gaming machines

The gaming machine's efficient control processing is achieved through a gaming control microprocessor with specific initialization and interrupt management, addressing inefficiencies in existing gaming machines and enhancing game features and presentation.

JP7796447B2Active Publication Date: 2026-01-09SANSEI R&D KK
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Patent Information

Application Number
JP2025054884
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2025-03-28
Publication Date
2026-01-09
Estimated Expiration
2045-03-28

AI Technical Summary

Technical Problem

Existing gaming machines face inefficiencies in control processing, necessitating improved management of game control and presentation processes.

Method used

The gaming machine incorporates a gaming control microprocessor with specific initialization and interrupt management routines, including a watchdog timer to ensure efficient control processing, and features like a game board, launching device, and presentation control board to enhance game control and presentation capabilities.

Benefits of technology

This configuration enables efficient control processing, allowing for smoother game operations and improved player engagement through enhanced game features and presentation control.

✦ Generated by Eureka AI based on patent content.

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Abstract

To realize efficient control processing.SOLUTION: After executing a first interrupt prohibition instruction, a CPU is capable of executing: a first LD instruction that sets a first address value in a stack pointer; and a fourth LD instruction that sets a second address value different from the first address value, in the stack pointer. The first LD instruction is executed once from when power of a game machine is turned on until initial timer interrupt processing is executed, and the fourth LD instruction is executed multiple times within one time of the timer interrupt processing.SELECTED DRAWING: Figure 125
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Description

[Technical Field]

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

[0002] BACKGROUND ART Conventionally, there is known a gaming machine that performs a control process of a game when a gaming ball enters a starting hole (for example, see Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Publication No. 2023-162853 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in terms of efficient control processing.

[0005] The present invention has been made to solve the above-mentioned problems, and has an object to realize efficient control processing. [Means for solving the problem]

[0006] The present invention has been made to solve at least some of the above-mentioned problems, and can be realized as the following application examples. Note that the reference symbols and supplementary explanations in this section indicate the correspondence with the embodiments described later to help understand the present invention, and do not limit the present invention in any way.

[0007] [Application example 1] An outer frame (51) fixed to the game island; a front frame (53) attached to the outer frame so as to be openable and closable and having an opening (54); an inner frame (52) that is attached to the front frame so as to be openable and closable and that is attached to the outer frame so as to be openable and closable; a game board (2) that is detachably attached to the inner frame and that forms a game area (3) that is visible through the opening; a launching device (112) attached to the inner frame below the game board and capable of launching game balls toward the game area; a power supply board box (450) for accommodating a power supply board (162) attached to the rear side of the inner frame below the game board; a game control board box (430) attached to the rear side of the game board and accommodating a game control board (80) on which a game control microprocessor (81) for controlling the progress of the game and a reset circuit (159) for resetting the game control microprocessor are mounted; a presentation control board box (420) that is attached to the rear side of the game board at a position different from the game control board box and that houses a presentation control board (90) that has a presentation control microprocessor (91) that can control the progress of presentations based on commands from the game control board; A gaming machine (1) comprising: The gaming control microprocessor includes: CPU(82) and a ROM (83) that stores a program executed by the CPU and information referenced by the program; a RAM (84) capable of storing information updated by the program; Watchdog timer (89b) and At least one The CPU Multiple 1-byte general-purpose registers and A 1-byte interrupt register and A 2-byte stack pointer and and The CPU When the power supply of the gaming machine is turned on and the reset of the gaming control microprocessor by the reset circuit is then released, a first interrupt disable command (the DI command on the second line in the power-on process of Figure 125) that disables interrupts is issued. After executing the first interrupt disable instruction, a first LD instruction (the LD instruction on the third line in the power-on process of FIG. 125) that sets a first address value (ADRSSP: 0F200H) in the stack pointer; A second LD instruction (the LD instruction on the fourth line in the power-on process of FIG. 125) that sets the upper byte (TINTTB) of the 2-byte interrupt vector address table stored in the ROM to a first register (A register) among the plurality of general-purpose registers; A third LD instruction (the LD instruction on the second line in the power-on process of FIG. 127) that sets the value of the first register (A register) in the interrupt register; A first OUT instruction (the OUT instruction on the 17th line in the power-on process of FIG. 127) that writes a first predetermined value (55H, clear & restart) to the command register (DWCM) of the watchdog timer; A first interrupt enable instruction (the EI instruction on line 46 in the power-on process of FIG. 129) that enables the interrupt; is executed until the first timer interrupt process (the timer INT process of FIG. 139 and FIG. 140, which is the main timer interrupt process of FIG. 16) is executed after the power of the gaming machine is turned on, The CPU A fourth LD instruction that sets a second address value (ADSSSP:0F300H) different from the first address value to the stack pointer (the LD instruction on the second line in the external timer INT processing of Figure 197, which is called by the CALLEX instruction on the 13th line in the timer INT processing of Figure 139, and the LD instruction on the second line in the external fixed period processing of Figure 191, which is called by the CALLEX instruction on the 15th line in the game control processing of Figure 136, and in which the address of the timer INT processing table "TINTBL" is set by the LD instruction on the 9th line in the timer INT processing of Figure 139), A second OUT instruction (the OUT instruction on the 16th line in the timer INT processing in FIG. 140) that writes a second predetermined value (55H, clear & restart) to the command register (DWCM) of the watchdog timer; A second interrupt enable instruction that enables the interrupt (the EI instruction on line 18 in the timer INT processing in FIG. 140), The timer interrupt process (the timer INT process in FIGS. 139 and 140, which is the main timer interrupt process in FIG. 16) including at least the following can be executed, The first LD instruction is executed once from when the gaming machine is powered on until the first timer interrupt process is executed, the fourth LD instruction is executed multiple times within one timer interrupt process; If the second OUT command is not executed within a predetermined period (timeout time: 32.8 ms) after the second OUT command is executed, the game control microprocessor is reset by the watchdog timer while the reset to the game control microprocessor by the reset circuit remains released. A gaming machine characterized by: [Effects of the Invention]

