and the electronic components controlled by it, normal power supply unit 410 of power supply device 400 is configured to generate DC 32V to drive motors and solenoids, DC 12V to drive display device 41 consisting of an LCD panel, motors, and LEDs, DC 5V as the power supply voltage for command I / F 331, and DC 15V to drive motors, LEDs, and speakers. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as main control microcomputer 311, performance control device 300 is provided with a DC-DC converter for generating DC 3.3V or DC 1.2V based on DC 5V. The DC-DC converter may also be provided in normal power supply unit 410.

[0083] The reset signal generated by the control signal generating unit 430 of the power supply device 400 is supplied to the main control microcomputer 311, resetting the devices. The reset signal is also output from the main control microcomputer 311 to the VDP 312 (VDPRESET signal), the sound source LSI 314 and amplifier circuit 337 (SNDRESET signal), and the control circuits 332-334 (IORESET signal) that drive and control lamps, motors, etc., resetting them. A cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is driven when the performance control device 300 is powered on. The circuit board that constitutes the performance control device 300 corresponds to a sub-control board (also called a sub-board).

[0084] Next, the game control performed by these control circuits will be explained. The CPU 111A of the gaming microcomputer 111 of the gaming control device 100 extracts a random number value for determining whether a normal symbol is a winning symbol based on the input of a game ball detection signal from the gate switch 34a provided on the normal symbol start gate 34, compares it with the determination value stored in ROM 111B, and performs processing to determine whether the normal symbol variable display game is a winning or losing symbol. Then, the CPU 111A performs processing to display a normal symbol variable display game in which an identification symbol (identification information) is displayed variably for a predetermined time on the normal symbol pattern display unit 55 of the collective display device 50, and then displays a stationary display. If the result of this normal symbol variable display game is a winning symbol, the CPU 111A displays a special result mode corresponding to each of the first to third winning symbols on the normal symbol pattern display unit 55, and activates the normal power solenoid 37c, thereby controlling the movable member 37b of the normal symbol winning device 37 to open as described above for a predetermined time (e.g., 0.5 seconds or 1.7 seconds). That is, the game control device 100 serves as a conversion control execution means for controlling the conversion of the conversion member (movable member 37b). If the result of the normal symbol variable display game is a loss, the game control device 100 controls the normal symbol display unit 55 to display the loss result state.

[0085] Also, a start winning (start memory) is stored based on the input of a game ball detection signal from a start port 1 switch 36a provided in the start winning port 36, and based on this start memory, a random number value for jackpot determination of the first special symbol variable display game is extracted and compared with the determination value stored in ROM111B, and a process for determining whether the first special symbol variable display game is a win or a loss is performed. Also, a start memory is stored based on the input of a game ball detection signal from a start port 2 switch 37a provided in the normal variable winning device 37, and based on this start memory, a random number value for jackpot determination of the second special symbol variable display game is extracted and compared with the determination value stored in ROM111B, and a process for determining whether the second special symbol variable display game is a win or a loss is performed.

[0086] Then, the CPU 111A of the game control device 100 outputs a control signal (presentation control command, presentation command) including the determination result of the first special symbol variable display game and the second special symbol variable display game to the presentation control device 300. Then, the CPU 111A performs processing to display the special symbol variable display game in which the identification symbol (identification information) is displayed variably for a predetermined time on the special symbol 1 symbol display unit 53 and the special symbol 2 symbol display unit 54 of the collective display device 50, and then the special symbol variable display game is displayed stationary. In other words, the game control device 100 serves as a game control means that controls the progress of the variable display game based on the winning of the game ball flowing down the game area 32 into the start winning area (start winning port 36, normal variable winning device 37).

[0087] Furthermore, the performance control device 300 performs processing to display a decorative special symbol variable display game corresponding to the special symbol variable display game on the display device 41 based on a control signal from the game control device 100. Furthermore, the performance control device 300 performs processing to set the performance state, output sound from the speakers 19a and 19b, and control the emission of various LEDs based on a control signal from the game control device 100. In other words, the performance control device 300 serves as a performance control means that controls performance related to games (variable display games, etc.).

[0088] When the result of the special symbol variation display game is a big win or a small win, the CPU 111A of the game control device 100 displays the special result mode or the small win result mode on the special symbol 1 symbol display unit 53 or the special symbol 2 symbol display unit 54, and performs processing to generate a special game state or a small win game state (i.e., processing to execute a special game or a small win game). In processing to generate a special game state when the result of the first special symbol variation display game or the second special symbol variation display game is a big win, the CPU 111A, for example, controls the big prize opening solenoid 38b to open the opening / closing member 38c of the special variable prize winning device 38, allowing game balls to flow into the big prize opening. In this special game state, the CPU 111A controls (repeatedly controls) the opening of the large prize opening a predetermined number of times (cycle game) until one of the following conditions is met: a predetermined number of game balls (for example, 9 balls) enter the large prize opening, or a predetermined time has passed since the opening of the large prize opening. In addition, in the process of generating a small win game state due to a small win resulting from the first special symbol variable display game (special symbol 1 variable display game) or the second special symbol variable display game (special symbol 2 variable display game), the CPU 111A controls, for example, the large prize opening solenoid 38b to open the opening / closing member 38c of the special variable prize winning device 38, thereby allowing game balls to flow into the large prize opening.

[0089] The opening / closing operation pattern (opening / closing operation mode) of the large prize opening during these small win game states is, for example, to maintain the opening / closing member in an open state for 200 ms, four times at 1500 ms intervals. Thus, the game control device 100 functions as a large prize opening opening / closing control means that controls the opening and closing of the large prize opening when the stop result mode is a special result mode. Furthermore, if the result of the special symbol variable display game is a loss, the CPU 111A controls the display of the loss result mode on the special symbol 1 display unit 53 or the special symbol 2 display unit 54 of the collective display device 50.

[0090] Furthermore, although the game control device 100 of the first embodiment does not perform probability fluctuation in the special symbol variable display game, it may perform probability fluctuation in the symbol variable display game. For example, the game control device 100 is capable of generating a high probability state as a game state after the special game state ends based on the result state of the special symbol variable display game. This high probability state is a state in which the probability of a winning result in the special symbol variable display game is higher than in the normal probability state. Furthermore, whether the high probability state is entered based on the result state of the first special symbol variable display game or the second special symbol variable display game, both the first special symbol variable display game and the second special symbol variable display game will be in the high probability state.

[0091] Furthermore, the game control device 100 can generate a time-saving state (specific game state, normal game high probability state) as a game state after the special game state ends, based on the result of the special game variable display game. In this time-saving state, the probability of a winning result in the normal game variable display game (normal game probability) can be set to a high probability (normal game high probability state) higher than the normal probability (normal game low probability state) of 0. This controls the normal game variable winning device 37 to open for a longer time per unit time than when the normal game variable winning device 37 is in the normal game low probability state. Here, in the normal game state, the normal game variable winning device 37 in this embodiment has a normal game probability set to "0" so that the movable member 37b is not opened.

[0092] Also, in the time-saving state, the execution time of the normal map variation display game (normal map variation time) is, for example, 500 ms, and the normal map stop time that displays the result of the normal map variation display game is, for example, 600 ms. When the normal map variation display game results in a winning result and the normal variation winning device 37 is opened, it is possible to set the opening time (normal power opening time) and number of times it opens of the first winning stopping pattern (for example, 500 ms x 1 time), the opening time (normal power opening time) and number of times it opens of the second winning stopping pattern (for example, 1700 ms x 2 times), and the opening time (normal power opening time) and number of times it opens of the third winning stopping pattern (for example, 1700 ms x 3 times).

[0093] In addition, the execution time, normal map stop time, normal power release count, and normal power release time of the normal map change display game may be set appropriately to control the normal map change display game and normal variable winning device 37 to a time-saving operation state. For example, in the time-saving state, the execution time of the normal map change display game (normal map change time) can be controlled to a second change display time that is shorter than the first change display time (e.g., 10,000 ms to 1,000 ms). Also, in the time-saving state, the normal map stop time that displays the result of the normal map change display game can be controlled to a second stop time that is shorter than the first stop time (e.g., 1,604 ms to 704 ms). Also, in the time-saving state, when the normal map change display game results in a win and the normal variable winning device 37 is opened, the release time (normal power release time) can be controlled to a second release time that is longer than the first release time in the normal state (low normal map probability state) (e.g., 100 ms to 1,352 ms). Also, in the time-shortened state, for one winning result of the normal map variable display game, it is possible to set the number of times the normal variable winning device 37 opens (normal power opening number) to a second opening number (for example, 4 times) that is greater than the first opening number (for example, 2 times). Also, in the time-shortened state, it is possible to set the probability of a winning result of the normal map variable display game (normal map probability) to a high probability (normal map high probability state, for example, 250 / 251) that is higher than the normal probability in the normal operating state (normal map low probability state, for example, 1 / 251).

[0094] In the time-saving state, the time required for the normal variable winning device 37 to change to the open state is extended by changing one or more of the normal variable time, normal stop time, normal power release count, normal power release time, and normal power probability. It is also possible to set multiple types of time-saving states that change differently. Furthermore, when a win occurs, either the first or second release mode may be selected. In this case, the selection probability for the first and second release modes may be different. The high-probability state and the time-saving state can occur independently, and both can occur simultaneously, or only one can occur. The time-saving state can also be called a normal power support state (normal power support in progress, or power support in progress).

[0095] Next, the configuration of the collective display device will be described with reference to Fig. 5. Fig. 5 is a diagram showing an example of a collective display device according to the first embodiment. The collective display device 50 includes 16 LEDs, namely, 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18. The collective display device 50 displays various statuses according to the lighting modes of the 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18.

[0096] The collective display device 50 allocates various status display functions to the 7-segment LED_d1, 7-segment LED_d2, and LED_d3 to LED_d18, and is equipped with a round display section 51, a special symbol 1 reserved display section 52, a special symbol 1 pattern display section 53, a special symbol 2 pattern display section 54, a normal symbol pattern display section 55, a normal symbol reserved display section 56, a status display section 57, and a special symbol 2 reserved display section 58. The round display section 51 displays the number of rounds in the special symbol game by the lighting status of four LEDs, LED_d3 to LED_d6. The special symbol 1 reserved display section 52 displays the number of reserved positions in the special symbol 1 game by the lighting status of two LEDs, LED_d11 and LED_d12. The special symbol 1 pattern display section 53 displays the symbols in the special symbol 1 game by the lighting status of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d1. The special 2 symbol display unit 54 displays the symbols in the special 2 game by the lighting patterns of the eight LEDs (seven segment LEDs and one dot LED) of the 7-segment LED_d2. The normal symbol display unit 55 displays the symbols in the normal game by the lighting patterns of three LEDs, LED_d8, LED_d10, and LED_d18. The normal symbol hold display unit 56 displays the number of holds in the normal game by the lighting patterns of two LEDs, LED_d15 and LED_d16. The status display unit 57 displays the game status in the special symbol game by the lighting patterns of three LEDs, LED_d7, LED_d9, and LED_d17. The special 2 symbol hold display unit 58 displays the number of holds in the special symbol 2 game by the lighting patterns of two LEDs, LED_d13 and LED_d14.

[0097] The control of a gaming machine that performs such a game will be described below. First, the control executed by the gaming microcomputer 111 of the game control device 100 will be described. The control process by the gaming microcomputer 111 mainly consists of a main process and a timer interrupt process that is performed at a predetermined time interval (for example, every 4 ms).

[0098] [Main processing] First, the main processing of the game control device of the first embodiment will be explained using Fig. 6 to Fig. 10. Fig. 6 is a diagram (part 1) showing a flowchart of the main processing of the first embodiment. Fig. 7 is a diagram (part 2) showing a flowchart of the main processing of the first embodiment. Fig. 8 is a diagram (part 3) showing a flowchart of the main processing of the first embodiment. Fig. 9 is a diagram (part 4) showing a flowchart of the main processing of the first embodiment. Fig. 10 is a diagram (part 5) showing a flowchart of the main processing of the first embodiment.

[0099] The main process is started by the control unit (gaming microcomputer 111) when the power is turned on. In this main process, first, an interrupt prohibition process (step S1) is performed, followed by a stack pointer setting process (step S2) that sets a stack pointer, which is the top address of the area where values ​​of registers, etc. are saved when an interrupt occurs. Next, register bank 0 is specified (step S3), and the upper address of the RAM top address is set in a predetermined register (for example, D register) (step S4). The address range of RAM 111C is 0000h to 01FFh, with the upper digits being 00h or 01h. In step S4, 00h, which is the top digit of the address range of RAM 111C, is set.

[0100] Next, a launch stop signal is outputted and the launch permission signal is set to a prohibited state (step S5). The launch permission signal is set to a prohibited state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.

[0101] Thereafter, the state of input port 1 (first input port 122) is read into a first register (for example, register B) (step S6), and then the state of input port 3 (third input port 124) is read into a second register (for example, register C) (step S7).

[0102] Here, a predetermined bit in the first register is masked, and the other bits are cleared (step S8). For example, only the second bit of the B register corresponding to the detection signal from the RAM initialization switch 112 is retained, and the 0th, 1st, and 3rd to 7th bits are cleared. Then, a predetermined bit in the second register is masked, and the other bits are cleared (step S9). For example, only the 4th bit of the C register corresponding to the detection signal from the setting key switch 127 is retained, and the 0th to 3rd and 5th to 7th bits are cleared.

[0103] The information in the first register is integrated into the second register, and the information held in the second register is held as reference information that does not rely on RAM 111C (step S10). For example, the logical sum of the B register and the C register is stored in the C register, and the C register is held as a state reference register.

[0104] For example, the value "00000000B" of the status reference register (C register) indicates that bits 0 and 1, bits 3 and bits 5 to 7 are cleared to "0", bit 2 is "0" corresponding to the detection signal ON from RAM initialization switch 112, and bit 4 is "0" corresponding to the detection signal ON from setting key switch 127. In other words, the value "00000000B" of the status reference register indicates a setting change state in which RAM initialization switch 112 is ON and setting key switch 127 is ON.

