gaming machines

The gaming machine enhances player engagement by incorporating operation means for controlling special games with variable effects and vibrations, addressing the low interest issue in conventional machines.

JP7734448B2Active Publication Date: 2025-09-05KYORAKU IND CO LTD
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Patent Information

Application Number
JP2024054617
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-03-28
Publication Date
2025-09-05
Estimated Expiration
2041-03-09

AI Technical Summary

Technical Problem

Conventional gaming machines suffer from low gaming interest due to lack of engaging gameplay elements.

Method used

A gaming machine equipped with operation means such as effect buttons and cross keys that allow players to control special games, featuring variable effects, vibration, and suggestive effects to enhance player engagement, including preliminary judgments and multiple symbol executions.

Benefits of technology

Increases player enjoyment by creating anticipation and excitement through varied gameplay experiences.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of increasing interest of a game.SOLUTION: Vibration performances executed during a variation performance include a first vibration performance that is executed by an operation during a valid operation period and a second vibration performance in which the valid operation period does not occur. The second vibration performance includes a first performance and a second performance that is executed at a different timing from the first performance, and has a different vibration mode from that of the first performance. A predetermined performance and the first performance can be executed according to a read-ahead result. The expectation of a big winning is higher when the first performance is executed than when the predetermined performance is executed in a predetermined period after the start of the variation performance. In the predetermined period during the variation performance, the first vibration performance and the first performance can be executed without overlapping in the performance period, and the ease of execution of the first performance in the predetermined period during the variation performance differs between a first game state and a second game state. The second performance is executed when a suggestion performance of a big winning is executed in a big winning variation performance, and vibration modes are different between the first performance and an initial vibration after the start of power supply.SELECTED DRAWING: Figure 73
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Description

[Technical Field]

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

[0002] In conventional gaming machines, it is common for a gaming machine to determine whether or not to execute a special game that is advantageous to the player based on judgment information obtained when a starting condition is met, and then execute a game presentation (variable presentation) according to the result of that judgment.

[0003] Among such gaming machines, there are also known ones that use predetermined effect devices (effect buttons, movable members, lamps, image display devices, etc.) to perform effects (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Publication No. 2019-033816 Summary of the Invention [Problem to be solved by the invention]

[0005] However, conventional gaming machines such as those described in the above patent documents have the problem of low gaming interest.

[0006] The present invention has been made in consideration of the above-mentioned problems, and has as its object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0007] In order to solve the above problems, according to the present invention, a gaming machine capable of controlling the progress of a special game (jackpot game) advantageous to a player is provided with operation means (effect button, cross key, effect lever) that can be operated by a player, and is capable of executing a variable effect of a plurality of symbols (effect symbol, effect symbol + special symbol, special symbol only) according to judgment information (special symbol judgment information) acquired based on the establishment of an acquisition condition (ball entering the starting hole), and is capable of executing a preliminary judgment corresponding to the judgment information in which the variable effect has not yet been executed, and is capable of control to a second gaming state (specific gaming state) that is more advantageous to a player than a first gaming state (normal gaming state), and is capable of executing an initial vibration that vibrates the operation means after the start of power supply, and during the execution of the variable effect, the plurality of symbols To make the player look forward to the execution of the special game Reach or Notifying that the special game will be executedIt is possible to execute predetermined effects (prediction effect effects, prediction action effects, for example, changing the icon to blue, etc.) that make the player expect a special mode to occur, vibration effects that vibrate the operation means, and suggestive effects (pattern alignment, c-pattern alignment, confirmation effects, etc.) that are executed when the multiple symbols are displayed as the special mode, and the operation means includes a first operation means (effect button) that vibrates in the vibration effects, and a second operation means (cross key, effect lever) different from the first operation means, and when the vibration effects are executed while the second operation means is being operated, the vibration related to the vibration effects The vibration effects are transmitted to the player via the second operating means, and include a first vibration effect (a vibration effect at the time of a dialogue preview effect, a pseudo consecutive effect, a development effect, a cut-in effect, a successful decision effect, etc.) that is executed in response to the operation of the first operating means during the occurrence of an operation prompt display in the operation valid period, and a second vibration effect (a vibration effect at the time of a pre-reading vibration effect, a step-up preview effect, a pattern alignment, a c pattern alignment, a confirmation effect) that is executed without generating the operation prompt display, and the timing at which the vibration starts for the second vibration effect is determined in advance, and The first effect (predictive vibration effect, etc.) is executed at a predetermined timing, and the second effect (vibration effect when symbols are aligned, when symbols c are aligned, and when a fixed effect is executed) is executed at a timing different from the first effect, and the predetermined effect and the first effect can be executed according to the advance determination, and in a predetermined period after the start of the variable effect (until the first high-speed fluctuation of the effect symbol 70a is completed), the expectation of the special game being executed is higher when the first effect is executed than when the predetermined effect is executed, and in the predetermined period, the first vibration effect (auction It is possible to execute the first performance (vibration performance during the notice performance) so that the performance periods do not overlap, and the ease of execution of the first performance in a predetermined period after the start of the variable performance differs between the first game state and the second game state, the second performance is not executed in the variable performance in which the plurality of symbols do not become the special mode, and can be executed when the suggestive performance is executed in the variable performance in which the plurality of symbols become the special mode, and the operation means can vibrate in different modes between the initial vibration and the first performance, and the variable performance includes:The first variable effect (variable effect corresponding to a first special symbol) according to the determination information acquired based on the establishment of a first acquisition condition, and the second variable effect (variable effect corresponding to a second special symbol) according to the determination information acquired based on the establishment of a second acquisition condition, and the execution of the vibration effect is restricted during a predetermined period of the first variable effect in the second gaming state (for example, a pre-reach performance period, a period from the start of the variation to the alignment of symbols), but multiple types of vibration effects can be executed during a predetermined period of the first variable effect in the first gaming state (for example, a pre-reach performance period, a period from the start of the variation to the alignment of symbols), or there are more types of vibration effects that can be executed during the first variable effect in the first gaming state than during the first variable effect in the second gaming state. [Effects of the Invention]

[0008] According to the present invention, it is possible to increase the enjoyment of the game. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 2 is a diagram showing an example of a front view of the gaming machine. [Figure 2] FIG. 10 is a rear view showing the state in which each unit is assembled to the base frame body. [Figure 3] FIG. 3 is a partially exploded perspective view of FIG. 2. [Figure 4] FIG. [Figure 5] FIG. 2 is an exploded perspective view including the base of the main board case. [Figure 6] FIG. 2 is a rear perspective view of the main board case when disassembled. [Figure 7] FIG. 2 is a diagram for explaining the structure of a main control board. [Figure 8] FIG. 10 is a front view of the main board case when the main control board is stored. [Figure 9] FIG. 2 is a diagram showing an example of a block diagram of the entire gaming machine. [Figure 10] FIG. 10 is a diagram showing an example of a jackpot determination table. [Figure 11]FIG. 10 is a diagram showing an example of a special symbol determination table. [Figure 12] A figure showing an example of a normal special chart variation pattern determination table. [Figure 13] This is a diagram showing an example of a special chart change pattern determination table for special / normal time-saving. [Figure 14] A figure showing an example of a special chart fluctuation pattern determination table for special time reduction. [Figure 15] FIG. 10 is a diagram illustrating an example of a pre-determination table. [Figure 16] FIG. 10 is a diagram showing an example of a game status setting table. [Figure 17] FIG. 2 is a diagram showing main processing in the main control board. [Figure 18] FIG. 10 is a diagram showing timer interrupt processing in the main control board. [Figure 19] FIG. 10 is a diagram showing input control processing in the main control board. [Figure 20] A diagram showing the first start port detection switch input processing on the main control board. [Figure 21] A diagram showing the second start port detection switch input processing on the main control board. [Figure 22] A diagram showing the special diagram special electric control processing on the main control board. [Figure 23] A diagram showing the special pattern memory determination process on the main control board. [Figure 24] A diagram showing the special chart variation pattern determination process on the main control board. [Figure 25] A diagram showing the special pattern variation processing on the main control board. [Figure 26] A diagram showing the jackpot game ending processing on the main control board. [Figure 27] FIG. 10 is a diagram showing the main processing in the performance control unit. [Figure 28] A diagram showing timer interrupt processing in the performance control unit. [Figure 29] A diagram showing customer waiting performance processing in the performance control unit. [Figure 30]FIG. 10 is a diagram illustrating an example of a demonstration waiting time determination table. [Figure 31] A diagram showing menu operation processing in the performance control unit. [Figure 32] A diagram showing a pre-reading type performance processing in the performance control unit. [Figure 33] FIG. 10 is a diagram showing the icon change effect determination process in the effect control unit. [Figure 34] FIG. 10 is a diagram illustrating an example of an icon final display mode determination table. [Figure 35] FIG. 10 is a diagram illustrating an example of a change scenario determination table. [Figure 36] A diagram showing the icon change effect execution process in the effect control unit. [Figure 37] A figure showing an example of a change pattern determination table for a hold icon. [Figure 38] 10A is a diagram showing an example of a one-stage change pattern determination table for the icon, and FIG. 10B is a diagram showing an example of a two-stage change pattern determination table for the icon. [Figure 39] A diagram showing the continuous preview performance determination process in the performance control unit. [Figure 40] FIG. 10 is a diagram showing an example of a continuous notice type determination table for presentation modes A to C (normal gaming state). [Figure 41] FIG. 10 is a diagram showing an example of a continuous notice type determination table for presentation modes D to H (specific game states). [Figure 42] FIG. 10 is a diagram showing an example of a continuous preview effect scenario determination table for effect modes A to C (normal gaming state). [Figure 43] FIG. 10 is a diagram showing an example of a continuous preview effect scenario determination table for effect modes D to H (specific game states). [Figure 44] A diagram showing the continuous preview performance execution process in the performance control unit. [Figure 45] A diagram showing the lamp change performance execution process in the performance control unit. [Figure 46] A diagram showing the process of determining the light-emitting effect when a prize is won in the effect control unit. [Figure 47] FIG. 10 is a diagram showing an example of a winning light-emitting effect pattern determination table. [Figure 48] A diagram showing the variable presentation pattern determination process in the presentation control unit. [Figure 49] FIG. 10 is a diagram showing an example of a variable presentation pattern determination table for presentation modes A to C (normal gaming state). [Figure 50] FIG. 10 is a diagram showing an example of a variable presentation pattern determination table for presentation modes D to G (specific game states). [Figure 51] A figure showing an example of a variable presentation pattern determination table for presentation mode H (specific game state). [Figure 52] A diagram showing the timer performance determination process in the performance control unit. [Figure 53] FIG. 10 is a diagram illustrating an example of an event timer count determination table. [Figure 54] FIG. 10 is a diagram showing an example of a first suggestive event determination table for one timer. [Figure 55] FIG. 10 is a diagram showing an example of a second suggestive event determination table for two timers. [Figure 56] FIG. 10 is a diagram illustrating an example of an update pattern determination table. [Figure 57] A diagram showing the process of determining the jackpot preview effect in the effect control unit. [Figure 58] This is a diagram showing an example of a feature notification determination table at the start of fluctuation for presentation modes A to C (normal gaming state). [Figure 59] This is a diagram showing an example of a variation start role prediction determination table for presentation modes D to H (specific game states). [Figure 60] FIG. 10 is a diagram showing an example of a reach-before-notification determination table for presentation modes A to C (normal gaming state). [Figure 61] FIG. 10 is a diagram showing an example of a reach-before-notification determination table for presentation modes D to H (specific game states). [Figure 62] FIG. 10 is a diagram showing an example of a dialogue preview pattern determination table. [Figure 63]FIG. 10 is a diagram showing an example of a step-up notice pattern determination table. [Figure 64] FIG. 10 is a diagram showing an example of a pseudo consecutive effect pattern determination table. [Figure 65] FIG. 10 is a diagram showing an example of a development effect pattern determination table. [Figure 66] FIG. 10 is a diagram showing an example of a cut-in effect pattern determination table. [Figure 67] FIG. 10 is a diagram showing an example of a deciding effect pattern determination table. [Figure 68] FIG. 10 is a diagram showing an example of a re-lottery effect pattern determination table. [Figure 69] FIG. 10 is a diagram showing an example of a fixed effect pattern determination table. [Figure 70] This is a diagram showing the proportion of the advance notice limit period for the miss variable presentation of presentation modes A to C. [Figure 71] This is a diagram showing the percentage of the advance notice limit period for the miss variable effects of effect modes D to G. [Figure 72] This figure shows the percentage of the advance notice limit period for the miss variable presentation in presentation mode H. [Figure 73] FIG. 10 is a diagram showing the types of vibration effects for each effect mode. [Figure 74] FIG. 2 is a diagram illustrating a main process in the central control unit. [Figure 75] A diagram showing the initial processing of the reels in the lamp control unit. [Figure 76] FIG. 10 is a diagram illustrating a return-to-origin process in the lamp control unit. [Figure 77] FIG. 10 is a diagram illustrating an initial operation process in a lamp control unit. [Figure 78] FIG. 10 is a diagram showing an example of a board role initial operation pattern determination table. [Figure 79] FIG. 10 is a diagram showing an example of a frame role initial operation pattern determination table. [Figure 80] This figure shows a specific example of when there are no recovery abnormalities in various reels after power is turned on. [Figure 81] 10A and 10B are diagrams illustrating a specific example in which the second movable member has a return abnormality after power is turned on. [Figure 82] 10A and 10B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is turned on. [Figure 83] A figure showing a specific example of when there is a recovery abnormality in the effect button after power is turned on. [Figure 84] This figure shows a specific example of when there are no recovery abnormalities in various reels after power is restored. [Figure 85] 10A and 10B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is restored. [Figure 86] 10A and 10B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is restored. [Figure 87] A figure showing a specific example of when there is a recovery abnormality in the effect button after power is restored. [Figure 88] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is reserved memory. [Figure 89] 10A and 10B are diagrams illustrating a specific example of a case where a power-on command is not normally received when the power is turned on. [Figure 90] 10A and 10B are diagrams illustrating a specific example of a case where a power restoration designation command is not normally received when the power is turned on. [Figure 91] 10A and 10B are diagrams illustrating specific examples of a case where power-on commands (power-on command, power-restoration command) cannot be received normally when the power is turned on. [Figure 92] FIG. 10 is a diagram showing a specific example 1 in which power supply to only the main control board is stopped and then restarted. [Figure 93] FIG. 10 is a diagram showing a specific example 2 in which power supply to only the main control board is stopped and then restarted. [Figure 94] FIG. 10 is a diagram showing a specific example 3 in which power supply to only the main control board is stopped and then restarted. [Figure 95] FIG. 10 is a diagram showing a specific example 4 in which power supply to only the main control board is stopped and then restarted. [Figure 96] FIG. 10 is a diagram showing a first modified example in which power supply to only the main control board is stopped and then restarted. [Figure 97]FIG. 10 is a diagram showing a second modified example in which power supply to only the main control board is stopped and then restarted. [Figure 98] 10A and 10B are diagrams illustrating a modified example in which the second movable member has a return abnormality after power is turned on. [Figure 99] A diagram showing a modified example of the initial processing of the reels in the lamp control unit. [Figure 100] This figure shows a specific example of when there are no recovery abnormalities in various reels after power is turned on. [Figure 101] 10A and 10B are diagrams illustrating a specific example in which the second movable member has a return abnormality after power is turned on. [Figure 102] 10A and 10B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is turned on. [Figure 103] A figure showing a specific example of when there is a recovery abnormality in the effect button after power is turned on. [Figure 104] This figure shows a specific example of when there are no recovery abnormalities in various reels after power is restored. [Figure 105] 10A and 10B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is restored. [Figure 106] 10A and 10B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is restored. [Figure 107] A figure showing a specific example of when there is a recovery abnormality in the effect button after power is restored. [Figure 108] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is reserved memory. [Figure 109] 10A and 10B are diagrams illustrating a specific example of a case where a power-on command is not normally received when the power is turned on. [Figure 110] 10A and 10B are diagrams illustrating a specific example of a case where a power restoration designation command is not normally received when the power is turned on. [Figure 111] 10A and 10B are diagrams illustrating specific examples of when power-on commands (power-on command, power-restoration command) cannot be received normally when the power is turned on. [Figure 112] FIG. 10 is a diagram showing a specific example 1 in which power supply to the main control board 110 is restarted after being stopped. [Figure 113] FIG. 10 is a diagram showing a specific example 2 in which power supply to the main control board 110 is restarted after being stopped. [Figure 114] FIG. 10 is a diagram showing a specific example 3 in which power supply to the main control board 110 is stopped and then restarted. [Figure 115] FIG. 10 is a diagram showing a specific example 4 in which power supply to the main control board 110 is stopped and then restarted. [Figure 116] 10A and 10B are diagrams showing specific examples of when the connection state of various detection means changes while waiting for customers. [Figure 117] 10A and 10B are diagrams showing specific examples of when the operating unit is operated while waiting for customers. [Figure 118] FIG. 10 is a diagram showing a specific example of customizing the performance while waiting for customers. [Figure 119] This is a timing chart showing when the variable effect starts from the waiting state for customers. [Figure 120] This is a diagram showing an example of a performance in which a variable performance starts from a waiting state for customers. [Figure 121] This is a diagram showing the continuation of the example of a performance in which a variable performance starts from a waiting state for customers. [Figure 122] This is a timing chart showing the increase in the number of reserved balls during the variable performance. [Figure 123] A figure showing an example of a presentation in which the number of reserved balls increases during a variable presentation. [Figure 124] This is a timing chart showing the number of pending orders increasing immediately after decreasing. [Figure 125] This figure shows an example of a presentation in which the number of reserved items increases immediately after decreasing. [Figure 126] This is a timing chart showing the increase in the number of reserved balls during a specific reach performance. [Figure 127] A figure showing an example of a presentation in which the number of reserved balls increases during a specific reach presentation. [Figure 128] This is a timing chart showing the increase and decrease in the number of reserved balls before and after the end of a specific game state. [Figure 129] This figure shows an example of a presentation in which the number of reserved balls increases or decreases before or after the end of a specific game state. [Figure 130]This figure shows the continuation of the example presentation in which the number of reserved balls increases or decreases before and after the end of a specific game state. [Figure 131] A figure showing an example of a presentation when a player changes a presentation element during the first variable presentation in a specific game state. [Figure 132] A figure showing an example of a presentation when a player changes a presentation element during the second variable presentation in a specific game state. [Figure 133] A figure showing an example of a performance when a pre-reading action performance and a step-up preview performance are executed. [Figure 134] This figure shows the continuation of the example of a performance when a pre-reading action performance and a step-up preview performance are executed. [Figure 135] A figure showing an example of a performance when a pre-reading vibration performance and a dialogue preview performance are executed. [Figure 136] This figure shows the continuation of the example of the performance when a pre-reading vibration performance and a dialogue preview performance are executed. [Figure 137] FIG. 10 is a diagram showing an example of a presentation in which a pseudo consecutive presentation is executed before a reach presentation. [Figure 138] FIG. 10 is a diagram showing an example of a presentation in which a pseudo consecutive presentation is executed after a reach presentation. [Figure 139] This is a diagram showing an example of a presentation when a development presentation is executed and an SP reach presentation is executed. [Figure 140] This is a diagram showing an example of a presentation when a development presentation is executed and an SPSP reach presentation is executed. [Figure 141] This is a diagram showing an example of a presentation in which a cut-in presentation is executed during an SP reach presentation, resulting in a jackpot. [Figure 142] This is a diagram showing the continuation of the example of a presentation in which a cut-in presentation is executed during an SP reach presentation, resulting in a jackpot. [Figure 143] This is a diagram showing example 1 of the presentation in which a deciding presentation is executed during the SPSP reach presentation, resulting in a jackpot. [Figure 144] This is a diagram showing the continuation of presentation example 1 when a deciding presentation is executed during the SPSP reach presentation, resulting in a jackpot. [Figure 145]This is a diagram showing example 2 of the presentation in which a deciding presentation is executed during the SPSP reach presentation, resulting in a jackpot. [Figure 146] This is a diagram showing the continuation of presentation example 2 when a deciding presentation is executed during the SPSP reach presentation, resulting in a jackpot. [Figure 147] A diagram showing the execution timing of the timer effect for each variable effect pattern. [Figure 148] This is a diagram showing an example of a presentation in which two timer presentations are executed during a variable presentation. [Figure 149] This figure shows an example of a presentation in which a special SP reach presentation is executed in the second variable presentation in presentation mode A (normal game state) and a jackpot is achieved. [Figure 150] This is a diagram showing an example of a presentation in which a chance presentation is executed in the first variable presentation in presentation mode G (specific game state) and a jackpot is achieved. [Figure 151] This is a diagram showing an example of a presentation in which a special mission presentation is executed during a jackpot. [Figure 152] 10A to 10C are diagrams showing examples of opening and ending effects for jackpot games in each game state. [Figure 153] A figure showing examples of opening and ending effects for a jackpot game during a special time-saving game state. [Fig. 154] A figure showing an example of a presentation when a special time-saving game state occurs. [Figure 155] This figure shows an example of a presentation when a special time-saving game state that occurs without a jackpot history ends. [Figure 156] This figure shows an example of a presentation when a special time-saving game state that occurs when there is a jackpot history ends. [Figure 157] This figure shows an example of the presentation when power supply to the gaming machine is stopped and then resumed while the icon change presentation and lamp change presentation are being executed. [Figure 158] This figure shows the continuation of the example of the presentation when power supply to the gaming machine is stopped and then resumed while the icon change presentation and lamp change presentation are being executed. [Figure 159]This figure shows an example of a presentation that occurs when power supply to a gaming machine is stopped and then resumed while a pre-reading effect presentation, a pending icon change presentation, and a lamp change presentation are being executed. [Figure 160] This figure shows the continuation of the example of the performance when power supply to the gaming machine is stopped and then resumed while the pre-reading effect performance, the pending icon change performance, and the lamp change performance are being executed. [Figure 161] 10 is a timing chart 1 showing a case where a command cannot be received normally. [Figure 162] This is an example of the effects at various timings in Timing Chart 1. [Figure 163] 10 is a timing chart 2 showing a case where a command cannot be received normally. [Fig. 164] This is example 1 of the performance at various timings in timing chart 2. [Figure 165] This is example 2 of the performance at various timings in timing chart 2. [Figure 166] 10 is a timing chart 3 showing a case where a command cannot be received normally. [Figure 167] This is example 1 of the performance at various timings in timing chart 3. [Figure 168] This is example 2 of the performance at various timings in timing chart 3. [Figure 169] 4 is a timing chart 4 showing a case where a command cannot be received normally. [Figure 170] This is an example of the effects at various timings in Timing Chart 4. [Figure 171] 5 is a timing chart 5 when a command cannot be received normally. [Figure 172] This is an example of the effects at various timings in Timing Chart 5. [Figure 173] 6 is a timing chart 6 when a command cannot be received normally. [Fig. 174] This is an example of the effects at various timings in Timing Chart 6. [Figure 175]7 is a timing chart 7 when a command cannot be received normally. [Figure 176] This is an example of the effects at various timings in Timing Chart 7. [Figure 177] 8 is a timing chart 8 when a command cannot be received normally. [Figure 178] This is an example of the effects at various timings in Timing Chart 8. [Figure 179] This is a first modification example when the command cannot be received normally. [Figure 180] This is a second modification example when the command cannot be received normally. [Figure 181] This is a third modification example when the command cannot be received normally. [Figure 182] This is a fourth modified example when the command cannot be received normally. [Figure 183] This is a fifth modified example when the command cannot be received normally. [Figure 184] This is a ninth specific example of a case where a command cannot be received normally. [Figure 185] This is a specific example 10 of when a command cannot be received normally. [Figure 186] This is a specific example 11 of a case where a command cannot be received normally. [Figure 187] This is a twelfth specific example of a case where a command cannot be received normally. [Figure 188] This is a thirteenth specific example of a case where a command cannot be received normally. [Figure 189] This is a 14th specific example of a case where a command cannot be received normally. [Figure 190] This is a specific example 15 of a case where a command cannot be received normally. [Figure 191] This is a specific example 16 of a case where a command cannot be received normally. [Figure 192] FIG. 10 is a diagram showing an example of a front view of a gaming machine according to a second embodiment. [Figure 193] FIG. 11 is a diagram showing an example of a finishing effect pattern determination table in the second embodiment. [Figure 194] FIG. 11 is a diagram showing an example of a frame role object initial operation pattern determination table in the second embodiment. [Figure 195] This is a diagram showing a specific example of a game ball hit from the left side entering the starting hole in normal game mode. [Figure 196] This figure shows a specific example of when a game ball hit from the left side enters the starting hole in a specific game state (a special game state, various time-saving game states). [Figure 197] FIG. 11 is a diagram showing the special icon change effect determination process of the effect control unit in the second embodiment. [Figure 198] 10A is a diagram showing an example of an icon final display mode determination table for a MAX reservation chance, and FIG. 10B is a diagram showing an example of a puzzle reservation chance effect pattern determination table. [Figure 199] A figure showing an example of a presentation when a MAX hold chance presentation is executed. [Figure 200] 10A and 10B are diagrams showing examples of effects when a puzzle reservation chance effect is executed. DETAILED DESCRIPTION OF THE INVENTION

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

[0011] (Configuration of gaming machine) First, the configuration of the gaming machine 1 will be described with reference to Fig. 1. Fig. 1 is an example of a front view of the gaming machine 1 in this embodiment.