[0008] According to the present invention, an efficient control process can be realized. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. [Figure 2] FIG. [Figure 3] 2 is a block diagram showing the electrical configuration of the main control board of the gaming machine. FIG. [Figure 4] A block diagram showing the electrical configuration of the sub-control board side of the gaming machine. [Figure 5] FIG. 2 is a diagram for explaining a main ROM and a main RAM. [Figure 6] FIG. 2 is a diagram for explaining a sub-ROM and a sub-RAM. [Figure 7] 1 is a diagram for explaining various random numbers used in gaming machines. [Figure 8]FIG. 2 is a diagram for explaining decision tables T1 to T4. [Figure 9] This is an explanatory diagram of the big win type determination table T5. [Figure 10] An explanatory diagram of the fluctuation pattern determination table T6 when the time is not reduced. [Figure 11] An explanatory diagram of the fluctuation pattern determination table T6 during time-saving mode. [Figure 12] This is an explanatory diagram of the electric chute opening pattern determination table T7. [Figure 13] 10 is an explanatory diagram of the large prize opening pattern determination table T8. FIG. [Figure 14] FIG. 10 is an explanatory diagram of a V-type opening / closing member opening pattern determination table T9. [Figure 15] 10 is a flowchart of a main control process. [Figure 16] 10 is a flowchart of a main-side timer interrupt process. [Figure 17] 10 is a flowchart of a start port sensor detection process. [Figure 18] This is a flowchart of the special diagram 2 pre-determination processing. [Figure 19] FIG. 1 is a flowchart of the preliminary judgment process. [Figure 20] 10 is a flowchart of a normal operation process. [Figure 21] 10 is a flowchart of a special action process. [Figure 22] 10 is a flowchart of a special symbol waiting process. [Figure 23] 10 is a flowchart of a jackpot determination process. [Figure 24] 10 is a first flowchart of the variation pattern selection process. [Figure 25] 10 is a second flowchart of the variation pattern selection process. [Figure 26] This is a flowchart of processing during special pattern change. [Figure 27] 10 is a flowchart of a special symbol determination process. [Figure 28] 10 is a flowchart of a game status management process. [Figure 29] 10 is a flowchart of a game state reset process. [Figure 30] 10 is a flowchart of special electric device processing. [Figure 31] 10 is a flowchart of a V-type opening / closing member operation process. [Figure 32] 10 is a flowchart of a game status setting process. [Figure 33] 10 is a flowchart of a V-area sensor detection process. [Figure 34] This is a flowchart of the reserved ball number processing. [Figure 35] 10 is a flowchart showing a sub-control main process. [Figure 36] 10 is a flowchart of a sub-side timer interrupt process. [Figure 37] 10 is a flowchart of a received command analysis process. [Figure 38] 10 is a flowchart of a pre-reading effect determination process. [Figure 39] FIG. 10 is a diagram illustrating the configuration of a pre-determination information storage area. [Figure 40] FIG. 10 is an explanatory diagram of the look-ahead effect pattern determination table T51. [Figure 41] 10 is a flowchart of the variable effect start processing. [Figure 42] FIG. 10 is an explanatory diagram of the core performance pattern determination table T52. [Figure 43] FIG. 10 is an explanatory diagram of a chance-up effect pattern determination table T53. [Figure 44] This is a flowchart of processing during variable performance. [Figure 45] 10 is a flowchart of a display control process. [Figure 46] This is an explanatory diagram illustrating the movement pattern of the first movable prop 14. [Figure 47] An explanatory diagram illustrating the second state of the first movable prop 14. [Figure 48] An explanatory diagram illustrating the second state of the second movable accessory 15. [Figure 49]An explanatory diagram illustrating the second state of the frame movable accessory 69. [Figure 50] 10 is an explanatory diagram illustrating the display effects of the sub-display screen 64. FIG. [Figure 51] FIG. 2 is a diagram for explaining the position of a sensor. [Figure 52] 10 is a flowchart of a power-on process. [Figure 53] 10 is a flowchart of a power interruption monitoring process. [Figure 54] 10 is a flowchart of a sub-side RAM clearing process. [Figure 55] 10 is a flowchart of a sub-side power interruption recovery process. [Figure 56] FIG. 10 is a diagram illustrating the effects that occur when RAM is cleared. [Figure 57] FIG. 10 is a diagram illustrating the effects that occur when power is restored after a power outage. [Figure 58] 10 is a flowchart of a reel error cancellation process. [Figure 59] This is a flowchart of the process of returning a movable device to its original position. [Figure 60] This is a flowchart of the initial operation processing of movable props. [Figure 61] This is a diagram to explain the movable prop origin return operation 1. [Figure 62] This is a diagram to explain the movable device origin return operation 2. [Figure 63] This is a diagram to explain the initial movement of the movable device. [Figure 64] This is a diagram to explain the initial movements other than those of movable props. [Figure 65] FIG. 10 is a diagram illustrating a retry operation. [Figure 66] This is a diagram to explain the changing effects during the initial operation of the movable device. [Figure 67] 10 is a flowchart of an error monitoring process. [Figure 68] 10 is a flowchart of an error notification process 1. [Figure 69] 10 is a flowchart of an error notification process 2. [Figure 70]FIG. 10 is a diagram illustrating an error notification. [Figure 71] This is a diagram to explain the LED effects of movable props. [Figure 72] FIG. 10 is an explanatory diagram showing divisions for explaining the game area. [Figure 73] FIG. 2 is a diagram illustrating the upper structure of the center unit. [Figure 74] A front view showing the prize slot unit and the lower left structure of the center unit. [Figure 75] An oblique view showing the prize slot unit. [Figure 76] An explanatory diagram showing a display for distinguishing the ball entrance of the prize entrance unit. [Figure 77] FIG. 2 is a perspective view showing the left lower structure of the center unit. [Figure 78] 1A is a front view showing the reinforcing unit, and FIG. 1B is a cross-sectional view taken along line BB in FIG. [Figure 79] 1A is a front view showing the transparent cover unit, and FIG. 1B is a cross-sectional view taken along line BB in FIG. [Figure 80] FIG. 2 is a front view showing the flow path unit. [Figure 81] FIG. 2 is a perspective view showing a flow path unit. [Figure 82] FIG. 10 is an explanatory diagram of the shape of the obstacle nails. [Figure 83] FIG. [Figure 84] FIG. 2 is a diagram showing a schematic diagram of the arrangement of various electronic components mounted on the mounting surface of the main control board. [Figure 85] 3A to 3C are schematic diagrams of a plan view, a cross-sectional view, and a bottom view of various through holes formed in the main control board. [Figure 86] This is a schematic diagram showing a continuation of Figure 85. [Figure 87] FIG. 85 is an enlarged view of area A1 in FIG. 84. [Figure 88] FIG. 85 is an enlarged view of area A2 in FIG. 84. [Figure 89] 85A is an enlarged view of an area A3 in FIG. 84, and FIG. 85B is an enlarged view of an area A4. [Figure 90] This figure shows a schematic diagram of the layout of various electronic components mounted on the MPU mounting surfaces of the sub-control board and image control board. [Figure 91] 3A to 3C are schematic diagrams of a plan view, a cross-sectional view, and a bottom view of various through holes formed in the sub-control board and the image control board. [Figure 92] FIG. 92 is a schematic diagram showing a continuation of FIG. 91. [Figure 93] FIG. 91 is an enlarged view of area B in FIG. 90. [Figure 94] FIG. 91 is an enlarged view of area C in FIG. 90. [Figure 95] FIG. 2 is a diagram showing a schematic diagram of the arrangement of various electronic components mounted on the mounting surface of a power supply board. [Figure 96] 3A to 3C are schematic diagrams showing a plan view, a cross-sectional view, and a bottom view of various through holes formed in a power supply board. [Figure 97] This is a schematic diagram showing a