[0105] Furthermore, the value "00010000B" of the state reference register indicates that bits 0, 1, 3, and 5 to 7 are cleared to "0", the second bit is "0" corresponding to the detection signal from RAM initialization switch 112 being on, and the fourth bit is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010000B" of the state reference register indicates a RAM initialization state in which RAM initialization switch 112 is on (ON) and setting key switch 127 is off (OFF).

[0106] Furthermore, the value "00000100B" of the status reference register indicates that bits 0, 1, 3, and 5 to 7 are cleared to "0," bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "0" corresponding to the detection signal from setting key switch 127 being on. In other words, the value "00000100B" of the status reference register indicates a setting confirmation state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is on (ON).

[0107] Furthermore, the value "00010100B" of the status reference register indicates that bits 0 and 1, bits 3 and bits 5 to 7 are cleared to "0", bit 2 is "1" corresponding to the detection signal from RAM initialization switch 112 being off, and bit 4 is "1" corresponding to the detection signal from setting key switch 127 being off. In other words, the value "00010100B" of the status reference register indicates a power restoration (power outage recovery) state in which RAM initialization switch 112 is off (OFF) and setting key switch 127 is off (OFF).

[0108] As a result, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are held in register C. Note that since the storage position (second bit) in register B of the detection signal from RAM initialization switch 112 is different from the storage position (fourth bit) in register C of the detection signal from setting key switch 127, the detection signal from RAM initialization switch 112 and the detection signal from setting key switch 127 are preserved without being lost even when register B and register C are ORed.

[0109] Then, a process for setting a power-on delay timer is performed (step S11). In this process, a predetermined initial value is set, and a waiting time (e.g., 3 seconds) is set to wait for the programs of the slave control means (e.g., slave control devices such as the payout control device 200 and the presentation control device 300) that perform various controls in accordance with instructions from the game control device 100, which constitutes the master control means, to start up normally. This prevents the slave control means from missing a command if the game control device 100 starts up first when the power is turned on and sends a command to the slave control means before the slave control means starts up. In other words, the game control device 100 serves as a waiting means that delays the start of the master control means when the power is turned on, and sets a predetermined waiting time to wait for the start of the slave control means.

[0110] Furthermore, the power-on delay timer is timed using a storage area (such as a RAM area or register not subject to validity check) that is not subject to validity check (checksum calculation) of data held in the RAM area. This eliminates the need to exclude part of the RAM area when calculating check data such as the checksum of the RAM area, thereby preventing the control at power-on from becoming complicated.

[0111] The second register (C register) is configured to store the detection signal of the RAM initialization switch 112, and by storing the signal before the start of the standby time, the operation of the RAM initialization switch 112 can be reliably stored. In other words, if the state of the RAM initialization switch 112 were to be read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the RAM initialization switch 112, or to continue operating the RAM initialization switch 112 from power-on until the standby time had elapsed. However, by reading the state before the start of the standby time, the switch can be detected by operating it immediately after power-on without having to perform such a cumbersome operation, and it is possible to prevent a situation in which the initialization operation performed when powering on is not accepted.

[0112] Furthermore, the second register (C register) is designed to store the detection signal of the setting key switch 127, and by storing this signal before the start of the standby time, it is possible to reliably detect the operation of the setting key switch 127. In other words, if the state of the setting key switch 127 were to be read after the standby time had elapsed, it would be necessary to wait for the standby time to elapse before operating the setting key switch 127, or to continue operating the setting key switch 127 from power-on until the standby time had elapsed. However, by reading the state before the standby time begins, it becomes possible to avoid such troublesome operations by simply operating the setting key switch 127 immediately after power-on, thereby preventing a situation in which a setting change operation or setting confirmation operation performed when powering on is not accepted.

[0113] Next, after setting a power-on delay timer (for example, about 3 seconds) (step S11), the system performs steps S12 to S16 to measure the standby time and monitor for power outages during the standby time. First, the system sets the number of times (for example, 2 times) to read and check the power outage monitoring signal input from the power supply device 400 via the port and data bus (step S12), and determines whether the power outage monitoring signal is on (step S13).

[0114] If the power outage monitoring signal is on (step S13; Y), it is determined whether the on state of the power outage monitoring signal has continued for the number of checks set in step S12 (step S14). If the on state of the power outage monitoring signal has not continued for the number of checks (step S14; N), the process returns to determining whether the power outage monitoring signal is on (step S13). If the on state of the power outage monitoring signal has continued for the number of checks (step S14; Y), that is, if it is determined that a power outage has occurred, the process waits for the power to the gaming machine 10 to be cut off. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been received continuously for a predetermined period of time, it is possible to prevent erroneous detection of a power outage due to noise, etc., and to appropriately deal with malfunctions when the power is turned on.

[0115] That is, the gaming control device 100 serves as a power outage monitoring means for monitoring the occurrence of a power outage during a predetermined standby time. This makes it possible to respond to a power outage that occurs during the period when the startup of the gaming control device 100, which serves as the main control means, is delayed, and to appropriately deal with malfunctions when the power is turned on. Note that access to RAM 111C is not permitted until the end of the standby time, and the contents stored at the time of the previous power outage remain retained, so there is no need to perform backup processing or the like when a power outage occurs here. Therefore, even if a power outage occurs during the standby time, there is no need to back up RAM 111C, thereby reducing the burden on control.

[0116] On the other hand, if the power outage monitoring signal is not on (step S13; N), that is, if a power outage has not occurred, the power-on delay timer is updated by "-1" (step S15), and it is determined whether the timer value is "0" or not (step S16). If the timer value is not 0 (step S16; N), that is, if the standby time has not ended, the process returns to the process of setting the number of times the power outage monitoring signal is checked (step S12). Also, if the timer value is "0" (step S16; Y), that is, if the standby time has ended, access to readable and writable RWM (Read Write Memory) such as RAM 111C and EEPROM is permitted (step S17), and off data is output to all output ports (setting to a state where there is no output) (step S18).

[0117] Next, a serial port (a port pre-installed in the gaming microcomputer 111, used for communication with the performance control device 300 and the payout control device 200) is set (step S19).

[0118] In step S20, a process is performed to start up the CTC circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcomputer 111 (clock generator).

[0119] In step S21, a RAM abnormality flag is set. Note that the RAM abnormality flag is set provisionally and may be updated in a process of checking for RAM abnormalities that is executed later.

[0120] In step S22, it is determined whether the value of the power outage inspection area 1 in the RWM is normal power outage inspection area check data 1 (for example, 5Ah). If the value of the power outage inspection area 1 is normal (step S22; Y), it is determined whether the value of the power outage inspection area 2 in the RWM is normal power outage inspection area check data 2 (for example, A5h) (step S23). If the value of the power outage inspection area 2 is normal (step S23; Y), a checksum calculation process (step S24) is performed to calculate the checksum of a predetermined area in the RWM.

[0121] In the checksum calculation process, the checksum may be calculated by adding together the data in the game control work area and the data in the status display work area, or the checksum may be calculated separately from the data in the game control work area and the data in the status display work area, or the checksum may be calculated only from the data in the game control work area. The game control work area is a working area in the memory area within the RWM that is used for game control. The status display work area is a working area in the memory area within the RWM that is used for status display.

[0122] Next, it is determined whether the checksum calculated in step S24 matches the checksum at the time of power off (step S25), and if it is determined that the checksums match (are normal) (step S25; Y), the RAM abnormality flag that was temporarily set in step S21 is cleared (step S26).

[0123] If it is determined that the checksums do not match (are not normal) (step S25; N), the process skips step S26 and proceeds to step S27, thereby making the RAM abnormality flag that was provisionally set in step S21 definitive. Also, if it is determined that the check data in the power outage inspection area is not normal (step S22; N or step S23; N), the process skips step S26 and proceeds to step S27, thereby making the RAM abnormality flag that was provisionally set in step S21 definitive.

[0124] In step S27, the second register (C register) is referenced to determine whether the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on. If the detection signal of setting key switch 127 is on and the detection signal of RAM initialization switch 112 is on, the process proceeds to step S33, and if the detection signal of setting key switch 127 is not on and the detection signal of RAM initialization switch 112 is not on, the process proceeds to step S28.

[0125] Since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can simultaneously judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112. Furthermore, since the game control device 100 holds the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 in the second register (C register), it can judge the detection signal of the setting key switch 127 and the detection signal of the RAM initialization switch 112 before judging the validity of the RAM.

[0126] In step S28, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on (i.e., the RAM abnormality flag is set), the control unit proceeds to step S30, and if the RAM abnormality flag is not on (i.e., the RAM abnormality flag is cleared), the control unit proceeds to step S29.

[0127] In step S29, the control unit determines whether the setting change mode flag is on. If the setting change mode flag is on, the control unit proceeds to step S48, and if the setting change mode flag is not on, the control unit proceeds to step S30.

[0128] Steps S30 to S32 are executed when a RAM abnormality occurs or when the system is restarted without clearing the RAM due to a power outage during setup. In step S30, the control unit sends a main abnormality error notification command to the performance control device 300. This causes the performance control device 300 to perform performance control corresponding to the main abnormality error notification command. For example, upon receiving the main abnormality error notification command, the performance control device 300 displays a message on the display device 41 instructing the system to restart with RAM clearing, or outputs a sound from the speakers 19a and 19b. Furthermore, upon receiving the main abnormality error notification command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 of the main abnormality error.

[0129] In step S31, the control unit outputs 7-segment display data at the time of game stop to the performance display device 135. At this time, the control unit can display a status corresponding to a main abnormality error on the performance display device 135. The control unit also outputs 7-segment display data at the time of game stop to the probability setting value display device 136. At this time, the control unit can display numbers or characters that are not in the probability setting value on the probability setting value display device 136. The control unit may also be configured to output 7-segment display data including LED display data at the time of game stop to the collective display device 50. At this time, the control unit may turn all the collective display devices 50 off or on.

[0130] In step S32, the control unit outputs on data for the security signal from the external information terminal board 71. At this time, the control unit turns off the output data for other signals output from the external information terminal board 71. The control unit repeatedly executes steps S31 and S32 to wait for power to be cut off. That is, the gaming machine 10 outputs a security signal from the external information terminal board 71 while waiting for power to be cut off. Furthermore, the gaming machine 10 does not output any signals other than the security signal from the external information terminal board 71 while waiting for power to be cut off.

[0131] The control unit does not prohibit RAM access during the repeated execution of steps S31 and S32 until power is cut off. This allows the gaming machine 10 to store a return address in RAM when a non-maskable interrupt (NMI) occurs, thereby reducing the risk of program runaway. While the control unit does not protect the RAM contents by prohibiting RAM access during the repeated execution of steps S31 and S32 until power is cut off, clearing the RAM upon restart is a condition for starting game control, limiting the risk of the RAM contents being unprotected. In other words, the gaming machine 10 achieves the effect of reducing the risk of program runaway while limiting the risk of the RAM contents being unprotected. Furthermore, by not prohibiting RAM access during the repeated execution of steps S31 and S32 until power is cut off, the control unit allows subroutines to be called in steps S31 and S32, thereby improving program efficiency.

[0132] Steps S33 to S36 are processes related to preparation for changing settings, and are executed when the detection signal of the setting key switch 127 is on and the detection signal of the RAM initialization switch 112 is on in step S27.

[0133] In step S33, the control unit determines whether the RAM abnormality flag is on. If the RAM abnormality flag is on, the control unit proceeds to step S34, and if the RAM abnormality flag is not on, the control unit proceeds to step S35.

[0134] In step S34, the control unit clears the set value because the RAM abnormality flag is on. The clearing of the set value may be done by setting an invalid value as the set value, or by setting a value that is most disadvantageous to the player from the viewpoint of preventing cheating.

[0135] In step S35, the control unit performs processing to set a setting change mode flag. The setting change mode flag is a flag that indicates whether or not the gaming machine 10 is currently changing settings. The setting change mode flag is set when settings are currently being changed, and is cleared (reset) when settings are not currently being changed.

[0136] In step S36, the control unit transmits a command indicating that the settings are being changed to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the command indicating that the settings are being changed. For example, upon receiving the command indicating that the settings are being changed, the performance control device 300 displays a message on the display device 41 informing the user that the settings are being changed, or outputs a sound from the speakers 19a and 19b. Furthermore, upon receiving the command indicating that the settings are being changed, the performance control device 300 notifies the user that the settings are being changed via the frame decoration device 18, the board decoration device 46, and the board performance device 44.

[0137] Step S37 is a process executed after the setting change preparation (steps S33 to S36) or the setting confirmation preparation (steps S49 and S50). In step S37, the control unit sets the security signal control timer to 128 ms. This causes the gaming machine 10 to output a security signal at least until the security signal control timer times out.

[0138] Steps S38 to S40 are processes related to waiting for the completion of the setting change or the completion of the setting confirmation. The gaming machine 10 sets the security signal to be output in step S37, so that the execution of the process related to waiting for the completion of the setting change or the completion of the setting confirmation can be grasped from the outside.

[0139] After permitting the interrupt (step S38), the control unit refers to the second register (C register) and determines whether the detection signal of the setting key switch 127 is off (step S39). If the detection signal of the setting key switch 127 is off, the control unit proceeds to step S55, and if the detection signal of the setting key switch 127 is not off, the control unit proceeds to step S40.

[0140] In step S40, the control unit determines whether a power outage has occurred. The control unit can determine whether a power outage has occurred by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S41, and if a power outage has not occurred, the control unit proceeds to step S39. That is, the control unit waits for the setting key to be turned off until a power outage occurs, with interrupts permitted in step S38.

[0141] When the control unit determines that a power outage has occurred, it performs a process of prohibiting interrupts (step S41) and a process of outputting off data to all output ports (step S42). Then, power outage inspection area check data 1 is saved in power outage inspection area 1 (step S43), and power outage inspection area check data 2 is saved in power outage inspection area 2 (step S44). Furthermore, after performing a checksum calculation process (step S45) to calculate a checksum at the time of power outage of the RWM and a process to save the calculated checksum in the checksum area (step S46), a process to prohibit access to RAM (step S47) is performed, and then the gaming machine waits for power to be cut off. In this way, by saving the check data in the power outage inspection area and calculating the checksum at the time of power outage, it is possible to determine whether the information stored in the RWM before the power was cut off has been correctly backed up when the power is turned on again.