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

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

[0014] The game board mounting frame 3 has a mounting portion (not shown) for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 at one horizontal end via a first hinge mechanism portion 6, and is rotatably supported with the first hinge mechanism portion 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.

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

[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in the approximate center portion near the top of the glass frame 4, and a transparent member 8a (glass plate, acrylic plate, etc.) is attached to cover the opening 8 from the rear, making it possible to see the playing area 5a of the playing board 5 attached to the attachment portion of the playing board mounting frame 3 through this opening 8 and the transparent member 8a.

[0017] Around the opening 8 of the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative lamps (LEDs), an upper tray 11 for storing multiple game balls such as those paid out from the payout device 100 described below, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball flow path described below, and a launch operation device 13 for operating the launch of game balls.

[0018] The audio output devices 9 are provided at two locations above the glass frame 4 with a gap between them, and are designed to produce sound (music, voice) effects by outputting background music (BGM), sound effects (SE), etc. A plurality of frame lighting devices 10 are provided around the periphery of the opening 8, and produce lighting effects by changing the direction of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or when a dispensing abnormality, which will be described later, occurs.

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

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

[0021] The effect button device 16 is provided with an effect button 17 (not shown) that can be used to perform operations such as decision operations (operation input), an effect button detection switch 17a (see Figure 9) that detects operations on the effect button 17, and a button drive device 17b (see Figure 9) for driving the effect button 17, allowing the player to input specified information into the gaming machine 1.

[0022] The effect button 17 can emit light for effects by lighting the effect button LED (full color), which is part of the frame lighting device 10 (see FIG. 9), in a predetermined light emission pattern (for example, white, red, or rainbow colors). The effect button 17 can also be moved vertically between a standby position (origin position) located below and an effect position located above by the driving force of a button drive motor, which is part of the button drive device 17b, and a button position detection sensor (not shown) detects that the button is in the origin position. The effect button 17 can also be vibrated in a predetermined vibration pattern by the driving force of a button vibration motor, which is part of the button drive device 17b, to produce an effect, so that the effect button 17 can be operated even while the button vibration motor is vibrating.

[0023] The selection button device 18 is provided with a cross key 19 (not shown) that can be used to perform operations such as selection, and a cross key detection switch 19a (see Figure 9) that is connected to the cross key 19 and detects operations on the cross key 19, allowing the player to input specified information into the gaming machine 1.

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

[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive gaming balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a tray full detection switch 32a (see Figure 9) is provided in the middle of the overflow ball flow path to detect when the lower tray 12 is full of gaming balls, and while the tray full detection switch 32a detects that the lower tray 12 is full, the payout of gaming balls by the payout device 100, which will be described later, is stopped.

[0026] The firing operation device 13 is provided with a base 14 fixed to the glass frame 4, a firing handle 15 rotatably mounted on the base 14, a touch sensor 15a (see FIG. 9) that detects whether the player's hand is touching the firing handle 15, a firing volume 15b (see FIG. 9) made up of a variable resistor whose resistance value changes depending on the rotation angle of the firing handle 15, and a plurality of handle LEDs (frame lighting device 10) that cause the firing handle 15 to emit light in a predetermined manner. When the touch sensor 15a detects that the player's hand is touching the firing handle 15, the ball feeding solenoid 11b is activated and game balls are fed out one by one.

[0027] The game board mounting frame 3 is provided with a game board mounting portion 25 for mounting the game board 5, a launching device 26 for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an opening detection switch 31a for detecting the opening (opening or closing) of the glass frame 4.

[0028] The game board mounting portion 25 is formed in a recessed chamber shape that opens to the front at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting portion 25, and various devices provided on the back side of the game board 5 face the rear of the gaming machine 1 through this opening.

[0029] The launching device 26 is provided with a launching member 28 for launching game balls, a launching solenoid 28b (see FIG. 9) for driving the launching member 28, a launching rail 29 that slopes upward from the launching member 28 toward the lower left end of the game board, and a stopper 30 that stops the game ball A at the launch position, which is the lower end of the slope of the launching rail 29. When the game ball sent out by the ball feeding solenoid 11b is received at the launch position, the game ball A is launched toward the game area 5a by the operation of the launching member 28.

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

[0031] A curved inner rail 35, a curved outer rail 36 located outside the inner rail 35, and a guide member 37 that guides game balls toward the center of the game area 5a are provided near the outer edge of the game board 5. A launched ball guide path 38 that guides game balls launched by the launching device 26 to the upstream part of the game area 5a is formed between the inner rail 35 and the outer rail 36. An outlet 39 is formed at the most downstream part of the game area 5a to guide game balls that have flowed down outside the game area (to the collection part of the game board mounting frame 3).

[0032] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior, and a performance space 40a is formed inside the decorative frame 40. In addition, a warp device 41 is provided on the side of the decorative frame 40 to guide game balls flowing down the game area 5a into the interior of the decorative frame 40, and a stage section 42 is provided below the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.

[0033] At the bottom of the game area 5a, there are multiple (four in this embodiment) general prize openings 43 spaced apart, through which game balls can always enter (win), and when a game ball that has entered (wins) one of these general prize openings 43 is detected by the general prize opening detection switch 43a (see Figure 9), a predetermined number (for example, 10) of game balls are paid out as prize balls from the payout device 100 (not shown) to the upper tray 11.

[0034] On both sides (left and right areas) of the game area 5a, there are provided normal gates 44 (normal start areas) through which the game ball can pass, and when a game ball passing through this normal gate 44 is detected by the gate detection switch 44a (see FIG. 9), a winning lottery for the normal symbol (auxiliary game determination) is held. The winning lottery for the normal symbol will be described later.

[0035] A first start hole 45 (special symbol start area) where game balls can always enter (win) is provided at the bottom of the game area 5a, directly below the stage section 42, and when a game ball that has entered (wins) this first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 9), a predetermined number of game balls (for example, three balls) are paid out as prize balls from the payout device 100 to the upper tray 11. In addition to the payout of prize balls, a jackpot determination (special game determination) of a first special symbol (identification information) described later is made.

[0036] Below the first starting hole 45, there is provided a variable starting section 46 which is converted from a closed state (basic mode) in which it is impossible or difficult for the game ball to enter (score), to an open state (special mode) in which it is possible or easy for the game ball to enter (score), based on the fulfillment of a predetermined condition (winning the lottery for a normal symbol).

[0037] The variable start section 46 is provided with a second start opening 47 (special start area) through which the game ball can enter (enter), a second start opening detection switch 47a (see FIG. 9) that detects the entry (entry) of the game ball into the second start opening 47, a movable member 48 that converts (varies) the second start opening 47 between a closed state and an open state, and a second start opening opening / closing solenoid 48b (see FIG. 9) that converts the movable member 48 between an open and closed state. When the second start opening 47 is in the closed state, it is impossible or difficult for the game ball to enter, and when the second start opening 47 is in the open state, it is possible or easy for the game ball to enter (enter).

[0038] In addition, when a game ball that has entered (entered) the second start hole 47 is detected by the second start hole detection switch 47a, a predetermined number of game balls (for example, three balls) are paid out as prize balls from the payout device 100 to the upper tray 11. In addition to the payout of prize balls, a jackpot determination (special game determination) of the second special symbol (identification information) described later is made.

[0039] Between the first starting hole 45 and the variable starting section 46, a winning hole lamp NR (not shown) is provided to illuminate the first starting hole 45 and the area around the variable starting section 46 in a predetermined manner, and a lighting effect can be created by illuminating it with a board lighting device 76 having multiple lamps (full-color LEDs, etc.).

[0040] Above the guide member 37 and downstream of the regular gate 44 on the right side, there is provided a variable winning section 49 which is converted from a closed state (basic mode) in which the game ball cannot win (enter) to an open state (special mode) in which the game ball can win (enter) based on the fulfillment of a predetermined condition (winning the jackpot judgment for a special pattern).

[0041] The variable winning section 49 is provided with a large prize opening 50 through which a game ball can enter (win), a large prize opening detection switch 50a (see FIG. 9) for detecting the entry of a game ball into the large prize opening 50, an opening / closing member 51 for converting (variably changing) the large prize opening 50 between a closed state and an open state, and a large prize opening opening / closing solenoid 51b for converting the opening / closing member 51 between open and closed. When the large prize opening 50 is in the closed state, it is impossible or difficult for a game ball to win, and when the large prize opening 50 is in the open state, it is possible or easy for a game ball to win (win).

[0042] In addition, when a game ball that has entered (entered) the large prize opening 50 is detected by the large prize opening detection switch 50a, a predetermined number of game balls (for example, 15 balls) are paid out from the payout device 100 to the upper tray 11 as prize balls.

[0043] On the back side of the gaming board 5, there is provided an out-ball flow path that receives and collects gaming balls that have entered the general winning opening 43, the first starting opening 45, the second starting opening 47, and the special winning opening 50 and are detected by the general winning opening detection switch 43a, the first starting opening detection switch 45a, the second starting opening detection switch 47a, and the special winning opening detection switch 50a, as well as gaming balls that have flowed into the outlet 39, and allows them to flow down, and an out-ball detection switch 52a is provided at the most downstream part of the out-ball flow path. Gaming balls that have flowed down this out-ball flow path and are detected by the out-ball detection switch 52a are discharged from the outlet on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).

[0044] Outside the game area 5a, there is provided a main information display device 59 consisting of a first special symbol display device 60, a second special symbol display device 61, a normal symbol display device 62, a first special symbol reserve display device 63, a second special symbol reserve display device 64, and a normal symbol reserve display device 65, a round number display device 66 (see FIG. 9) that displays the number of rounds when a jackpot game (special game mode) described later is executed, a right-hit display device 67 (see FIG. 9) that prompts the player to shoot the game ball toward the right area of ​​the game area 5a during a jackpot game (special game) or a time-saving game state, and a status confirmation display device 68 (see FIG. 9) that indicates that the game is set to a setting change mode or setting confirmation mode described later.

[0045] In addition, a winning probability display sticker (not shown) is attached near the main information display device 59. The winning probability display sticker has printed thereon the winning probability (1 / 285 to 1 / 300) of the jackpot in the gaming machine 1 of this embodiment and a set value (4 to 1). Note that the position where the winning probability display sticker 200 is attached is an example, and is not limited to near the main information display device 59, and may be on the front (surface) of the gaming machine 1.

[0046] The first special pattern display 60 is a variable display for displaying (informing) the result of the jackpot determination for the first special pattern, which is made on the condition that the gaming ball enters (sinks) the first starting hole 45, the second special pattern display 61 is a variable display for displaying (informing) the result of the jackpot determination for the second special pattern, which is made on the condition that the gaming ball enters (sinks) the second starting hole 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of the winning lottery for the normal pattern, which is made on the condition that the gaming ball enters (sinks) the normal gate 44.

[0047] The determination of a jackpot for the first special symbol corresponds to obtaining a random number value for determining a jackpot (first special symbol determination information) when a gaming ball enters (enters) the first starting hole 45, and comparing the obtained random number value for determining a jackpot with the jackpot determination value to determine whether or not there is a "jackpot." When a jackpot determination for the first special symbol is made, the first special symbol is displayed in a variable manner on the first special symbol display 60, and after a predetermined time has passed, the first special symbol, which indicates the lottery result, is displayed stationary. In other words, the stationary display of the first special symbol serves as notification of the lottery result.

[0048] The determination of a jackpot for the second special symbol corresponds to obtaining a random number value for determining a jackpot (second special symbol determination information) when a gaming ball enters (enters) the second starting hole 47, and comparing the obtained random number value for determining a jackpot with the jackpot determination value to determine whether or not there is a "jackpot." When a jackpot determination for the second special symbol is made, the second special symbol display 61 displays a variable second special symbol, and after a predetermined time has passed, the second special symbol, which indicates the lottery result, is displayed stationary. In other words, the stationary display of the second special symbol notifies the result of the lottery.

[0049] The first special symbol display 60 and the second special symbol display 61 are each composed of a plurality of LEDs, and when each special symbol changes, the LED of the corresponding display flashes at a predetermined interval or sequence. When a special symbol is displayed stationary, the LED lights up in a manner that indicates the result of each jackpot determination (jackpot mode, loss mode).

[0050] In this embodiment, "jackpot" refers to a state in which the right to play a jackpot game (special game) is acquired in a jackpot determination (special game determination) of the first special symbol or a jackpot determination (special game determination) of the second special symbol. "Jackpot game" refers to a game state in which a round game in which the jackpot opening 50 is opened in a predetermined manner is played a predetermined number of times (for example, 4 times or 15 times).

[0051] Although the maximum number of times the jackpot opening port 50 can be opened and the maximum opening time for each round of play are predetermined, one round of play ends when a predetermined number of game balls (for example, nine balls) enter the jackpot opening 50 even before the maximum number of times the jackpot opening and the maximum opening time are reached. In other words, the "jackpot game (special game)" is a game state that is advantageous for the player, as it is easy for the player to win prize balls. In this embodiment, any of several types of jackpot games, each with a different degree of advantage to the player, can be generated, as will be described in detail later.

[0052] The winning lottery for the normal symbol corresponds to obtaining a random number value for winning judgment when the gaming ball passes through the normal symbol gate 44, and comparing the obtained random number value for winning judgment with the winning judgment value to determine whether or not there is a "winning" result. When the winning lottery for the normal symbol is performed, the normal symbol display 62 displays a variable normal symbol, and after a predetermined time has passed, the normal symbol is displayed as a static display indicating the lottery result. In other words, the static display of the normal symbol serves as a notification of the lottery result.

[0053] The normal symbol display 62 is composed of one or more LEDs, and the LEDs flash at a predetermined interval or sequence when displaying the normal symbol. When the normal symbol is displayed in a static state, the LEDs light up in a manner that indicates the result of the winning lottery (win or loss).

[0054] In this embodiment, "winning" refers to a state in which the player has acquired the right to play a winning state (auxiliary game) in a winning lottery for a normal symbol. "Winning game (auxiliary game)" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.

[0055] In addition, the maximum number of times and maximum opening time of the second start opening 47 in a winning game (auxiliary game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 9 balls) enter the second start opening 47, the winning game (auxiliary game) ends. In other words, the "winning game (auxiliary game)" is a game state in which the variable display of the second special symbol is likely to be executed (the start condition for the variable display is likely to be met). In this embodiment, multiple types of winning games (auxiliary games) with different degrees of advantage to the player are provided, which will be described in detail later.

[0056] The first special symbol reserved indicator 63 is made up of a plurality of LEDs, and is for displaying the number of rights (first reserved memories) for making a jackpot determination (variable display of the first special symbol) of the first special symbol that is stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner that indicates the number of first reserved memories. Note that up to four first reserved memories can be stored, but the number may be more or less than four.

[0057] The second special symbol reserved indicator 64 is made up of multiple LEDs, and is intended to display the number of rights (second reserved memories) for making a jackpot determination for the second special symbol (variable display of the second special symbol) that is stored when a gaming ball enters (enters) the second starting hole 47, and lights up or flashes in a manner that indicates the number of second reserved memories. Note that up to four second reserved memories can be stored, but the number may be more or less than four.

[0058] The normal symbol reserve indicator 65 is made up of multiple LEDs, and is used to display the number of rights (normal symbol reserve memories) to hold a winning normal symbol lottery (variable display of normal symbols) that are stored when a game ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner that indicates the number of normal symbol reserve memories. Note that up to four normal symbol reserve memories can be stored, but the number may be more or less than four.

[0059] The first special symbol display 60 and / or the second special symbol display 61 can also be configured with a 7-segment LED. For example, if the special symbol jackpot is won, a static "7" is displayed, and if it is lost, a static "-" is displayed, and during the variable display, the LED is alternately turned off and "-". Before the variable display of the special symbol starts, the stopped result of the previous variable display is displayed by lighting up the LED, so when the variable display starts, starting with the LED being turned off makes it easier to understand that the variable display has started.

[0060] The round number indicator 66 is made up of multiple LEDs and is used to display the number of rounds when a jackpot state (special game state) occurs. When a jackpot game starts, the LEDs start lighting up in a predetermined manner to indicate the number of rounds, continue lighting up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has two rounds, only the fourth LED from the left lights up, and if the jackpot game has sixteen rounds, all LEDs light up.

[0061] The right-hit indicator 67 is composed of one LED and is used to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right hit) during a jackpot state (special game state) and a time-limited game state, and the LED lights up during a jackpot state (special game state) and a time-limited game state.

[0062] The status confirmation indicator 68 is composed of a single LED and is used to indicate that the setting change mode (described later) or the setting confirmation mode (described later) is set, and when the setting change mode or the setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or the setting confirmation mode is ended, the LED goes out. In this way, the status confirmation indicator 68, which indicates that the setting change mode or the setting confirmation mode is set, is provided on the front (surface) of the gaming machine, so it is possible to easily check whether the setting change mode or the setting confirmation mode is set.

[0063] The installation position of the status check indicator 68 is an example, and is not limited to the installation position in this embodiment, and may be on the front (surface) of the gaming machine 1.

[0064] In addition, in this embodiment, the same display mode (lighting up) is used regardless of whether the setting change mode or the setting check mode is set, but the display may be such that it is possible to recognize which mode it is set to. For example, when set to the setting change mode, the status check indicator 68 may be lighted up, and when set to the setting check mode, the status check indicator 68 may be flashing, or when set to the setting change mode, both the status check indicator 68 and one of the indicators of the second game information display device 69 may be lighted up, and when set to the setting check mode, only the status check indicator 68 may be lighted up.

[0065] In addition, in this embodiment, the status confirmation indicator 68 is provided as a dedicated indicator to indicate that the setting change mode or the setting check mode has been set, but it may also be used as another indicator. For example, in the setting change mode and the setting check mode, the main information display device 59 and the second game information display device 69, which will be described later, are turned off, so these indicators may also be used. Specifically, one LED of the indicator of either the main information display device 59 or the second game information display device 69 may be turned on, or all LEDs of the main information display device 59 or the second game information display device 69 may be turned on.

[0066] At the bottom right inside the game area 5a, there is provided a sub information display device 80 consisting of a sub first fluctuation indicator 81, a sub second fluctuation indicator 82, a sub first reserve indicator 83, a sub second reserve indicator 84, a sub normal map fluctuation indicator 85, a sub normal map reserve indicator 86, and a sub right hit indicator 87 that encourages the player to fire the game ball toward the right area of ​​the game area 5a (so-called right hit). Note that the sub information display device 80 does not have an indicator such as the above-mentioned status confirmation indicator 68 that indicates that it is set to a setting change mode or setting confirmation mode, which will be described later.

[0067] The sub-first variable indicator 81 is for displaying (notifying) the result of the jackpot determination for the first special symbol, and the sub-second variable indicator 82 is for displaying (notifying) the result of the jackpot determination for the second special symbol, and each is composed of one LED. Then, when the variable display of the corresponding special symbol starts, the LED flashes at a predetermined interval (the first lamp symbol LZ or the second lamp symbol LZ is displayed variably), and when the corresponding special symbol is displayed stationary, the result of the jackpot determination (lights up in the case of a jackpot, and goes out in the case of a loss) is displayed stationary.

[0068] In addition, the sub-first change display 81 and the sub-second change display 82 may be configured to flash while the special pattern is being displayed, and to light up or turn off when the special pattern is displayed as stopped, so that it is possible to know whether or not the special pattern is being displayed as changed.

[0069] The sub-first hold indicator 83 is for displaying the number of first hold memories (hold number), and the sub-second hold indicator 84 is for displaying the number of second hold memories (hold number), and each is composed of two LEDs, one on the left and one on the right. When the hold number is "0", the left LED is turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left LED is flashing.

[0070] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.

[0071] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.

[0072] The sub-regular map reserve indicator 86 is used to display the number of reserved maps (reserved number) and is composed of two LEDs lined up on the left and right. When the reserved number is "0", the left and right LEDs are turned off, when the reserved number is "1", the left LED is lit and the right LED is turned off, when the reserved number is "2", the left LED flashes and the right LED is lit, and when the reserved number is "4", the left and right LEDs flash.

[0073] A first image display device 70 (main LCD) consisting of an LCD display is provided at the back of the performance space 40a, and a second image display device 71 (sub LCD) consisting of an LCD display with a smaller display area than the first image display device 70 (main LCD) is provided at the bottom of the performance space 40a in front of the first image display device 70 (main LCD).A first movable member 73 modeled after a character's face is provided at the top of the performance space 40a, and a circular second movable member 74 is provided on the right side of the performance space 40a.

[0074] The image display device consisting of the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display) displays various effects according to the progress of the game. The effect displays include a customer waiting demo effect that is executed during a customer waiting state (a waiting state in which the game is not progressing) in which the variable display of special symbols is not being performed, and a variable effect that accompanies the variable display of the effect symbol 70a that is executed during the variable display of special symbols.

[0075] The display section (effective display area) of the first image display device 70 (main liquid crystal display) has three columns of variable display areas, such as a left area, a center area, and a right area, and the variable display of the performance pattern 70a is performed by scrolling the performance pattern 70a displayed in each variable display area vertically (from top to bottom in this embodiment). Also, a special pattern display area is formed in the lower right corner of the display section of the first image display device 70 (main liquid crystal display), and the variable display of the special pattern TZ is performed by scrolling the special pattern TZ displayed in the special pattern display area vertically (from top to bottom in this embodiment) in accordance with the variable display of the special pattern.

[0076] The effect pattern 70a and the special pattern TZ are composed of, for example, patterns showing numbers from "1" to "9," and the effect pattern 70a is displayed in response to (synchronization with) the variable display of the special pattern executed by the first special pattern display device 60 and the second special pattern display device 61. That is, the variable display of the effect pattern 70a starts in response to the start of the variable display of the special pattern, the effect pattern 70a is temporarily stopped (oscillated) before the variable display of the special pattern stops, and the variable display of the effect pattern 70a is stopped (still displayed) in response to the stopped display of the variable display of the special pattern. In addition to patterns showing numbers, the effect pattern 70a may also be provided with patterns showing alphabets such as "A" to "F."

[0077] Note that "temporary stop display" refers to a state in which the performance pattern 70a slightly shakes or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).

[0078] In the stopped display of the effect symbol 70a, the effect symbol 70a is stopped for a predetermined time (for example, 0.5 seconds) in a predetermined mode (miss mode, jackpot mode, etc.) that indicates the result of the jackpot determination. The jackpot mode (special result mode) is a combination of the same effect symbols such as "777" or a combination of effect symbols with a regularity such as "357", and the miss mode is any other mode. Note that the mode of the variable display of the effect symbol 70a is not limited to this, and it may be one that scrolls left and right, or one that rotates (spins) on the spot.

[0079] In addition, while the display of the changing effect pattern 70a is in progress, various effect images and movies such as reach effects, background images, characters, etc. are displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) depending on the result of the jackpot determination, thereby increasing the player's anticipation of a jackpot (special game) being executed (hereinafter referred to as the "expectation of winning the jackpot").

[0080] Here, "reach effect" means a variation mode that makes the player expect a jackpot game to be executed, such as when a part of the combination of effect symbols 70a that notify a jackpot temporarily stops and other effect symbols 70a change. For example, when a combination of effect symbols 70a with three digits "777" is set as the combination of effect symbols 70a that notify a jackpot (jackpot result mode), this refers to a mode in which two effect symbols 70a temporarily stop at "7" in the left and right areas, and the remaining effect symbols 70a change in the center area.

[0081] In addition, in this embodiment, there are seven types of reach effects: "normal reach effect," "SP reach effect," "SPSP reach effect," "SPSP "7" reach effect," "full rotation reach effect," and "special SP reach."

[0082] The "Normal Reach Performance" is a reach performance that is carried out in a state where the background image before reach is being displayed, with two performance symbols 70a temporarily stopped in the left and right regions and the remaining one performance symbol 70a fluctuating in the central region to form a reach state.

[0083] The "SP Reach Performance" is a reach performance that is executed after the normal reach performance. In this performance, the performance symbol 70a in the reach state is displayed in a reduced size at the corner of the screen, and a performance with a higher performance effect (higher expectation of hitting the jackpot) than the normal reach performance is carried out.

[0084] The "SPSP Reach Performance" is a reach performance that is executed after the normal reach performance or the SP reach performance, and a performance with a higher performance effect (higher expectation of hitting the jackpot) than the normal reach performance or the SP reach performance is carried out.

[0085] The "Full Rotation Reach Performance" is a reach performance in which a combination of a plurality of performance symbols 70a that notify a jackpot slowly fluctuates in a state where all are aligned. In the present embodiment, it is a reach performance that is executed only when winning in the jackpot determination.