continuation of Figure 96. [Figure 98] This is a diagram showing an overview of the arrangement of various electronic components mounted on the mounting surface of the dispensing control board. [Figure 99] A schematic diagram of a plan view, cross-sectional view, and bottom view of various through holes formed in the dispensing control board. [Figure 100] This is a schematic diagram showing a continuation of Figure 99. [Figure 101] FIG. 73 is a front right perspective view showing an enlarged view of area F in FIG. 72. [Figure 102] 2 is a diagram for explaining the configuration of a gaming machine frame 50. FIG. [Figure 103] FIG. 103 is an enlarged and simplified front view of the H region and the I region of FIG. [Figure 104] FIG. 103 is an enlarged and simplified front view of the J and K regions of FIG. [Figure 105] 4A and 4B are simplified views of the top and right side of a cover member 431 and a right side of a cover member 441, respectively. [Figure 106] FIG. 103 is an enlarged and simplified front view of the L region of FIG. [Figure 107] 10 is a diagram for explaining a light emission pattern determination table TL of a lamp 66. FIG. [Figure 108] 10 is a diagram for explaining a light emission pattern determination table TLA of the lamp 66. FIG. [Figure 109] 73 is an enlarged front view of the G region in FIG. 72, and a cross-sectional view of the gg section of the front view. [Figure 110] FIG. 10 is a diagram showing various values ​​defined by alphanumeric characters used in the program. [Figure 111] This is a figure showing the continuation of Figure 110. [Figure 112] This is a figure showing the continuation of Figure 111. [Figure 113] This is a figure showing the continuation of Figure 112. [Figure 114] This is a figure showing the continuation of Figure 113. [Figure 115] This is a figure showing the continuation of Figure 114. [Figure 116] This is a figure showing the continuation of Figure 115. [Figure 117] This is a figure showing the continuation of Figure 116. [Figure 118] This is a figure showing the continuation of Figure 117. [Figure 119] This is a figure showing the continuation of Figure 118. [Figure 120] This is a figure showing the continuation of Figure 119. [Figure 121] This is a figure showing the continuation of Figure 120. [Figure 122] This is a figure showing the continuation of Figure 121. [Figure 123] This is a figure showing the continuation of Figure 122. [Figure 124] This is a continuation of Figure 123. [Figure 125] 10 is a program listing showing a power-on process. [Figure 126] This is a program listing showing a continuation of Figure 125. [Figure 127] This is a program listing showing a continuation of Figure 126. [Figure 128] This is a program listing showing a continuation of Figure 127. [Figure 129] This is a program listing showing a continuation of Figure 128. [Figure 130] 10 is a program listing showing an external-RWM check initialization process. [Figure 131] 1 is a program listing showing the outer-residual processing. [Figure 132] 10 is a program listing showing an external power-on process. [Figure 133] This is a program listing showing a continuation of Figure 132. [Figure 134] 10 is a program listing showing an external data storage process. [Figure 135] 10 is a program listing showing game control processing. [Figure 136] This is a program listing showing a continuation of Figure 135. [Figure 137] 10 is a program listing showing a power interruption monitoring process. [Figure 138] This is a program listing showing a continuation of Figure 137. [Figure 139] 10 is a program listing showing a timer INT process. [Figure 140] This is a program listing showing a continuation of Figure 139. [Figure 141] 10 is a program listing showing a power-on setup process. [Figure 142] This is a program listing showing a continuation of Figure 141. [Figure 143] 10 is a program listing showing a power-on command process. [Figure 144] This is a program listing showing a continuation of Figure 143. [Figure 145] 10 is a program listing showing a port output process. [Figure 146] This is a program listing showing a continuation of Figure 145. [Figure 147] This is a program list showing the special chart variation pattern creation process. [Figure 148] 10 is a program listing showing range data selection 2 processing. [Figure 149] 10 is a program listing showing a 2-byte data selection process. [Figure 150]10 is a program listing showing RWM check data creation processing. [Figure 151] 10 is a program listing showing a frame sum value transmission process. [Figure 152] This is a program listing showing the starting port 1 passing process. [Figure 153] This is a program listing showing the process of passing through the starting port 2. [Fig. 154] This is a program list showing the random number transfer process when a special drawing is won. [Figure 155] This is a program listing showing random number shift processing when special charts change. [Figure 156] 10 is a program listing showing a comparison process of outer 4-byte values. [Figure 157] 10 is a program listing showing a subtraction process of a four-byte value. [Figure 158] 10 is a program listing showing a special action timer selection process. [Figure 159] This is a program list showing special chart waiting processing. [Figure 160] This is a continuation of the program listing showing the special chart waiting process. [Figure 161] This is a continuation of the program listing showing the special chart waiting process. [Figure 162] 10 is a program listing showing peripheral board data output processing. [Figure 163] 10 is a program list showing a game status display process. [Fig. 164] 10 is a program listing showing a data storage process. [Figure 165] 10 is a program listing showing the normal variable time setting process. [Figure 166] This is a program list showing the special chart variation time setting process. [Figure 167] 1 is a program listing showing an RWM transfer process. [Figure 168] 10 is a program listing showing a power-on determination process. [Figure 169] 10 is a program listing showing a switch detection process. [Figure 170] This is a program listing showing the continuation of Figure 169. [Figure 171] 10 is a program listing showing a general random number counter process. [Fig. 172] 10 is a program listing showing a starting random number counter process. [Figure 173] This is a program listing showing the normal hit determination process. [Fig. 174] This is a program list showing the special chart 1 jackpot determination process. [Figure 175] 10 is a program listing showing a two-byte value range comparison process. [Figure 176] This is a program listing showing the continuation of Figure 175. [Figure 177] 10 is a program listing showing a frame transmission process. [Figure 178] 10 is a program listing showing frame transmission repeat processing. [Figure 179] 10 is a program listing showing an external-main control chip information storage process. [Figure 180] 10 is a program listing showing a main control chip information transmission process. [Figure 181] This is a program list showing the special chart display data creation process. [Figure 182] This is a program list showing the special diagram 1 display processing. [Figure 183] This is a program list showing the special diagram 2 display processing. [Figure 184] This is a program listing showing the general map display process. [Figure 185] This is a program listing showing the winning display process. [Figure 186] This is a program listing showing the pending number display process. [Figure 187] This is a program listing showing the continuation of Figure 186. [Figure 188] 10 is a program listing showing a launch position display process. [Figure 189] This is a program listing showing the continuation of Figure 188. [Figure 190]10 is a program listing showing a display control process. [Figure 191] 10 is a program listing showing external-fixed periodic processing. [Figure 192] 1 is a program listing showing external test signal processing. [Figure 193] This is a program listing showing the continuation of Figure 192. [Figure 194] This is a program listing showing the continuation of Figure 193. [Figure 195] This is a program listing showing the continuation of Figure 194. [Figure 196] This is a program listing showing the continuation of Figure 195. [Figure 197] 10 is a program listing showing an external timer INT process. DETAILED DESCRIPTION OF THE INVENTION