[0142] Step S48 is executed when it is determined in step S29 that the setting change mode flag is on. In step S48, the control unit refers to the second register (C register) to determine whether the detection signal of setting key switch 127 is on. If the detection signal of setting key switch 127 is on, the control unit proceeds to step S49, and if the detection signal of setting key switch 127 is not on, the control unit proceeds to step S51.

[0143] Steps S49 and S50 are processes related to setting confirmation preparation. In step S49, the control unit sets a setting confirmation mode flag. The setting confirmation mode flag indicates whether the gaming machine 10 is currently confirming settings. The setting confirmation mode flag is set when the gaming machine 10 is currently confirming settings, and is cleared (reset) when the gaming machine 10 is not currently confirming settings. In step S50, the control unit transmits a setting confirmation command to the performance control device 300. The performance control device 300 then controls the performance corresponding to the setting confirmation command. For example, upon receiving the setting confirmation command, the performance control device 300 displays a message indicating that the setting confirmation is currently being performed on the display device 41 or outputs a sound from the speakers 19a and 19b. Furthermore, upon receiving the setting confirmation command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board presentation device 44 that the setting confirmation is currently being performed. After this, the control unit proceeds to step S37.

[0144] On the other hand, if the control unit determines in step S48 that the detection signal of the setting key switch 127 is not on, it executes step S51. In step S51, the control unit refers to the second register (C register) and determines whether or not the detection signal of the RAM initialization switch 112 is on. The control unit proceeds to step S52 if the detection signal of the RAM initialization switch 112 is on, and proceeds to step S58 if the detection signal of the RAM initialization switch 112 is not on. That is, the gaming machine 10 proceeds to execute processing related to RAM initialization (RAM clear) when startup detection is accompanied by a pressing operation of the RAM initialization switch 112, and proceeds to execute processing related to power outage recovery when startup detection is not accompanied by a pressing operation of the RAM initialization switch 112.

[0145] Next, the process related to RAM initialization performed from step S52 onward will be described. In the process related to RAM initialization, the control unit clears the RAM area other than the set value to 0 (zero clear) (step S52), and saves the initial value at the time of RAM initialization in the area to be initialized (step S53). For example, the control unit sets RAM clear start address 2 as the start address when clearing RAM, and clears data in the area to be cleared (game control work area) of the memory area (area not including the access prohibited area) of RWM (for example, RAM 111C) to zero.

[0146] The setting change mode flag and the setting check mode flag are included in the data in the clearing target area, and are therefore cleared by clearing the data in the clearing target area to zero.

[0147] In step S54, the control unit transmits a RAM initialization command to the performance control device 300. As a result, the performance control device 300 performs performance control corresponding to the RAM initialization command. For example, upon receiving the RAM initialization command, the performance control device 300 displays a message on the display device 41 informing that the RAM has been initialized, or outputs a sound from the speakers 19a and 19b. Furthermore, upon receiving the RAM initialization command, the performance control device 300 notifies the frame decoration device 18, the board decoration device 46, and the board performance device 44 that the RAM has been initialized.

[0148] Furthermore, after executing the process related to waiting for the completion of the setting change or waiting for the completion of the setting confirmation (steps S38 to S40), if the control unit detects that the detection signal of the setting key switch 127 is off, the control unit executes step S55. After prohibiting interrupts (step S55), the control unit transmits a command to end the notification to the performance control device 300 (step S56).

[0149] As a result, the performance control device 300 ends the notification that a setting change is in progress, which began upon receiving a command to change the setting, or the notification that a setting confirmation is in progress, which began upon receiving a command to confirm the setting.

[0150] Next, the control unit refers to the setting change mode flag to determine whether or not the device is in the setting change mode (step S57). If the device is in the setting change mode, the control unit proceeds to step S52 and executes processing related to RAM initialization. On the other hand, if the device is not in the setting change mode, the control unit proceeds to step S58 and executes processing related to power outage recovery.

[0151] In step S58, the control unit executes a power outage recovery process. The power outage recovery process includes saving the initial value at the time of power outage recovery in the area to be initialized, determining whether the special game is in a high probability state by referring to the special game status, and if the special game is in a high probability state, saving ON information in the high probability notification flag area and ON data of the high probability notification LED in the segment area.

[0152] The areas to be initialized in the power outage recovery process are the power outage inspection area, checksum area, setting change mode flag, setting confirmation mode flag, and error / fraud monitoring area. In the power outage recovery process, the busy signal status area that stores the state of the dispensing busy signal, which is a signal indicating whether the dispensing control device 200 is in a state where it can accept commands, is also cleared, and the state is set to an indeterminate state indicating that the state of the dispensing busy signal has not been determined. Similarly, the touch switch signal status monitoring area that stores the state of the touch switch signal is also cleared, and the state is set to an indeterminate state indicating that the state of the touch switch signal has not been determined.

[0153] Next, the control unit transmits a power outage recovery command corresponding to the special game processing number to the performance control board (performance control device 300) (step S59), and proceeds to step S60. In step S59, multiple commands are transmitted, such as a model designation command, a special game 1 reserved number command, a special game 2 reserved number command, a probability information command, a probability setting value information command, and a screen designation command. Depending on the model, in addition to these commands, information on the number of performances and high probability number of times may also be transmitted. In addition, the screen designation command is a command to display a customer waiting demo screen when the control status of the special game 1 variable display game and the special game 2 variable display game is in normal processing (a state that is not in normal processing, not in a jackpot (first special game state), or not in a small jackpot (second special game state)), and is a command to display a recovery screen otherwise.

[0154] In step S60, the control unit performs a process to start and set up the random number generation circuit. After that, it extracts the values ​​of the predetermined registers (software random number registers 1 to n) in the random number generation circuit at the time of power-on, saves them in a predetermined area of ​​the RWM as the initial values ​​(start values) of the corresponding initial value random numbers (big win symbol initial value random number, small win symbol initial value random number, win initial value random number, win symbol initial value random number), and then allows an interrupt (step S62).

[0155] Next, the control unit performs an initial value random number update process (step S63) to update the values ​​of various initial value random numbers and break the regularity of the random numbers. This initial value random number update process is a process of updating (incrementing) each initial value random number by, for example, "+1". In this way, the gaming machine 10 continues to update the initial value random numbers as long as time permits during the main process, thereby increasing the randomness of the random numbers.

[0156] Here, the control unit temporarily prohibits interrupts (step S64), executes the performance display editing process (step S65), and then permits interrupts after the performance display editing process is executed (step S66). The performance display editing process is a process related to the calculation and display of the base. Because the processing load of the performance display editing process is relatively high, the control unit prohibits interrupts to more quickly derive the processing results. This ensures that the gaming machine 10 derives the processing results of the performance display editing process before the game status is updated by the timer interrupt.

[0157] In step S67, the control unit determines whether a power outage has occurred. The control unit can determine whether a power outage has occurred by continuously detecting the power outage monitoring signal for a predetermined period of time. If a power outage has occurred, the control unit proceeds to step S41, and if a power outage has not occurred, the control unit proceeds to step S63.

[0158] That is, the control unit repeatedly executes the processes from step S63 to step S67 unless a power outage occurs. Specifically, if a power outage does not occur, the control unit repeatedly executes the initial value random number update process, the performance display edit process, and the power outage monitoring signal check (loop process).

[0159] By allowing interrupts (step S66) before the initial value random number update process (step S63), if a timer interrupt occurs during the initial value random number update process, the interrupt process will be executed with priority, thereby preventing the interrupt process from being overwhelmed by the timer interrupt being made to wait by the initial value random number update process.

[0160] Similarly, by prohibiting interrupts (step S64) before the performance display editing process (step S65), the performance display editing process is executed in priority over the timer interrupt, thereby preventing the performance display editing process from being overwhelmed.

[0161] From the above, in a gaming machine equipped with a main control means (gaming control device 100) that controls the game in an integrated manner, and secondary control means (payout control device 200, presentation control device 300, etc.) that perform various controls in accordance with instructions from the main control means, the main control means is equipped with a standby means (gaming control device 100) that delays the start-up of the main control means when the power is turned on and sets a predetermined standby time for waiting for the start-up of the secondary control means, and a power outage monitoring means (gaming control device 100) that monitors the occurrence of a power outage during the predetermined standby time.

[0162] In addition, a power supply unit 400 is provided to supply power to various devices, and the power supply unit 400 is configured to output a power outage monitoring signal when a power outage is detected, and the power outage monitoring means (game control device 100) is configured to determine that a power outage has occurred when it continues to receive the power outage monitoring signal for a predetermined period of time.

[0163] In addition, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated externally, and initialization means (game control device 100) that initializes the data stored in RAM 111C based on the operation of the initialization operation unit, and is configured to read the operation status of the initialization operation unit before the start of the standby time.

[0164] In addition, the game control device 100 has a function (first initialization means, second initialization means) that distinguishes between initialization processing when a data abnormality occurs (first initialization processing) and initialization processing when an initialization operation is performed (second initialization processing), thereby enabling optimal and efficient initialization processing according to the situation.

[0165] Furthermore, the main control means (game control device 100) is equipped with RAM 111C capable of storing data, a setting operation unit (setting value change switch 126, setting key switch 127) that can be operated from the outside, and setting change means (game control device 100) that changes the setting value stored in RAM 111C based on the operation of the setting operation unit, thereby enabling setting changes, and is equipped with a setting display unit (probability setting value display device 136) that makes it possible to check the setting (setting value). Furthermore, the main control means (game control device 100) is configured to permit access to RAM 111C after a waiting time has elapsed.

[0166] In addition, the main control means (game control device 100) is capable of executing standby processing in the event of a power outage (loop after step S47), which prohibits access to RAM (RAM111C) (step S47) and waits for all processing to stop, and standby processing in the event of a RAM abnormality (loop of steps S31 and S32), which allows access to RAM (RAM111C) (step S17) and waits for all processing to stop.

[0167] Here, the standby process in the event of a power outage and the standby process in the event of a RAM abnormality will be described. The standby process in the event of a power outage is executed after access to the RAM is prohibited in step S47 of the main process, and is a loop process that waits for the execution of all processes to stop. Furthermore, since the standby process in the event of a power outage is executed after interrupts are prohibited in step S41 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that NMI interrupts may occur during the standby process in the event of a power outage because NMI interrupts cannot be prohibited. However, since the standby process in the event of a power outage is executed when a power outage occurs, there is little risk of an NMI interrupt occurring during the execution of this process. Furthermore, the standby process in the event of a power outage is a standby process that does not involve an abnormality notification. This allows the gaming machine 10 to allocate power used up until the power is shut off to the power outage process. Note that by prohibiting access to the RAM during the standby process in the event of a power outage, the gaming machine 10 reduces the risk of RAM storage contents being altered due to unstable voltage.

[0168] The RAM abnormality standby process is executed after access to RAM (RWM) is permitted in step S17 of the main process, and is a loop process that waits for the execution of all processes to stop. Furthermore, because the RAM abnormality standby process is executed after interrupts are prohibited in step S1 of the main process, interrupts other than NMI interrupts (timer interrupts) are prohibited. Note that the power outage standby process cannot prohibit NMI interrupts, so an NMI interrupt may occur. Because the RAM abnormality standby process waits for a power outage, the risk of an NMI interrupt occurring during execution of this process is greater than in the power outage standby process. However, since access to RAM is permitted even if an NMI interrupt occurs, the return address can be stored in RAM, and the risk of program runaway due to an NMI interrupt is low. Furthermore, because the gaming machine 10 sends a main abnormality error notification command to the presentation control device 300 in step S30, the presentation control device 300 can concurrently notify an abnormality while the RAM abnormality standby process is being executed. This allows the gaming machine 10 to be expected to restart quickly.

[0169] [Timer interrupt processing] Next, the timer interrupt processing of the game control device 100 will be explained with reference to Fig. 11. Fig. 11 is a diagram showing a flowchart of the timer interrupt processing of the first embodiment. This timer interrupt processing is an interrupt processing that occurs during the above-mentioned main processing from when interrupt permission is issued until interrupt is prohibited (from step S38 to step S41, from step S38 to step S55, from step S66 to step S64, from step S66 to step S41). The timer interrupt processing is processing that is executed by the CPU 111A.

[0170] The timer interrupt process is started when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. When a timer interrupt occurs in the gaming microcomputer 111, the interrupt is automatically disabled and the timer interrupt process is started.

[0171] When the timer interrupt process starts, first, register bank 1 is specified (step S71). Switching to register bank 1 is equivalent to performing a register save process in which the value held in a specified register (for example, a register used in the main process) is moved to RWM. Next, the upper address of the RAM start address is set in a specified register (for example, the D register) (step S72). In step S72, the same process as in step S4 in the main process is performed, but the register bank is different.

[0172] Next, input processing (step S73) is performed to receive inputs and signals from various sensors and switches, i.e., to read the status of each input port. In step S74, the control unit references the setting change mode flag and the setting confirmation mode flag to determine whether the device is in setting change mode or setting confirmation mode. If the device is in setting change mode or setting confirmation mode, the control unit proceeds to step S75, executes setting change / confirmation processing, and ends timer interrupt processing. On the other hand, if the device is not in setting change mode or setting confirmation mode, the control unit proceeds to step S76.

[0173] In step S76, the control unit executes output processing for controlling the driving of actuators such as solenoids (big prize opening solenoid 38b, normal power solenoid 37c) based on the output data set in the various processes.

[0174] In addition, when a launch stop signal is output in step S5 of the main processing, this output process outputs a launch permission signal, and the launch permission signal is set to a state in which it can be set to an permitted state. This launch permission signal is output to the launch control device via the payout control device. At this time, no signal processing is performed on the signal. In addition, the launch permission signal is a first signal indicating the state of launch permission from the gaming control device 100, and a second signal (launch permission signal) indicating the state of launch permission from the payout control device 200 is also generated within the payout control device 200 and output to the launch control device. In other words, when two launch permission signals are output to the launch control device and both are set to launch permission, the gaming ball is set to a state in which it can be launched.