[0086] The "Special SP Reach" is a performance that is executed after the normal reach performance. In this performance, the performance symbol 70a in the reach state is displayed in a reduced size at the corner of the screen, and a performance with a higher performance effect (higher expectation of hitting the jackpot) than the normal reach performance is carried out, and a performance different from the normal SP reach is carried out.

[0087] In the present embodiment, as the jackpot winning expectation degree related to the reach performance, it increases in the order of normal reach performance < SP reach performance < SPSP reach performance < full rotation reach performance (jackpot confirmed), and it increases in the order of normal reach performance < special SP reach performance.

[0088] In addition, at the bottom of the display section of the first image display device 70 (main LCD), there are formed a first reserve icon display area 70B for displaying a number of first reserve icons corresponding to the first special reserve number (U1), which is the current number of first reserve memories in the normal game state, a second reserve icon display area 70D for displaying a number of second reserve icons corresponding to the second special reserve number (U2), which is the current number of second reserve memories in the specific game state, and an icon display area 70C for displaying the icon corresponding to (related to) the changing display of the special pattern (performance pattern 70a) currently being executed in the normal game state and the specific game state.

[0089] The first reserved icon display area 70B is divided into a first display section 70B1, a second display section 70B2, a third display section 70B3, and a fourth display section 70B4 from the side closest to the icon display area 70C, and each display section 70B1 to 70B4 displays the number of first reserved icons corresponding to the first special chart reserved number (U1). In other words, the number of first reserved icons increases or decreases in response to the increase or decrease in the first special chart reserved number (U1).

[0090] Specifically, the first display unit 70B1 displays a first hold icon H11 indicating the first hold memory in which the first special pattern variable display is executed first, the second display unit 70B2 displays a first hold icon H12 indicating the first hold memory in which the first special pattern variable display is executed second, the third display unit 70B3 displays a first hold icon H13 indicating the first hold memory in which the first special pattern variable display is executed third, and the fourth display unit 70B4 displays a first hold icon H14 indicating the first hold memory in which the first special pattern variable display is executed fourth.

[0091] The second reservation icon display area 70D is divided into a first display section 70D1, a second display section 70D2, a third display section 70D3, and a fourth display section 70D4 from the side closest to the icon display area 70C, and each display section 70D1 to 70D4 displays a number of second reservation icons corresponding to the second special chart reservation number (U2). In other words, the number of second reservation icons increases or decreases in response to an increase or decrease in the second special chart reservation number (U2).

[0092] Specifically, the first display unit 70D1 displays a second reserved icon H21 indicating the second reserved memory in which the variable display of the second special symbol is executed first, the second display unit 70D2 displays a second reserved icon H22 indicating the second reserved memory in which the variable display of the second special symbol is executed second, the third display unit 70D3 displays a second reserved icon H23 indicating the second reserved memory in which the variable display of the second special symbol is executed third, and the fourth display unit 70D4 displays a second reserved icon H24 indicating the second reserved memory in which the variable display of the second special symbol is executed fourth. In this embodiment, the "first special symbol reserved number" may be referred to as the "first reserved number" and the "second special symbol reserved number" may be referred to as the "second reserved number".

[0093] In the icon display area 70C, the first hold icon displayed in the first display section 70B1 of the first hold icon display area 70B or the second hold icon displayed in the first display section 70D1 of the second hold icon display area 70D moves (shifts) in response to the start of the variable display of the special pattern (performance pattern 70a), and the icon TI disappears (is erased) when the variable display of the special pattern (performance pattern 70a) ends. Note that the icon may be erased during the variable display of the special pattern (performance pattern 70a). Note that in this embodiment, the "first hold icon", "second hold icon", and "the icon" may be collectively referred to as "icon".

[0094] In addition, on the left side of the display section of the first image display device 70 (main LCD), there are formed a first special chart reserved number display area 70E for displaying a first reserved number indicating the current number of first special chart reserved numbers (U1) in normal game mode and specific game mode, and a second special chart reserved number display area 70F for displaying a second reserved number indicating the current number of second special chart reserved numbers (U2) in normal game mode and specific game mode.

[0095] The first movable member 73 is capable of producing a dramatic light effect by lighting the first movable member LED (full color), which is part of the board lighting device 76 (see Figure 9), in a predetermined light emission mode, and is capable of performing a dramatic action by moving up and down between a standby position (origin position) located above and a dramatic position located below by the driving force of the first movable member drive motor, which is part of the board drive device 75 (see Figure 9), and is detected to be in the origin position by a first position detection sensor (not shown).

[0096] The second movable member 74 is capable of producing a dramatic light effect by lighting the second movable member LED (full color), which is part of the board lighting device 76 (see Figure 9), in a predetermined light emission mode, and is capable of performing a dramatic action by moving diagonally up and down between a standby position (origin position) located in the upper right and a dramatic position located in the lower left by the driving force of the second movable member drive motor, which is part of the board drive device 75 (see Figure 9), and is detected to be in the origin position by a second position detection sensor (not shown).

[0097] The first movable member 73 and the second movable member 74 are configured so that their performance positions overlap partially, and therefore the first movable member 73 and the second movable member 74 do not basically move simultaneously, thereby preventing them from colliding with each other.

[0098] Furthermore, if the first movable member 73 and the second movable member 74 do not collide with each other, one movable member may be moved to its performance position and then returned to a position that does not overlap with the performance position of the other movable member, and the other movable member may then be moved to its performance position.

[0099] On the back side of the game board mounting frame 3 and the game board 5, there are a payout device 100 for paying out game balls based on the fulfillment of predetermined payout conditions (prize balls, ball loans), a game ball storage section (not shown) that stores game balls supplied from island equipment etc. and supplies them to the payout device 100, a main control device 110A (not shown) that incorporates a main control board 110 that performs overall control of the progress of the game, a payout control device 120A (not shown) that incorporates a payout control board 120 that controls the payout device 100 in response to payout control commands from the main control board 110, a presentation control device 130A (not shown) that incorporates a presentation control board 130 that controls presentation in response to presentation control commands from the main control board 110, a power supply device 160A (not shown) that incorporates a power supply board 160 that supplies power supply voltage to various control devices, and a game information output terminal board 90 (not shown) for outputting game information (game signals) to the outside of the game machine.

[0100] In addition, a door-type cover member is provided that opens and closes in the left-right direction on one side around a rotation axis set on the left or right side so as to cover the upper part of the main control device 110A and the entire performance control device 130A from the rear, and the performance control device 130A is provided with a changeover switch 22 (see Figure 9) that is covered by the cover member and is used to switch adjustment modes related to adjusting the volume of the performance sound output from the audio output device 9 and the light intensity of the display devices (first image display device 70, second image display device 71) and various lighting devices (frame lighting device 10, board lighting device 76).

[0101] On the front side of the main control board 110, there are mounted a main control unit 110m consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update the setting value which is the stage of the advantageous degree of the game (which changes the advantageous degree of the game), a setting key switch 112a for inputting a signal to move to a state where the setting value can be changed by operating the setting key or a state where the setting value can be confirmed, and an information display 113 for displaying performance information and setting values ​​which enable the actual performance of the gaming machine 1 to be grasped.

[0102] The information display 113 is used to display setting values ​​and performance information (normal base values, which will be described later), and is configured by four 7-segment displays each having a decimal point DP arranged side by side. The two 7-segment displays corresponding to the most significant two digits form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays corresponding to the least significant two digits form a numeric segment for displaying numeric information indicating the setting values ​​and performance information values.

[0103] (Configuration of the back of the game board) Next, the configuration of the back side of the game board will be described with reference to FIGS. FIG. 2 is a rear view showing the state in which each unit is assembled to the base frame, and FIG. 3 is a partially exploded perspective view of FIG.

[0104] As shown in Figures 2 and 3, a base frame 170 (liquid crystal base frame) having an opening penetrating in the front-to-rear direction is attached to the back (rear surface) of the game board 5, and an image display unit (first image display device 70 and image display cover 185) 180 is attached to the back (rear surface) of the base frame 170 so as to close the opening. A lamp relay board 186 is attached to the back (rear surface) of the image display cover 185 (liquid crystal cover), and a main board case 200 accommodating a main control device 110A (main control board 110) is attached to the lower back of the image display cover 185 below the lamp relay board 186.

[0105] The base frame 170 (liquid crystal base) is a substantially rectangular ring-shaped body with an opening penetrating in the front-to-rear direction, and its ring-shaped front surface 171 is attached and fixed to the back surface of the game board 5. The back surface of the base frame 170 has space for arranging various circuit boards and components. The performance control board 130 is disposed on the rear side of the image display unit 180 (liquid crystal unit) fixed to the rear of the base frame 170. The image display unit 180 is configured so that it can be freely slidably attached to the side (left and right), up and down, or diagonally from the base frame in a gap (storage space) for storing the image display unit provided in front of the performance control board. The various circuit boards arranged on the rear surface of the base frame are covered with a cover member 190.

[0106] As shown in FIG. 2, at least the RWM clear switch 111a and the setting key switch 112a provided on the main control board 110 are exposed on the rear side of the main board case 200. Furthermore, the information display 113 provided on the main control board 110 can be seen through the transparent main board case 200. Staff at the gaming facility can open the door of the gaming machine, and while viewing the information display 113 on the back of the gaming machine, operate the RWM clear switch 111a and the setting key switch 112a to perform operations such as clearing the RWM, changing settings, checking settings, and checking the performance information of the gaming machine.

[0107] The RWM clear switch 111a on the main control board 110 is not directly exposed, and an operating member 685 that can be operated by game arcade staff, etc., protrudes from an opening provided in the main board case 200 at a position corresponding to the RWM clear switch 111a. When a staff member or the like presses down the operation member 685, the RWM clear switch 111a is pressed by the pressed down operation member 685. This causes the RWM clear switch 111a to be operated.

[0108] The setting key switch 112a is a cylindrical member that protrudes from the main control board 110 and has a keyhole on the end face thereof into which a key is inserted. The end face of the setting key switch 112a having a keyhole is exposed from an opening provided in the main board case 200. Staff at the gaming establishment can insert a key into the keyhole of the setting key switch 112a to operate it.

[0109] (Main board case) Next, the configuration of the main board case 200 according to this embodiment will be described with reference to FIGS. In this embodiment, the game board 5 side is defined as the front side and the opposite side of the game board 5 is defined as the rear side, based on the main board case 200. Therefore, the left-right direction in the drawing is the left-right direction when the main board case 200 is viewed from the opposite side of the game board 5.

[0110] FIG. 4 is a diagram illustrating the main board case 200, FIG. 5 is an exploded perspective view including the base of the main board case 200, and FIG. 6 is a rear perspective view of the main board case 200 when disassembled. The main board case 200 of this embodiment is attached to the rear of a gaming machine such as a pachinko machine via a base 280 with the main control board 110 equipped with electronic components housed inside.

[0111] The base 280 is a connecting means for attaching the main board case 200 to a gaming machine side holding portion (in this embodiment, the lamp relay board 186) provided on the rear side of the gaming machine main body. The main board case 200 containing the main control board is assembled with the lower case piece 210 attached to the back of the game board of a pachinko game machine or the like via a base 280, so that the electronic components mounted on the internal main control board 110 can be seen from the back side of the game board through the upper case piece 220.

[0112] The base 280 is a component used to attach the main board case 200 to the rear side of the gaming board 5. As shown in Fig. 5, the base 280 is formed in a generally rectangular shape with two sides running in the left-right direction longer than the two sides running in the up-down direction, and is provided with a pair of shafts 281 near both left and right ends of the lower side, and a plate-shaped portion in the left-right center of the upper side. The axial direction of the shafts 281 coincides with the left-right direction.

[0113] The main board case 200 is provided with a pair of hooks 249 that engage with each of the shafts 281. The pair of hooks 249 are provided on the lower side of the upper case piece 220, which will be described later. The hooks 249 are formed in a U-shape that protrudes forward.

[0114] When attaching main board case 200 to base 280, main board case 200 is positioned so that hook portions 249 are convex toward the rear side. This allows hook portions 249 to engage with shaft portions 281, so main board case 200 is brought close to base 280 and each hook portion 249 is engaged with each shaft portion 281.

[0115] Then, once the hook portion 249 engages with the shaft portion 281, the free end side of the main board case 200 is rotated upward around the shaft portion 281, and the main board case 200 is placed on the base 280. At this time, the plate-shaped hook 282 provided on the upper edge of the base 280 is caught in the recess D provided on the upper edge of the main board case 200. Therefore, the main board case 200 is fixed to the base 280 by the engagement between the hook portion 249 and the shaft portion 281 and the engagement between the plate-shaped hook 282 and the main board case 200.

[0116] Thereafter, the protective cover 229 is attached to the main board case 200. The protective cover 229 covers the lower portion of the main board case 200 including the hook portion 249. In this manner, the main control device 110A is attached to the rear side of the game board 5.

[0117] The main board case 200 comprises two case pieces (lower case piece 210 and upper case piece 220) made of transparent resin that house a single-sided mounted main control board 110 (printed circuit board) sandwiched between them, a cutting member 230 for cutting the anti-tamper seal that is held between the edges of the lower case piece 210 and the upper case piece 220, and a cap 240 that is removably attached to the sealing base part 310 of the main board case 200 to which the anti-tamper seal 250 described below is adhered.

[0118] Main board case 200 houses main control board 110 with multiple connectors 771-776 mounted on main control board 110 exposed. Main board case 200 is formed of a light-transmitting material such as transparent plastic.

[0119] The lower case piece 210 and the upper case piece 220 form a main board case body (sealing body 300). A protective cover 229 is disposed at the bottom of upper case piece 220 to cover the connection between the internal connector provided on main control board 110 inside and the external connector. In this embodiment, the lower case piece 210 is fixed to the upper case piece 220 by a caulking member, with the main control board 110 sandwiched therebetween.

[0120] Crimping sections 291 using crimping members are arranged at appropriate locations along the edges of main board case 200, and lower case piece 210 and upper case piece 220 are locked in a closed state by driving (locking) crimping members (locking members) into crimping holes (sealing sections) provided in crimping sections 291. Lower case piece 210 and upper case piece 220 become openable, closable, and detachable by removing (breaking) the crimping members driven (locked) into the crimping holes.

[0121] In the crimping portion 291 of the main board case 200 of this embodiment, two crimping holes are provided (crimping holes 291A, 291B). Each of the crimping fastening holes 291A, 291B is formed by communication between a lower case side fastening hole 292 provided in the lower case piece 210 and an upper case side fastening hole 293 provided in the upper case piece 220.

[0122] Only one crimping fastening hole is used for each fastening of the lower case piece 210 and the upper case piece 220. After removing (breaking) the crimping member to release the fastening (after opening the main board case 200), if the fastening is to be performed again, the crimping member is driven into the other remaining crimping fastening hole to perform the fastening. In other words, the main board case of this embodiment can be opened up to two times.

[0123] Lower case piece 210 is combined with upper case piece 220 to form an enclosure portion 581 for enclosing main control board 110. Upper case piece 220 is provided on the rear side of main board case 200, which is the main control unit 110m side. Lower case piece 210 is provided on the front side of main board case 200, which is the opposite side from the main control unit 110m side.

[0124] The lower case piece 210 and the upper case piece 220 each include a control board storage section 211, 221 that stores the main control board 110, and sealing sections 212, 222 that form the sealing base section 310 described below. The control board storage sections 211, 221 each include plate sections 211a, 221a that are formed in a substantially rectangular shape, and flange sections 211b, 221b that protrude from the peripheral edges of the plate sections 211a, 221a and surround one surface of each of the plate sections 211a, 221a.

[0125] Furthermore, a cylindrical portion 565 extending rearward, toward the main control board 110, is provided on the left side of plate portion 211a of lower case piece 210. A hole 566 extending in the front-to-rear direction is formed in cylindrical portion 565. A screw thread is formed on the inside of hole 566. A hole 567 is provided in main control board 110 at a position opposite cylindrical portion 565.

[0126] Main control board 110 is fixed to lower case piece 210. More specifically, hole 567 of main control board 110 is disposed behind cylindrical portion 565 of lower case piece 210. The shank of a screw for fixing main control board 110 is inserted from the rear side of main control board 110 through hole 567 into hole 566 of cylindrical portion 565. The threads formed in hole 567 of cylindrical portion 565 are mated with the threads on the shank of the screw. As a result, main control board 110 is sandwiched between the head of the screw and the rear surface of cylindrical portion 565, and main control board 110 is fixed to lower case piece 210. In other words, main control board 110 is fixed to the side of lower case piece 210 with the screw.

[0127] Of the flange portion 211b of the control board housing portion 211, portions protruding from the plate portion 211a along the two long sides of the plate portion 211a (hereinafter referred to as "male portions") have three L-shaped hook pieces 211c formed on each side. On the other hand, of the flange portion 221b of the control board housing portion 221, portions protruding from the plate portion 221a along the two long sides of the plate portion 221a (hereinafter referred to as "female portions") are formed in a double-wall shape, and insertion grooves 221c into which the male portions of the control board housing portion 211 can be inserted are provided between the walls that form the double walls. Also, hook pieces 221d are formed in each insertion groove 221c.

[0128] When lower case piece 210, to which main control board 110 is fastened with screws, and upper case piece 220 are assembled together, the male part of flange portion 211b is inserted into the female part of flange portion 221b. Then, control board housing portions 211 and 221 are slid relative to each other in the left-right direction indicated by arrow α in Figure 6. Then, hook piece 211c provided on the male part engages with hook piece 221d, so that lower case piece 210 and upper case piece 220 are assembled together and will not come apart unless they move relative to each other in the direction opposite to arrow α.

[0129] When combined in this way, control board storage sections 211, 221 form a box-shaped inner container section 581 that is shielded from the outside. Because main control board 110 is stored in inner container section 581, the possibility of main control board 110, main control section 110m, etc. being fraudulently replaced can be reduced.

[0130] The main control board 110 is attached to the inside of the control board housing portion 221 before the control board housing portions 211 and 221 are combined. At this time, the ICs and other components mounted on the main control board 110 are attached so as to face the plate portion 221a of the control board housing portion 221. This is because the plate portion 221a is also made of transparent plastic, so that even when the main control board 110 is housed in the main board case 200, it is possible to check from the outside via the plate portion 221a whether electronic components such as the main control unit 110m mounted on the main control board 110 have been fraudulently replaced. In this embodiment, when the main control device 110A equipped with the main board case 200 is attached to the gaming board 5, the electronic components mounted on the main control board 110 in the main board case 200 can be seen from the rear side of the gaming machine 1 through the upper case piece 220.

[0131] Sealing portions 212 and 222 are provided at the right ends of lower case piece 210 and upper case piece 220. As shown in FIG. 34 , lower case piece 210 and upper case piece 220 are provided with first screw fastening pieces 91 and second screw fastening pieces 92 above sealing portions 212 and 222. When control board storage sections 211 and 221 are slid together, sealing portions 212 and 222 form sealing base portion 310 at the longitudinal end of combined sealing body 300. When cap 240 is attached to sealing body 300 over sealing base portion 310, in addition to first screw fastening piece 91 and second screw fastening piece 92, a third screw fastening piece 393 provided on cap 240 overlaps with the longitudinal end of sealing body 300, forming screw fastening portion 390 for screw fastening.

[0132] The sealing portions 212, 222 protrude rightward from the right ends of the control board housing portions 211, 221. The sealing portions 212, 222 have the same height in the left-right direction and the same width in the up-down direction. Each sealing portion 212, 222 has a long groove 212a, 222a formed along the left-right direction. The sealing portion 222 has two parallel grooves 222a formed along the left-right direction, spaced a predetermined distance apart, and the sealing portion 212 has one groove 212a formed along the left-right direction. When the lower case piece 210 and the upper case piece 220 are combined, the sealing portions 212, 222 form a sealing base portion 310 on the right side of the combined control board housing portions 211, 221. In the sealing base portion 310, the sealing portions 212, 222 are arranged parallel to each other at a predetermined interval, and an insertion / removal space is formed between the opposing surfaces of the sealing portions 212, 222.

[0133] The tamper-evident seal 250 is used as a means for sealing the main board case 200 and certifies that it is an authentic product issued by an organization or the like that has certification qualifications. The tamper-evident seal 250 is made of an easily cuttable material such as paper with an adhesive surface on one side, and has multiple cuts formed on it, taking into consideration its cuttability. As will be described later, the tamper-evident seal 250 is printed with, for example, a hologram and a QR code (registered trademark). The words "Do not tamper" are also printed on the tamper-evident seal 250. The cutting member 230 is formed in a shape having a base portion 230a, a pair of tabs 361, and a cutting portion 364. The base portion 230a, which forms the base of the cutting member 230, is formed in a substantially rectangular shape. One of the two long sides of the base portion 230a has a cutting portion 364. The cutting portion 364 is a portion where the tip of the base portion 230a is formed in a blade shape. The tabs 361 are provided on both longitudinal ends of the base portion 230a, and are formed in a shape that is bent in an overall "L" shape. The left end of the tab 361 is called the free end portion 361a.

[0134] The cap 240 is formed to a size that allows it to be placed over the sealing base portion 310 to cover the entire sealing base portion 310, and is formed to be detachable from the sealing base portion 310. The cap 240 includes a cup-shaped cap body 241 that covers the sealing base portion 310, and a third screw stop piece 393 formed on one longitudinal end side of the cap body 241. A protrusion 382 is provided on the inner surface of the cap body 241 at a position where the free end portion 361a of the knob portion 361 of the cutting member 230 inserted into the insertion / removal space 310a will catch when the cap 240 is attached to the sealing base portion 310. In addition, a groove portion 386 is formed on the inner surface of the cap body 241.

[0135] The cutting member 230 is inserted into the insertion / removal space of the sealing base 310. Then, the tamper-evident seal 250 is affixed. When the cap 240 is placed over the sealing base 310, the groove 386 fits into the part of the cutting member 230 inserted into the insertion / removal space 310a. Furthermore, the protrusion 382 engages with the free end 361a of the tab 361 of the cutting member 230.

[0136] When cap 240 is placed over sealing base portion 310, third screw fastening piece 393 overlaps the combination of first screw fastening piece 91 of lower case piece 210 and second screw fastening piece 92 of upper case piece 220, forming screw fastening portion 390. When crimping member 94 is driven into screw fastening portion 390, lower case piece 210, upper case piece 220, and cap 240 are fixed together.

[0137] When the seal of the main board case 200 is broken, the crimping member 94 is removed and the cap 240 is removed from the sealing base 310. The same applies when the seal of the main board case 200 is broken fraudulently. The cutting member 230 and the cap 240 are integrated. Therefore, when the cap 240 is removed from the sealing base 310, the cutting member 230 is also removed from the sealing base 310 at the same time. This causes irreparable damage to the tamper-evident seal 250 by the cutting portion 364, etc.

[0138] (Main control board) Next, the configuration of main control board 110 according to this embodiment will be described with reference to Fig. 7. Fig. 7 is a diagram for explaining the structure of the main control board. The main control board 110 that controls the game is equipped with a main control unit 110m, an RWM clear switch 111a, a setting key switch 112a, an information display 113, multiple electronic components 595 (ICs, resistors, connectors, capacitors, coils, etc.) different from the main control unit 110m, and multiple connectors 771, 772, 773, 774, 775, 776, etc.

[0139] The main control unit 110m stores memory contents used for controlling the game, and also stores memory contents that affect the outcome of the game. The main control unit 110m is a one-chip microcomputer that integrates a main CPU 110a, a main ROM 110b, and a main RAM 110c, which will be described later. The multiple connectors 771 to 776 are lined up in order from left to right at the bottom of main control board 110. The multiple connectors 771 to 776 are arranged inside six openings 779 provided at the bottom of upper case piece 220 of main board case 200.

[0140] Of the multiple connectors 771-776, two connectors 774, 775 are referred to as detection signal connectors 774, 775. Signals from at least some of the first start hole detection switch 45a, second start hole detection switch 47a, general prize hole detection switch 43a, and special prize hole detection switch 50a, which detect when a gaming ball has entered, are input to the detection signal connectors 774, 775. In this embodiment, all signals from the first start hole detection switch 45a, second start hole detection switch 47a, general prize hole detection switch 43a, and special prize hole detection switch 50a, which detect when a gaming ball has entered, are input to the detection signal connectors 774, 775. The detection signal connectors 774, 775 are a different color from the other connectors 771, 772, 773, and 776. In this embodiment, the detection signal connectors 774 and 775 are fluorescent in color, and the other connectors 771, 772, 773, and 776 are a color different from the fluorescent color.

[0141] The main control unit 110m includes a plate-shaped main body extending in the left-right direction, and a plurality of signal pins (first signal pins) extending downward from the bottom end of the main body and electrically connected to the main control board 110. The signal pins (first signal pins) are mounted (soldered) on the main control board 110 so as to be visible through the main board case 200. The plurality of electronic components 595 includes a signal pin (second signal pin) provided on each of the plurality of electronic components. The signal pin (second signal pin) is mounted (soldered) on main control board 110 so as to be visible through main board case 200.