[0010] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.

[0011] The gaming machine 1 is a pachinko gaming machine that launches gaming balls based on a player's launch operation, and when the gaming balls land on a specific winning device, a predetermined number of gaming balls are paid out to the player based on the winning. The gaming machine 1 comprises a gaming machine frame 50 and a gaming board 2, with the gaming board 2 attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 also comprises an outer frame 51 (base frame portion) that forms the outer shell of the gaming machine, and an inner frame 52 to which the gaming board 2 is attached inside the outer frame 51. The outer frame 51 is fixed to a gaming island (not shown) in an amusement hall (hall). The inner frame 52 is attached to the front frame 53 so as to be able to open and close, and is also attached to the outer frame 51 so as to be able to open and close. The front frame (front frame portion) 53 is a vertically rectangular unit located in front of the outer frame 51 and the inner frame 52, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, an effect button 63, sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U), a sword member 65, a frame lamp 66, a speaker 67, and a frame movable body 69. An opening 54 is formed in the center of the front frame 53, and the playing area 3 of the playing board 2 can be seen through the opening 54.

[0012] The handle 60 is located at the lower right end of the front frame 53 and launches game balls with a launch strength corresponding to the rotation angle. Movable frame movable bodies 69 (also referred to as frame movable gadgets 69), which are movable gimmicks, are provided on the right and left sides of the handle 60. The frame movable bodies 69 are configured so that two members, located on the left and right sides of the handle 60, can move left and right in the horizontal direction. Each of the two members is formed from a flexible, flat member, and its main surface is configured to move toward and away from the handle 60. The frame movable bodies 69 normally remain stationary in retracted positions ( FIG. 1 ) away from the handle 60 on the left and right sides. They can move (advance) from the retracted positions toward the handle 60 and stop at a position where they come into contact with the handle 60. When in the advanced position, the frame movable bodies 69 come into contact with the handle 60 or the right hand of a player operating the handle 60.