[0175] Next, the control unit executes a payout command transmission process (step S77) that outputs commands set in the transmission buffer by various processes to the payout control device 200, a random number update process 1 (step S78), and a random number update process 2 (step S79). Here, the random number update process 1 is a process for updating the initial values ​​(start values) of the big win symbol random number, small win symbol random number, win random number, and win symbol random number that are the targets of the initial value random number update process. Furthermore, the random number update process 2 is a process for updating the variation pattern random number that determines the variation pattern in the variation display game of the special symbol 1 and the special symbol 2. Note that the random number update process 1, or in addition to the random number update process 1, the random number update process 2 may be configured to stop the random number update during a setting change or change the update cycle.

[0176] Next, the control unit performs a prize gate switch / status monitoring process (step S80) that monitors whether normal signals are being input from start gate 1 switch 36a, start gate 2 switch 37a, normal gate switch 34a, prize gate switch 35a, special prize gate switch 38a, and specific area switch 38e, and monitors for errors (such as whether the front frame or glass frame is open). The control unit also performs a start gate switch monitoring process (step S81) that monitors whether start gate 1 switch 36a and start gate 2 switch 37a have won. In the start gate switch monitoring process, when a game ball enters start gate 36, which constitutes the first start gate, or normal variable winning device 37, which constitutes the second start gate, various random numbers (such as jackpot random numbers) are extracted, and a game result advance determination is performed to determine the game result based on the winning before the special variable display game begins.

[0177] Next, the control unit executes special chart 1 game processing (step S82) that performs processing related to the special chart 1 variable display game, special chart 2 game processing (step S83) that performs processing related to the special chart 2 variable display game, followed by type 2 game processing (step S830) that performs processing related to the so-called type 2 game, and then executes regular chart game processing (step S84) that performs processing related to the regular chart variable display game.

[0178] Next, a segment LED editing process (step S85) is performed to drive the segment LEDs (such as the LEDs in the special symbol 1 display section 53 of the collective display device 50) provided in the gaming machine 10 that display the special symbol variation display game and various information related to the game to display the desired content, a magnet fraud monitoring process (step S86) is performed to check the detection signal from the magnetic sensor 61 and determine whether there are any abnormalities, and a board radio wave fraud monitoring process (step S87) is performed to check the detection signal from the board radio wave sensor 62 and determine whether there are any abnormalities. Then, an external information editing process (step S88) is performed to set signals to be output to various external devices in an output buffer, and a performance display device control process (step S89) is performed, and the timer interrupt process is terminated.

[0179] In the first embodiment, the process of restoring the interrupt inhibited state (i.e., the process of allowing an interrupt) and the process of restoring the register bank designation (i.e., the process of designating register bank 0) are automatically performed at the time of interrupt return (at the end of timer interrupt processing). Note that, depending on the CPU used, there are gaming machines that require commands to execute the process of restoring the interrupt inhibited state and the process of restoring the register bank designation.

[0180] [Main processing] Next, the main processing of the performance control device 300 will be described with reference to Fig. 12. Fig. 12 is a diagram showing a flowchart of the main processing in the performance control device of the first embodiment.

[0181] The main processing is processing that is executed by the control unit (CPU 311) of the performance control device 300 when power supply to the pachinko machine 1 starts. [Step D11] The control unit prohibits interrupts.

[0182] [Step D12] The control unit performs initial settings for the CPU 311. [Step D13] The control unit performs initial settings for the VDP 312. [Step D14] The control unit permits the interrupt.

[0183] [Step D15] The control unit permits the generation of display data, i.e., the control unit permits the display circuit (not shown) in the VDP 312 to access the VRAM (not shown) in the VDP 312 and generate display data.

[0184] [Step D16] The control unit sets a random number seed. This is a process of setting a pseudo-random number generation sequence using, for example, the srand function. Here, the control unit may use a fixed value such as 0 (zero) as an argument to the srand function, or may use a value created based on the ID value of the CPU or the like so that it is different for each gaming machine.

[0185] [Step D17] The control unit saves the initial value at power-on in an area to be initialized in the RWM (e.g., RAM 322) of the performance control device 300 (e.g., a performance flag area (a memory area used as various flags described later in the control processing of the performance control device 300)).

[0186] [Step D18] The control unit clears the WDT (watchdog timer). [Step D19] The control unit executes the effect button input process. The effect button input process is a process that performs editing when the effect button 25 (effect button switch 25a) is operated while it is enabled. Note that the effect button does not turn on and off quickly, so the control unit may perform the process of detecting the effect button input within the effect button input process, or may perform the process within a short-period timer interrupt (not shown).

[0187] [Step D20] The control unit executes hall / player setting mode processing. Hall / player setting mode processing is processing for setting the changeable range of the brightness and volume of the LED and display device 41, and accepting player operations for changing the brightness and volume of the LED and display device 41.

[0188] [Step D21] The control unit executes a random number update process. The random number update process is a process that updates a pseudo-random number at least once per control cycle of the main process, for example, using the rand function. The rand function generates a random number based on a specified generation sequence each time a recalculation is performed, so the control unit can obtain a random number simply by executing the rand function. Note that a counter that increments by "1" like the main board (game control device 100) may also be used as the random number.

[0189] [Step D22] The control unit executes a received command check process, which is a process of analyzing commands received from the game control device 100 in units of a predetermined number.

[0190] [Step D23] The control unit executes a performance display editing process. The performance display editing process sets various commands and their parameters to instruct the VDP 312 on the content to be displayed on the display device 41. For example, the control unit sets the commands in a table format in the performance display editing process.

[0191] [Step D24] The control unit executes drawing command preparation completion setting, which is a process for setting that all commands set in the performance display editing process for the VDP 312 have been prepared.

[0192] [Step D25] The control unit determines whether it is frame switching timing. If it is frame switching timing, the process proceeds to step D26. If it is not frame switching timing, the process waits for frame switching timing. Here, frame switching timing occurs at a time interval corresponding to a processing period (e.g., 1 / 30 seconds ≒ 33.333 ms) created based on the period (e.g., 1 / 60 seconds) of a V blank interrupt (also called a V sync interrupt). Note that a V blank interrupt occurs each time the VDP 312 completes one scan of the entire screen for drawing. As mentioned above, the generation period of this V blank interrupt is, for example, 1 / 60 seconds. In this embodiment, frame switching is performed when the same drawing is repeated twice and a V blank interrupt occurs twice. The period of the frame switching timing is twice the period (e.g., 1 / 60 seconds) of the V blank interrupt (e.g., 1 / 30 seconds ≒ 33.33 ms). However, this is not limited to this embodiment, and the frame switching timing can be changed as appropriate. For example, frame switching (image updating) can be performed at intervals of 1 / 30 seconds or more, or at intervals of less than 1 / 30 seconds.

[0193] By the frame switching timing determination process, subsequent processes (steps D26 to D30, and subsequent steps D18 to D24) are executed at this frame switching timing for each of the above processing cycles. Time management, which needs to be synchronized with the presentation content, is performed in frame units (i.e., in processing cycle units). If the processing cycle is 1 / 30 seconds, for example, three frames will be 100 ms. This is similar to the main board (game control device) managing time values ​​in 4 ms units, which is the timer interrupt cycle.

[0194] [Step D26] The control unit instructs the VDP 312 to draw on the screen in accordance with the command set in step D23. For example, the control unit instructs the VDP 312 to draw on the screen by sequentially transmitting commands set in a table.

[0195] [Step D27] The control unit executes a sound control process, which is a process for controlling the volume of the sound from the speakers (upper speaker 19a, lower speaker 19b).

[0196] [Step D28] The control unit executes a decoration control process to control various LEDs of the board decoration device 46, the frame decoration device 18, etc. [Step D29] The control unit executes a movable body control process to control movable bodies (for example, the board effect device 44) including various motors and SOLs (solenoids).

[0197] [Step D30] The control unit executes the firing information control process. The firing information control process sets firing-related information based on the firing status flag and corrects the mode of the presentation according to the special symbol rotation status (the number of times the special symbol changes per game for a predetermined amount (i.e., a predetermined number of loaned balls)).

[0198] [Step D31] The control unit executes an information disclosure process, which discloses performance information relating to gaming performance to the player. After executing step D31, the control unit returns to step D18, and thereafter repeatedly executes the processes of steps D18 to D31. That is, steps D18 to D31 constitute a loop process (sometimes referred to as a main loop process) that is repeatedly executed at the above-mentioned processing cycle after the performance control device 300 is started.

[0199] The control unit executes the processes of steps D27 to D29 within the main loop process to match the screen presentation, but the process of actually outputting the signals and data (particularly signals for driving and controlling various LEDs and motors) generated or set in these control processes to the ports is performed within a short-cycle timer interrupt (not shown). However, when using an IC specialized for controlling various devices, it may only issue instructions via serial communication or the like and not output signals, etc., via a timer interrupt.

[0200] Next, the game characteristics of the gaming machine 10 will be described with reference to Fig. 13 and Fig. 14. Fig. 13 is a diagram showing an example of state transitions of the game state in the first embodiment. Fig. 14 is a diagram showing an example of game performance in the first embodiment.

[0201] The game state of the game of the gaming machine 10 includes a game state during the winning derivation process and a game state for each winning. The game state during the winning derivation process includes game state A, game state B, game state C, and game state D. The game state for each winning includes special symbol 1 winning, special symbol 2 winning, and V winning.

[0202] The gaming machine 10 can generate a jackpot gaming state (special gaming state: special symbol 1 hit, special symbol 2 hit) as a result of two special symbol variation display games consisting of a special symbol 1 game and a special symbol 2 game, and can also generate a jackpot gaming state (special gaming state: V hit) by winning a small hit in the specific area 96 as a result of the special symbol variation display game. In other words, the gaming machine 10 falls into the category of gaming machines having a type 1 + type 2 game feature.

[0203] In addition, the gaming machine 10 executes the special game 1 and the special game 2 without any probability fluctuation. In addition, the gaming machine 10 can transition to three time-saving states: time-saving a (game state D), time-saving b (game state B), and time-saving c (game state C).

[0204] Note that time reduction a (game state D) is a time reduction triggered by a win, and continues until the termination condition is met. Also, time reduction b (game state B) is a time reduction triggered by playing a predetermined number of games in a low-probability state, and continues until the termination condition is met. Also, time reduction c (game state C) is a time reduction triggered by deriving a predetermined result (deriving a predetermined pattern) in a low-probability state, and continues until the termination condition is met.

[0205] Game state A is a game state without time reduction, and is generally called the normal game state. Game state A is a game state that is not advantageous (unfavorable) to the player. Therefore, in many cases, players start playing in game state A and finish playing in game state A. Game state B is a game state with time reduction b. Game state B is a game state that is advantageous to the player compared to game state A. Game state C is a game state with time reduction c. Game state C is a game state that is advantageous to the player compared to game state A. Game state D is a game state with time reduction a. Game state D is a game state that is advantageous to the player compared to game state A.

[0206] In the Special Chart 1 game, the probability of a jackpot is 1 / 199, the probability of a small jackpot is 0, the probability of a time reduction occurring is 0, the condition for b time reduction occurring is 500 games played since the previous jackpot, and the probability of c time reduction occurring is 1 / 199. The b time reduction occurring in the Special Chart 1 game continues for 1000 games, and the c time reduction occurring in the Special Chart 1 game continues for 6 games.

[0207] In the Special Chart 2 game, the probability of a big hit is 1 / 199, the probability of a small hit is 1 / 7, the probability of A time reduction occurring is 1, and due to the constraint that start memory can only occur during time reduction, there are no B time reduction or C time reduction settings. The A time reduction that occurs in the Special Chart 2 game continues for 100 games.

[0208] In the Type 2 game, a win (jackpot) can occur when a symbol combination that results in a small win is derived as a result of the variable display in the Special Chart 2 game and enters a specific area 96, so there are no settings for time reduction b or time reduction c due to the constraint that start memory can only occur during time reduction. In addition, the probability of time reduction a occurring after a jackpot occurring in the Type 2 game is 1, and time reduction a occurring in the Type 2 game continues for 16 games.

[0209] Each game state has an opportunity to transition to another game state with each game (special game), but remains in that game state unless a predetermined transition condition is met. Since the gaming machine 10 has no chance of winning the normal variable winning device 37 except during time-saving mode and cannot generate a start memory for the special game 2, it guides left-handed hits in game state A without time-saving mode, which can provide a chance of winning the start winning slot 36 and generate a start memory for the special game 1. Since the gaming machine 10 has a chance of winning the normal variable winning device 37 during time-saving mode, which can generate a start memory for the special game 2, it guides right-handed hits in game states B, C, and D with time-saving mode. In other words, game state A is a game state in which, in principle, game progress is primarily achieved through left-handed hits in the special game 1, while game states B, C, and D are game states in which, in principle, game progress is primarily achieved through right-handed hits in the special game 2.

[0210] Game state A allows for big wins but not small wins, so the winning opportunity is the derivation of a symbol combination that results in a special symbol 1 win (big win) as a result of the variable display game. A special symbol 1 win does not result in a time reduction, so the game state after the special symbol 1 win ends becomes game state A. Game state A transitions to game state B when the variable display game is executed 500 times, or the so-called ceiling is reached, and a time reduction b occurs. Game state A also transitions to game state C when the variable display game generates a specific result mode, or the derivation of a time-saving symbol, and a time reduction c occurs.

[0211] Since game state B allows for the occurrence of big hits and small hits, the winning opportunity is to enter specific area 96 after deriving a symbol combination that results in a special symbol 2 hit (big hit) as a result of the variable display game, and after deriving a symbol combination that results in a small hit as a result of the variable display game. Game state B transitions to game state A if time reduction b ends without generating a special symbol 2 hit or a V hit. In addition, game state B becomes game state D after the end of a special symbol 2 hit and a V hit because time reduction a occurs.

[0212] Since game state C allows for the occurrence of big hits and small hits, the winning opportunity is to enter specific area 96 after deriving a symbol combination that results in a special symbol 2 hit (big hit) as a result of the variable display game, and after deriving a symbol combination that results in a small hit as a result of the variable display game. Game state C transitions to game state A if time reduction c ends without generating a special symbol 2 hit or a V hit. In addition, game state C becomes game state D after the end of a special symbol 2 hit and a V hit because time reduction a occurs.