[0142] The RWM clear switch 111a will now be described. 4 and 8, the RWM clear switch 111a on the main control board 110 is not directly exposed. A recess 688 is provided in the upper case piece 220 of the board case 200, and an opening 687 is provided in the recess 688. 5, the operating member 685 is provided at a position corresponding to the RWM clear switch 111a, and when a staff member or the like presses the operating member 685, the RWM clear switch 111a is pressed by the pressed operating member 685. This causes the RWM clear switch 111a to be operated. A cover member 686 is provided in recess 688. Cover member 686 is pivotally supported within recess 688 so as to be rotatable between a first position where it covers operating member 685 to make it inoperable, and a second position where it opens operating member 685 to make it operable. By moving the operating member 685 to the second position, the RWM clear switch 111a can be operated. In this way, it is only necessary to provide the board case 200 with an opening 687 large enough to insert the operating member 685. Furthermore, the operating member 685 cannot be operated unless the cover member 686 is opened. Therefore, unauthorized access to the inside of the board case 200 can be prevented. The RWM clear switch 111a may have an end exposed from the opening 687 so that it can be operated directly without being operated using the operating member 685.

[0143] The setting key switch 112a is a cylindrical member that protrudes from the main control board 110 and has a keyhole on the end face thereof into which a key is inserted. The end face of the setting key switch 112 a provided with a keyhole is exposed from an opening 661 provided in the upper case piece 220 of the board case 200 , but is slightly lower than the surface of the board case 200 . Staff or the like can insert a key into the keyhole of the setting key switch 112a to perform the operation.

[0144] (Identification markings) The following describes the identification markings 520. As shown in Fig. 5, the identification markings 520 are attached to the main control board 110, the main control section 110m, the lower case half 210, the upper case half 220, and the cap 240. The identification markings 520 are marks that include information about the gaming machine 1. In the following description, the identification markings 520 provided on the main control board 110 are referred to as identification markings 521, and the identification markings 520 provided on the main control unit 110m are referred to as identification markings 522. The identification markings 520 provided on the upper case half 220 are referred to as identification markings 523, the identification markings 520 provided on the lower case half 210 are referred to as identification markings 524, and the identification markings 520 provided on the cap 240 are referred to as identification markings 525.

[0145] As shown in Fig. 5, identification mark 521 is displayed by silk printing on the upper part of the rear surface of main control board 110. Identification mark 521 is an information identification section for displaying specific information. Identification mark 522 is affixed to main control unit 110m by engraving. Identification mark 522 is an information identification section for displaying specific information. Identification marks 523, 524, and 525 attached to main board case 200 are information identification portions for displaying specific information. Identification mark 524 is formed on the upper right portion of the front surface of lower case piece 210 by stamping using a mold used to manufacture lower case piece 210 (see FIG. 33). The identification mark 525 is formed on the rear surface of the cap 240 by stamping using a mold used to manufacture the cap 240. The display mode of the identification mark 523 will be described later.

[0146] The identification indicators 521 to 525 are related to each other and include at least the same identification indicator 529. In this embodiment, as an example, the identification indicator 521 is the character string "ABCD01", and the identification indicator 522 is the character string "ABCD02". The identification indicator 523 is the character string "ABCD03", and the identification indicator 524 is the character string "ABCD04". The identification indicator 525 is the character string "ABCD05". The same identification indicator 529 in the identification indicators 521 to 525 is "ABCD". The identification indicator 529 is, for example, an indicator corresponding to the manufacturer name and model name. In this embodiment, as an example, in "ABCD", "AB" represents the manufacturer name, and "CD" represents the model name.

[0147] In addition, in the identification displays 521 to 525, the manufacturer name may not be displayed as "AB" included in "ABCD", but the manufacturer name itself may be displayed. Also, the model name may not be displayed as "CD" included in "ABCD", but the model name itself may be displayed. Also, the identification displays 521 to 525 may display the model of the gaming machine.

[0148] (Sealing material) 5 and 8, a seal member 1560 and a seal member 1561 are attached to the outer surface 531 of the upper case half 220 of the main board case 200. As shown in FIG.

[0149] The sealing member 1560 is attached to a position indicator 561 provided at the bottom left side of the upper case piece 220 in the left-right direction, and the sealing member 1561 is attached to a position indicator 561 provided at the top right corner of the upper case piece 220. The sealing members 1560 and 1561 are both made of a light-transmitting material, and in this embodiment, as an example, they are transparent (made of a transparent material). Sealing members 1560 and 1561 are each disposed across a plurality of electronic components 595 (see FIG. 8). Note that various electronic components, such as the plurality of electronic components 595 located in front of sealing members 1560 and 1561, are not shown in FIG.

[0150] The seal member 1560 is a seal for managing the main board. In this example, a watermark for preventing counterfeiting is provided on seal member main body 1560A (base portion) of seal member 1560. That is, seal member 1560 (opener indication seal) is a processed seal in which watermark processing is applied to seal member main body 1560A. A "watermark" is, for example, a display that looks different depending on the viewing angle, and various types can be applied, such as those that use holograms or those that look different depending on their physical shape. However, the seal member main body 1560A is transparent even though it has undergone the predetermined processing (watermark processing). At least, the light transmittance is high and a certain degree of visibility is ensured.

[0151] The seal member 1560 has a white writing area 1570 (writing column), a code portion 1572, and an information display portion 1573 within a frame with a black heading such as "Main Board Control Number" on the seal member main body 1560A. The writing area 1570, the code portion 1572, the information display portion 1573, and the character display associated with these areas, which will be described later, are non-transparent areas that have low translucency because the transparent material of the sealing member main body 1560A is not exposed. The seal member 1560 has a plurality of non-transparent portions, and it is difficult to see the main control board 110 inside the main board case 200 through these non-transparent portions. The code portion 1572 as a non-transparent portion, the information display portion 1573, and the writing area 1570 are provided at positions on the seal member main body 1560A that do not overlap with the main control portion 110m and the information display device 113.

[0152] On the other hand, the areas other than the writing area 1570, the code portion 1572, the information display portion 1573, and the associated text display described below in the sealing member main body 1560A are the transparent portion 1574 where the transparent material of the sealing member main body 1560A is exposed and has high translucency. The light-transmitting portion 1574 is the above-mentioned viewing portion through which the electronic components 595 on the main control board 110 inside the main board case 200 can be seen and confirmed through a transparent material.

[0153] In the main board case 200, the main control board 110 is visible through the seal member 1560 and the main board case 200. This allows an inspector to easily check the main control board 110. This allows an inspector to check the main control board 110 through the seal member 1560 and easily determine whether or not cheating has occurred. This allows players to play with peace of mind. This increases the player's interest.

[0154] Furthermore, regardless of whether or not there is a translucent or non-translucent portion, the sealing member 1560 is attached to the sealing member 1562 attached to the main control unit 110m on the main control board 110 in a position that allows it to be seen from all angles. Furthermore, regardless of whether it has a light-transmitting portion or a non-light-transmitting portion, the sealing member 1560 is positioned so that the entire sealing member 1560, including the writing area 1570, the code portion 1572, and the information display portion 1573, does not overlap with the main control unit 110m from any angle. Therefore, when the main board case 200 is viewed from the front, the main control unit 110m can always be seen through the main board case 200. Therefore, the inspector can easily check the main control unit 110m. Therefore, the inspector can check the main control unit 110m and easily determine whether or not cheating is occurring. Therefore, the player can play with peace of mind. Therefore, the player's interest is increased. Regardless of whether it has a light-transmitting or non-light-transmitting portion, the sealing member 1560 is positioned so that the entire sealing member 1560, including the writing area 1570, the code portion 1572, and the information display portion 1573, does not overlap with the information display device 113 from any angle. Therefore, when the main board case 200 is viewed from the front, the information display 113 can be seen through the main board case 200.

[0155] In addition, in Figure 8, it cannot be said that the sealing member 1560 and the information display 113 are in close proximity to each other, but as long as all of the following conditions are met: the sealing member 1560 does not overlap the main control unit 110m or the information display 113, the information display 113 is located sufficiently separated from the connectors 771 to 776, and the sealing member 1561 does not overlap the information display 113, the sealing member 1560 and the information display 113 may be in close proximity to each other.

[0156] The display contents of the seal member 1560 will be explained in detail below. The entry area 1570 is an area for entering the name of the person who opened the main board case 200 and the date of opening. The writing area 1570 is a white base formed on a transparent material that can be written on with a pen or the like. For example, six entry areas 1570 are provided, with three rows in the vertical direction and two columns in the horizontal direction, allowing three pairs of "opener" and "opening date" to be entered. The writing area 1570 is printed with a rectangular colored (white in this embodiment) base.

[0157] Above the entry area 1570, headings such as "Opener" and "Date Opened" are printed in black, and on the left side of each entry area, a circled number indicating the number of the entry area is printed. That is, "Opener" is printed in black above the top left entry area 1570. "Date of Opening" is printed in black above the top right entry area 1570. A circle 1 is printed to the left of the top left entry area 1570. A circle 2 is printed to the left of the top left entry area 1570 in the vertical center. A circle 3 is printed to the left of the bottom left entry area 1570.

[0158] For example, when an inspector opens main board case 200, he / she writes the inspector's name in writing area 1570 on the left side, and writes the date when main board case 200 was opened in writing area 1570 on the right side. The inspector may also write in writing area 1570 the date when it was confirmed whether or not tampering had occurred with main control board 110.

[0159] Code portion 1572 is provided on the upper left of seal member 1560. Code portion 1572 includes predetermined information. Code portion 1572 is a portion from which information can be read by other devices, and is, for example, a rectangular colored area (white in this embodiment) with a QR code (registered trademark), barcode, or the like printed in black. In this embodiment, as an example, code portion 1572 includes a QR code (registered trademark).

[0160] The code section 1572 is linked to information indicating the delivery destination of the main control board 110, which is stored in a device different from the gaming machine 1 (hereinafter referred to as "other device"). For example, a camera provided on a portable information terminal or the like reads a URL (Uniform Resource Locator), which is information included in the code portion 1572. The portable information terminal uses the URL to access another device via a network. As a result of accessing the other device, information displayed on the portable information terminal includes information such as the delivery destination of the main control board 110 (e.g., the name of the store where the gaming machine 1 was delivered) and whether the gaming machine 1 has been discarded. This allows an inspector to easily confirm information indicating the delivery destination of the main control board 110 and information such as whether the gaming machine 1 has been discarded. Therefore, an inspector can confirm the delivery destination information and easily determine whether fraud has occurred by installing a main control board 110 delivered to a different store. This allows players to play with peace of mind. This increases the player's enjoyment.

[0161] The information display section 1573 includes various pieces of information. For example, the information display section 1573 may include information similar to that of the identification display 529. In the present embodiment, as an example, the information display section 1573 has the character string "EF001" printed in a rectangular colored area (white in the present embodiment). The character string is, for example, the control number of the main control board 110. Using the control number, an inspector can find information such as the delivery destination of the gaming machine 1 and whether the gaming machine 1 has been discarded, from information linked to the control number held by the manufacturer. The character string in the information display section 1573 may include information corresponding to the manufacturer name, model name, model number, etc. The rectangular area of ​​the information display section 1573 and the rectangular basin of the code section 1572 are connected in the left-right direction.

[0162] The light transmitting portion 1574 (viewing portion) of the sealing member 1560 will be described. The light-transmitting portion 1574 is the area of ​​the seal member main body 1560A other than the writing area 1570, the code portion 1572, the information display portion 1573, the "main board control number" notation, the frame, the name of the opener, the opening date notation, and the circles 1 to 3. The light-transmitting portion 1574 is, for example, an area extending in the left-right direction between three lines of writing areas 1570 in the vertical direction. The light-transmitting portion 1574 is also an area extending in the left-right direction between the code portion 1572 and information display portion 1573, which are arranged side by side, and the two writing areas 1570 on the upper side. The light-transmitting portion 1574 is also an area extending in the vertical direction between the two horizontal rows of the writing areas 1570. The inspector can check the electronic component 595 (see FIG. 62(a)) through the light-transmitting portion 1574. Therefore, compared to when the light-transmitting portion 1574 is not provided, the inspector can more easily check whether or not tampering has occurred with the electronic component 595. This reduces the possibility of tampering, allowing the player to play with peace of mind. This increases the player's interest.

[0163] The sealing member 1561 will now be described. The seal member 1561 is attached to the main control unit 110m on the main control board 110 in a position where it can be seen from all angles. The seal member 1561 is provided at a position that does not overlap with the main control unit 110m from any angle. Therefore, when the main board case 200 is viewed from the front, the main control unit 110m can always be seen through the main board case 200. The sealing member 1561 is provided in a position that does not overlap with the information display 113 from any angle. Therefore, when the main board case 200 is viewed from the front, the information display 113 can be seen through the main board case 200.

[0164] The seal member 1561 is an information identifying portion for displaying specific information. For example, at least one of the model name, manufacturer name, rated voltage, and total capacity is printed as the specific information. In this embodiment, as an example, the model name "CR Aiu GH101" and manufacturer name "AA Company" are printed. In this embodiment, the area where this information is printed is also referred to as the printed portion 1563. The specific information displayed on the seal member 1561 is referred to as an identification mark 1595. In this embodiment, the identification mark 1595 is the model name including the model number "CR Aiu GH101", the manufacturer name "AA Company", the rated voltage, and the total capacity (AC24V±5%, 250VA). In addition, the area where the model name is to be displayed is covered with a background in a conspicuous color such as red or yellow against the transparent material, and the model name is displayed in white letters on the background.

[0165] In addition, a seal member 1562 is attached to the main control unit 110m. The seal member 1562 is an information identification section for displaying specific information. For example, at least one of the model name and the manufacturer name is printed as the specific information. In the present embodiment, as an example, the model name "CR AIU GH101" and the manufacturer name "AA Company" are printed on the seal member 1562 as the predetermined information. The specific information displayed on the seal member 1562 is called an identification mark 1596. In the present embodiment, the identification mark 1595 is the model name "CR AIU GH101" and the manufacturer name "AA Company." The seal member 1562 may display a QR code (registered trademark) indicating the information specified by the identification mark 1596. Furthermore, the seal members 1561 and 1562 are displayed including at least the same identification marks 1595 and 1596. In this embodiment, the type name "CR AIU", model number "GH101", and manufacturer name "AA Company" in the identification marks 1595 and 1596 are all the same, but it is sufficient if only some of them are the same. Although the identification marks 1595 and 1596 are attached to the main board case 200 and the main control unit 110m, they may be attached to other components. For example, the main control board 110 may be displayed with the same identification marks as the identification marks 1595 and 1596.

[0166] As described above, in this embodiment, the sealing members 1560, 1561 are arranged across at least a portion of the plurality of electronic components 595 (see FIG. 8), so that, for example, by checking the positional relationship between the sealing members 1560, 1561 and the electronic components 595, an inspector can determine whether or not tampering has occurred with the main control board 110. This reduces the possibility of tampering, allowing players to play with peace of mind. This increases the player's interest.

[0167] Furthermore, since the seal member 1560 is provided with an area 1575, the inspector can write the inspector's name and the date that the main board case 200 was opened in the area 1575 (more specifically, the writing area 1570). The inspector can also write in the area 1575 the date on which it was confirmed whether or not tampering had occurred with the main control board 110. Furthermore, since the translucent portion 1574 (peeping portion) is provided between the areas 1575, the areas 1575 are more noticeable than when only the areas 1575 are provided. This makes it easier for the inspector to check the characters and the like written in the areas 1575. This reduces the possibility of tampering, allowing the player to play with peace of mind. This increases the player's interest.

[0168] Furthermore, since the sealing member 1560 is provided with the light-transmitting portion 1574 (viewing portion), the inspector can check the electronic component 595 through the light-transmitting portion 1574 (viewing portion). Therefore, compared to when the light-transmitting portion 1574 (viewing portion) is not provided, the inspector can more easily check whether or not tampering has occurred with the electronic component 595. This reduces the possibility of tampering, allowing the player to play with peace of mind. This increases the player's interest. Furthermore, the code portion 1572 is provided in a position that does not overlap with the main control portion 110m. This allows the inspector to easily check the main control portion 110m. This allows the inspector to easily check the main control portion 110m and determine whether or not cheating has occurred. This allows the player to play with peace of mind. This increases the player's interest.

[0169] Furthermore, the code section 1572 is linked to information indicating the delivery destination of the main control board 110, which is stored in a device different from the gaming machine 1. This allows an inspector to easily check the information indicating the delivery destination of the main control board 110 using the code section 1572. Therefore, the inspector can check the delivery destination information and easily determine whether or not fraud has occurred by installing a main control board 110 with a different delivery destination. This allows players to play with peace of mind. This increases the player's interest. In addition, a seal member 1562 is attached to the main control unit 110m, and predetermined information is displayed on the seal member 1562. Therefore, an inspector can easily check for tampering such as replacing the main control unit 110m by checking the seal member 1562. This reduces the possibility of tampering, allowing players to play with peace of mind. This increases the player's interest. Furthermore, since at least one of the model name and manufacturer name is printed on the seal member 1561, the inspector can easily ascertain at least one of the model name and manufacturer name. Therefore, the inspector can check at least one of the model name and manufacturer name and easily determine whether or not cheating has occurred. Therefore, the player can play with peace of mind. Therefore, the player's interest is enhanced.

[0170] The various pieces of information displayed on the seal members 1560 and 1561 may be displayed at an angle that allows the mounting location of the main control unit 110m to be seen. The main board case 200, particularly the upper case piece 220, does not have any ventilation holes. The main board case 200 has date marks formed on the lower case piece 210 and the upper case piece 220. The date mark is a lot control mark that is added to the case, which is a plastic molded product, during manufacturing (molding). A feature of this embodiment is that no parts are provided near the main control unit 110m that are so high that the seal member 1562 becomes invisible.

[0171] As described above, the main control board 110 is mounted with the main control unit 110m that controls games, the information display 113 that displays the performance of the gaming machine, and other electronic components 595 that are different from these. A transparent seal member 1560 is attached to the main control board 110. This allows the other electronic components 595 to be seen through the transparent seal member 1560 and the main board case 200. Furthermore, the main control unit 110m and the information display 113 can be seen directly through the main board case 200.

[0172] By watermarking the transparent portion of sealing member 1560, which has a transparent portion and multiple non-transparent portions and which must be affixed to main board case 200, it is possible to prevent duplication of sealing member 1560. Furthermore, by affixing sealing member 1560 to a position that does not overlap with main control unit 110m and information display 113, it is possible to reliably ensure the visibility of main control unit 110m, which is an important board component, and information display 113, which must be read accurately, without being affected by the watermarking or the multiple non-transparent portions.

[0173] For electronic components 595 that are less important than the main control unit 110m and the information display 113, their status can be checked through the gaps between the multiple non-transparent parts or the surrounding transparent parts 1574 (peeping parts) via watermarking. Even if there are multiple non-transparent parts, the transparent parts ensure visibility of the board components. Furthermore, the non-transparent parts can display predetermined information, for example, necessary information for identifying the main control unit 110m. Different information can be displayed or written in each of the multiple non-transparent parts.

[0174] The information display 113 may be disposed on the lower end side instead of the upper end side of the main control board 110. In this case, it is desirable that the connectors 771 to 776 are disposed on the upper end side opposite (opposite) the information display 113. The information display 113 may be disposed on the left or right end of the main control board 110. In that case, it is desirable that the connectors 771 to 776 be disposed on the opposite end to the information display 113 (opposite end). As mentioned above, information display 113 may be placed inside, rather than at the end of, main control board 110. Even in this case, it must be placed in a position that does not overlap with cables, harnesses, sealing member 1560, etc. extending from connectors 771-776.

[0175] In this embodiment, the RWM clear switch 111a is described as being arranged on the main control board 110, but this is not a limitation and it may be provided on the dispensing control board 120. Also, in this embodiment, the setting key switch 112a is described as being arranged on the main control board 110, but this is not a limitation. The setting key switch 112a can be arranged in a different position away from the main control board 110 as long as it is electrically connected to the main control board 110.

[0176] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically described with reference to Fig. 9. Fig. 9 is an overall block diagram of the gaming machine 1 in this embodiment.

[0177] The main control board 110 comprehensively controls the progress of the game (basic operations). The main control board 110 is equipped with a main control unit 110m as a one-chip microcomputer equipped with a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores game control programs, etc., and a main RAM 110c that serves as a work area during arithmetic processing, as well as input and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads out programs stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays) and sending predetermined commands based on the results of the arithmetic processing to the payout control board 120, the performance control board 130, etc.

[0178] Here, communication between the main control board 110 and the dispensing control board 120 is configured to allow commands (data) to be communicated in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands (data) to be communicated in only one direction, from the main control board 110 to the performance control board 130.

[0179] The input port of the main control board 110 is connected to a general winning opening detection switch 43a, a gate detection switch 44a, a first starting opening detection switch 45a, a second starting opening detection switch 47a, a large winning opening detection switch 50a, an out ball detection switch 52a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, and a payout control board 120. When detection signals from the various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing is performed according to the detection signals.

[0180] The output port of the main control board 110 is connected to the second start opening / closing solenoid 48b, the large prize opening / closing solenoid 51b, the main information display device 59, the game information output terminal board 90, the payout control board 120, and the performance control board 130. Drive control signals for controlling the various solenoids, display control signals for controlling the various displays, and game information to be notified from the game information output terminal board to the outside of the gaming machine (such as a hall computer) are output via the output port.

[0181] The payout control board 120 is a slave control board that controls the payout of game balls based on the receipt of a payout command from the main control board 110, and also controls the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the payout device 100 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.

[0182] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program, etc., a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, an output port, etc. The payout CPU 121a receives an operating clock from a crystal oscillator (not shown) and reads out the payout control program stored in the payout ROM 121b, and performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area, controls the payout device 100, and transmits predetermined commands based on the results of the arithmetic processing to the main control board 110, the performance control board 130, etc.

[0183] The input port of the payout control unit 121 is connected to an open detection switch 31a, a tray full detection switch 32a, a payout ball detection switch 100a provided in the payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit, and the output port of the payout control unit 121 is connected to a payout motor 100b provided in the payout device 100.

[0184] When the payout control unit 121 receives a payout command from the main control board 110, it drives the payout motor 100b provided in the payout device 100 to control the payout of a predetermined number of game balls, and when the payout ball detection switch 100a detects that the predetermined number of game balls have been paid out, it terminates the control of the payout of game balls.

[0185] The firing control unit 122 includes a control circuit, an input port, an output port, etc., which are not shown. The input port of the firing control unit 122 is connected to the touch sensor 15a and the firing volume 15b, and the output port of the firing control unit 122 is connected to the ball feeding solenoid 11b and the firing solenoid 28b, etc.

[0186] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, it allows current to flow to the ball feed solenoid 11b and the launch solenoid 28b, and when it detects a change in the rotation angle of the launch handle 15 based on a detection signal from the launch volume 15b, it drives the ball feed solenoid 11b and also drives the launch solenoid 28b so that the launch strength corresponds to the rotation angle of the launch handle 15, thereby launching the game ball.

[0187] The launch solenoid 28b is composed of a rotary solenoid, and the launch member 28 is directly connected to the rotary shaft, so that when the rotary shaft rotates, the launch member 28 rotates and launches the game ball A. The operation of the launch solenoid 28b is set to approximately 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided in the launch control unit 122, so the number of game balls launched per minute is approximately 99.9 (pieces / minute). In other words, a game ball is launched approximately every 0.6 seconds.

[0188] The performance control board 130 is a slave control board (slave control means) that controls performances related to games (performed in the gaming machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 is equipped with a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a performance control unit 130m that includes a sub-RAM 130c that serves as a work area during arithmetic processing, a display control unit 140 that controls the first image display device 70 (main liquid crystal display), the second image display device 71 (sub-liquid crystal display), and the audio output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board drive device 75, the board lighting device 76, etc., input ports, output ports, etc. for performance control.

[0189] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the effects while utilizing the sub-RAM 130c as a work area, thereby controlling (outputting data and commands) various control units (display control unit 140, lamp control unit 150) to execute various effects in accordance with commands received from the main control board 110 and input signals from the effect button detection switch 17a and the cross key detection switch 19a.

[0190] The effect button detection switch 17a, the cross key detection switch 19a, and the button position detection sensor (not shown) are connected to the input port of the effect control board 130. When an effect button detection signal indicating that the effect button 17 has been operated is input from the effect button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the effect control board 130 performs processing to execute an effect according to the detection signal.

[0191] The display control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a specified image, and controls the audio output device 9 to output a specified sound.

[0192] The display control unit 140 includes a general control unit 141 that comprehensively controls image display and audio output based on reception of a performance control command from the performance control unit 130m, an image control unit 145 (VDP) that controls the first image display device 70 and the second image display device 71 based on reception of a display control command (display list) from the general control unit 141, a CGROM 146 in which image data, etc. are stored, an audio control unit 148 (audio LSI) that controls the audio output device 9 based on reception of an audio control command from the general control unit 141, and an audio ROM 149 in which audio data, etc. are stored.