[0013] The ball supply tray (upper tray) 61 is provided below the front frame 53 and stores game balls. The surplus ball receiving tray (lower tray) 62 is located below the ball supply tray (upper tray) 61 and stores game balls that cannot be accommodated in the ball supply tray 61. The effect button 63 is an operation unit located near the ball supply tray (upper tray) 61 and is operated (pressed) by the player during effects that are executed as the game progresses. A vibration motor is located inside the effect button 63 and is configured to vibrate up, down, left, and right in response to effects, etc. The sword member 65 is an operation unit shaped like a sword and can be pressed downward by the player during effects that are executed as the game progresses, etc. The sword member 65 is configured to be able to perform a first operation in which the entire sword member 65 is pressed downward and a second operation in which the entire sword member 65 is pressed upward. The sub-display screen 64 is a screen of a liquid crystal display device and includes a right sub-display screen 64R, a left sub-display screen 64L, and an upper sub-display screen 64U. The right sub-display screen 64R is provided on the right side of the front frame 53, the left sub-display screen 64L is provided on the left side of the front frame 53, and the upper sub-display screen 64U is provided on the upper side of the front frame 53. The right sub-display screen 64R and the left sub-display screen 64L are arranged in pairs across the gaming board 2. The upper sub-display screen 64U is arranged above the gaming board 2. The right sub-display screen 64R, the left sub-display screen 64L, and the upper sub-display screen 64U are arranged to surround the opening 54 of the front frame 53. The sub-display screen 64 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix display. The frame lamps 66 include a right frame lamp and a left frame lamp, and are arranged above the front frame 53 to provide light-emitting effects during play. The right frame lamp is a diagonal light-emitting element arranged between the upper sub-display screen 64U and the right sub-display screen 64R. The left frame lamp is a diagonal light-emitting element arranged between the upper sub-display screen 64U and the left sub-display screen 64L. The speakers 67 are composed of a left speaker 67a arranged in the upper left of the front frame 53 and a right speaker 67b arranged in the upper right, and provide sound effects during play.

[0014] The game board 2 is equipped with a game area 3, a rail member 4, a board lamp 5, an image display device 7, a first board movable body 14, a second board movable body 15, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a large winning opening start port 17, a general winning port 27 (normal winning port 27), an outlet 16, and displays 40.

[0015] The play area 3 is composed of a transparent panel 2a, and is an area where game balls launched by operating the handle 60 flow down. A plurality of game nails (also called "obstacle nails," hereinafter sometimes referred to as "obstacle nails") protrude to guide the game balls. The rail member 4 is located at the left end of the play area 3 and guides the game balls launched by operating the handle 60 toward the top of the play area 3. A collision stop member 4B is located at the upper right of the play area 3, against which the game balls rolling along the rail from the rail member 4 come into contact. The collision stop member 4B can suppress the movement speed of the game balls. The board lamps 5 are located on the rear side of the play area 3 and irradiate light from the rear side of the play area 3. Here, some of the board lamps 5 are connected to the right frame lamp and the left frame lamp, and are configured to have a continuous shape and light emission.

[0016] The image display device 7 is provided near the center of the gaming area 3 and includes a display screen 7a. The image display device 7 may be a liquid crystal display device, or other image display devices such as an organic electroluminescence (EL) display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 includes a performance symbol display area where performance symbols (decorative symbols) 8L, 8C, and 8R are variably displayed (also referred to as variable display), a reserved image display area where reserved images 9A and 9B are displayed, and a reserved digestion image display area (relevant reserved display area) where reserved digestion image 9C is displayed. The reserved images 9A and 9B are images representing a reserved game and are also referred to as reserved icons 9A and 9B. The reserved digestion image 9C is an image representing the reserved game and is also referred to as the reserved image 9C, the reserved icon 9C, the variable icon 9C, or the variable icon 9C. The reserved icon 9C may also be simply referred to as the reserved icon.

[0017] The effect symbol display area includes three symbol display areas: left, center, and right. The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of multiple symbols representing numbers, for example, from "1" to "9." The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and second special symbol, described below. The image display device 7 can clearly display the results of the variable display of the first special symbol and second special symbol, displayed by the first special symbol display device 41a and second special symbol display device 41b, described below, to the player by combining the effect symbols displayed in the left, center, and right symbol display areas.

[0018] For example, if a jackpot is won, a static display of a repeating number such as "777" is displayed. If a loss occurs, a random number such as "637" is displayed. This allows the player to easily grasp the progress of the game. The player can grasp the results of the jackpot lottery from the first special symbol display 41a, the second special symbol display 41b, and the image display device 7. The position of the symbol display area does not need to be fixed. The variable display of the variable symbols may be vertically scrolling or in other ways. The combination of variable symbols displayed according to each lottery result is not limited to the above and can be freely set. Hereinafter, the display of the 8L, 8C, and 8R symbols will be referred to as "variable symbol display," "variable decorative symbol display," or simply "variable display" or "variable display." In addition, this decorative pattern variation effect counts the effect from the start of the special pattern variation to the stop (also called the special pattern variation period) as one variation effect (one cycle of variation effect). Therefore, even if the decorative pattern is temporarily stopped during the period from the start of the special pattern variation to the stop, the effect of the temporary stop is included in the decorative pattern variation effect.

[0019] The image display device 7 can display on the display screen 7a not only the effect symbol variation effect, but also a jackpot effect that is performed in parallel with a jackpot game (an example of a special game), a demo effect for waiting for customers, and the like. In the effect symbol variation effect, in addition to the effect symbols, effect images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the effect symbols, an identification display (fourth symbol, not shown) that can indicate that a special symbol is changing or the result of a lottery for the special symbol. Note that the identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the play area 3.