[0213] Since game state D allows for the occurrence of big hits and small hits, the winning opportunity is to enter specific area 96 after deriving a symbol combination that results in a special symbol 2 hit (big hit) as a result of the variable display game, and after deriving a symbol combination that results in a small hit as a result of the variable display game. Game state D transitions to game state A if time reduction a ends without generating a special symbol 2 hit or a V hit. In addition, game state D becomes game state D again after the end of a special symbol 2 hit and a V hit because time reduction a occurs.

[0214] As a result, the gaming machine 10 has a first game feature of generating a special chart 1 hit in the game progress of the special chart 1 game, and a second game feature of generating a time reduction (time reduction b, time reduction c) in the special chart 1 game to transition to the game progress of the special chart 2 game, and generating a V hit with time reduction a in the game progress of the special chart 2 game to loop the game progress of the special chart 2 game. Note that the gaming machine 10 can also generate a special chart 2 hit with time reduction a in the game progress of the special chart 2 game, and a difference in the number of times time reduction a continues between the special chart 2 hit and the V hit creates interest.

[0215] In addition, the gaming machine 10 may be configured to execute the special chart 2 game in priority to the special chart 1 game when the start memory for each of the special chart 1 game and the special chart 2 game is "1" or more, or may be configured to execute the special chart 1 game in the order in which the start memory occurs, regardless of whether it is the special chart 1 game or the special chart 2 game, when the start memory for each of the special chart 1 game and the special chart 2 game is "1" or more.

[0216] Next, the game display screen when b time reduction occurs will be described with reference to Figs. 15 to 19. Fig. 15 is a diagram showing an example (part 1) of the game display screen of the first embodiment. Fig. 16 is a diagram showing an example (part 2) of the game display screen of the first embodiment. Fig. 17 is a diagram showing an example (part 3) of the game display screen of the first embodiment. Fig. 18 is a diagram showing an example (part 4) of the game display screen of the first embodiment. Fig. 19 is a diagram showing an example (part 5) of the game display screen of the first embodiment.

[0217] The display screen 500 shown in FIG. 15(1) is a display screen during the stop of the pattern, and displays the pattern that is the result of the variable display game for a predetermined period after the variable display in the special pattern 1 game (variable display game) ends (before the variable display game in which the time-saving condition b is established begins). The display screen 500 is an example of a display screen in game state A (normal game state). The display screen 500 displays a large pattern group 501 that is a decorative pattern, a small pattern group 502 that is also a decorative pattern, a special pattern 1 reserved number display 503, a special pattern 2 reserved number display 504, a reserved display 505, and a reserved consumption display 506.

[0218] The special symbol in the special symbol 1 game or the special symbol 2 game is a symbol (LED lighting state) displayed on the special symbol 1 symbol display unit 53 or the special symbol 2 symbol display unit 54 of the collective display device 50, and the large symbol group 501 and the small symbol group 502 are decorative symbols corresponding to the special symbol. Although not shown, the gaming machine 10 has a fourth symbol as a symbol in the special symbol 1 game or the special symbol 2 game, which indicates a variable state and a stopped state, for example, by flashing and lighting an LED, without indicating a distinction between the result state of the variable display game.

[0219] The large symbol group 501 is responsible for game presentation to enhance interest. Therefore, the large symbol group 501 is displayed large in a variable display area set in the approximate center of the display device 41. The large symbol group 501 includes a left symbol, a middle symbol, and a right symbol.

[0220] On the display screen 500, the left symbol indicates that the symbol has stopped at "3", the middle symbol indicates that the symbol has stopped at "5", and the right symbol indicates that the symbol has stopped at "7". That is, on the display screen 500, the large symbol group 501 indicates that the special symbol variable display game is in a stopped state (symbols are stopped).

[0221] The large symbol group 501 and the small symbol group 502 are displayed stopped at the same timing (a timing determined in advance when the fluctuation starts, or a timing determined based on the reception of a command instructing the fluctuation to end).

[0222] The small symbol group 502 is responsible for informing the player of the variable display status in order to make it easier for the player to grasp the game status. Therefore, the small symbol group 502 is displayed small on the periphery of the display device 41 so as to ensure visibility without interfering with the display effect of the large symbol group 501. The small symbol group 502 includes a left symbol, a middle symbol, and a right symbol. On the display screen 500, the left symbol, the middle symbol, and the right symbol that make up the small symbol group 502 all indicate that the corresponding special symbol variable display game is in a stopped state.

[0223] Furthermore, the small symbol group 502 fluctuates (constant speed fluctuation display) at a predetermined speed (constant speed) from the start of fluctuation, and is displayed as stopped without a temporary stop when the fluctuation ends. The small symbol group 502 may be displayed with or without a predetermined acceleration fluctuation period from the stopped display until it reaches the predetermined speed. The small symbol group 502 may be displayed with or without a predetermined deceleration fluctuation period from the constant speed fluctuation display until it is displayed as stopped, or without a predetermined deceleration fluctuation period.

[0224] Generally, the large symbol group 501 is displayed larger than the small symbol group 502, has a high degree of freedom in its display position, and its display mode can be changed greatly. Conversely, the small symbol group 502 is displayed smaller than the large symbol group 501, and has a low degree of freedom in its display position (for example, a fixed position).

[0225] The special chart 1 reserved number display 503 displays the number of reserved memories for the special chart 1 game. On the display screen 500, the special chart 1 reserved number display 503 indicates that the number of reserved memories for the special chart 1 game is "0". The special chart 2 reserved number display 504 displays the number of reserved memories for the special chart 2 game. On the display screen 500, the special chart 2 reserved number display 504 indicates that the number of reserved memories for the special chart 2 game is "0".

[0226] The hold display (standby hold display) 505 displays either the hold number for the special chart 1 game or the hold number for the special chart 2 game using a hold icon 507 depending on the game status. The display screen 500 indicates the hold number for the special chart 1 game by displaying a hold icon. The hold consumption display (consumption hold display) 506 is a display screen for the game status (game status A) that indicates that the special chart game is changing by displaying a hold consumption icon. The display screen 500 indicates that the hold memory number for the special chart 1 game or the hold memory number for the special chart 2 game is "0" using the hold display 505. The display screen 500 also indicates that the special chart 1 game or the special chart 2 game is not changing using the hold consumption display 506, particularly by the absence of a hold consumption icon on the consumption hold base.

[0227] The display screen 510 shown in FIG. 15(2) is the display screen after the start of the variable display game when the b time-saving condition is met (for example, 500 games have been played since the previous jackpot). The display screen 510 is the screen after the display screen 500, and shows the screen during variable display (three symbols are variable). The display screen 510 is an example of a display screen in game state A (normal game state). On the display screen 510, the left symbol, middle symbol, and right symbol of the large symbol group 501 are variable, indicating that the special symbol variable display game is variable. Also, on the display screen 510, the left symbol, middle symbol, and right symbol of the small symbol group 502 are variable, indicating that the special symbol variable display game is variable.

[0228] On the display screen 510, the special chart 1 reserved number display 503 indicates that the reserved memory number for the special chart 1 game is "0", the special chart 2 reserved number display 504 indicates that the reserved memory number for the special chart 2 game is "0", and the reserved display 505 is a game status that indicates the reserved number for the special chart 1 game, and indicates that the reserved memory number for the special chart variable display game (special chart 1 game) is "0". Also, on the display screen 510, the reserved consumption display 506 displays the reserved memory display that is being consumed, and indicates that the special chart variable display game is being displayed as a variable.

[0229] In addition, display screen 500 and display screen 510 may include display elements such as background display, character display, and text display (not shown), and the display elements may also be capable of producing a display with movement using animation, etc.

[0230] In addition, the reserved consumption display 506 shows how the reserved consumption icon 508 corresponding to the reserved consumption of the special game is displayed. The reserved consumption icon 508 is, for example, spherical, and the reserved consumption icon 508 can also be animated (for example, deformation, color change, up and down movement, etc.) to produce a display with movement.

[0231] The reserved display 505, depending on its display mode (reserved memory display displayed on the reserved display 505), can clearly indicate the number of reserved memories of the special chart variable display game and can also notify the expectation for the game result for each reserved memory. Note that the reserved number or the number of reserved memories means the number of start memories in which the special chart variable display game has not yet been executed.

[0232] The pending consumption display 506, depending on its display mode, can indicate whether the special chart variable display game is in a variable display state and can also notify the degree of expectation for the game result. On the display screen 500, the pending consumption display 506 leaves the frame blank to indicate that the special chart variable display game is in a stopped state. After this, the gaming machine 10 starts the variable display when the number of pending memories for the special chart 1 game or the special chart 2 game becomes 1 or more.

[0233] The display screen 512 shown in FIG. 15(3) is a display screen during the stop of the symbols after the display screen 510. The display screen 512 displays the symbols that are the result of the variable display game for a predetermined period of time after the variable display in the special symbol 1 game has ended (the variable display game has ended when the b time-saving occurrence condition is met). The display screen 512 also sets the number of reserved memories to "0" in both the special symbol 1 game and the special symbol 2 game. The display screen 512 is an example of a display screen before transitioning from game state A (normal game state) to game state B (b time-saving). The gaming machine 10 transitions from game state A (normal game state) to game state B (b time-saving) after a predetermined symbol stop time has elapsed.

[0234] On the display screen 512, the left symbol indicates that the symbol has stopped at "2," the middle symbol indicates that the symbol has stopped at "4," and the right symbol indicates that the symbol has stopped at "1." That is, the display screen 512 indicates that the large symbol group 501 and the small symbol group 502 are stopped (the symbols are stopped) in a special combination of symbols that indicates the start of the b time-saving mode. The special combination of symbols that indicates the start of the b time-saving mode may use dedicated symbols (for example, all of the large symbol group 501 are "b time-saving"). In this case, the small symbol group 502 may also use dedicated symbols like the large symbol group 501, but it is preferable that the special combination of symbols corresponds to the dedicated symbols. In this way, the gaming machine 10 can easily recognize that the b time-saving mode condition has been met by the dedicated symbols, while informing the player that the special symbol game has derived a predetermined result (for example, a loss) by the special combination of symbols.

[0235] Since the number of reserved memories is "0" in both the special chart 1 game and the special chart 2 game, the gaming machine 10 displays the screen for a predetermined time and then starts the customer waiting performance. Then, the gaming machine 10 starts the variable display of the special chart 2 game when the number of reserved memories in the special chart 2 game becomes "1" or more, and starts the variable display of the special chart 1 game when the number of reserved memories in the special chart 2 game is "0" and the number of reserved memories in the special chart 1 game becomes "1" or more.

[0236] The display screen 514 shown in Figure 16 (1) is a display screen during the customer waiting performance after the display screen 512. The display screen 514 includes a performance display 515, a play guide display 516, a small symbol group 502, a special symbol 1 reserved number display 503, and a special symbol 2 reserved number display 504 in its display contents.

[0237] The effect display 515 is an effect screen that notifies the player that the player is waiting for a customer. The effect of waiting for a customer may include a movie effect or the like being repeatedly executed. Note that the effect display 515 may include a notice that the time-saving b is occurring.

[0238] The playing method guide display 516 is a display that guides the player on how to play (right hand play) during the b time reduction (b time reduction mode), and is displayed in a required display format with messages and pictograms. For example, the playing method guide display 516 displays the message "right hand play."

[0239] The display screen 518 shown in FIG. 16(2) is a display screen in which the variable display based on the reserved memory is started after the reserved memory number becomes "1" or more in the special chart 2 game. The display screen 518 is an example of a display screen after transitioning to game state B (b time reduction). At this time, the gaming machine 10 can be considered to be playing with a right-hand hit because a reserved memory has occurred in the special chart 2 game.

[0240] The display screen 518 is a display screen during the display of the variation of the special symbol 2 game. The display screen 518 includes a presentation display 519, a play guide display 516, a large symbol group 501a, a small symbol group 502, a special symbol 1 reserved number display 503, and a special symbol 2 reserved number display 504. The display screen 518 aims to improve the presentation effect of the presentation display 515 by hiding the reserved symbol display 505 and the reserved consumption display 506, but the reserved symbol display 505 and the reserved consumption display 506 may be always displayed, or one of them may be displayed, or they may be displayed when a predetermined condition is met. The predetermined condition may be met, for example, when a pre-reading preview presentation is executed or when a selection operation by the player is accepted.

[0241] The effect display 519 is, for example, an effect screen that effects the b time-saving mode and notifies the player that the b time-saving mode is in effect. In the b time-saving mode effect, an independent effect may be executed for each variable display, or a movie effect spanning multiple variables may be executed.

[0242] The large symbol group 501a is a decorative symbol displayed in place of the large symbol group 501, and is displayed in a display area smaller than the large symbol group 501 so that the effect display 515 exerts a decorative effect. Note that the large symbol group 501 and the large symbol group 501a are both forms of decorative symbols, and the large symbol group 501 may be referred to as a large decorative symbol and the large symbol group 501a as a small decorative symbol. Also, the large symbol group 501 may be referred to as a decorative symbol displayed during non-movie effects, and the large symbol group 501a as a decorative symbol during movie effects.

[0243] The display screen 512a shown in FIG. 17(1) is another example of a display screen during a pattern stop after the display screen 510. The display screen 512a displays the pattern, which is the result of the variable display game, for a predetermined period of time after the variable display in the special symbol 1 game has ended (the variable display game has ended, which establishes the b time-saving occurrence condition). The display screen 512a also sets the number of reserved memories for the special symbol 1 game to "1" and the number of reserved memories for the special symbol 2 game to "0." The display screen 512a is an example of a display screen before transitioning from game state A (normal game state) to game state B (b time-saving). The gaming machine 10 transitions from game state A (normal game state) to game state B (b time-saving) after a predetermined pattern stop time has elapsed.

[0244] In addition, since the gaming machine 10 sets the reserved memory number for the special chart 1 game to "1" or more and the reserved memory number for the special chart 2 game to "0", the gaming machine 10 displays the screen for a predetermined time and then starts the mode transition presentation. Then, if the reserved memory number for the special chart 2 game is "1" or more at the end of the variation of the special chart 1 game, the gaming machine 10 starts the variation display of the special chart 2 game and starts the time-saving mode presentation b.

[0245] The hold display 505 shows the state in which the number of hold icons 507 corresponding to the hold number of special game 1 is displayed in accordance with the current game state (for example, normal game state). The hold icon 507 is, for example, spherical, and the hold icon 507 can also be animated (for example, deformation, color change, up and down movement, etc.) to produce a display with movement.