[0193] The overall control unit 141 includes an overall CPU 141a that performs calculation processing, an overall ROM 141b that stores an overall control program, an overall RAM 141c that serves as a work area during calculation processing, and input / output ports to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.

[0194] The general CPU 141a receives an operating clock from a crystal oscillator, reads out the general control program stored in the general ROM 141b, and performs arithmetic processing related to the performance while using the general RAM 141c as a work area. This allows it to perform control processing such as generating display control commands (display lists) that instruct the performance images to be displayed on the first image display device 70 and the second image display device 71 and sending them to the display control unit 140, and generating audio control commands that instruct the performance sounds to be output from the audio output device 9 and sending them to the audio control unit 148 (audio LSI).

[0195] The VRAM 143 provided in the image control unit 145 (VDP) has a display list storage area that temporarily stores the display list output from the overall control unit 141 (overall CPU 142a), a frame buffer area corresponding to the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), and the like.

[0196] This frame buffer area is a storage area for drawing or displaying images, and further includes a first frame buffer area and a second frame buffer area, which alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing starts.

[0197] Therefore, based on instructions (display list) from the overall control unit 141, the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 in the "drawing frame buffer" in the frame buffer area of ​​the VRAM 147, reads the drawing data from the "display frame buffer" in the frame buffer area, generates video signals (RGB signals, etc.) based on the read drawing data, and outputs them to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal) to display various images.

[0198] The image control unit 145 (VDP) receives an operating clock from a crystal oscillator, and divides the operating clock to generate synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal), which are output to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30 fps (1 / 30 second = approximately 33 ms) so that drawing (image display) is performed 30 times per second, but it may also be 60 fps (1 / 60 second = approximately 16.6 ms) so that drawing (image display) is performed 60 times per second.

[0199] The audio control unit 148 is connected to the audio output device 9, and controls the output of audio data, music data (BGM, SE), etc. from the audio output device 9 in accordance with the display of the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) based on various performance data (including commands) sent from the performance control unit 130m.

[0200] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.

[0201] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs calculations related to the performance while using the lamp RAM 150c as a work area, thereby controlling (outputting data and commands) controlled devices such as various lighting devices and various driving devices to perform specified performances in accordance with performance instruction commands, etc. received from the performance control unit 130m.

[0202] The input / output ports of the lamp control unit are connected to the frame lighting device 10, button drive device 17b, board lighting device 76, and sub-information display device 80, and based on various performance data (including commands) sent from the performance control unit 130m (sub-CPU 130a), it controls the lighting of various LEDs in the frame lighting device 10, board lighting device 76, and sub-information display device 80, and controls the driving of drive sources such as motors and solenoids in the button drive device 17b and board drive device 75.

[0203] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine 1 from a power supply supplied from outside the gaming machine 1, and supplies it to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether a power interruption (power outage) has occurred and outputs a power interruption detection signal to the main control board 110 based on the occurrence of a power interruption (power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power interruption (power outage).

[0204] The power supply board 160 also has a power switch operable by a store employee to switch between an ON state, which supplies main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply of power; when the power switch is turned ON, the supply of main power begins, and operation of the gaming machine 1 begins. Note that even when the power switch is in the OFF state, the supply of backup power to the main control board 110 is maintained.

[0205] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage drops below a predetermined value, outputs a power interruption detection signal to the main control board 110. More specifically, when the power interruption detection signal goes high, the main CPU 110a enters an operable state, and when the power interruption detection signal goes low, the main CPU 110a enters a stopped state.

[0206] The backup power supply circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the stored contents of the main RAM 110c and the payout RAM 121c to be maintained even during a power outage, and after recovery from the power outage (power outage), the game control state can be restored to the state before the power outage (power outage). Note that a backup power supply may be supplied to the payout control board 120 and the performance control board 130.

[0207] (Explanation of game status) Next, the game state as the game progresses will be described. In this embodiment, there are a "low probability state" and a "high probability state" as states related to the jackpot determination of the special symbol, and there are a "non-time-saving state" and a "time-saving state" as states related to the movable member 48 of the second starting hole 47.

[0208] In this embodiment, the following three game states are provided. (1) Normal game state (low probability non-time shortening game state) that is "low probability state" and "non-time shortening state" (2) A time-saving game state that is both a "low probability state" and a "time-saving state" (low probability time-saving game state) (3) A probability variation game state in which the game is both "high probability state" and "time-saving state" (high probability time-saving game state)

[0209] The gaming state when a game is started, that is, the initial gaming state of the gaming machine 1, is set to a "low-probability non-time-saving gaming state." In this embodiment, the "low-probability time-saving gaming state" and the "high-probability time-saving gaming state" are sometimes referred to as "specific gaming states" because they are gaming states that are more advantageous to the player than the normal gaming state.

[0210] In this embodiment, the "low probability state" refers to a gaming state in which, for example, when the setting value (of the jackpot probability in the jackpot determination), which is the stage of the advantageous degree of the game, is "1," the probability of winning a jackpot is set low at approximately 1 / 300 in the jackpot determination of a special symbol, which is performed on the condition that a gaming ball enters the first starting hole 45 or the second starting hole 47. In contrast, the "high probability state" refers to a gaming state in which the probability of winning a jackpot is improved compared to the low probability state, and when the setting value is "1," the probability of winning a jackpot is set high at approximately 1 / 60.

[0211] Specifically, there are four setting values: "1" to "4." When the setting value is "1," the probability of winning a jackpot in a low probability state is approximately 1 / 300, and the probability of winning a jackpot in a high probability state is approximately 1 / 60. When the setting value is "2," the probability of winning a jackpot in a low probability state is approximately 1 / 295, and the probability of winning a jackpot in a high probability state is approximately 1 / 59. When the setting value is "3," the probability of winning a jackpot in a low probability state is approximately 1 / 290, and the probability of winning a jackpot in a high probability state is approximately 1 / 58. When the setting value is "4," the probability of winning a jackpot in a low probability state is approximately 1 / 285, and the probability of winning a jackpot in a high probability state is approximately 1 / 57.

[0212] Therefore, in the "high probability state," it is easier to win a jackpot than in the "low probability state." Also, the transition from the low probability state to the high probability state occurs after the jackpot game described below is completed. Therefore, in this embodiment, the jackpot that triggers the transition to the high probability state is called a "variable jackpot." Also, the jackpot that triggers the transition to the low probability state is called a "normal jackpot."

[0213] In this embodiment, the "non-time-saving state" refers to a gaming state in which, in a winning lottery for a normal symbol, which is held on the condition that a gaming ball has passed through the normal symbol gate 44, the average fluctuation time of the normal symbol corresponding to the lottery result is set longer than in the "time-saving state," and the opening time of the second start gate 47 when a winning lottery is won is likely to be set shorter. For example, when a gaming ball passes through the normal symbol gate 44, a winning lottery for a normal symbol is held, and the normal symbol is displayed fluctuatingly on the normal symbol display 62, but the normal symbol is displayed frozen, for example, 30 seconds after the fluctuating display begins. If the lottery result is a winning lottery, the second start gate 47 is controlled to be in an open state for, for example, 0.2 seconds after the normal symbol is displayed frozen.

[0214] In contrast, the "time-saving state" refers to a gaming state in which, in a normal symbol winning lottery, which is held on the condition that a gaming ball passes through the normal symbol gate 44, the average fluctuation time of the normal symbol corresponding to the lottery result is set to 0.5 seconds, which is shorter than the "non-time-saving state," and the opening time of the second starting gate 47 upon winning is set to, for example, 2.5 seconds, which is longer than the "non-time-saving state." Furthermore, in the "non-time-saving state," the probability of winning in the normal symbol winning lottery is set low, for example, 1 / 128, while in the "time-saving state," the probability of winning in the normal symbol winning lottery is set high, for example, 127 / 128. Therefore, in the "time-saving state," when a gaming ball passes through the normal symbol gate 44, the second starting gate 47 is more likely to be controlled to an open state than in the "non-time-saving state." This allows the player to play advantageously in the "time-saving state" without consuming game balls.

[0215] The "time-saving game state" is set to a normal time-saving game state that is controlled after the end of a jackpot game (via a jackpot game), as described below, and a special time-saving game state that is controlled when the number of times the special symbol has displayed a missing variation, which is executed after a predetermined condition is met (executing an RWM clear, clearing the number of variations based on the end of a jackpot game to 0), reaches a specified number of times (900 times in this embodiment).

[0216] In the embodiment, the "time-shortened state" is set to be more advantageous than the "non-time-shortened state" in terms of the normal symbol variation time, the opening time of the second start port 47, and the winning probability of the normal symbol lottery, but the "time-shortened state" may be set to be more advantageous in terms of only one of the normal symbol variation time, the opening time of the second start port 47, and the winning probability of the normal symbol lottery. Also, in the non-time-shortened state, the probability of winning in the normal symbol winning lottery may be set to, for example, 0 / 128.

[0217] In addition, in this embodiment, the probability of winning a jackpot when in a high probability state is 5 times (common regardless of the set value) the probability of winning a jackpot when in a low probability state, but the probability of determining a jackpot is not limited to 5 times, and may be set to any value such as 3 times or 8 times as long as it is a value less than 10 times.

[0218] In addition, in this embodiment, the small prize, which is less advantageous to the advantageous player than the big prize, is not won in the big prize determination, but for example, it may be set so that the probability of winning a small prize is about 1 / 100. In this case, it is preferable that the probability of winning a small prize is the same regardless of whether the set value is "1" to "4".

[0219] Also, the larger the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot), but conversely, the smaller the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot).

[0220] Also, the probability of determining a jackpot in a low probability state and / or a high probability state may be the same for all set values ​​(1 to 4), or for example, the probability of determining a jackpot in a low probability state and / or a high probability state may be the same for two or three set values ​​(1 and 2, 1 to 3, etc.). Also, although the set values ​​in this embodiment are four levels, 1 to 4, they are not limited to four levels and may be more or less than four levels (for example, one level).

[0221] In addition, a normal time-saving game state and a special time-saving game state are provided as time-saving game states, but if a special miss different from a normal miss is won as a result of the jackpot determination process, and a special miss special pattern is stopped and displayed as a result of the variable display of the special pattern, a specific time-saving game state may be generated for a predetermined period (for example, until the variable display of the special pattern is executed 100 times). Various controls in the specific time-saving game state may be made to conform to those in the special time-saving game state.

[0222] Next, various tables stored in the main ROM 110b will be described in detail with reference to FIGS.

[0223] (Jackpot determination table) Figure 10(a) is a jackpot determination table for the first special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the first starting hole 45, and Figure 10(b) is a jackpot determination table for the second special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the second starting hole 47.

[0224] As shown in Figures 10(a) to (b), the jackpot determination table corresponds the current setting value, the current probability state, the random number value for jackpot determination, and the jackpot determination result (jackpot, miss), and for reference, the approximate probability of winning in the case of a "jackpot" is listed in the rightmost column.

[0225] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 10(a) or the jackpot determination table for the second special symbol shown in Figure 10(b), and determines whether it is a "jackpot" or a "miss" based on the current setting value, probability state, and random number value for jackpot determination.

[0226] For example, according to the jackpot determination table for the first special symbol shown in Fig. 10(a), when the set value is "1" and the game is in normal play mode, 200 random numbers for jackpot determination from "100" to "299" are determined as "jackpots." Then, random numbers for jackpot determination other than those determined as jackpots are determined as "misses."

[0227] The special symbol determination information acquired based on the entry of the gaming ball into the first starting hole 45 is stored in the first special symbol determination information reserve memory area of ​​the main RAM 110c, and the special symbol determination information acquired based on the entry of the gaming ball into the second starting hole 47 is stored in the second special symbol determination information reserve memory area of ​​the main RAM 110c. When a jackpot determination is made, the special symbol determination information stored in the first special symbol determination information reserve memory area or the second special symbol determination information reserve memory area is shifted to the special symbol determination information storage area of ​​the main RAM 110c, and the jackpot determination is made using the shifted special symbol determination information.

[0228] In addition, the first special symbol determination information reservation storage area is divided into a first storage section to a fourth storage section, and reservation icons corresponding to the special symbol determination information stored in these first storage section to fourth storage section are displayed in the first display section 70B1 to the fourth display section 70B4 of the first reservation icon display area 70B, respectively. The second special symbol determination information reservation storage area is divided into a first storage section to a fourth storage section, and reservation icons corresponding to the special symbol determination information stored in these first storage section to fourth storage section are displayed in the first display section 70D1 to the fourth display section 70D4 of the second reservation icon display area 70D, respectively.

[0229] (Special pattern determination table) Figure 11(a) is a special pattern determination table for a jackpot, which is used to determine the type of special pattern when a jackpot is determined, and Figure 11(b) is a special pattern determination table for a miss, which is used to determine the type of special pattern when a miss is determined.

[0230] As shown in Figures 11(a) to (b), the special pattern determination table associates the type of special pattern to be stopped and displayed, a random number value for determining the special pattern, the determination result of the special pattern, the stop special pattern data corresponding to the determination result, and the special pattern designation command corresponding to the determination result.

[0231] The special symbols "00" and "10" are special losing symbols that do not trigger a jackpot game. The special symbols "01" and "04" are special jackpot symbols that trigger the first jackpot game, the special symbols "02" and "05" are special jackpot symbols that trigger the second jackpot game, and the special symbol "03" is special jackpot symbol that triggers the third jackpot game.

[0232] In the "first jackpot game," a round game in which the large prize opening 50 is opened for a maximum of 29.5 seconds and then closed for two seconds is executed up to six times. Note that in the round game, one round game ends when a specified number of game balls (for example, 10 balls) enter the large prize opening 50 even before the opening time has elapsed. In addition, after the first jackpot game ends, the game is set to a normal time-saving game state (low-probability non-time-saving game state) until the variable display of the second special symbol is performed 50 or 100 times.

[0233] In the "second jackpot game," the jackpot opening 50 is opened for a maximum of 29.5 seconds, and then the jackpot opening is closed for 2 seconds. This round game is executed up to 10 times. After the second jackpot game ends, the machine is set to a probability variable game state (high probability time-saving game state) until the second special symbol is displayed 10,000 times. Therefore, based on the probability of winning a jackpot in the high probability game state, the next jackpot is almost guaranteed.

[0234] In the "third jackpot game," the second major prize opening 56 is opened for a maximum of 29.5 seconds, and then the second major prize opening is closed for two seconds. This round game is executed up to four times. After the third jackpot game ends, the machine is set to a probability variable game state (high probability time-shortened game state) until the second special symbol is displayed 10,000 times. Therefore, based on the probability of winning a jackpot in the high probability game state, the next jackpot is almost guaranteed.

[0235] Although one losing special symbol is associated with each of the first special symbol and the second special symbol, multiple losing special symbols may be associated with at least one of the first special symbol and the second special symbol.

[0236] The main CPU 110a refers to the special pattern determination table shown in any one of Figures 11(a) to (b), and determines the type of special pattern, the stopped special pattern data, and the special pattern designation command based on the type of special pattern to be stopped and the random number value for special pattern determination, and transmits the special pattern designation command to the performance control board 130.

[0237] The first feature of the special symbol determination table shown in Figure 11 is that the types of special symbols for big wins and big losses are the same regardless of the setting value. This allows players to play with peace of mind without complicating the gameplay.

[0238] The second feature of the special symbol determination table shown in Figure 11 is that the selection rates of various special jackpot symbols and various losing symbols are constant and do not change depending on the setting value. This prevents the player's advantage from changing drastically depending on the setting value, allowing the player to play with peace of mind.

[0239] (Normal special chart variation pattern determination table) FIG. 12 is a diagram showing an example of a normal special symbol variation pattern determination table that is referred to when determining the variation pattern of the special symbol in the normal game state.

[0240] Specifically, Figure 12(a) is a normal special symbol variation pattern determination table 1 that is referenced when executing a variation display of a basic special symbol in a normal game state, and Figure 12(b) is a normal special symbol variation pattern determination table 2 that is referenced when executing a variation display corresponding to the remaining reserved number of the second special symbol at the end of the special time-saving game state when transitioning from the special time-saving game state to the normal game state.

[0241] (Special chart fluctuation pattern determination table for probability change / normal time reduction) FIG. 13 is a diagram showing an example of a special symbol variation pattern determination table for a probability variable / normal time-saving game state, which is referred to when determining the variation pattern of a special symbol in the probability variable game state or the normal time-saving game state.

[0242] Specifically, Figure 13(a) is a special symbol variation pattern determination table 1 for special symbol variation / normal time reduction that is referenced when executing a basic special symbol variation display in a special symbol variation state or normal time reduction play state, and Figure 13(b) is a special symbol variation pattern determination table 2 for normal time reduction that is referenced when executing a final special symbol variation display in a normal time reduction play state.

[0243] (Special chart fluctuation pattern determination table for special time reduction) FIG. 14 is a diagram showing an example of a special symbol variation pattern determination table for special time reduction, which is referred to when determining the variation pattern of the special symbol in the special time reduction game state.

[0244] Specifically, Figure 14(a) is a special symbol change pattern determination table 1 for special time reduction that is referenced when a change display of a special symbol is executed when there is no jackpot history information in the main RAM 110c, Figure 14(b) is a special symbol change pattern determination table 2 for special time reduction that is referenced when there is jackpot history information in the main RAM 110c and a change display of a special symbol that will be the beginning of a special time reduction game state is executed, Figure 14(c) is a special symbol change pattern determination table 3 for special time reduction that is referenced when there is jackpot history information in the main RAM 110c and a change display of a special symbol that is before the end of the special time reduction game state, and Figure 14(d) is a special symbol change pattern determination table 4 for special time reduction that is referenced when there is jackpot history information in the main RAM 110c and a change display of a special symbol that will be the final time of a special time reduction game state is executed.

[0245] As shown in Figures 12 to 14, the special symbol fluctuation pattern determination table associates the type of special symbol (starting hole) that displays the fluctuation, the result of the jackpot determination, the determination result of the special symbol (stop special symbol data), a random number value for reach determination, the number of first special symbols reserved (U1) or the number of second special symbols reserved (U2), a random number value for determining the special symbol fluctuation pattern, the special symbol fluctuation pattern as the determination result, the fluctuation time of the special symbol, and a special symbol fluctuation pattern designation command that indicates the special symbol fluctuation pattern.

[0246] Therefore, the "special symbol variation pattern" can be said to be something that can identify the type of special symbol, the result of determining a jackpot, the type of special symbol, and the variation time of the special symbol.

[0247] The main CPU 110a refers to the special symbol variation pattern determination table shown in Figures 12 to 14, and determines the special symbol variation pattern based on the jackpot determination result, the special symbol determination result (stop special symbol data), the random number value for reach determination, the number of first special symbols reserved (U1) or the number of second special symbols reserved (U2), and the random number value for special symbol variation pattern determination, and transmits a special symbol variation pattern designation command corresponding to the special symbol variation pattern to the performance control board 130.

[0248] Furthermore, as will be described later, the performance control board 130 determines the content (performance mode) of the variable performance involving the variable display of the performance pattern 70a according to the variable pattern designation command (jackpot determination result, special pattern determination result, etc.), and therefore, for reference, the rightmost column of the special pattern determination table shown in Figures 12 to 14 lists the performance content that can be executed in the variable performance.

[0249] The effect contents shown in the fluctuation pattern determination table shown in Figures 12 to 14, "normal fluctuation," "shortened fluctuation," and "ultra-shortened fluctuation," mean that the three effect patterns 70a fluctuate independently at high speed and stop without reaching a reach.

[0250] Furthermore, "reach" refers to a variation mode that makes a player expect a jackpot game to be executed, such as when a part of the combination of effect symbols 70a that notify a jackpot temporarily stops and other effect symbols 70a change. For example, when a combination of three effect symbols 70a, "777," is set as the combination of effect symbols 70a that notify a jackpot, the same effect symbol 70a temporarily stops at "7" in the left and right areas, and the remaining effect symbols 70a change in the center area.

[0251] Note that "temporary stop" refers to a state in which the performance pattern 70a sways slightly or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).

[0252] In addition, "normal reach" refers to a reach effect in which the same effect pattern 70a temporarily stops in the left and right areas, and the remaining effect pattern 70a fluctuates in the central area, and is the reach effect with the lowest expectation of a jackpot.

[0253] Furthermore, "SP Reach" and "Special SP Reach" are super reach effects that have a higher probability of winning than normal reach, and are executed after an extended effect is executed from the normal reach effect. For example, the two effect symbols 70a shrink and move to the corners of the first image display device 70, and a special reach effect is executed using almost the entire display area of ​​the first image display device 70. Note that "Special SP Reach" executes an effect that is more special than "SP Reach".

[0254] Furthermore, "SPSP Reach" and "SPSP '7' Reach" are special reach effects that have a higher probability of winning than Super Reach, and are executed after a normal reach effect or a super reach effect. For example, an extension effect is executed from a normal reach effect, and then the three effect symbols 70a shrink and move to the corners of the first image display device 70, and a reach effect that is more special than "SP Reach" is executed using almost the entire display area of ​​the first image display device 70. In "SPSP Reach", a reach effect is executed with effect symbols 70a other than "7", and in "SPSP '7' Reach", a reach effect is executed with the symbol "7".

[0255] Furthermore, the "full rotation reach" is a reach that determines a jackpot, and is executed after a normal reach effect. For example, an extended effect is executed from a normal reach effect, and then the three effect symbols 70a all fluctuate at a slow speed while being identical, and a more special reach effect (a reach effect that determines a jackpot) than the "SPSP reach" or "SPSP '7' reach" is executed using almost the entire display area of ​​the first image display device 70.

[0256] In addition, "Revival Fluctuation (Hit)" is an effect in which a revival effect is performed suggesting that a jackpot has been hit and the player will be resurrected to a specific game state that is advantageous to the player, and is executed without going through a reach after an end notification effect is performed suggesting the end of the specific game state that is advantageous to the player after transitioning from the special time-saving game state to the normal game state.

[0257] "Chance effect variation (win)" is a variation effect in which a chance effect is executed that suggests that there is a chance for a jackpot game to be executed, and is executed without going through a reach. For example, after the text image "Chance Approaching" is displayed on the first image display device 70, an effect is executed in which three effect symbols 70a are displayed in a line.

[0258] "Result fluctuation" is a presentation in which, in the final fluctuation display of the normal time-saving game state, a result display is made to show the results of the game during a series of advantageous periods in which the time-saving game state continues, triggered by a jackpot game from the normal game state, known as the so-called first win. Note that the result display may be made not from the first win, but from a series of advantageous periods in which the state advantageous to the player continues.

[0259] "Result revival variation (win)" is a revival effect that suggests a jackpot and a return to a specific game state that is advantageous to the player, and is executed after the result display is shown in the final variation display of the normal time-limited game state, without going through a reach.

[0260] "(Thrust) ~ Fluctuation" indicates that if it is the first fluctuation of the special time-shortened game state, a short-entry effect is performed that suggests entering the special time-shortened game state in a relatively short time (for example, 2 seconds), and if it is not the first fluctuation of the special time-shortened game state, a short-entry effect is not performed.

[0261] The "long entry effect variation" is a variation pattern that occurs when a long entry effect is performed during the first variation of the special time-shortened game state, suggesting entry into the special time-shortened game state for a relatively long period of time (for example, 6 seconds), and is specifically designed for the first variation of the special time-shortened game state when there is a history of jackpots.

[0262] "Instant Win Variation (Win)" is a presentation that notifies the player of a favorable result (jackpot) without going through a reach, and ultimately displays three presentation patterns 70a in a line.

[0263] An "end suggestion change" is a display that notifies the player that a special time-saving game state is coming to an end, and is executed during the final change display of a special time-saving game state that has a history of winning big prizes.

[0264] "End suggestion revival change (hit)" is a revival effect that suggests a jackpot and a return to a specific game state that is advantageous to the player, and is executed without going through a reach after the end notification effect has started in the final change display of the special time-saving game state.

[0265] In addition, the "instant win variation" is not executed when the first special pattern variation display is executed in the normal game state, but the "instant win variation" may also be executed when the first special pattern variation display is executed.

[0266] The first feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that during the variation display that is the final round of the normal time-saving game state (a series of advantageous periods), a variation effect in which the result is displayed is executed. By doing so, the player can check the results of the game during the series of advantageous periods, which makes it possible to increase the interest in the game.

[0267] A second feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that during the variation display that is the final round of the special time-saving game state, the result display is not performed and an end notification effect is performed. By doing so, even though a jackpot game has not been executed, the results of the game during a series of advantageous periods are displayed, which can prevent the player from becoming dissatisfied and increase the interest in the game.

[0268] A third feature of the special symbol variation pattern determination table shown in Figures 12 to 14 is that different special symbol variation pattern determination tables are used for the normal time-saving game state and the special time-saving game state. By doing so, even in the same time-saving game state, the presentation content can be made different between the normal time-saving game state and the special time-saving game state, making it possible to improve the interest of the game.