[0020] The reserved image display area includes a first reserved display area that displays reserved image 9A according to the number of reserved first special symbols (described below), and a second reserved display area that displays reserved image 9B according to the number of reserved second special symbols (described below). By displaying reserved images 9A and 9B, the number of reserved first special symbols (displayed on the first special symbol reserve indicator 43a) and the number of reserved second special symbols (displayed on the second special symbol reserve indicator 43b) can be clearly displayed to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption image 9C. The reserved consumption image 9C corresponds to the effect symbol (effect symbol 8L, 8C, 8R) currently changing on the display screen 7a or the display screen 7b, and by displaying reserved consumption image 9C, it can be clearly displayed to the player that the reserved first special symbol or reserved second special symbol is being consumed ("consumption of reserved special symbols" described below).

[0021] On the left side of the image display device 7, there is provided a first movable board 14 (also referred to as the first movable accessory 14), which is a movable so-called gimmick. The first movable accessory 14 is configured as a vertically long rod-shaped member that can move left and right in front of the image display device 7. The first movable accessory 14 is normally stationary in a retracted position (FIG. 1) on the left side of the image display device 7, and can move (advance) from the retracted position toward the right edge of the display screen 7a and stop at any advanced position in front of the display screen 7a. The first movable accessory 14 is formed to have approximately the same length as the vertical direction of the image display device 7, and in the advanced position it covers a portion of the image display device 7 from top to bottom.

[0022] A second movable board 15 (also referred to as the second movable accessory 15), which is a movable gimmick, is provided above the image display device 7. The second movable accessory 15 is configured so that a rectangular member (decorative part) labeled "OARO" can move up and down. The second movable accessory 15 is normally stationary in a retracted position (FIG. 1) above the image display device 7, and can move (advance) downward from the retracted position toward the center of the display screen 7a and come to rest in an advanced position in front of the display screen 7a. The second movable accessory 15 covers a portion of the image display device 7 when stopped in the advanced position.

[0023] A stage section 11 is formed below the image display device 7. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20, which will be described later. A warp section 12 is provided at the lower left of the image display device 7. The warp section 12 has an inlet section through which game balls flow in and an outlet section through which game balls flow out, and causes game balls that flow in from the inlet section to flow out to the stage section 11 from the outlet section.

[0024] The fixed winning device (navel) 19 is disposed below the image display device 7 in the game area 3, and is provided with a first start opening (first start winning opening, first ball opening, fixed start opening) 20, which always has a constant ease of entry for game balls. The entry of a game ball into the first start opening 20 triggers a lottery for a first special symbol (jackpot lottery). In other words, the entry of a game ball into the first start opening 20 triggers the acquisition of a jackpot random number, etc., and the determination of a jackpot, etc.

[0025] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3 and includes a second start hole (second start winning hole, second ball entry hole, variable start hole) 21. The entry of a game ball into the second start hole 21 triggers a lottery for a second special symbol (a jackpot lottery). The electric chute 22 includes a movable member 23 (normal electric device) in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23 (normal electric device). The movable member 23 (normal electric device) is driven by an electric chute solenoid 24 (Figure 3). A game ball can enter the second start hole 21 when the movable member 23 is in the open position. It is sufficient for the electric chute 22 to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in the open position than when it is in the closed position, and it may be possible for a ball to enter the second start hole 21 when the movable member 23 is in the closed position.

[0026] Gate (through chucker) 28 is located above first big prize device (first attacker) 31 in the gaming area 3, and is configured to allow gaming balls to pass through. The passage of a gaming ball through gate 28 triggers a normal symbol lottery that determines whether or not to open electric chute 22. In other words, the passage of a gaming ball through gate 28 triggers the acquisition of a normal symbol random number (winning random number) and a win determination, etc.

[0027] Here, "lottery for special symbols" refers to a process of obtaining a random number for determining a special symbol when a gaming ball enters the first starting slot 20 or the second starting slot 21, and comparing this obtained random number with a value corresponding to a predetermined "jackpot" to determine whether or not a jackpot has been won. The result of the "jackpot" lottery is not immediately notified to the player; rather, a variable display of special symbols is performed on the first special symbol display device 41a or the second special symbol display device 41b (described below), and after a predetermined variation time has elapsed, the special symbol corresponding to the lottery result is statically displayed (determined display), and the lottery result is notified to the player. The image display device 7 plays a pattern matching game in which a variable display of effect symbols is synchronized with the variable display of the special symbols, and this pattern matching game more effectively notifies the player of the lottery result of the jackpot.

[0028] Furthermore, "drawing a normal symbol" refers to the process of obtaining a random number for determining a normal symbol when a gaming ball passes through gate 28, and comparing this obtained random number with a value corresponding to a predetermined "win" to determine whether or not there is a win. The result of the normal symbol drawing is also not immediately announced when the gaming ball passes through gate 28; rather, a fluctuating display of the normal symbol is performed on normal symbol display 42, which will be described later, and after a predetermined fluctuating time has passed, the normal symbol corresponding to the lottery result is confirmed and displayed (lit or extinguished), and the player is notified of the lottery result.

[0029] The first large prize device (first attacker, first special variable prize device) 31 is located above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize hole (first special prize hole) 30, a V-shaped area 39, a non-V-shaped area 70, and a V-shaped opening / closing member 71. The first large prize hole 30 includes an opening / closing member (first special prize hole opening / closing member) 32 that swings open and close to allow or block the reception of game balls. The opening / closing member 32 is driven by a first large prize hole solenoid 33 (Figure 3). Game balls can enter the first large prize hole 30 when the opening / closing member 32 is in the open position.