[0246] In addition, the reserve display 505 displays either the reserved number of special game 1 or the reserved number of special game 2 using the reserve icon 507 depending on the game status, but the reserve icon 507 may also display the total reserved number of special game 1 and the reserved number of special game 2.

[0247] The display screen 520 shown in FIG. 17(2) is the display screen after the display screen 512a, and is the display screen on which the variable display based on the reserved memory is started after the reserved memory number becomes "0" in the special chart 2 game and "1" in the special chart 1 game. The display screen 520 is an example of the display screen after transitioning to game state B (b time reduction). At this time, since the reserved memory number is "0" in the special chart 2 game, the gaming machine 10 can be considered to be in the state before the player plays by right-hand hitting.

[0248] The display screen 520 is a display screen during the display of the variation of the special game. The display screen 520 includes a presentation display 521, play guide displays 516 and 522, a viewing instruction display 523, a large symbol group 501a, a small symbol group 502, a special symbol 1 reserved number display 503, and a special symbol 2 reserved number display 504. The display screen 520 aims to improve the presentation effect of the presentation display 521 by hiding the reserved display 505 and the reserved consumption display 506, but the reserved display 505 and the reserved consumption display 506 may be always displayed, or one of them may be displayed, or they may be displayed when a predetermined condition is met. The predetermined condition may be met, for example, when a pre-reading preview performance is executed or when a selection operation by the player is accepted.

[0249] The effect display 521 is, for example, an effect screen that effects a transition to the b time-saving mode, and is an effect screen that notifies the player that the b time-saving mode is in effect. In the mode transition effect, a movie effect spanning multiple variations can be executed.

[0250] The large symbol group 501a has the same display mode as the small symbol group 502 during the mode transition effect. That is, the large symbol group 501a fluctuates at a predetermined constant speed during the variable display. This allows the gaming machine 10 to direct the player's attention to the effect display 521 without the large symbol group 501a interfering with the effect display 521. Furthermore, since the display mode of the large symbol group 501a is not linked to the mode transition effect, the mode transition effect executes a predetermined effect regardless of the display mode of the large symbol group 501a.

[0251] The playing method guide display 522 is a display that guides the player on how to play (right-hand play) in the b time-saving mode, and is displayed in a required display format accompanied by messages and pictograms. For example, the playing method guide display 522 displays the message "Right-hand play is possible."

[0252] The playing method guide display 516 is a display that clearly guides the player on how to play so that the player does not suffer any unexpected disadvantages, while the playing method guide display 522 is a display that clearly guides the player on how to play with the aim of improving the presentation effect.

[0253] When there is no need to immediately change the hitting method, the hitting method guide display 522 is displayed in a different manner from the hitting method guide display 516. Note that when the hitting method guide displays 516 and 522 on the display screen 520 are regarded as a single hitting method guide display, the hitting method guide display 516 on the display screen 514 and the hitting method guide displays 516 and 522 on the display screen 520 can be considered to be in different display modes.

[0254] The viewing instruction display 523 is a viewing instruction display intended to improve the presentation effect of the presentation display 521. The viewing instruction display 523 is a display that explains both or either the conditions for viewing the entire presentation display 521 and the conditions for canceling the viewing of the presentation display 521. For example, when the presentation display 521 is a movie presentation spanning multiple variations, if the number of reserved memories in the special chart 2 game becomes "1" or greater, the display of the variation of the special chart 2 game begins, the presentation display 521 is interrupted, and presentation display 515 is executed instead of the presentation display 521. In such a case, the gaming machine 10 deprives a player who wishes to view the presentation display 521 of the opportunity to view the presentation display 521. Furthermore, the gaming machine 10 meets the expectations of players who do not wish to view the presentation display 521.

[0255] To meet these two requests, viewing instruction display 523 guides the player to wait for a right hit as a condition for viewing all of effect display 521, and guides the player to immediately hit the right as a condition for canceling viewing of effect display 521. For example, viewing instruction display 523 displays the message "Wait for a right hit to see the special effect!" as a guide to wait for a right hit, and displays the message "You can cancel the special effect by hitting the right!" as a guide to immediately hit the right.

[0256] In addition, when a mode transition effect is performed across two or more special chart 1 games, the gaming machine 10 may be configured to end the mode transition effect if the number of reserved memories for the special chart 1 game does not increase, or may be configured to perform the mode transition effect instead of the customer waiting effect.

[0257] The display screen 512b shown in Figure 18(1) is a display screen during the symbol stop time after the display screen 512a, and the number of reserved memories is "0" in the special symbol 1 game and the special symbol 2 game. The display screen 512b is an example of a display screen before transitioning to the game state B (b time reduction).

[0258] When the gaming machine 10 waits for the symbol stop time to elapse and transitions to the gaming state B (b time reduction), it displays the playing method guide display 516 after transitioning to the gaming state B (b time reduction). Also, it may be configured to transition to the gaming state B (b time reduction) without waiting for the symbol stop time to elapse, in which case it may be configured to display the playing method guide display 516 during the symbol stop time.

[0259] The display screen 520a shown in Figure 18 (2) is an example of a display screen after transitioning to game state B (b time reduction), and is a display screen during customer waiting after display screen 512b, and the number of reserved memories is "0" in the special chart 1 game and the special chart 2 game. The display screen 520a includes a performance display 521, a play guide display 516, 522, a viewing explanation display 523, a small symbol group 502, a special chart 1 reserved number display 503, and a special chart 2 reserved number display 504 in its display contents.

[0260] The display screen 520a is in the waiting state for customers, but displays a mode transition effect (effect display 521) instead of the waiting effect after transitioning to game state B (b time reduction). Such a gaming machine 10 can effectively utilize the waiting time until the reserved memory number is generated in the special chart 2 game as the time for the mode transition effect, contributing to increased interest without making the player aware of the waiting time.

[0261] In addition, the gaming machine 10 may be configured to start the mode transition effect (effect display 521) a predetermined time after the pattern of the special chart 1 game has stopped, and the predetermined time is not limited to being the pattern stop time, and the mode transition effect (effect display 521) may be started without waiting for the pattern stop time, or the mode transition effect (effect display 521) may be started after the pattern stop time has passed.

[0262] In addition, the gaming machine 10 continues the mode transition effect (effect display 521) even if the symbol variation of the special symbol 1 game starts again, and can continue the mode transition effect (effect display 521) even if the machine is again waiting for customers. However, when the symbol variation of the special symbol 1 game starts and the mode transition effect (effect display 521) is continued, by displaying the large symbol group 501a as in the display screen 520, it is possible to make it even clearer that the variation display of the special symbol 1 game has started.

[0263] In addition, the gaming machine 10 may continue the mode transition effect (effect display 521) while the waiting for customers continues, and may not return to the waiting for customers effect. This allows the gaming machine 10 to prevent the player from forgetting to transition to gaming state B (b time reduction) due to the start of the waiting for customers effect.

[0264] The display screen 520b shown in FIG. 18(3) is a display screen during customer waiting after the display screen 520a, and the number of reserved memories is "0" in the special chart 1 game and the special chart 2 game. The display screen 520b includes the display contents of the effect display 521, the play guide display 516, the small symbol group 502, the special chart 1 reserved number display 503, and the special chart 2 reserved number display 504. The display screen 520b is a display screen after the effect display 521 has been performed for a predetermined period, and the play guide display 522 and the viewing explanation display 523 are hidden to simplify the display screen.

[0265] The predetermined period is, for example, a period during which a series of mode transition effects (effect display 521) can be viewed, and is the period until the second mode transition effect (effect display 521) can be viewed. Conversely, the gaming machine 10 may display the display screen 520b during the predetermined period and then display the display screen 520a after the predetermined period has elapsed. In this way, the gaming machine 10 can allow players waiting for customers to view the mode transition effects (effect display 521) in a suitable manner.

[0266] The display screen 512c shown in FIG. 19(1) is another example of a display screen during a stopped pattern after the display screen 510. The display screen 512c displays the resulting pattern of the variable display game for a predetermined period of time after the variable display in the special game 1 (the end of the variable display game in which the b time-saving condition is met). The display screen 512c also sets the number of reserved memories for the special game 1 to "2" and the number of reserved memories for the special game 2 to "0." For example, the number of reserved memories for the special game 1 is an example of a sufficient number of reserved memories when a mode transition effect is performed across two or more special games 1, but a sufficient number of reserved memories when a mode transition effect is performed across two or more special games 1 may be "3" or "4." The display screen 512c is an example of a display screen before a transition from game state A (normal game state) to game state B (b time-saving). The gaming machine 10 transitions from gaming state A (normal gaming state) to gaming state B (b time-shortened) after a predetermined symbol stop time has elapsed.

[0267] In addition, since the gaming machine 10 sets the reserved memory number for the special chart 1 game to "1" or more and the reserved memory number for the special chart 2 game to "0", the gaming machine 10 displays the screen for a predetermined time and then starts the mode transition presentation. Then, if the reserved memory number for the special chart 2 game is "1" or more at the end of the variation of the special chart 1 game, the gaming machine 10 starts the variation display of the special chart 2 game and starts the time-saving mode presentation b.

[0268] The display screen 524 shown in FIG. 19(2) is the display screen after the display screen 512c, and is the display screen on which the variable display based on the reserved memory is started after the reserved memory number is "0" in the special chart 2 game and the reserved memory number is "2" in the special chart 1 game. The display screen 520 is an example of the display screen after transitioning to game state B (b time reduction). At this time, since the reserved memory number is "0" in the special chart 2 game, the gaming machine 10 can be considered to be in the state before the player plays by right-hand hitting.

[0269] The display screen 524 is a display screen during the variable display of the special game 1. The display screen 524 includes a performance display 521, a play guide display 516, 522, a viewing instruction display 523, a large symbol group 501a, a small symbol group 502, a special symbol 1 reserved number display 503, and a special symbol 2 reserved number display 504.

[0270] The large symbol group 501a on the display screen 524 is a modified example, and during the mode transition performance, has a different display mode from the small symbol group 502. Furthermore, the large symbol group 501a on the display screen 524 does not fluctuate at a predetermined constant speed during the mode transition performance, but continues to display a temporary stop with a special stop symbol combination that guides the player to enter the b time-saving mode.

[0271] Furthermore, the provisional stop display of the special combination of symbols in the large symbol group 501a continues across multiple variable displays, as shown in the display screen 526 in FIG. 19(3). When the gaming machine 10 performs a provisional stop display of the special combination of symbols in the large symbol group 501a, it may display the symbols when the small symbol group 502 is displayed as stopped, or it may continue the provisional stop display. As a result, the gaming machine 10 notifies the player of the start of time-saving mode b by the large symbol group 501a as well as the effect display 521. Furthermore, since the display mode of the large symbol group 501a is not linked to the mode transition effect, the mode transition effect executes a predetermined effect regardless of the display mode of the large symbol group 501a.

[0272] This allows the gaming machine 10 to meet the expectations of both players who wish to view mode transition effects and players who do not wish to view mode transition effects. Such a gaming machine 10 can diversify the gameplay and increase the interest of a variety of players.

[0273] Next, the mode transition effect flow will be described with reference to Fig. 20 and Fig. 21. Fig. 20 is a diagram showing an example of the mode transition effect flow of the first embodiment. Fig. 21 is a diagram showing an example of the mode transition effect time and the minimum guaranteed time of the first embodiment.

[0274] The mode transition effect starts with a play guide start effect, and progresses in the order of a blackout effect, a main effect, a mode title instruction effect, a play guide switch effect, and a play guide loop effect, and when it reaches the play guide loop effect, it has an effect flow in which the play guide loop effect is repeated.

[0275] The play instruction start effect is an effect that provides instructions on how to play, with an effect time of t1. For example, when a symbol is stopped, the play instruction start effect displays the play instruction display 516 superimposed on the display screen when the symbol is stopped, and when a customer waiting effect is in progress, the play instruction display 516 is superimposed on the customer waiting effect screen. This allows the gaming machine 10 to first prevent the player from losing out on playing instructions. Note that the play instruction start effect may be deemed unnecessary by some players, and to accommodate such players, a viewing instruction display 523 may be displayed in addition to the play instruction display 516. Note that the play instruction start effect may include the large symbol group 501a, the small symbol group 502, the special symbol 1 reserved number display 503, and the special symbol 2 reserved number display 504 in its display content.

[0276] The blackout effect is an effect in which the effect time is t2 and a blackout display is used to guide the player to the effect change. For example, the blackout effect involves blacking out the display screen during symbol stop or the customer waiting effect screen, and displaying the play guide display 516. This allows the gaming machine 10 to first prevent the player from losing out due to incorrect play. Note that the blackout effect may be deemed unnecessary by some players, and in order to accommodate such players, a viewing instruction display 523 may be displayed in addition to the play guide display 516. Note that the blackout effect may include the large symbol group 501a, the small symbol group 502, the special symbol 1 reserved number display 503, and the special symbol 2 reserved number display 504 in its display content.

[0277] The main effect is an effect that plays a movie with an effect time of t3. The main effect is an effect that stimulates the player's desire to watch, and may be an effect that plays a predetermined movie, or an effect that plays a movie selected from two or more options. Note that the main effect may be deemed unnecessary by the player, and to accommodate such players, a viewing instruction display 523 may be displayed in addition to the play guide display 516. Note that the main effect may include the large symbol group 501a, the small symbol group 502, the special symbol 1 hold number display 503, and the special symbol 2 hold number display 504 in its display content. Note that the main effect is preferably an exclusive effect that is not shared with other effects, or a premium rare effect even if it is shared with other effects, so as to strongly motivate the player to watch.

[0278] The mode title guidance effect is an effect that guides the player to the title of the transition destination mode with a performance time of t4 (for example, b time-saving mode, more specifically, "Super RUSH"). Note that the mode title guidance effect may be deemed unnecessary by the player, and in order to respond to such players, a viewing explanation display 523 may be displayed in addition to the playing method guide display 516. Note that the mode title guidance effect may include the large symbol group 501a, the small symbol group 502, the special symbol 1 reserved number display 503, and the special symbol 2 reserved number display 504 in its display content.