[0269] The fourth feature of the special chart fluctuation pattern determination table shown in Figures 12 to 14 is that, in the fluctuation display during the special time-saving game state, different special chart fluctuation pattern determination tables are used depending on whether or not there is a jackpot history (RWM clear). By doing so, the presentation content during the fluctuation display during the special time-saving game state can be made different depending on whether or not there is a jackpot history, making it possible to improve the interest of the game.

[0270] The fifth feature of the special chart fluctuation pattern determination table shown in Figures 12 to 14 is that, in the initial fluctuation during the special time-saving game state, different special chart fluctuation pattern determination tables are used depending on whether or not there is a jackpot history (RWM clear). By doing so, the presentation content during the initial fluctuation display in the special time-saving game state can be made different depending on whether or not there is a jackpot history, making it possible to improve the interest of the game.

[0271] The sixth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that, in the initial variation during the special time-saving game state, the number of special chart variation patterns determined when there is no jackpot history is greater than the number of special chart variation patterns when there is a jackpot history (RWM clear). By doing this, it is possible to change the presentation content during the initial variation display in the special time-saving game state depending on whether there is a jackpot history, thereby increasing the interest in the game.

[0272] The seventh feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that when the first variation during a special time-saving game state with a jackpot history (RWM clear) is a miss, a dedicated special chart variation pattern is determined for the first time. By doing so, a dedicated effect (long entry effect) can be performed during the first variation during the special time-saving game state, making it possible to improve the interest of the game.

[0273] The eighth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that, in the final variation during the special time-saving game state, different special chart variation pattern determination tables are used depending on whether or not there is a jackpot history (RWM clear). By doing so, the presentation content during the final variation display in the special time-saving game state can be made different depending on whether or not there is a jackpot history, making it possible to improve the interest of the game.

[0274] The ninth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that, in the final variation during the special time-saving game state, the number of special chart variation patterns determined when there is no jackpot history is greater than the number of special chart variation patterns when there is a jackpot history (RWM clear). By doing this, the presentation content during the final variation display in the special time-saving game state can be made different depending on whether there is a jackpot history or not, making it possible to improve the fun of the game.

[0275] The tenth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that when the final variation during a special time-saving game state with a jackpot history (RWM clear) is a miss, a special chart variation pattern dedicated to the final round is determined. By doing so, a dedicated effect (end suggestion effect) can be performed during the final variation during the special time-saving game state, making it possible to increase the interest in the game.

[0276] An eleventh feature of the special symbol variation pattern determination table shown in Figures 12 to 14 is that, during the special time-saving game state, when the miss variation display of the second special symbol (second variation display) is executed, there are more types of special symbol variation patterns (variation display patterns) that are determined (executed) than when the miss variation display of the first special symbol (first variation display) is executed. By doing so, it is possible to induce the player to perform the variation display of the second special symbol that is advantageous to the player during the special time-saving game state, and it is possible to increase the interest in the game.

[0277] A twelfth feature of the special symbol variation pattern determination table shown in Figures 12 to 14 is that the average variation time of the special symbols (mainly the second special symbols) during the time-saving game state is longer than the average variation time of the normal symbols during the time-saving game state. By doing so, even in the time-saving game state in which the average variation time of the special symbols is shorter than in the normal game state, the second reserved memory is more likely to accumulate, and by speedily executing the variation display of the special symbols, it is possible to improve the interest of the game.

[0278] (Pre-determination table) Figure 15(a) is a diagram showing an example of a pre-determination table for a non-time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the first starting port 45 during a non-time-shortened state, and Figure 15(b) is a diagram showing an example of a pre-determination table for a time-shortened state for pre-determining (pre-reading) special chart determination information obtained based on the entry of a game ball into the second starting port 47 during a time-shortened state.

[0279] As shown in Figure 15, the pre-determination table associates the type of special pattern (starting hole), the jackpot determination result, the special pattern determination result, the random number value for reach determination, the random number value for special pattern variation pattern determination, the special pattern planned variation pattern as the determination result, and the pre-reading designation command indicating the special pattern planned variation pattern.

[0280] Therefore, the "special symbol planned variation pattern" can be said to be something that can identify the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol variation pattern that is planned to be executed.

[0281] The main CPU 110a refers to the pre-determination table shown in Figure 15, and determines the planned special symbol variation pattern based on the random number value for determining a jackpot, the random number value for determining a special symbol, the random number value for determining a reach, and the random number value for determining a special symbol variation pattern, and transmits a pre-reading designation command corresponding to the planned special symbol variation pattern to the performance control board 130.

[0282] (Game status setting table) FIG. 16 is a diagram showing an example of a game state setting table for setting the game state after the end of a big win game.

[0283] As shown in Figure 16, the game status setting table corresponds to the stop special symbol data of the jackpot special symbol, the game status information at the time of winning the jackpot, the game status flag to be set (a time-saving flag indicating that the game is in a time-saving state, a high-probability flag indicating that the game is in a high-probability state), the first time-saving number of times (J1) which is the number of times the first special symbol will change to end the time-saving game state, the second time-saving number of times (J2) which is the number of times the second special symbol will change to end the time-saving game state, and the third time-saving number of times (J3) which is the number of times the combined first special symbol and second special symbol will change to end the time-saving game state.

[0284] A first feature of the game state setting table shown in Fig. 16 is that there is a jackpot game (first jackpot game) in which the second time-saving number of times (J2) set when executed in the time-saving state is greater than the second time-saving number of times (J2) set when executed in the normal game state. By doing so, the second time-saving number of times (J2) set can be varied depending on the type of jackpot game, improving the gameplay and increasing the interest in the game.

[0285] A second feature of the game state setting table shown in Figure 16 is that three types of time-saving counts are set, so that regardless of whether the first special pattern variable display or the second special pattern variable display is executed during the time-saving state, the time-saving state will end at an appropriate count, so that a fair time-saving state can be provided among players, thereby making it possible to increase the interest in the game.

[0286] Next, the progress of the game on the gaming machine 1 will be described using a flowchart.

[0287] (Main processing of the main control board) The main processing of the main control board 110 will be described with reference to Figure 17. Figure 17 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when power supply voltage is supplied from the power supply board 160, is input to the main CPU 110a.

[0288] First, the main CPU 110a prohibits all interrupts in step S1, performs CPU initialization such as setting built-in registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, it waits for one second for the payout control board 120 and the performance control board 130 to start up so that no commands from the main control board 110 are missed.

[0289] In step S4, the main CPU 110a permits access to the RWM area of ​​the main RAM 110c, and in step S5, transmits a launch permission designation command to the payout control board 120. As a result, the payout control unit 121 performs processing to permit the launching device 26 to launch game balls.

[0290] In step S6, the main CPU 110a determines whether a backup flag indicating power restoration has been saved in the gaming RWM area of ​​the main RAM 110c. If the backup flag has been saved, it is determined that power restoration has occurred and the process proceeds to step S7. If the backup flag has not been saved, it is determined that power has been turned on for the first time and the process proceeds to step S8.

[0291] In step S7, the main CPU 110a calculates a checksum (abnormality determination data) of the gaming RWM area (excluding the setting value area) of the main RAM 110c.

[0292] In step S8, the main CPU 110a determines whether a setting change operation has been performed. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S9 to transition to setting change mode, and if a setting change operation has not been performed, the process proceeds to step S10.

[0293] The main CPU 110a performs a setting change process in step S9. Specifically, the main CPU 110a displays a status confirmation display on the status confirmation display 68 indicating that the setting is being changed or confirmed, and also displays the current setting value saved in the setting value area of ​​the gaming RWM area on one 7-segment LED of the information display 113, and transmits a setting change designation command to the performance control board 130.

[0294] Furthermore, each time the RWM clear switch 111a is operated, the setting value is changed (updated) within the range of "1" to "4", and the updated setting value is displayed on the 7-segment LED. When a setting confirmation operation is performed in which the setting key switch 112a changes from the ON state to the OFF state, the setting value is confirmed and the changed (updated) setting value is saved in the setting value area, the display of the setting value on the information display 113 is terminated, the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to end the setting change mode.

[0295] Upon receiving the setting change command, the performance control board 130 performs processing to notify the user that the setting value is being changed. Specifically, the image display devices 70 and 71 may display a setting change screen indicating that the setting value is being changed, or the frame lighting devices 10 and the board lighting devices 76 may be all lit in a predetermined light color (e.g., white) throughout the setting change. The audio output device 9 may output a setting change notification sound ("setting change in progress") indicating that the setting is being changed.

[0296] In step S10, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the gaming RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the gaming RWM area), the process proceeds to step S11, and if the checksum is not normal (there is an abnormality in the data in the gaming RWM area), it is determined that the control state before the power was turned off cannot be restored normally, and the process proceeds to step S12.

[0297] If the backup flag is not saved, that is, if the power is turned on for the first time, the checksum is determined to be abnormal.

[0298] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.

[0299] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, sends an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt prohibition to prohibit timer interrupts, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs a process to execute an irrecoverable error notification.

[0300] An "irrecoverable error" is an error state in which game control is no longer performed (the game control is not transferred), and the error cannot be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error cannot be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without any setting change operation, and the power switch must be turned ON with a setting change operation. Note that during an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.

[0301] In addition, the "unrecoverable error" is not cleared unless a setting change process is performed, but it may also be cleared when an RWM clear is performed without a setting change process.

[0302] The "irrecoverable error notification" is a notification to make the user aware that an irrecoverable error has occurred, and may involve displaying an irrecoverable error screen ("irrecoverable error. Please change the settings") on the image display devices 70, 71, lighting all of the frame lighting devices 10 and board lighting devices 76 in a specified light color (for example, red) until the power is turned off, or outputting an irrecoverable error sound ("irrecoverable error" + buzzer sound) from the audio output device 9 indicating that an irrecoverable error has occurred until the power is turned off. The audio output device 9, the frame lighting device 10, the image display devices 70 and 71, and the board lighting device 76 may be collectively referred to as the "performance device."

[0303] In step S13, the main CPU 110a determines whether or not an RWM clear operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has been performed, the process proceeds to step S14, assuming that RWM clearing is to be performed. If an RWM clear operation has not been performed, the process proceeds to step S16.

[0304] In step S14, the main CPU 110a performs an RWM clear process. Specifically, the main CPU 110a performs a process for initializing the control state of the game (initializing the area other than the set value area of ​​the game RWM area).

[0305] In step S15, the main CPU 110a transmits a power-on command indicating that the game control state has been initialized and the current game state (here, a low-probability non-time-limited game state as a normal game state) to the payout control board 120 and the performance control board 130, and proceeds to step S21. As a result, the performance control board 130 performs processing to execute a power-on notification.

[0306] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves displaying the initial screen (background image and initial performance pattern "135") when the power is turned on on the image display devices 70 and 71, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., red) for a predetermined period of time (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that the RWM area has been initialized. In addition, in the power-on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.

[0307] In step S16, the main CPU 110a determines whether a setting confirmation operation has been performed. Specifically, it determines whether the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process proceeds to step S17 to transition to setting confirmation mode, and if no setting confirmation operation has been performed, the process proceeds to step S18 to return the game control state to the state before the power was turned off.

[0308] The main CPU 110a performs setting confirmation processing in step S17. Specifically, the main CPU 110a displays a status confirmation display on the status confirmation display 68 indicating that the setting is being changed or confirmed, and also displays the current setting value saved in the setting value area of ​​the gaming RWM area on one 7-segment LED of the information display 113, and transmits a setting confirmation designation command to the performance control board 130.

[0309] Furthermore, when a confirmation termination operation is performed in which the setting key switch 112a is changed from the ON state to the OFF state, the display of the setting value on the information display 113 is terminated, and the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to terminate the setting confirmation mode.

[0310] Upon receiving the setting confirmation command, the performance control board 130 performs processing to issue a setting confirmation notification to notify the user that the setting is being confirmed. Specifically, the image display devices 70 and 71 may display a setting confirmation screen indicating that the setting is being confirmed, or the frame lighting devices 10 and the board lighting devices 76 may be all lit in a predetermined light color (e.g., white) while the setting is being confirmed. The audio output device 9 may output a setting confirmation notification sound ("Confirming the setting value") indicating that the setting is being confirmed.

[0311] In step S18, the main CPU 110a clears (to 0) the backup flag and checksum saved in the gaming RWM area and sets the gaming RWM area when power is restored. This causes the game progress state (control state) to return (restore) to the state before the power was cut off, making it possible to resume the game from the state before the power was cut off.

[0312] In step S19, the main CPU 110a transmits a power restoration command indicating that the game control state has been restored and the game state before the power outage to the performance control board 130. As a result, the performance control board 130 performs processing to terminate the setting confirmation notification, etc., which will be described later, and execute the power restoration notification.

[0313] The "power restoration notification" is a notification to make the player aware that the game control state has returned to the state it was in before the power was cut off, and involves displaying the initial screen (background image and initial performance pattern "135") when power is restored on the image display devices 70, 71, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., blue) for a predetermined period of time (e.g., 60 seconds), and outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that power has been restored (from a power outage). In addition, in notifying the restoration of power, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the power has been restored may be displayed on the image display devices 70 and 71.

[0314] In step S20, the main CPU 110a transmits other commands (a special reserve number designation command indicating the first special reserve number (U1) and the second special reserve number (U2), a regular reserve number designation command indicating the regular reserve number (G), etc.) to the performance control board 130. This allows the performance control board 130 to grasp the special reserve number and the regular reserve number, and performs processing to display the first reserve icon and the second reserve icon on the first image display device 70.

[0315] In step S21, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. Note that this setting value designation command may be transmitted to the performance control board 130 before the power-on designation command or power-restoration designation command is transmitted. Also, the setting value designation command may be transmitted each time the variable display of the special symbol starts, or each time a jackpot game starts.

[0316] In step S22, the main CPU 110a activates a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds), and in step S23, permits all interrupts.

[0317] In step S24, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern determination, which are used to determine the fluctuation pattern (fluctuation time) of the special pattern, and in step S25, performs an initial value random number value update process to update the initial value random number value for jackpot determination, the initial value random number value for special pattern determination, the initial value random number value for hit determination, and the initial value random number value for normal pattern determination.

[0318] Next, the main CPU 110a determines whether or not a power interruption (power failure) has occurred in step S26. Specifically, it determines whether or not a power interruption detection signal has been input from the power interruption detection circuit of the power supply board 160. If the power interruption detection signal has not been input, the process proceeds to step S24, and if the power interruption detection signal has been input, the process proceeds to step S27.

[0319] In step S27, the main CPU 110a sets an interrupt prohibition to prohibit timer interrupts, in step S28, performs processing to clear the output port, in step S29, performs processing to calculate a checksum (abnormality determination data) of the gaming RWM area (excluding the setting value area) of the main RAM 110c and save it in the gaming RWM area, in step S30, performs processing to save a backup flag in the gaming RWM area of ​​the main RAM 110c, and in step S31, performs processing to prohibit RAM access and waits until the supply of power supply voltage is completely cut off.

[0320] In this way, since multiple conditions (operations) are set for setting change operations, it is not easy to change settings, which makes it possible to curb fraudulent behavior and improve the security of the gaming machine.

[0321] In addition, by setting the number of conditions (operations) set for the setting change operation to be greater than the number of conditions (operations) set for the RWM clear operation or the setting check operation, it is possible to increase security for setting changes, which are the event most susceptible to fraudulent activity, and to effectively prevent fraudulent activity.

[0322] Furthermore, if the checksum is abnormal, an unrecoverable error process is executed to stop the game from progressing, which prevents the gaming machine from performing unexpected operations that cause trouble for gaming parlors and players, thereby improving the reliability of the gaming machine.

[0323] Furthermore, if the value in the setting value area is not within the appropriate range, that is, if the previous power outage may have occurred while the settings were being changed, an unrecoverable error process is executed to stop the game from progressing even if the checksum is normal. This prevents the game from progressing with a setting value that the gaming facility did not intend, thereby improving the reliability of the gaming machine.

[0324] Furthermore, while the settings are being changed (in setting change mode) or confirmed (in setting confirmation mode), it is possible to know that the settings are being changed on the front (front side) of the gaming machine 1 by checking the status confirmation indicator 68, the image display devices 70 and 71, the frame lighting device 10, and the board lighting device 76, and it is possible to know that the settings are being changed on the back (rear side) by checking the information indicator 113. In other words, it is possible to know whether the settings are being changed from either the front (front side) or the rear (rear side) of the gaming machine 1.

[0325] The conditions for the setting change operation, RWM clear operation, and setting confirmation operation may include the condition that the open detection switch 31a is in the ON state. By doing so, the number of conditions increases, which makes it possible to suppress fraudulent acts and further improve the security of the gaming machine.

[0326] Furthermore, if it is determined that there is no backup flag (this is the first time the power has been turned on) and that no setting change operation has been performed, then if the checksum is determined to be abnormal in step S10, an unrecoverable error process is executed, but at the point in time when it is determined that there is no backup flag, the game program may initialize (clear to 0) the game RWM area, save the initial value "1" in the setting value area, and move processing to step S13.

[0327] Furthermore, if it is determined that a backup flag exists (power has been restored) and it is also determined that no setting change operation has been performed, if the checksum is determined to be abnormal in the subsequent step S10, an unrecoverable error process is executed, but at the point when the checksum is determined to be abnormal, the gaming program may initialize (clear to 0) the gaming RWM area, save the initial value "1" in the setting value area, and move processing to step S13.

[0328] In addition, the power-on command and power-restoration command are transmitted together with information indicating the current game status, but after transmitting the power-on command or power-restoration command, a game status command indicating the current game status may also be transmitted.

[0329] Furthermore, when the power is turned off or turned on, the game program calculates the checksum of the game RWM area (excluding the setting value area) in the main RAM 110c, but the information program may calculate the checksum instead. In this case, the calculated checksum should be saved in the information RWM area.

[0330] In addition, when a power outage occurs or when the power is turned on, a checksum for the gaming RWM area (excluding the setting value area) is calculated, but it is also possible to calculate checksums for the entire RWM area, or to calculate the checksum for the gaming RWM area and the checksum for the information RWM area separately, and if either checksum is abnormal, transition to unrecoverable error processing.

[0331] Although a setting change command is sent when the setting change process starts and a power-on command is sent after the setting change process is completed, a setting change start command may be sent instead of the setting change command, and a setting change end command may be sent instead of the power-on command. In this case, the setting change end command may be sent at the end of the setting change process or after the setting change process is completed.

[0332] Furthermore, when a setting change is made, the RWM clear process is performed after the setting change is made, but the RWM clear process may be performed before the setting change is made.

[0333] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 18. Fig. 18 is a flowchart showing the timer interrupt process executed by the main control board 110 at predetermined intervals (4 milliseconds).

[0334] First, in step S100, the main CPU 110a saves information stored in the registers in a stack area, and in step S110, performs time control processing to update various timer counters such as a special symbol time counter update process, a special game timer counter update process for the opening time of a special electric device, etc., a normal symbol time counter update process, and an update process for the opening and closing time of the movable member 48. Specifically, the main CPU 110a performs processing to subtract 1 from counters such as the special symbol time counter, special game timer counter, normal symbol time counter, start port opening timer counter, and start port closing timer counter.

[0335] In step S120, the main CPU 110a performs a specific random number update process to update the random number values ​​for determining a jackpot, the random number values ​​for determining a special symbol, the random number values ​​for determining a special symbol variation pattern, the random number values ​​for determining a win, the random number values ​​for determining a normal symbol, and the random number values ​​for determining a normal symbol variation pattern. Specifically, each random number value and the random number counter are updated by adding +1. If the added random number counter value exceeds the maximum value of the random number range (if the random number counter has completed one cycle), the random number counter is reset to 0, and if the random number counter has returned to the initial value of the cycle, the corresponding initial value random number value is set as a new cycle initial value and the random number value is newly updated.

[0336] In step S130, the main CPU 110a performs an initial value random number update process to update the initial value random number values ​​for determining a jackpot, the initial value random number values ​​for determining a special symbol, the initial value random number values ​​for determining a hit, and the initial value random number values ​​for determining a normal symbol, similar to step S30.

[0337] In step S200, the main CPU 110a determines whether or not there has been an input to various switches such as the general winning hole detection switch 43a, the special winning hole detection switch 50a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, the gate detection switch 44a, and the out ball detection switch 52a, and performs input control processing to set predetermined data if there has been an input. This will be described in detail later with reference to FIG. 19.

[0338] In step S300, the main CPU 110a performs special symbol special power control processing for determining the number of reserved special symbols (such as determining a big win), controlling the display of special symbols, controlling the opening and closing of the big prize opening 50 (opening and closing member 51), controlling the game state, etc. Details of the special symbol special power control processing will be described later.

[0339] In step S400, the main CPU 110a performs normal symbol and normal power control processing to determine the number of normal symbol memories (such as winning determination), control the display of normal symbols, and control the opening and closing of the second starting hole 47 (movable member 48).

[0340] In addition, the types of winning and losing normal symbols determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are the same and do not change depending on the setting value. By doing this, the game does not become too complicated, and players can play with peace of mind.

[0341] In addition, the selection ratio of various winning normal symbols and the selection ratio of various losing normal symbols, which are determined as a result of the normal symbol determination information performed in the normal symbol normal power control process, are constant and do not change depending on the setting value. By doing this, the player's advantage will not change drastically depending on the setting value, allowing the player to play with peace of mind.

[0342] Next, in step S500, the main CPU 110a performs payout control processing to send a payout status confirmation command to the payout control board 120 to confirm the payout status of the payout control board 120, and to send a payout number specification command corresponding to each winning port to the payout control board 120 by referring to the prize ball counters (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) described later. As a result, the payout control board 120 executes control to pay out prize balls from the payout device 100.

[0343] In step S600, the main CPU 110a determines the occurrence of a magnetic anomaly or a radio wave anomaly based on input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs magnetic / radio wave anomaly determination processing for transmitting a magnetic anomaly error designation command or a radio wave anomaly error designation command to the performance control board 130. When the performance control board 130 receives the magnetic anomaly error designation command or the radio wave anomaly error designation command, it performs control for issuing a magnetic anomaly error alert or a radio wave anomaly error alert.

[0344] In step S700, the main CPU 110a performs a data creation process to create data such as external information data (game information) to be output from the game information output terminal board 90, start port opening / closing data to be output to the second start port opening / closing solenoid 48b, large prize port opening / closing data to be output to the large prize port opening / closing solenoid 51b, special pattern display data to be output to the first special pattern display device 60 and the second special pattern display device 61, normal pattern display data to be output to the normal pattern display device 62, special pattern reserve display data to be output to the first special pattern reserve display device 63 and the second special pattern reserve display device 64, and normal pattern reserve display data to be output to the normal pattern reserve display device 65.

[0345] In step S750, the main CPU 110a performs output control processing such as port output processing to output signals such as the external information data, start gate opening / closing data, and large prize gate opening / closing data created in step S700 above, display output processing to output signals such as special pattern display data, normal pattern display data, special pattern reserved display data, normal pattern reserved display data, payout command transmission processing to send commands set in the payout transmission data storage area of ​​the main RAM 110c to the payout control board 120, and performance command transmission processing to send commands set in the performance transmission data storage area of ​​the main RAM 110c to the performance control board 130.

[0346] In step S800, the main CPU 110a performs processing when an information program is called. Specifically, after prohibiting interrupts, the flag register is saved to the gaming RWM area, and processing is performed to call the target information program by the CALL command.

[0347] The main CPU 110a performs game ball counting processing (information program) in step S810. Specifically, the main CPU 110a performs processing to count the number of payouts during normal play, which is the number of prize balls paid out based on the entry of game balls into various winning ports (general winning port, big winning port, start port) during normal play, the number of outs during normal play, which is the number of game balls detected by the out ball detection switch 52a during normal play, and the total number of outs, which is the number of game balls detected by the out ball detection switch 52a regardless of the play state.

[0348] Furthermore, the total number of outs, the number of payouts during normal play, and the number of outs during normal play are game information that are not affected even if the setting value is changed (are unrelated to the setting value), so by counting these, it is possible to calculate performance information (the normal base value described below) that eliminates the influence of the setting value, which can be used to understand the performance of the gaming machine 1.

[0349] In step S830, the main CPU 110a performs a performance information calculation process (information program). Specifically, the main CPU 110a calculates the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number, and performs a process of saving the normal base value rounded to one decimal place in the first area of ​​the base memory area set in the information RWM area.

[0350] The play area is updated every time the total number of outs reaches 60,000, and the base memory area is provided with a first area in which the normal base value for the current play area is stored, a second area for storing the normal base value for the play area one play area back, a third area for storing the normal base value for the play area two play areas back, and a fourth area for storing the normal base value for the play area three play areas back, and the base values ​​for four play areas including the current one are saved in each area.

[0351] In step S850, the main CPU 110a performs a performance display data setting process (information program). Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113 the normal base values ​​(performance information) for the four game sections calculated in the performance information calculation process and saved in the base storage area, while switching them every five seconds.