[0030] First large prize winning device 31 is equipped internally with V area (specific area) 39, V area sensor 39a (FIG. 3), non-V area (non-specific area) 70, non-V area sensor 70a (FIG. 3), first large prize opening sensor 30a (FIG. 3), V opening / closing member 71, and V opening / closing member solenoid 73 (FIG. 3). V area (specific area) 39 and non-V area (non-specific area) 70 are configured as areas inside first large prize winning device 31 through which a gaming ball that has passed through first large prize opening 30 can pass. First large prize opening sensor 30a is disposed upstream of V area 39 and non-V area 70, and detects the entry of a gaming ball into first large prize opening 30. V area sensor 39a is disposed in V area 39, and detects the passage of a gaming ball into V area 39. The non-V area sensor 70a is disposed in the non-V area 70 and detects the passage of a gaming ball into the non-V area 70. The V-opening / closing member 71 distributes gaming balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. The V-opening / closing member solenoid 73 drives the V-opening / closing member 71. The V-opening / closing member 71 is configured to rotate (clockwise and counterclockwise relative to the gaming board 2), and when the V-opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to enter a first state (rotating state) in which it distributes gaming balls to the V area 39, and when the V-opening / closing member solenoid 73 is not energized, it enters a second state (stopped state) in which it is located at the origin and distributes gaming balls to the non-V area 70. The V-shaped opening / closing member 71 is not limited to rotational movement, and may have any function as long as it has the ability to distribute gaming balls that pass through the first large prize opening 30 to either the V-zone 39 or the non-V-zone 70. For example, it may be configured to move left and right relative to the gaming board 2. That is, when the V-shaped opening / closing member solenoid 73 is energized, it enters a retreat state (first state) in which gaming balls are distributed to the V-zone 39, and when the V-shaped opening / closing member solenoid 73 is not energized, it enters an advance state (second state) in which gaming balls are distributed to the non-V-zone 70. In the gaming machine 1, the passage of a gaming ball into the V-zone 39 triggers a transition to a high-probability state, which will be described later. That is, the V-zone 39 is a probability variable activation port. On the other hand, the non-V-zone 70 is not a probability variable activation port. The first large prize opening 31 of this embodiment further includes a first large prize opening discharge sensor (not shown) that counts the number of gaming balls discharged from the first large prize opening 31.The first big prize device discharge sensor is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.

[0031] The second large prize device (second attacker, second special variable prize device) 36 is located above and to the right of the first large prize opening 30 in the game area 3, and is equipped with a second large prize opening (second special prize opening) 35. The second large prize opening 35 is equipped with an opening / closing member (second special prize opening opening / closing member, movable member) 37 that blocks or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize opening solenoid 38 (Figure 3). Game balls can enter the second large prize opening 35 when the opening / closing member 37 is in the open state.

[0032] The large prize opening start port 17 is disposed above the first large prize opening 30 in the gaming area 3, and the first large prize opening 30 is opened when a gaming ball passes through. However, the gaming machine 1 does not necessarily have to be equipped with the large prize opening start port 17.

[0033] The general winning opening 27 is located at the bottom of the game area 3. The outlet 16 is located at the bottom of the game area 3 and ejects game balls that do not win in any of the winning openings out of the game area 3. The indicators 40 are located near the center of the right side of the game board 2. Details of the indicators 40 will be described later. The general winning opening 29 is located at the bottom right of the game area 3, adjacent to the right side of the first large winning opening 30.

[0034] The gaming area 3 has a left gaming area 3A on the left side of the center in the horizontal direction, and a right gaming area 3B on the right side. A hitting style in which a gaming ball is shot so that it flows down through the left gaming area 3A is called a "left hit." On the other hand, a hitting style in which a gaming ball is shot so that it flows down through the right gaming area 3B is called a "right hit." The gaming machine 1 is configured so that a left hit can aim for winning at the first starting gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second starting gate 21, the first major winning gate 30, and the second major winning gate 35.

[0035] 2 is an enlarged view of the displays 40. The displays 40 include a first special symbol display 41a, a second special symbol display 41b, a normal symbol display 42, a first special symbol reserve display 43a, a second special symbol reserve display 43b, a normal symbol reserve display 44, a win display 46, a launch position display 47, and a game status display 48. The first special symbol display 41a variably displays the first special symbol (also referred to as "special symbol 1" or "special symbol 1"). The first special symbol display 41a is composed of a total of eight LEDs, from special symbol 1 display LED 1 to special symbol 1 display LED 8. The second special symbol display 41b variably displays the second special symbol (also referred to as "special symbol 2" or "special symbol 2"). The second special symbol display 41b is composed of a total of eight LEDs, from special symbol 2 display LED1 to special symbol 2 display LED8. The normal symbol display 42 variably displays normal symbols. The normal symbol display 42 is composed of a total of three LEDs, from normal symbol display LED1 to normal symbol display LED3. The first special symbol hold display 43a displays the number of activation hold memories (first special symbol holds) of the first special symbol display 41a. The first special symbol hold display 43a is composed of two LEDs, special symbol 1 memory display LED1 and special symbol 1 memory display LED2. The second special symbol hold display 43b displays the number of activation hold memories (second special symbol holds) of the second special symbol display 41b. The second special symbol hold display 43b is composed of two LEDs, special symbol 2 memory display LED1 and special symbol 2 memory display LED2. The normal symbol hold indicator 44 displays the number of operation hold (normal symbol hold) memories of the normal symbol indicator 42. The normal symbol hold indicator 44 is made up of two LEDs, a normal symbol memory display LED1 and a normal symbol memory display LED2. The win indicator 46 displays the winning round. The win indicator 46 is made up of a total of three LEDs, round display LED1 to round display LED3. The launch position indicator 47 indicates that the game is being played by right-hitting. The launch position indicator 47 is made up of two LEDs, a right-hit display LED1 and a right-hit display LED2. The game status indicator 48 indicates that the game is in time-saving mode. The game status indicator 48 is made up of two LEDs, a status display LED1 and a status display LED2.The variable display of the first special symbol is triggered by the entry of a gaming ball into the first starting hole 20. The variable display of the second special symbol is triggered by the entry of a gaming ball into the second starting hole 21. Hereinafter, the first special symbol and the second special symbol will be collectively referred to as "special symbols." Furthermore, the first special symbol display device 41a and the second special symbol display device 41b will be collectively referred to as "special symbol display device 41." Furthermore, the first special symbol reserve display device 43a and the second special symbol reserve display device 43b will be collectively referred to as "special symbol reserve display device 43."