[0279] The play guide switching effect is an effect that switches the play guide mode with a performance time of t5. For example, the play guide switching effect provides play guide information using animation, such as hitting the game ball into a target area, in addition to or instead of the play guide display 516. Note that the play guide switching effect may be deemed unnecessary by some players, and in order to accommodate such players, a viewing explanation display 523 may be displayed in addition to the play guide display 516. Note that the play guide switching effect may include the large symbol group 501a, the small symbol group 502, the special symbol 1 reserved number display 503, and the special symbol 2 reserved number display 504 in its display content.

[0280] The playing guidance loop effect is an effect that provides guidance on how to play with a duration of t6. The playing guidance loop effect is an effect that provides guidance on how to play while displaying the game's image character in a manner different from the playing guidance switching effect. The playing guidance loop effect is repeatedly executed after the duration of t6 has elapsed, and waits for a switch to the b time-saving mode effect.

[0281] In other words, the mode transition effect can be observed as a series of effects over the course of (t1+t2+t3+t4+t5+t6) time, and after the passage of (t1+t2+t3+t4+t5+t6) time, a loop effect of playing instructions can be observed repeatedly for t6 time.

[0282] The gaming machine 10 switches from the mode transition effect to the b time-saving mode effect when a jackpot is derived in the special chart 1 game or when the variable display of the special chart 2 game begins. The b time-saving mode effect has a presentation flow that starts with a play guide start effect, progresses in the order of the main effect, and when it reaches the main effect, repeats the main effect. Note that the play guide start effect and main effect of the mode transition effect are different from the play guide start effect and main effect of the b time-saving mode effect.

[0283] The play instruction start effect of the b time-saving mode effect is an effect that provides instructions on how to play for a predetermined duration. The play instruction start effect displays the play instruction display 516 superimposed on a predetermined display screen. This allows the gaming machine 10 to first prevent the player from losing out due to incorrect play. The play instruction start effect may include the large symbol group 501 or the large symbol group 501a, the small symbol group 502, the special symbol 1 hold number display 503, and the special symbol 2 hold number display 504 in its display content. The play instruction start effect of the b time-saving mode effect may be a common effect with the play instruction start effect of the mode transition effect, or they may be non-common, with dedicated effects set for each.

[0284] The main effect is an effect in which a movie is played for a predetermined duration. The main effect is an effect that stimulates the player's desire to watch, and may be an effect in which a predetermined movie is played, or an effect in which a movie selected from two or more options is played. The main effect may be interrupted after the variable display effect of the special symbol 2 game. The main effect may include the large symbol group 501 or the large symbol group 501a, the small symbol group 502, the special symbol 1 hold number display 503, and the special symbol 2 hold number display 504 in its display content. The main effect of the b time-saving mode effect may be a common effect with the main effect of the mode transition effect, or they may be non-common, with dedicated effects set for each.

[0285] Furthermore, the main effect of the b time-saving mode effect and the main effect of the mode transition effect are not limited to video effects, but may also be decorative effects using light-emitting units, moving effects using moving units, sound effects using sound output including music and voice, or a combination of these. Furthermore, the same applies to other effects in the b time-saving mode effect and other effects in the mode transition effect, not limited to the main effect of the b time-saving mode effect and the main effect of the mode transition effect.

[0286] In addition, the gaming machine 10 switches from the mode transition presentation to the b time-saving mode presentation when a jackpot is derived in the special chart 1 game or when the variable display of the special chart 2 game begins, but it may also be configured to switch by setting a predetermined delay time.

[0287] For example, the minimum guaranteed time shown in Figure 21(2) guarantees the minimum value of the mode transition effect duration. The minimum guaranteed time can be realized by the delay time set when switching from the mode transition effect to the time-saving mode effect b.

[0288] The gaming machine 10 may have one predetermined delay time, or may choose one from two or more options. Pattern p1 is the minimum guaranteed time t10 (= 0), which corresponds to no delay time at all. Pattern p2 is the minimum guaranteed time t20 (= t1), which corresponds to a case where a delay time long enough to execute the play guide start effect of the mode transition effect is set. Pattern p3 is the minimum guaranteed time t30 (= t1 + t2 + t3 + t4 + t5), which corresponds to a case where a delay time long enough to execute a series of mode transition effects excluding the play guide loop effect is set. Pattern p4 is the minimum guaranteed time t40 (= t1 + t2 + t3 + t4 + t5 + t6), which corresponds to a case where a delay time long enough to execute a series of mode transition effects is set.

[0289] The delay time may be set not only to a break in the presentation flow during the mode transition presentation, but also to any other time. By setting a delay time, the gaming machine 10 reduces the risk of the player accidentally canceling the mode transition presentation. Furthermore, by setting a delay time, the gaming machine 10 can provide a minimum level of attention during the mode transition presentation.

[0290] When the gaming machine 10 recovers from a power outage that occurred during the mode transition presentation, it starts the b time-saving mode presentation without returning to the mode transition presentation. This allows a player who experienced a power outage during play to be quickly informed of the transition to game state B (b time-saving). When the gaming machine 10 recovers from a power outage and starts the b time-saving mode presentation, it may start with the play instruction start presentation, or it may skip the play instruction start presentation and start with the main presentation.

[0291] Next, the presentation mode switching conditions will be described with reference to FIG. 22. FIG. 22 is a diagram illustrating an example of the presentation mode switching conditions in the first embodiment. The gaming machine 10 switches from the mode transition presentation to the time-saving mode b presentation when a jackpot is derived in the special chart 1 game or when the variable display of the special chart 2 game begins. However, as shown in FIG. 22(1), the gaming machine 10 may detect a player operation and switch from the mode transition presentation to the time-saving mode b presentation. For example, the gaming machine 10 may detect an operation of the presentation button 25 (push button) as a cancellation operation of the mode transition presentation and switch from the mode transition presentation to the time-saving mode b presentation. In this case, the gaming machine 10 may provide a prompt for operation of the presentation button 25 within the minimum guaranteed time for the mode transition presentation. Such a gaming machine 10 can reduce the risk of a player accidentally canceling the mode transition presentation and clearly reflect the player's intention to cancel the mode transition presentation.

[0292] Furthermore, the gaming machine 10 can detect the occurrence of a customer waiting state and switch from the mode transition effect to the b time-saving mode effect instead of switching from the mode transition effect to the customer waiting effect, as shown in Figure 22(1). Note that the gaming machine 10 may also detect the occurrence of a customer waiting state and set the customer waiting effect without switching from the mode transition effect to the customer waiting effect, as shown in Figure 22(2).

[0293] Next, a modified example of switching from the mode transition effect to the customer waiting effect will be described with reference to Figure 23. Figure 23 is a diagram showing an example of switching of the effect display area in a modified example of the first embodiment. In addition to the display device 41, the gaming machine 10 is provided with a sub-display device 41a on the game board 30 or the front frame 12, etc. Figure 23(1) shows how a mode transition effect 522 is displayed on the display device 41 and a sub-effect 530 is displayed on the sub-display device 41a. Note that the sub-effect 530 may be an effect display that supports the mode transition effect 522, or may be an effect display that provides information on the game history, playing methods, etc.

[0294] Here, when the presentation mode is switched from the mode transition presentation to the time-saving mode presentation b, the gaming machine 10 displays the time-saving mode presentation b 519 on the display device 41, and displays the mode transition presentation b 522 on the sub-display device 41a instead of the sub-presentation 530, as shown in Fig. 23(2). As a result, even when the presentation mode is switched from the mode transition presentation b to the time-saving mode presentation b, the gaming machine 10 allows the player to view the mode transition presentation b 522, although the display position is changed.

[0295] 23(3) and (4), when the mode transition effect 522 is displayed on the display device 41 and the effect mode is switched from the mode transition effect to the time-saving mode effect b, the gaming machine 10 can display the time-saving mode effect b 519 in the main display area of ​​the display device 41 and the mode transition effect 522 in the secondary display area of ​​the display device 41, whether or not the sub-display device 41a is provided. As a result, even when the effect mode is switched from the mode transition effect to the time-saving mode effect b, the gaming machine 10 allows the player to view the mode transition effect 522, although the display position is changed.

[0296] The mode transition effect execution period will be described with reference to Figs. 24 to 27. Fig. 24 is a diagram showing an example (part 1) of a timing chart of the mode transition effect execution period of the first embodiment. Fig. 25 is a diagram showing an example (part 2) of a timing chart of the mode transition effect execution period of the first embodiment. Fig. 26 is a diagram showing an example (part 3) of a timing chart of the mode transition effect execution period of the first embodiment. Fig. 27 is a diagram showing an example (part 4) of a timing chart of the mode transition effect execution period of the first embodiment.

[0297] The timing chart of the mode transition effect execution period shown in Figure 24 shows how the mode transition effect is executed when the special chart 1 game is executed in game state B, when the special chart 1 game is executed 500 times, i.e., when the ceiling is reached, causing a time reduction b and transitioning from game state A to game state B.

[0298] For example, the gaming machine 10 transitions from gaming state A to gaming state B after the 500th execution of the special chart 1 game. The gaming machine 10 is in gaming state A until the 500th execution of the special chart 1 game, and the type of effect is normal effect. The gaming machine 10 executes the mode transition effect from the start of the 501st execution of the special chart 1 game, and since there is no trigger to execute the special chart 2 game during the 501st execution of the special chart 1 game, when there is a trigger to execute the 502nd execution of the special chart 1 game, the gaming machine 10 executes the 502nd execution of the special chart 1 game. The gaming machine 10 continues to execute the mode transition effect during the 502nd execution of the special chart 1 game. If there is a trigger to execute the special chart 2 game during the 502nd execution of the special chart 1 game, even if there is a trigger to execute the 503rd execution of the special chart 1 game, the gaming machine 10 executes the special chart 2 game, which is the 503rd execution in total including the special chart 1 game, without executing the 503rd execution of the special chart 1 game. The gaming machine 10 executes the b time-saving mode effect from the start of the special chart 1 game and the special chart 2 game, which is the 503rd game in total.

[0299] While the gaming machine 10 switches from the mode transition presentation to the b time-saving mode presentation when an opportunity to play the special 2 game is triggered during execution of the mode transition presentation, the switching conditions may be as follows. For example, instead of triggering the execution of the special 2 game, the switching conditions may be when the special 2 game is executed, when an opportunity to play the normal game is triggered (when the normal gate is passed), or when the normal game is executed. For example, the gaming machine 10 can switch to the b time-saving mode presentation more quickly by setting the switching condition to when an opportunity to play the normal game is triggered (when the normal gate is passed) or when the normal game is executed. Furthermore, the gaming machine 10 can set a predetermined delay time from the execution of the normal game by setting the switching condition to triggering the execution of the special 2 game, or can set an even longer delay time by setting the switching condition to the execution of the special 2 game. Such a gaming machine 10 can contribute to the creation of a variety of presentation effects.

[0300] This allows the gaming machine 10 to secure a period for executing the mode transition effect while there is an opportunity to execute the special chart 1 game, and also allows the player to cancel the mode transition effect at their will to get an opportunity to execute the special chart 2 game as a result of changing the playing method.

[0301] The timing chart of the mode transition effect execution period shown in Figure 25 shows how, when the special chart 1 game is executed 500 times, i.e., when the ceiling is reached, a time reduction b occurs and the game transitions from game state A to game state B, the mode transition effect is executed when the special chart 1 game is executed in game state B prior to reaching the ceiling.

[0302] For example, the gaming machine 10 transitions from gaming state A to gaming state B after the 500th execution of the special chart 1 game. The gaming machine 10 is in gaming state A until the 500th execution of the special chart 1 game, but the effect type is normal until the 499th execution of the special chart 1 game. The gaming machine 10 executes the mode transition effect from the start of the 500th execution of the special chart 1 game, and since there is no trigger to execute the special chart 2 game during the 501st execution of the special chart 1 game, when there is a trigger to execute the 502nd execution of the special chart 1 game, the gaming machine 10 executes the 502nd execution of the special chart 1 game. The gaming machine 10 continues to execute the mode transition effect during the 502nd execution of the special chart 1 game. If there is a trigger to execute the special chart 2 game during the 502nd execution of the special chart 1 game, even if there is a trigger to execute the 503rd execution of the special chart 1 game, the gaming machine 10 executes the special chart 2 game, which is the 503rd execution of the special chart 1 game and the special chart 1 game. The gaming machine 10 executes the b time-saving mode effect from the start of the special chart 2 game, which is the 503rd time in total including the special chart 1 game. Note that the 500th time in the special chart 1 game is not yet in game state B, so the playing method is not displayed, but a display may be displayed to notify the player that there will be a change in the playing method.

[0303] This allows the gaming machine 10 to more fully secure the period for executing the mode transition effect while there is an opportunity to execute the special chart 1 game, and also allows the player to cancel the mode transition effect at their will to get an opportunity to execute the special chart 2 game as a result of changing the way they play.

[0304] The timing chart of the mode transition effect execution period shown in Figure 26 shows how the mode transition effect is executed when the special chart 1 game is executed in game state B, with the 501st variable display time of the special chart 1 game being sufficient time to execute the mode transition effect in advance.

[0305] For example, the gaming machine 10 transitions from gaming state A to gaming state B after 500 executions of the special chart 1 game. The gaming machine 10 is in gaming state A until the 500th execution of the special chart 1 game, and the type of presentation is normal presentation. The gaming machine 10 executes the mode transition presentation from the start of the 501st execution of the special chart 1 game. At this time, the variable display time of the 501st execution of the special chart 1 game is set in advance to be time t100 (= t1 + t2 + t3 + t4 + t5 + t6). Note that the variable display time of the 501st execution of the special chart 1 game may be a value other than time t100.

[0306] This allows the gaming machine 10 to more fully secure the mode transition effect execution period over the 501st variable display time of the special game 1, and also to secure time to trigger the execution of the special game 2. In addition, the gaming machine 10 can cancel the play method guidance loop effect of the mode transition effect at the player's will to trigger the execution of the special game 2 as a result of changing the play method.