[0352] In step S870, the main CPU 110a performs a test data creation process (information program). Specifically, the main CPU 110a performs a process of creating test data (test information) to be output to a test facility used when testing the gaming machine 1.

[0353] In step S880, the main CPU 110a performs output control processing (information program). Specifically, the main CPU 110a performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various display devices, and processing for outputting signals such as the test data created in step S870.

[0354] In step S890, the main CPU 110a performs a game program return process. Specifically, the main CPU 110a returns the flag register from the game RWM area, permits interrupts, and performs a process for returning to the game program.

[0355] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.

[0356] In this way, since timer interrupts are not executed during the setting change process, RWM clear process, and setting confirmation process, the number of payouts and the number of outs are not counted, the performance information of the gaming machine is not calculated, and the performance information of the gaming machine is not displayed, which makes it possible to reduce the control burden on the main control board 110.

[0357] Although the performance information calculation process is performed in the timer interrupt process of the main control board 110, it may be performed in the main process of the main control board 110. The game ball counting process may also be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.

[0358] (Input control processing on the main control board) The input control processing of the main control board 110 will be described with reference to Fig. 19. Fig. 19 is a flowchart showing the input control processing in the main control board 110.

[0359] In step S210, the main CPU 110a performs general prize opening detection switch input processing. In this general prize opening detection switch input processing, it is determined whether a detection signal has been input from the general prize opening detection switch 43a, that is, whether a gaming ball has entered the general prize opening 43. If no detection signal has been input from the general prize opening detection switch 43a, the process proceeds to step S220.

[0360] When a detection signal is input from the general prize opening detection switch 43a, the prize ball counter for the general prize opening used for prize balls (5 prize ball counter) is updated by adding data indicating 5 prize balls, and the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and then the general prize opening detection switch input processing is terminated.

[0361] In step S220, the main CPU 110a performs special prize opening detection switch input processing. In this special prize opening detection switch input processing, it is determined whether a detection signal has been input from the special prize opening detection switch 50a, that is, whether a gaming ball has entered the special prize opening 50. If no detection signal has been input from the special prize opening detection switch 50a, the process proceeds to step S230.

[0362] When a detection signal from the large prize opening detection switch 50a is input, the large prize opening prize ball counter (15 prize ball counter) used for prize balls is updated by adding data indicating 15 prize balls, the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and it is determined whether or not a large prize game (special game) is currently being played. If a large prize game is currently being played, the round prize counter (C) for counting the game balls that have entered the large prize opening 50 is updated by adding "1" (C←C+1), and the large prize opening detection switch input processing is terminated.

[0363] If the current game state is not a special game state, the illegal winning ball counter (E), which indicates the number of game balls that have won (entered) a specific winning port (second starting port 47, large winning port 50) outside the winning period, is updated by adding "1" (E←E+1), and a determination is made as to whether the value of the illegal winning ball counter (E) is more than a specified number (for example, 10 balls), and if the value of the illegal winning ball counter (E) is less than or equal to the specified number, the large winning port detection switch input processing is terminated.

[0364] If the value of the illegal winning ball counter (E) is greater than the specified number, it is determined that an illegal winning (illegal winning) has occurred, in which a game ball has won (entered) outside the winning period, and an illegal winning error designation command is set in the performance transmission data storage area. As a result, the illegal winning error designation command is sent to the performance control board 130, and the performance control board 130 notifies the fact that an illegal winning has occurred by notifying the fact that an illegal winning has occurred.

[0365] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of ​​the main RAM 110c, the illegal winning ball counter (E) is cleared, and the large winning port detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and an external device can grasp (identify) that an illegal winning has occurred.

[0366] In step S230, the main CPU 110a performs a first start hole detection switch input process. In this first start hole detection switch input process, it is determined whether a detection signal from the first start hole detection switch 45a has been input, that is, whether a gaming ball has entered the first start hole 45. Details of the first start hole detection switch input process will be described later.

[0367] In step S240, the main CPU 110a performs a second start hole detection switch input process. In this second start hole detection switch input process, it is determined whether a detection signal from the second start hole detection switch 47a has been input, that is, whether a gaming ball has entered the second start hole 47. Details of the second start hole detection switch input process will be described later.

[0368] The main CPU 110a performs gate detection switch input processing in step S250. In this gate detection switch input processing, it is determined whether a detection signal has been input from the gate detection switch 44a, that is, whether the gaming ball has passed through the normal gate 44. If a detection signal has not been input from the gate detection switch 44a, the input control processing is terminated.

[0369] When a detection signal is input from the gate detection switch 44a, it is determined whether the number of reserved normal symbols, which is the number of reserved normal symbols stored in the reserved normal symbol storage area, is less than 4. If the number of reserved normal symbols is not less than 4, the input control process is terminated.

[0370] If the number of reserved regular maps is less than 4, the number of reserved regular maps is updated by adding "1", regular map determination information (random number value for hit determination, random number value for determining regular pattern, random number value for determining regular map variation pattern) is obtained, and the available memory units in the reserved regular pattern memory area are searched in order starting from the first memory unit, and the obtained regular map determination information is stored in the available memory unit, and the input control process is terminated.

[0371] (Main control board first start port detection switch input processing) 20, the first start hole detection switch input processing of the main control board 110 will be described. FIG. 20 is a flowchart showing the first start hole detection switch input processing of the main control board 110.

[0372] First, in step S230-1, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 45a (a game ball has entered the first start hole 45). If a detection signal has been input from the first start hole detection switch 45a, the process proceeds to step S230-2, and if a detection signal has not been input from the first start hole detection switch 45a, the current first start hole detection switch input process is terminated.

[0373] In step S230-2, the main CPU 110a performs a process of updating a three prize ball counter used for prize balls by adding data indicating three prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special symbol, random number value for determining a reach, random number value for determining a special symbol variation pattern).

[0374] In step S230-4, the main CPU 110a determines whether the number of first special symbols reserved (U1) stored in the first special symbol reserved storage area is less than 4. If the number of first special symbols reserved (U1) is less than 4, the process proceeds to step S230-5, and if the number of first special symbols reserved (U1) is not less than 4, the first start hole detection switch input process is terminated.

[0375] In step S230-5, the main CPU 110a performs a process of adding "1" to the first special chart reserved number (U1) to update it (U1←U1+1), and in step S230-6, a first special chart reserved number designation command corresponding to the updated first special chart reserved number (U1) is set in the performance transmission data storage area. As a result, the first special chart reserved number designation command is sent to the performance control board 130, and the performance control board 130 can grasp the first special chart reserved number.

[0376] In step S230-7, the main CPU 110a stores the acquired special symbol determination information in the first special symbol reservation storage area. Specifically, since the first special symbol reservation storage area is divided into the first storage section to the fourth storage section, the main CPU 110a searches for an empty storage section in order from the first storage section, and stores the acquired special symbol determination information in the empty storage section.

[0377] As a result of the above, a first reserve memory (first reserve) consisting of special pattern determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, and random number value for determining a special pattern change pattern, etc.) will be stored in a predetermined memory section of the first special pattern reserve memory area.

[0378] In step S230-8, the main CPU 110a determines whether the current game state is a non-time-shortened game state (normal game state). If it is a non-time-shortened game state, the process proceeds to step S230-9. If it is not a non-time-shortened game state (probability variable game state or time-shortened game state), the process proceeds to step S230-12 assuming that a left-hit error has occurred.

[0379] In step S230-9, the main CPU 110a determines whether or not the special time-saving game state is within a predetermined number of fluctuations (for example, 5 times). If it is not within the predetermined number of fluctuations, the process proceeds to step S230-10, and if it is within the predetermined number of fluctuations, the first start hole detection switch input process is terminated without executing the pre-reading determination of the special chart determination information.

[0380] The main CPU 110a performs a first look-ahead determination process in step S230-10. In this first look-ahead determination process, the pre-determination table (not shown) is referenced, and the special symbol determination information (first reserved memory) acquired this time is pre-determined prior to the execution of the special symbol variable display based on the determination information, and a planned variable pattern that is a variable pattern that is scheduled to be executed is determined.

[0381] In step S230-11, the main CPU 110a sets the first look-ahead designation command corresponding to the determined scheduled fluctuation pattern in the performance transmission data storage area, and ends this first start port detection switch input process.

[0382] As a result, the first look-ahead designation command is sent to the performance control board 130, and the performance control board 130 can execute a look-ahead preview performance that executes a predetermined preview performance over one or more variable displays executed before the variable display of the special pattern corresponding to the first look-ahead designation command begins. The look-ahead preview performance is executed using one or more of the image display device, audio output device 9, frame lighting device 10, first movable member 73, second movable member 74, and board lighting device 76.

[0383] In step S230-12, the main CPU 110a sets the left-hit error designation command in the performance transmission data storage area and ends the first start port detection switch input process. As a result, the left-hit error designation command is sent to the performance control board 130, and the performance control board 130 issues a left-hit error notification to promote right-hits.

[0384] (Main control board second start port detection switch input processing) The second start hole detection switch input processing of the main control board 110 will be described with reference to Figure 21. Figure 21 is a flowchart showing the second start hole detection switch input processing of the main control board 110.

[0385] First, in step S240-1, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection switch 47a (a game ball has entered the second start hole 47). If a detection signal has been input from the second start hole detection switch 47a, the process proceeds to step S240-2, and if a detection signal has not been input from the second start hole detection switch 47a, the current second start hole detection switch input process is terminated.

[0386] In step S240-2, the main CPU 110a performs a process of adding data indicating one prize ball to a one prize ball counter used for prize balls and updating it, and in step S240-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, random number value for determining a special symbol variation pattern).

[0387] In step S240-4, the main CPU 110a determines whether the second special symbol reserved number (U2) stored in the second special symbol reserved storage area is less than 4. If the second special symbol reserved number (U2) is less than 4, the process proceeds to step S240-5, and if the second special symbol reserved number (U2) is not less than 4, the second start hole detection switch input process is terminated.

[0388] In step S240-5, the main CPU 110a performs a process of adding "1" to the second special chart reserved number (U2) to update it (U2←U2+1), and in step S240-6, a second special chart reserved number designation command corresponding to the updated second special chart reserved number (U2) is set in the performance transmission data storage area. As a result, the second special chart reserved number designation command is sent to the performance control board 130, and the performance control board 130 can grasp the second special chart reserved number.

[0389] In step S240-7, the main CPU 110a stores the acquired special symbol determination information in the second special symbol reservation storage area. Specifically, since the second special symbol reservation storage area is divided into the first storage section to the fourth storage section, the main CPU 110a searches for an empty storage section in order from the first storage section, and stores the acquired special symbol determination information in the empty storage section.

[0390] As a result of the above, a second reserve memory (second reserve) consisting of special pattern determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, and random number value for determining a special pattern change pattern, etc.) is stored in a predetermined memory section of the first special pattern reserve memory area.

[0391] In step S240-8, the main CPU 110a determines whether the current game state is a probability variable game state or a time-limited game state. If it is a probability variable game state or a time-limited game state, the process proceeds to step S240-9. If it is not a probability variable game state or a time-limited game state (if it is a normal game state), it is determined that a right-hit error has occurred and the process proceeds to step S240-12.

[0392] In step S240-9, the main CPU 110a determines whether or not the number of times of change is within a predetermined number of times (for example, 5 times) after the start or end of the time-shortening state. If the number of times of change is not within the predetermined number of times, the process proceeds to step S240-10. If the number of times of change is within the predetermined number of times, the second start port detection switch input process is terminated without executing the pre-reading determination of the special chart determination information.

[0393] The main CPU 110a performs a second look-ahead judgment process in step S240-10. In this second look-ahead judgment process, the pre-judgment table (not shown) is referenced, and the special symbol judgment information (second reserved memory) acquired this time is pre-judged prior to the execution of the special symbol variable display based on the judgment information, and a planned variable pattern that is a variable pattern that is scheduled to be executed is determined.

[0394] In step S240-11, the main CPU 110a sets the second look-ahead designation command corresponding to the determined scheduled fluctuation pattern in the performance transmission data storage area, and ends this second start port detection switch input process.

[0395] As a result, the second look-ahead designation command is sent to the performance control board 130, and the performance control board 130 can execute a look-ahead preview performance that executes a predetermined preview performance over one or more variable displays executed before the variable display of the special pattern corresponding to the second look-ahead designation command begins. The look-ahead preview performance is executed using one or more of the image display device, audio output device 9, frame lighting device 10, first movable member 73, second movable member 74, and board lighting device 76.

[0396] In step S240-12, the main CPU 110a sets the right-hit error designation command in the performance transmission data storage area and ends the second start port detection switch input process. As a result, the right-hit error designation command is sent to the performance control board 130, and the performance control board 130 issues a right-hit error notification to promote left-hit play.

[0397] (Main control board special diagram special power control processing) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing the special pattern special voltage control process of the main control board 110.

[0398] First, in step S301, the main CPU 110a loads the value of the special drawing special power processing data, and in step S302, references the branch destination address from the loaded special drawing special power processing data, executes the processing corresponding to the branch destination address, and terminates the current special drawing special power control processing.

[0399] Specifically, if the special symbol special electric processing data = 0, the variable display of the special symbol is started based on the judgment result of the reserved memory (special symbol judgment information), the variable time is set, and a special symbol memory judgment process (step S310) is executed to perform processing for transmitting start commands (special symbol memory designation command, game state designation command, special symbol designation command, special symbol variation pattern designation command) to the performance control board 130 and processing for changing the special symbol special electric processing data to "1". Details of the special symbol memory judgment process will be described later.

[0400] If the special symbol special power processing data = 1, the variable display of the special symbol is stopped as the variable time elapses, the stop time (for example, 0.5 seconds) is set, and a special symbol variable process (step S320) is executed to perform a process for transmitting a stop command (special symbol stop command) to the performance control board 130 and a process for changing the special symbol special power processing data to "2". Details of the special symbol variable process will be described later.

[0401] If the special symbol special electric processing data = 2, then after the stop time (0.5 seconds) of the special symbol has elapsed, if it is a losing special symbol, the special symbol special electric processing data is changed to "0", and if it is a jackpot special symbol, the opening time of the jackpot game is set, and processing is performed to send an opening designation command to the performance control board 130 and special symbol stop processing (step S330) to change the special symbol special electric processing data to "3".

[0402] If the special symbol special electric processing data = 3, a jackpot game process (step S340) is executed to perform processes such as starting round play as the opening time of the jackpot game elapses and sending a round number designation command to the performance control board 130, setting the ending time of the jackpot game based on the end of the final round game and sending an ending designation command to the performance control board 130, and changing the special symbol special electric processing data to "4".

[0403] If the special symbol special electric processing data is 4, a jackpot game ending process (step S350) is executed to perform a process for ending the jackpot game due to the lapse of ending time, a process for setting the game state after the jackpot ends (low probability time-saving game state, high probability time-saving game state, high probability number of times, number of time-saving times), a process for changing the special symbol special electric processing data to "0", etc. Details of the jackpot game ending process will be described later.

[0404] (Main control board special pattern memory determination processing) The special symbol memory determination process (game program) of the main control board 110 will be described with reference to Fig. 23. Fig. 23 is a flowchart showing the special symbol memory determination process in the main control board 110.

[0405] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is being displayed. If a special symbol is being displayed, the main CPU 110a ends the current special symbol memory determination process. If a special symbol is not being displayed, the main CPU 110a proceeds to step S310-2.

[0406] In step S310-2, the main CPU 110a determines whether the second special chart reserved number (U2) is 1 or more. If the second special chart reserved number (U2) is 1 or more, the process proceeds to step S310-3, and if the second special chart reserved number (U2) is not 1 or more, the process proceeds to step S310-4.

[0407] In step S310-3, the main CPU 110a subtracts "1" from the second special symbol reserved number (U2) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the subtracted second special symbol reserved number (U2) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the first image display device 70 and the display of the icon.

[0408] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the second special chart determination information reserve memory area, and shifts the special chart determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0409] For example, the special symbol determination information stored in the fourth storage section of the second special symbol determination information reserve storage area is shifted to the third storage section of the second special symbol determination information reserve storage area. Also, the special symbol determination information stored in the first storage section of the second special symbol determination information reserve storage area is shifted to the 0th storage section, which is the special symbol determination information execution storage area, and the special symbol determination information used in the previous game that was stored in the 0th storage section is erased.

[0410] On the other hand, in step S310-4, the main CPU 110a determines whether the first special symbol reserved number (U1) is 1 or more. If the first special symbol reserved number (U1) is 1 or more, the process proceeds to step S310-5, and if the first special symbol reserved number (U1) is not 1 or more, the process proceeds to step S319-1.

[0411] In step S310-5, the main CPU 110a subtracts "1" from the first special symbol reserved number (U1) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the subtracted first special symbol reserved number (U1) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the first image display device 70 and the display of the icon.

[0412] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the first special pattern reserve memory area, and shifts the special pattern determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0413] For example, the special symbol determination information stored in the fourth memory section of the first special symbol reserve memory area is shifted to the third memory section of the first special symbol reserve memory area. Also, the special symbol determination information stored in the first memory section of the first special symbol reserve memory area is shifted to the zeroth memory section, which is the special symbol determination information execution memory area, and the special symbol determination information used in the previous game that was stored in the zeroth memory section is erased.

[0414] In addition, with the shift processing of the special symbol determination information in step S310-8, the special symbol reserved display data indicating the first special symbol reserved number (U1) and the second special symbol reserved number (U2) after subtraction is set in a predetermined area of ​​the main RAM 110c. As a result, the display contents of the first special symbol reserved indicator 63 and the second special symbol reserved indicator 64 will be updated.

[0415] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special symbol determination information holding memory area is shifted with priority over the first special symbol determination information holding memory area (the number of reserved second symbols is subtracted with priority over the number of reserved first symbols), but the first special symbol determination information holding memory area or the second special symbol determination information holding memory area may be shifted in the order in which the game ball enters the starting hole (the number of reserved first symbols and the number of reserved second symbols are subtracted in order of winning), or the first special symbol determination information holding memory area may be shifted with priority over the second special symbol determination information holding memory area (the number of reserved first symbols is subtracted with priority over the number of reserved second symbols).

[0416] The main CPU 110a performs a jackpot determination process in step S311. Specifically, the main CPU 110a checks whether or not a jackpot has occurred by comparing the special symbol determination information (random number value for jackpot determination) stored in the 0th storage unit, which is a special symbol determination information execution storage area, with the jackpot determination table shown in Fig. 10. Also, the main CPU 110a checks the special symbol determination information (random number value for special symbol determination) stored in the 0th storage unit, which is a special symbol determination information execution storage area, with the special symbol determination table shown in Fig. 11 to perform a process of determining the type of special symbol to be stopped.

[0417] In step S312, the main CPU 110a sets a special symbol designation command corresponding to the type of special symbol determined in the big win determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol designation command is transmitted to the performance control board 130, and processing is performed to determine the performance symbol 70a to be stopped and displayed as a result of the variable performance.

[0418] In step S313, the main CPU 110a performs a special symbol variation pattern determination process. Specifically, the special symbol determination information stored in the 0th storage unit, which is the special symbol determination information execution storage area, is compared with the special symbol variation pattern determination table shown in Fig. 18, and a process of determining a special symbol variation pattern (variation time), which is a variation pattern of the special symbol, is performed. The details of the special symbol variation pattern determination process will be described later.

[0419] In step S314, the main CPU 110a sets a special symbol variation pattern designation command corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol variation pattern designation command is sent to the performance control board 130, and processing is performed to determine the variation performance pattern, which is the performance mode of the variation performance performed during the special symbol variation display.

[0420] In step S315, the main CPU 110a sets the special symbol fluctuation time (counter value) corresponding to the type of special symbol fluctuation pattern determined in the special symbol fluctuation pattern determination process in a predetermined area of ​​the main RAM 110c, and starts the variable display of the special symbol in step S316. As a result, LED lighting data for executing the variable display of the special symbol is created in the data creation process of step S700, and the created lighting data is output in the output control process of step S800, so that the variable display of the special symbol is performed on the first special symbol display device 60 or the second special symbol display device 61.

[0421] In step S317, the main CPU 110a clears the customer waiting state flag to end the customer waiting state, and in step S318, sets the special symbol special signal processing data to "1" and ends the current special symbol memory determination process.

[0422] In step S319-1, the main CPU 110a determines whether a customer waiting state flag indicating a customer waiting state is set in the main RAM 110c. If the customer waiting state flag is set, the current special symbol memory determination process is terminated, and if the customer waiting state flag is not set, the process proceeds to step S319-2. Note that the customer waiting state refers to a state in which the variable display of special symbols and the special game (jackpot game) are not being executed, but the requirement that the variable display of normal symbols and the auxiliary game are not being executed may also be included.

[0423] In step S319-2, the main CPU 110a sets a customer waiting state flag in a predetermined area of ​​the main RAM 110c, and in step S319-3, sets a customer waiting state designation command indicating that the machine is in a customer waiting state in the performance transmission data storage area of ​​the main RAM 110c, and ends this special symbol memory determination process. As a result, the customer waiting state designation command is sent to the performance control board 130, and processing is performed to execute a customer waiting demo performance to encourage the player to play.

[0424] (Main control board special chart fluctuation pattern determination processing) The special symbol variation pattern determination process (game program) of the main control board 110 will be described with reference to Fig. 24. Fig. 24 is a flowchart showing the special symbol variation pattern determination process in the main control board 110.

[0425] First, the main CPU 110a determines whether or not the current game state is normal in step S313-1. If the current game state is normal, the process proceeds to step S313-2. If the current game state is not normal, the process proceeds to step S313-3, assuming that the current game state is a variable probability game state or a time-saving game state.

[0426] In step S313-2, the main CPU 110a selects the appropriate table (matching the game situation) from the normal special chart fluctuation pattern determination table (see Figure 12) for determining the special chart fluctuation pattern in the normal game state, and transfers the processing to step S313-4.

[0427] In step S313-3, the main CPU 110a selects the appropriate table (matching the game situation) from the special chart change pattern determination table (see Figures 13 to 14) for determining the special chart change pattern in the special game state or the time-limited game state, and transfers processing to step S313-4.

[0428] In step S313-4, the main CPU 110a compares the type of special pattern, the result of the jackpot determination, the result of the special pattern determination, the random number value for reach determination, the number of reserved symbols (U1 or U2), and the random number value for determining the special pattern variation pattern with the special pattern variation pattern determination table to determine the special pattern variation pattern.

[0429] In step S313-5, the main CPU 110a sets the change time corresponding to the determined special symbol change pattern in a predetermined area of ​​the main RAM 110c, and in step S313-6, sets the special symbol change pattern designation command corresponding to the determined change pattern in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol change pattern designation command is sent to the performance control board 130, and processing is performed to determine the change performance pattern, which is the performance mode of the change performance.

[0430] In step S313-7, the main CPU 110a determines whether the current state is a low probability state. If the current state is not a low probability state (a high probability game state), the process proceeds to step S313-9. If the current state is a low probability state, in step S313-8, the number of variations stored in the main RAM 110c, specifically, the number of variations of the special symbol that have been executed since the establishment of a predetermined condition (RWM clear, the number of variations being cleared to 0 based on the end of a jackpot game), is incremented by +1. Note that the number of variations is incremented by +1 regardless of whether the current state is a normal game state, a time-saving game state, the first special symbol variation display, or the second special symbol variation display. Note that this number of variations will be referenced in the special symbol variation process described later.

[0431] In step S313-9, the main CPU 110a determines whether or not the current state is a time-shortened game state (normal time-shortened game state or special time-shortened game state). If the current state is not a time-shortened game state, the current special chart variation pattern determination table is terminated, and if the current state is a time-shortened game state, in step S313-10, a time-shortened number designation command corresponding to the remaining number of time-shortened times is set in the performance transmission data storage area. As a result, the time-shortened number designation command is sent to the performance control board 130, and the remaining number of time-shortened times is notified. When this process is completed, the current special chart variation pattern determination process is terminated.

[0432] (Special pattern change processing on the main control board) The special symbol variation process (game program) of the main control board 110 will be described with reference to Fig. 25. Fig. 25 is a flowchart showing the special symbol variation process in the main control board 110.

[0433] First, in step S320-1, the main CPU 110a determines whether the variable time set in the special symbol variable pattern determination process described above has elapsed. If the variable time has elapsed, the process proceeds to step S320-2. If the variable time has not elapsed, the special symbol variable process is terminated.

[0434] In step S320-2, the main CPU 110a stops and displays the special symbol determined in the jackpot determination process described above, and in step S320-3, sets a stop time (basically 0.5 seconds) according to the game status in a predetermined area of ​​the main RAM 110c.

[0435] In step S320-4, the main CPU 110a determines whether a time-saving flag is set in the main RAM 110c. If the time-saving flag is set, the remaining number of time-saving times is updated and the process proceeds to step S320-5. If the time-saving flag is not set, the remaining number of time-saving times is not updated and the process proceeds to step S320-10.