[0307] Note that the 501st variable display time of the special chart 1 game is set in advance only when the number of times the special chart 1 game has been played can be reliably determined, and may not be set in advance when the number of times the special chart 1 game has been played cannot be reliably determined. For example, the gaming machine 10 sets the 501st variable display time of the special chart 1 game in advance when it is counting the number of times the special chart 1 game has been played since the last jackpot without including power interruptions, and does not set the 501st variable display time of the special chart 1 game in advance when no jackpot has occurred since power was turned on. Note that whether or not to set the 501st variable display time of the special chart 1 game in advance may be determined based on other conditions.

[0308] In addition, the gaming machine 10 determines in advance the variable display time for the 501st special game in order to ensure a sufficient period for executing the mode transition effect, but a variable display time shorter than normal may be determined in advance to quickly consume the start memory of the special game in 1. In this case, when the start memory of both the special game in 1 and the start memory of the special game in 2 are exhausted and the gaming machine 10 enters a customer waiting state, the gaming machine 10 may perform a mode transition effect instead of or in addition to the customer waiting effect.

[0309] Furthermore, the gaming machine 10 may not only determine in advance the 501st variable display time of the special chart 1 game, but may also determine in advance the variable display time of the 502nd and subsequent special chart 1 games in preparation for the 502nd and subsequent variable display times of the special chart 1 game.

[0310] Furthermore, the gaming machine 10 may set the 501st variable display time of the special chart 1 game to a time that can more sufficiently secure the mode transition effect execution period, and may set the 502nd and subsequent variable display times of the special chart 1 game to a time that is shorter than normal. Furthermore, when the gaming machine 10 enters a customer waiting state and performs a mode transition effect instead of or in addition to performing a customer waiting effect, the 501st variable display time of the special chart 1 game may not secure a time that is sufficient to perform the mode transition effect execution period.

[0311] In addition, the variable display time that is shorter than normal may be the minimum time that can be set in normal game mode, the minimum time that can be set in time-saving game mode, or any arbitrary time that is set shorter than normal with the aim of using up the starting memory number of the special chart 1 game.

[0312] The timing chart of the mode transition effect execution period shown in Figure 27 shows how the mode transition effect continues to be executed even after the 501st execution of the special chart 1 game, even when the machine enters a waiting state for customers. For example, the gaming machine 10 transitions from gaming state A to gaming state B after the 500th execution of the special chart 1 game. The gaming machine 10 is in gaming state A until the 500th execution of the special chart 1 game, and the type of effect is normal. The gaming machine 10 executes the mode transition effect from the start of the 501st execution of the special chart 1 game, and enters a customer waiting state because neither the special chart 1 game nor the special chart 2 game is triggered to be executed during the 501st execution of the special chart 1 game. The gaming machine 10 continues to execute the mode transition effect even while in the customer waiting state. When the gaming machine 10 is triggered to execute the special chart 2 game while in the customer waiting state, it executes the special chart 2 game, which is the 502nd time in total including the special chart 1 game. The gaming machine 10 executes the b time-saving mode effect from the start of the execution of the special chart 2 game, which is the 502nd time in total including the special chart 1 game.

[0313] As a result, the gaming machine 10 can ensure a period for executing the mode transition effect until an opportunity to execute the special chart 2 game occurs even if there is no opportunity to execute the special chart 1 game, and can cancel the mode transition effect at the player's will to get an opportunity to execute the special chart 2 game as a result of changing the playing method.

[0314] The gaming machine 10 (including modified examples) of the first embodiment described above has the following characteristics in one aspect. Conventional gaming machines lack consistency as the gameplay becomes more diverse, and the contribution of the diversification of gameplay to increasing interest is limited. The gaming machine 10 of the first embodiment provides a gaming machine that can increase interest through diverse gameplay.

[0315] (1) A gaming machine (for example, the gaming machine 10) includes a presentation means (for example, the display device 41, the speakers 19a, 19b) capable of executing a predetermined presentation, and a control means (for example, a game state B) for controlling a transition from a first game state (for example, a game state A) that mainly enables the execution of a first game (for example, a special game 1) to a second game state (for example, a game state B) that mainly enables the execution of a second game (for example, a special game 2) when a predetermined condition is satisfied (for example, a time-saving trigger b). The control means includes a technique control device 100, a presentation control device 300, and when the first game is executed in the second game state immediately after the transition without receiving an opportunity to execute the second game, the control means enables the presentation means to execute a state transition presentation (for example, a mode transition presentation) across two or more first games, and when an opportunity to execute the second game is received, the control means enables the presentation means to switch the state transition presentation being executed to a state mid-presentation corresponding to the second game state (for example, a time-saving mode presentation b) (Figures 20, 24 to 27).

[0316] (2) The control means of (1) switches the state transition effect being executed by the effect means to the state in-effect corresponding to the second gaming state at the start of execution of the second game (FIGS. 24 to 27). (3) The gaming machine of (2) includes an auxiliary effect means (for example, a sub-display device 41a, a display area subordinate to the display device 41), and the state transition effect is continued by the auxiliary effect means (FIG. 23).

[0317] (4) The rendering means of (2) includes a first display device, and the auxiliary rendering means includes a second display device (for example, sub-display device 41a) different from the first display device (FIG. 23). (5) The presentation means of (2) includes a first display area of ​​the first display device, and the auxiliary presentation means includes a second display area of ​​the first display device that is different from the first display area (for example, a display area that is subordinate to display device 41) (Figure 23).

[0318] (6) After executing the state transition presentation for a predetermined time, the control means of (1) switches the state transition presentation being executed by the presentation means to a mid-state presentation corresponding to the second game state (FIG. 21(2)). The predetermined time of (7) and (6) is the execution time of a state transition effect prepared in advance (for example, pattern p4) (FIG. 21(2)).

[0319] The predetermined time of (8) and (6) is shorter than the execution time of the state transition effect prepared in advance (for example, pattern p1 to p3) (FIG. 21(2)). The state transition effect of (9)(6) is an effect that loops at a first time (for example, t40), and the predetermined time is the first time (FIG. 21(2)).

[0320] The state transition effect of (10)(6) is an effect that loops over a first time period, and the predetermined time period is shorter than the first time period (FIG. 21(2)). The state transition effect of (11)(6) is an effect in which a first effect is executed at a first time (for example, t30) and then a second effect different from the first effect is looped at a second time (for example, t6), and the predetermined time is the first time (Figure 21(2)).

[0321] The predetermined time in (12)(11) is the sum (for example, t40) of the first time (for example, t30) and the second time (for example, t6) (FIG. 21(2)). The predetermined time (13)(11) is greater than the first time and shorter than the sum of the first time and the second time (FIG. 21(2)).

[0322] (14) The gaming machine of (1) includes a detection means (for example, a presentation button 25 (push button)) capable of detecting a player's operation, and the control means detects the operation using the detection means and switches the state transition presentation being executed by the presentation means to a state mid-presentation corresponding to the second gaming state (Figure 22).

[0323] (15) The control means of (1) enables the state transition presentation being executed by the presentation means to be switched to a state mid-presentation corresponding to the second game state when the first game results in a predetermined result (for example, a jackpot) before the trigger for executing the second game is obtained (Figure 23).

[0324] (16) The control means (1) enables the state transition presentation to be executed by the presentation means from before the transition (FIG. 25). (17) (1) When the control means executes the first game in the second gaming state immediately after the transition without receiving an opportunity to execute the second game, the control means determines the variable display time of the first game before receiving an opportunity to execute the first game (Figure 26).

[0325] (18) The control means of (17) can switch the state transition presentation being executed by the presentation means to a state mid-presentation corresponding to the second game state after executing the state transition presentation for a predetermined time, and the variable display time of the game is a predetermined time (Figure 23).

[0326] The control means of (19)(17) does not determine the variable display time of the game before the opportunity to execute the game is obtained until the first winning is derived after power-on (FIG. 23). (20) The state transition effect of (1) includes a guide display that guides how to play (for example, guide displays 516 and 522 for how to play) (FIGS. 17 to 19).

[0327] The effects during the states (21) and (20) include a guide display 516 for how to play (Figure 16). (22) The guidance display included in the state transition effect of (21) includes a display mode (for example, playing method guidance display 516, 522) different from the guidance display included in the state in-effect (FIGS. 17 to 19).

[0328] (23) The control means of (22) can switch the state transition presentation being executed by the presentation means to a state mid-presentation corresponding to a second game state after executing the state transition presentation for a predetermined time, and the guidance display included in the state transition presentation is in a first display mode until the predetermined time has elapsed, and after the predetermined time has elapsed, is in a second display mode different from the first display mode.

[0329] The control means (24)(1) prioritizes the state transition presentation over the customer waiting presentation (Figure 18). (25) The control means (1) enables the second game to be played in priority over the first game (FIG. 13).

[0330] (26) The control means (1) enables the first game or the second game to be played in the order in which the trigger for playing the game is received (FIG. 13). (27) (1) When the control means executes the first game in the second game state after transition from the first game state without receiving an opportunity to execute the second game, it determines the variable display time of the first game before receiving an opportunity to execute the first game (Figure 26).

[0331] (28) A gaming machine (for example, gaming machine 10) includes presentation means (for example, display device 41, speakers 19a, 19b) capable of executing a predetermined presentation, and control means (for example, gaming control device 100, presentation control device 300) for controlling a transition from a first gaming state (for example, gaming state A) that mainly enables the execution of a first game (for example, special chart 1 game) to a second gaming state (for example, gaming state B) that mainly enables the execution of a second game (for example, special chart 2 game) when a predetermined condition is met (for example, b time-saving trigger), and the control means, when executing a first game in the second gaming state immediately after the transition without receiving an opportunity to execute the second game, enables the presentation means to execute a state transition presentation (for example, mode transition presentation) across two or more first games, and continues the state transition presentation being executed by the presentation means when the state transition presentation is being executed by the presentation means and the machine enters a customer waiting state (Figures 20, 24 to 27).

[0332] (29) A gaming machine (for example, gaming machine 10) includes presentation means capable of executing a predetermined presentation, and control means for controlling a transition from a first gaming state that primarily enables the execution of a first game to a second gaming state that primarily enables the execution of a second game upon the establishment of a predetermined condition, and when the first game is executed in the second gaming state immediately after the transition without receiving an opportunity to execute the second game, the control means causes the presentation means to execute a state transition presentation spanning two or more first games, and when the second game is executed, causes the presentation means to switch the state transition presentation being executed to a state mid-presentation corresponding to the second gaming state (FIGS. 20, 24 to 27). Note that, like the gaming machine (1), the gaming machines (28) and (29) can also apply (2) to (27).

[0333] The above processing functions can be realized by a computer. In this case, a program is provided that describes the processing details of the functions that the gaming machine of the embodiment should have. By executing the program on a computer, the above processing functions are realized on the computer. The program describing the processing details can be recorded on a computer-readable recording medium. Examples of computer-readable recording media include magnetic storage devices, optical disks, magneto-optical recording media, and semiconductor memories. Examples of magnetic storage devices include hard disk drives (HDDs), flexible disks (FDs), and magnetic tapes. Examples of optical disks include DVDs (Digital Versatile Disks), DVD-RAMs, and CDs (Compact Disks)-ROM / RWs (ReWritable). Examples of magneto-optical recording media include MOs (Magneto-Optical Disks).

[0334] When distributing a program, for example, the program is recorded on a portable recording medium such as a DVD or CD-ROM and sold. Alternatively, the program can be stored in a storage device of a server computer and transferred from the server computer to other computers via a network.

[0335] A computer that executes a program stores, for example, a program recorded on a portable recording medium or a program transferred from a server computer in its own storage device. The computer then reads the program from its own storage device and executes processing in accordance with the program. Note that the computer can also read the program directly from a portable recording medium and execute processing in accordance with that program. The computer can also execute processing in accordance with the program received each time a program is transferred from a server computer connected via a network.

[0336] At least a part of the above processing functions can also be realized by electronic circuits such as a DSP (Digital Signal Processor), an ASIC (Application Specific Integrated Circuit), or a PLD (Programmable Logic Device).

[0337] The gaming machine of the present invention is not limited to a pachinko gaming machine as shown in the disclosed embodiment, but can be applied to all gaming machines that use gaming balls, such as other pachinko gaming machines, arrange ball gaming machines, mahjong ball gaming machines, and slot machines that use medals.

[0338] Furthermore, the disclosed embodiments are illustrative in all respects and should not be considered limiting. Furthermore, the configurations of the above-described embodiments and modifications may be combined and applied. The scope of the present invention is defined by the claims, not the above description, and is intended to include all modifications within the meaning and scope of the claims. [Explanation of symbols]

[0339] 10 Gaming machines 30 Game Board 41 Display device 100 Game control device 300 Production control device

Claims

1. In a gaming machine in which a player can select either a hitting method of shooting a gaming ball to the left side of a gaming board or a hitting method of shooting a gaming ball to the right side of the gaming board, a presentation means capable of executing a predetermined presentation for presenting the game; a control means for controlling a transition from a first gaming state in which a first game and a second game can be executed and in which the first game can be executed mainly by selecting one of the playing methods to a second gaming state in which the second game can be executed mainly by selecting the other of the playing methods when a predetermined condition is met; Including, The control means a reservation storage means for storing the number of rights to play the first game as a first reservation storage number and the number of rights to play the second game as a second reservation storage number; The production means is a display means capable of displaying predetermined effect displays in a first display area, a second display area larger than the first display area, and a third display area; A numeric display corresponding to the first reserved memory number and a numeric display corresponding to the second reserved memory number can be displayed side by side in the first display area, In the second gaming state after the transition, when the first game is executed without being triggered to execute the second game, a first guidance display that guides the player on how to play across two or more of the first games can be displayed in the second display area with the numerical displays displayed side by side in the first display area, and when the second game is executed with being triggered to execute the second game, a second guidance display that guides the player that the player is in the second gaming state can be displayed in the third display area. When the first guidance display is displayed in the second display area across the two or more first games with the number displays displayed side by side in the first display area, the first guidance display is terminated when the first reserved memory number does not increase; in a state where the number displays are displayed side by side in the first display area and the first guide display is displayed in the second display area across the two or more first games, when a power outage occurs and the game is restored, the second guide display is displayed in the third display area without re-displaying the first guide display; Gaming machine.

2. the first guidance display includes a notification of a condition for ending the first guidance display and a notification of a condition for continuing the first guidance display; The gaming machine according to claim 1.

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