[0436] In step S320-5, the main CPU 110a determines whether the variable display of the special symbol this time is the first special symbol. If it is the first special symbol, in step S320-6, the first time-saving count (J1), which is the time-saving count of the first special symbol saved in the gaming RWM area of ​​the main RAM 110c, and the third time-saving count (J3), which is the total time-saving count of the first special symbol and the second special symbol, are decremented by one, and if it is not the first special symbol (if it is the second special symbol), in step S320-7, the second time-saving count (J2), which is the time-saving count of the second special symbol saved in the gaming RWM area of ​​the main RAM 110c, and the third time-saving count (J3) mentioned above are decremented by one.

[0437] In step S320-8, the main CPU 110a determines whether any one of the first time-shortening count (J1), the second time-shortening count (J2), and the third time-shortening count (J3) has become "0." If it has become "0," the time-shortening game state is terminated and the process proceeds to step S320-9. If it has not become "0," the process proceeds to step S320-12.

[0438] In step S320-9, the main CPU 110a clears the high probability flag, the time-shortening flag, and the number of times of time-shortening (J1, J2, J3) saved in the gaming RWM area of ​​the main RAM 110c, and starts the normal gaming state.

[0439] In step S320-10, the main CPU 110a determines whether a special jackpot symbol has stopped and been displayed. If it is not a special jackpot symbol, the process proceeds to step S320-12. If it is a special jackpot symbol, the process proceeds to step S320-11, clearing the high probability flag, time-saving flag, and various time-saving counts (J1, J2, J3) saved in the gaming RWM area of ​​the main RAM 110c, and starting the normal game state. After this process is completed, the process proceeds to step S320-16.

[0440] In step S320-12, the main CPU 110a determines whether the number of fluctuations saved in the gaming RWM area of ​​the main RAM 110c has reached a specified number (900 in this embodiment). If the number of fluctuations has reached the specified number, the special time-shortened gaming state is to be started and the process proceeds to step S320-13. If the number of fluctuations has not reached the specified number, the special time-shortened gaming state is not to be started and the process proceeds to step S320-15.

[0441] In step S320-13, the main CPU 110a sets the number of time-saving times for special time-saving (J1=100, J2=750, J3=750) in the game RWM area of ​​the main RAM 110c, and in step S320-14, sets a special time-saving flag in the game RWM area of ​​the main RAM 110c to transition to the special time-saving game state.

[0442] In step S320-15, the main CPU 110a sets the time-saving count designation command corresponding to each time-saving count (J1, J2, J3) saved in the game RWM area of ​​the main RAM 110c in the performance transmission data storage area of ​​the main RAM 110c. As a result, the time-saving count designation command is transmitted to the performance control board 130, and the remaining time-saving count is notified.

[0443] In step S320-16, the main CPU 110a sets "2" to the special symbol special signal processing data, and in step S320-17, sets a game state designation command corresponding to the current game state (the game state identified by the presence or absence of the high probability flag and the time-saving flag) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the game state designation command is sent to the performance control board 130, and processing to update the game state is performed on the performance control board 130. When this processing is completed, the current special symbol variation processing is terminated.

[0444] In this way, when the number of times that the special pattern changes and is displayed after the specified conditions are met (executing RWM clear, clearing the number of changes to 0 based on the end of a jackpot game) reaches a specified number of times, a special time-saving game state is generated, which gives the player the surprise of the time-saving state occurring without going through a jackpot game, making it possible to increase the enjoyment of the game.

[0445] Furthermore, the number of fluctuations (900 times) at which the special time-shortened game state occurs is greater than the maximum number of time-shortened times (100 times) set in the normal time-shortened game state, so the special time-shortened game state will not occur during the normal time-shortened game state, eliminating the inconvenience of players losing track of the game's progress, and making it possible to increase the enjoyment of the game.

[0446] In addition, when a special time-saving gaming state occurs, the number of fluctuations stored in the main RAM 110c is not reset to 0. Therefore, the special time-saving gaming state will not occur again between jackpot games (after the special time-saving gaming state starts or ends), which ensures a balance of profits between the gaming parlor and the player, and also makes it possible to increase the enjoyment of the game.

[0447] In addition, instead of setting the maximum number of time-saving times in the normal time-saving game state (100 times) to a number less than the number of fluctuations (900 times) at which the special time-saving game state occurs, the maximum number of time-saving times in the normal time-saving game state and the number of fluctuations at which the special time-saving game state occurs may be set to the same number. In this way, the normal time-saving game state and the special time-saving game state are seamlessly connected, making it feel as if the normal time-saving game state has been extended, and making it possible to increase the interest in the game.

[0448] Also, when a special time-shortened gaming state occurs, the number of fluctuations stored in the main RAM 110c may be cleared to 0, and a special time-shortened gaming state flag indicating that the special time-shortened gaming state has already occurred may be set in the main RAM 110c (gaming RWM). In this case, if the special time-shortened gaming state flag does not exist when the number of fluctuations reaches the specified number (500 times), the number of fluctuations may be cleared to 0 to cause the special time-shortened gaming state to occur, and if the special time-shortened gaming state flag exists, the number of fluctuations may be cleared to 0 to prevent the special time-shortened gaming state from occurring.

[0449] (Main control board jackpot game end processing) The big win game ending process (game program) of the main control board 110 will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the big win game ending process in the main control board 110.

[0450] In step S350-1, the main CPU 110a acquires the stop special data set in the main RAM 110c, in step S350-2 selects a game status setting table (see Figure 16), and in step S350-3 compares the stop special data with the game status setting table to determine the game status after the jackpot game ends.

[0451] In step S350-4, the main CPU 110a sets the game state information (high probability flag, time-saving flag, number of time-saving times) corresponding to the determined game state in the main RAM 110c. As a result, a probability variable game state or a normal time-saving game state occurs.

[0452] In step S350-5, the main CPU 110a sets a time-saving count designation command corresponding to the set time-saving count (J1, J2, J3) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the time-saving count designation command is transmitted to the performance control board 130, and processing such as displaying the remaining time-saving count is executed.

[0453] In step S350-6, the main CPU 110a sets a game state designation command corresponding to the set game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S350-7, sets "0" to the special symbol special signal processing data, and ends the current jackpot game end processing. As a result, the game state designation command is sent to the performance control board 130, and processing for performing a performance corresponding to the current game state is executed.

[0454] (Main processing of the production control unit) Next, the main processing of the performance control unit 130m will be described with reference to Fig. 27. Fig. 27 is a flowchart showing the main processing of the performance control unit 130m.

[0455] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub CPU 130a, and the sub CPU 130a performs the following main processing.

[0456] The sub-CPU 130a sets interrupt inhibition to inhibit timer interrupts in step E10, and performs initialization processing in step E20. Specifically, in response to power-on, the sub-CPU 130a reads the main processing program from the sub-ROM 130b, initializes flags and the like stored in the sub-RAM 130c, and performs processing such as initial setting.

[0457] In step E30, the sub-CPU 130a sets interrupt permission to allow timer interrupts, and in step E40, performs sub-random number update processing. Specifically, it performs processing to update various random numbers stored in the sub-RAM 130c. Thereafter, the processing of step E40 is repeated until a predetermined interrupt processing is performed.

[0458] (Timer interrupt processing of the production control unit) The timer interrupt process of the performance control unit 130m will be described with reference to Fig. 28. Fig. 28 is a flowchart showing the timer interrupt process executed in the performance control unit 130m at predetermined intervals (4 milliseconds).

[0459] In step E100, the sub CPU 130a saves information stored in the registers of the sub CPU 130a in a stack area, and in step E120, performs timer update processing. In this timer update processing, the sub CPU 130a performs processing to update various timers.

[0460] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether or not there has been an input to various switches such as the effect button detection switch 17a and the cross key detection switch 19a, and performs processing to set predetermined data if there has been an input.

[0461] In step E150, the sub-CPU 130a performs a command analysis process. Specifically, the sub-CPU 130a determines whether or not various commands have been transmitted from the main control board 110, and if various commands have been transmitted, stores the received commands in a reception buffer of the sub-RAM 130c.

[0462] The sub-CPU 130a performs a setting change / confirmation process in step E170. Specifically, the sub-CPU 130a refers to the receive buffer of the sub-RAM 130c to determine whether a setting change designation command or a setting confirmation designation command has been received, and if a setting change designation command has been received, the sub-CPU 130a performs a process for executing the setting change notification described above, and if a setting confirmation designation command has been received, the sub-CPU 130a performs a process for executing the setting confirmation notification described above.

[0463] In step E200, the sub-CPU 130a performs power-on processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether a power-on designation command has been received, and if so, performs processing to execute a power-on notification. More specifically, it sends a power-on notification command to the display control unit 140, causing the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display) to display a power-on screen and causes the audio output device 9 to output a power-on sound.

[0464] In step E250, the sub-CPU 130a performs power outage recovery processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether a power recovery designation command has been received, and if so, performs processing to execute a power outage recovery notification. More specifically, it sends a power recovery notification command to the display control unit 140, causing the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a power recovery screen and causes the audio output device 9 to output a power recovery sound.

[0465] In step E300, the sub-CPU 130a performs customer waiting effect processing. Specifically, the sub-CPU 130a refers to the receive buffer in the sub-RAM 130c to determine whether a customer waiting state designation command has been received, and if so, performs processing to perform a customer waiting demo effect after a predetermined time has elapsed. More specifically, the sub-CPU 130a transmits a customer waiting effect command to the display control unit 140, causing the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a customer waiting demo screen and output customer waiting demo sounds from the audio output device 9. Details of the customer waiting effect processing will be described later.

[0466] In step E320, the sub-CPU 130a performs menu operation processing. Specifically, various menu items ("Machine Description" that explains information about the machine, "Effect Customization" that selects settings that set the execution rate of various effects that are executed during variable effects, "Pachi Log" that manages game history in cooperation with a terminal such as a mobile phone owned by the player, and "End" that ends menu operation) are selected and determined in response to operation of the effect button 17 or cross key 19, and processing is performed according to the menu item. Details of the menu operation processing will be described later.

[0467] In step E350, the sub-CPU 130a performs a game status update process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a game status designation command has been received, and if so, performs a process of updating the game status information stored in the sub-RAM 130c.

[0468] In step E400, the sub-CPU 130a performs reservation information update processing. Specifically, by referring to the reception buffer of the sub-RAM 130c, it is determined whether or not a special reservation number designation command or a normal reservation number designation command has been received, and if so, it performs processing to update the first special reservation number, the second special reservation number, the normal reservation number, etc. stored (grasp) in the sub-RAM 130c.

[0469] In step E500, the sub-CPU 130a performs a look-ahead performance process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a look-ahead designation command has been received, and if so, performs processing related to the look-ahead performance, such as icon change performance, continuous notice performance, and lamp change performance. The look-ahead performance process will be described in detail later.

[0470] The "icon change effect" is a type of pre-reading preview effect that changes the reserved icon and the display mode of the icon to make the player anticipate the execution of a jackpot game, and the performance period may overlap with the jackpot preview effect described below. Note that in this embodiment, the icon change effect for the reserved icon may be referred to as the "reserved icon change effect," and the icon change effect for the icon may be referred to as the "relevant icon change effect."

[0471] A "continuous preview effect" is a type of anticipatory preview effect that makes the player anticipate a jackpot game by executing a predetermined effect across one or more variable effects. It is executed for a predetermined period after the start of the variable effect, but the timing of the performance does not overlap with the jackpot preview effect described below. The "lamp change effect" is a type of anticipatory preview effect that makes the player anticipate a jackpot game by changing the lighting pattern of the winning slot lamp over one or more variable effects, and the timing of the effect may overlap with the jackpot preview effect described below.

[0472] In step E600, the sub-CPU 130a performs special symbol special power effect processing. Specifically, by referring to the reception buffer of the sub-RAM 130c, it determines whether or not a special symbol designation command, a special symbol variation pattern designation command, a special symbol stop designation command, a jackpot opening designation command, a round number designation command, and a jackpot ending designation command have been received, and if received, performs processing to execute the effect corresponding to the received command.

[0473] In step E700, the sub-CPU 130a performs a normal symbol normal power effect process. Specifically, by referring to the reception buffer of the sub-RAM 130c, it determines whether or not a normal symbol designation command, a normal symbol variation pattern designation command, a normal symbol stop designation command, a winning opening designation command, and a winning ending designation command have been received, and if received, it performs processing to execute the effect corresponding to the received command.

[0474] The sub-CPU 130a performs a presentation mode update process in step E800. Specifically, it determines whether or not an update condition (such as a change in the game state, winning the mode update lottery, or execution of a SP / SPSP reach effect resulting in a loss) of the presentation mode (presentation stage) that defines presentation elements (such as background image, presentation image, presentation sound, etc.) in the sound output device 9, the first image display device 70, the second image display device 71, etc., has been established, and if the update condition has been established, it performs a process for updating the presentation mode to one of a plurality of presentation modes.

[0475] The "presentation modes" include presentation modes A to C that are set in the normal game state, presentation modes D to E that are set in the probability variable game state, presentation modes F to G that are set in the normal time-saving game state, and presentation mode H that is set in the special time-saving game state. Note that the presentation mode that is initially set when the game is controlled to the normal game state when the power is turned on (for example, after changing the setting, clearing the RWM, or confirming the setting) is always presentation mode A, the presentation mode that is initially set when the game is controlled to the probability variable game state when the power is turned on is always presentation mode D, the presentation mode that is initially set when the game is controlled to the normal time-saving game state when the power is turned on is always presentation mode F, and the presentation mode that is initially set when the game is controlled to the special time-saving game state when the power is turned on is always presentation mode H.

[0476] In addition, in presentation modes A to C, the presentation pattern 70a is composed of numbers (identification characters) + characters (decorative parts) corresponding to the numbers + pattern effect images (decorative parts) that decorate the background of the numbers and characters, and the designs of the numbers and characters differ between presentation modes. In presentation modes D to H, the presentation pattern 70a is composed of numbers (identification characters) only, and the number designs are common between presentation modes. In addition, in presentation modes A to H, the background image corresponding to each presentation mode normally scrolls left and right (reciprocating movement, dynamic display).

[0477] Furthermore, in the normal gaming state, the conditions for changing the presentation mode are more likely to be met when the first special symbol variable display (first variable display) is executed than when the second special symbol variable display (second variable display) is executed (it is more likely that an SP / SPSP reach display resulting in a loss is executed, it is more likely that a mode update lottery is won, it is more likely that a look-ahead zone display is executed, etc.), so the presentation mode is more likely to change when the first special symbol variable display (first variable display) is executed than when the second special symbol variable display (second variable display). Therefore, it is possible to vary the presentation effect depending on the type of special symbol variable display (variable display) executed in the normal gaming state, making it possible to increase the enjoyment of the game.

[0478] Furthermore, compared to when the variable display of the first special symbol (first variable display) is executed in the normal game state, when the variable display of the first special symbol (first variable display) is executed in various time-saving game states, the update conditions for the display mode are less likely to be met (it is less likely that an SP / SPSP reach display that results in a loss will be executed, it is easier to win the mode update lottery, it is less likely that a pre-reading zone display will be executed, the number of display modes is smaller, etc.). Therefore, it is possible to vary the display effect when the variable display of the first special symbol (first variable display) is executed depending on the game state, making it possible to increase the enjoyment of the game.

[0479] In addition, the number of presentation modes in the special probability game state and various time-saving game states (normal time-saving game state, special time-saving game state) may be increased, so that even in the special probability game state and various time-saving game states (normal time-saving game state, special time-saving game state), the presentation mode is more likely to change when the first special pattern change display (first change display) is executed than when the second special pattern change display (second change display) is executed.

[0480] In step E850, the sub-CPU 130a performs error notification processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether an error designation command or an error cancellation designation command has been received, and if so, performs processing to execute an error notification effect corresponding to the received error designation command, or to terminate the error notification effect corresponding to the received error cancellation designation command.

[0481] In step E900, the sub-CPU 130a performs output control processing, specifically, processing to output signals such as predetermined data and to transmit various commands stored in the transmission buffer of the sub-RAM 130c to the display control unit 140 and the lamp control unit 150.

[0482] In step E950, the sub CPU 130a restores the information saved in step E100 to the register of the sub CPU 130a, and ends this timer interrupt process.

[0483] (Customer waiting performance processing by the performance control unit) The customer waiting performance processing of the performance control unit 130m will be described with reference to Fig. 29. Fig. 29 is a flowchart showing the customer waiting performance processing of the performance control unit 130m.

[0484] In step E300-1, the sub-CPU 130a determines whether or not a customer waiting state designation command has been received from the main control board 110. If the customer waiting state designation command has not been received, the process proceeds to step E300-4. If the customer waiting state designation command has been received, in step E300-2, a demo waiting time determination table (see FIG. 30) is selected to determine the waiting time until the start of the customer waiting demo performance. The demo waiting time determination table will be described in detail later.

[0485] In step E300-3, the sub-CPU 130a determines a demo waiting time and sets it in the demo waiting timer. Specifically, the sub-CPU 130a refers to the demo waiting time determination table shown in Figure 30 and determines one demo waiting time from among multiple demo waiting times based on the current game state and the current status.

[0486] In step E300-4, the sub-CPU 130a determines whether or not the machine is in demo standby mode. Specifically, it determines whether or not the demo standby timer is set. If the machine is not in demo standby mode, the sub-CPU 130a terminates the current customer waiting performance process, assuming that the customer waiting demo performance will not be executed. If the machine is in demo standby mode, the sub-CPU 130a increments the demo standby timer by -1 in step E300-5.

[0487] In step E300-6, the sub-CPU 130a determines whether the demo wait timer is 0. If the demo wait timer is not 0, the sub-CPU 130a terminates the current customer waiting effect processing, assuming that the customer waiting demo effect will not be executed yet. If the demo wait timer is 0, the sub-CPU 130a sets a customer waiting demo effect command in the transmission buffer in step E300-7, and terminates the current customer waiting effect processing. As a result, the customer waiting demo effect command is transmitted to the display control unit 140 and the lamp control unit 150, and a customer waiting demo effect is executed to urge the player to play a game.

[0488] (Demo waiting time determination table) FIG. 30 shows a demo waiting time determination table that is referred to when determining the waiting time until the start of the customer waiting demo performance.

[0489] The demo waiting time determination table in Figure 30 associates the game state, the current state, and the demo waiting time to be selected. Four demo waiting times ranging from 30 seconds to 80 seconds are set for the demo waiting time in the normal game state, and four demo waiting times ranging from 35 seconds to 85 seconds are set for the demo waiting time in the specific game state.

[0490] The first feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time from when the static display of the effect symbol on the image display device immediately after power-on, the demo waiting time from when the static display of the effect symbol on the image display device immediately after power-on, the demo waiting time from when the static display of the effect symbol on the image display device immediately after power-on, the demo waiting time from when the static display of the effect symbol ends (the changing time has passed) and the static display of the effect symbol, and the demo waiting time from when the static display of the effect symbol ends after the customer waiting demo effect are different. Therefore, the customer waiting demo effect can be executed at an appropriate time according to the current state, and it is possible to improve the operation of the gaming machine.

[0491] The second feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time from when the effect symbol is displayed statically on the image display device immediately after power-on is longer than the demo waiting time from when the effect symbol's variable display ends (the variable time has passed) and the effect symbol is displayed statically. Therefore, it is possible to execute the customer waiting demo effect at an appropriate time according to the likelihood that the player is playing, and it is possible to improve the operation of the gaming machine.

[0492] The third feature of the demo waiting time determination table shown in Figure 30 is that the demo waiting time from when the effect symbol is displayed statically on the image display device immediately after power is restored is longer than the demo waiting time from when the effect symbol variable display ends (variation time has passed) and the effect symbol is displayed statically. Therefore, it is possible to execute the customer waiting demo effect at an appropriate time according to the likelihood that the player is playing, and it is possible to improve the operation of the gaming machine.

[0493] The fourth feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time from when the static display of the effect symbol on the image display device immediately after power is restored is longer than the demo waiting time from when the static display of the effect symbol on the image display device immediately after power is turned on. Therefore, it is possible to execute the customer waiting demo effect at an appropriate time according to the likelihood that the player is playing, and it is possible to improve the operation of the gaming machine.

[0494] The fifth feature of the demo waiting time determination table shown in Figure 30 is that the demo waiting time after the customer waiting demo effect ends and the static display of the effect symbol is the shortest. Therefore, it is possible to effectively increase the appeal of the game to players and improve the operation of the gaming machine.

[0495] A sixth feature of the demo waiting time determination table shown in Figure 30 is that the waiting time for each demo in a specific gaming state (low probability time-saving gaming state, high probability time-saving gaming state) is longer than the waiting time for each demo in a normal gaming state. Therefore, it is possible to execute a customer waiting demo effect at an appropriate time according to the probability that a player is playing, and it is possible to improve the operation of the gaming machine.

[0496] (Menu operation processing of the production control unit) The menu operation process of the performance control unit 130m will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the menu operation process in the performance control unit 130m.

[0497] In step E320-1, the sub-CPU 130a determines whether or not the machine is currently waiting for a customer. If it is, the process proceeds to step E320-2. If it is not (a variable effect or a big win effect is being performed), the process proceeds to step E320-7, assuming that no processing related to menu operation is performed.

[0498] In step E320-2, the sub CPU 130a obtains the menu processing number that is updated in each process of the menu operation process, references the branch destination address from the menu processing number, and executes the process corresponding to the branch destination address.

[0499] Specifically, if the menu processing number is "0", various menu items (machine description, effect customization, Pachi Log, end) are displayed in response to the operation of the effect button 17, a menu item is selected by operating the directional pad 19 and the menu item is determined by operating the effect button 17, and a menu item selection process (step E320-3) is executed to set the menu processing number according to the determined menu item ("1" for "machine description", ""2" for "effect customization", ""3" for "Pachi Log", ""0" for "end"), and the menu operation process is terminated.

[0500] If the menu processing number is "1", various explanatory information about the model is displayed sequentially in response to the operation of the cross key 19, and a model explanation process (step E320-4) is executed in which the menu processing number is set to "0" by selecting and confirming the end item, and the menu operation process is terminated.

[0501] If the menu processing number is "2", the various effects (e.g., icon change effects, continuous preview effects, timer effects, etc.) executed during the variable effects are selected in accordance with the operation of the directional pad 19 between a normal setting (normal mode) in which they are executed at a normal rate, and a simple setting (simple mode) in which they are executed at a rate of decrease lower than the normal rate, and the effect customization process (step E320-5) determined by the operation of the effect button 17 is executed, and th...

Claims

[Claim 1] In a gaming machine capable of controlling the progress of a special game advantageous to a player, The game machine is provided with an operating means operable by a player, It is possible to execute a variation effect of multiple symbols according to the determination information acquired based on the establishment of the acquisition condition, The variable performance can execute a preliminary determination corresponding to the determination information that has not yet been executed, The game can be controlled to a second game state that is more advantageous to the player than the first game state, An initial vibration can be performed to vibrate the operation means after power supply is started, During the execution of the variable effect, it is possible to execute a predetermined effect that makes the user expect that the plurality of symbols will become a reach that makes the user expect the execution of the special game or a special mode that notifies the user that the special game will be executed, a vibration effect that vibrates the operation means, and a suggestion effect that is executed when the plurality of symbols are displayed as the special mode, The operating means is a first operating means that vibrates in the vibration effect; and a second operating means that is different from the first operating means; When the vibration effect is executed during operation of the second operating means, vibrations related to the vibration effect are transmitted to the player via the second operating means, The vibration effect includes: a first vibration effect that is executed in response to an operation of the first operating means while an operation prompting display is being displayed during an operation valid period; a second vibration effect that is executed without generating the operation prompt display, The second vibration effect has a predetermined vibration start timing, The second vibration effect includes: A first effect executed at a predetermined timing; A second performance executed at a timing different from that of the first performance, The predetermined effect and the first effect can be executed in accordance with the advance determination, During a predetermined period after the start of the variable performance, the expectation of the special game being executed is higher when the first performance is executed than when the predetermined performance is executed, During the predetermined period, the first vibration effect and the first effect can be executed so that their effect periods do not overlap, The ease of execution of the first effect during a predetermined period after the start of the variable effect differs between the first gaming state and the second gaming state, The second performance is The plurality of symbols are not executed in the variation performance in which the special mode is not achieved, and can be executed when the suggestion performance is executed in the variation performance in which the plurality of symbols are executed in the special mode, The initial vibration and the first performance can vibrate the operation means in different modes, The above-mentioned variable performance includes: A first variation effect according to the determination information acquired based on the establishment of a first acquisition condition; A second variation effect is provided in accordance with the determination information acquired based on the establishment of a second acquisition condition, During a predetermined period of the first variation presentation in the second gaming state, execution of the vibration presentation is limited, but during a predetermined period of the first variation presentation in the first gaming state, execution of a plurality of types of the vibration presentation is possible. Alternatively, the gaming machine is characterized in that there are more types of vibration effects that can be executed during the first fluctuation effect in the first gaming state than during the first fluctuation effect in the second gaming state.

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