[0036] The special symbol display 41 displays a special symbol (identification information) in a variable manner (variable display) and then displays it in a static manner to announce the results of a lottery (special symbol winning lottery, jackpot lottery) based on a win at the first start slot 20 or the second start slot 21. The special symbol displayed in a static manner (stopping symbol (special symbol 1 stopping symbol, special symbol 2 stopping symbol), special symbol displayed as a result of a variable display) is one special symbol selected from multiple types of special symbols by the special symbol lottery. If the stopped symbol is a special symbol (jackpot symbol) with a predetermined jackpot stopping pattern, a special game (jackpot game) is played in which the first major prize slot 30 or the second major prize slot 35 is opened in an opening pattern corresponding to the type of jackpot symbol displayed in a static manner (the type of jackpot won). The opening patterns of the major prize slots (first major prize slot 30 and second major prize slot 35) in the special game will be described later.

[0037] The special symbol display 41 is composed of eight LEDs arranged horizontally (the first special symbol display 41a has special symbol 1 display LED1 to special symbol 1 display LED8, and the second special symbol display 41b has special symbol 2 display LED1 to special symbol 2 display LED8), and displays a special symbol according to the result of the special symbol lottery by lighting up the LEDs. For example, if a jackpot (one of the multiple types of jackpots described below) is won, a jackpot symbol is displayed with the first, second, fifth, and sixth LEDs from the left lit, such as "○○●●○○●●" (○: lit, ●: unlit). If a loss occurs, a losing symbol is displayed with only the rightmost LED lit, such as "●●●●●●●○". A mode in which all LEDs are turned off may also be used to indicate a losing symbol. Before the special symbol is displayed stationary, a variable display (variable display) of the special symbol is performed for a predetermined variable time. The variable display mode may be, for example, each LED lighting up so that light flows repeatedly from left to right. The variable display mode is not limited to the above mode and can be any lighting mode as long as each LED is not displayed as a stopped light (a lighting display in a specific mode). For example, the variable display mode may be such that all LEDs flash simultaneously.

[0038] In the gaming machine 1, when a gaming ball enters the first starting hole 20 or the second starting hole 21, the values ​​(numerical information) of various random numbers, such as the jackpot random number, acquired for that entry are temporarily stored in the special symbol reserve memory area 85 (FIG. 5). Specifically, if the game ball enters the first starting hole 20, it is stored as a first special symbol reserve in the first special symbol reserve memory area 85a (FIG. 5), and if the game ball enters the second starting hole 21, it is stored as a second special symbol reserve in the second special symbol reserve memory area 85b (FIG. 5). There is an upper limit to the number of special symbol reserves that can be stored in each special symbol reserve memory area 85, and in this embodiment, the upper limit is four for both the first special symbol reserve memory area 85a and the second special symbol reserve memory area 85b. The special symbol reserves stored in the special symbol reserve memory area 85 are consumed when variable display of the special symbol based on that special symbol reserve becomes possible. "Consuming a reserved special symbol" refers to determining the jackpot random number or other value corresponding to that reserved special symbol and then displaying a variable special symbol to indicate the result of that determination. Therefore, even if the gaming machine 1 cannot immediately display a variable special symbol based on a winning ball entering the first or second starting slot 20 or 21, i.e., even if a winning ball occurs during the variable special symbol display or special game, it can reserve the right to a jackpot lottery for that winning ball, up to a predetermined number of times. The number of reserved special symbols is displayed on the reserved special symbol display 43. The first reserved special symbol display 43a is composed of two LEDs (special symbol 1 memory display LED1 and special symbol 1 memory display LED2) and indicates the number of reserved special symbols by their illumination. The second reserved special symbol display 43b is composed of two LEDs (special symbol 2 memory display LED1 and special symbol 2 memory display LED2) and indicates the number of reserved special symbols by their illumination.For example, in the first special symbol reserved indicator 43a, when the number of reserved special symbols is 0, the special symbol 1 memory display LED1 and the special symbol 1 memory display LED2 are turned off, when the number of reserved special symbols is 1, the special symbol 1 memory display LED1 is turned on and the special symbol 1 memory display LED2 is turned off, when the number of reserved special symbols is 2, the special symbol 1 memory display LED1 and the special symbol 1 memory display LED2 are turned on, when the number of reserved special symbols is 3, the special symbol 1 memory display LED1 flashes and the special symbol 1 memory display LED2 is turned on, and when the number of reserved special symbols is 4, the special symbol 1 memory display LED1 and the special symbol 1 memory display LED2 flash.

[0039] The variable display of the normal symbol is triggered by the passage of a gaming ball through gate 28. After variably displaying (variably displaying) the normal symbol, normal symbol display device 42 displays the normal symbol in a static state, thereby announcing the result of the normal symbol lottery based on the passage of the gaming ball through gate 28. The statically displayed normal symbol (normal symbol stop symbol, normal symbol derived and displayed as a display result of the variable display) is one normal symbol selected from multiple types of normal symbols by the normal symbol lottery. If the normal symbol stop symbol is a predetermined specific normal symbol (a normal symbol with a predetermined stop mode, i.e., a normal winning symbol), an auxiliary game is played in which second start hole 21 is opened in an opening pattern corresponding to the current game state. The opening pattern of second start hole 21 will be described later.

[0040] The normal symbol display 42 is composed of three LEDs, and displays the normal symbol corresponding to the result of the normal symbol lottery according to the lighting pattern of the LEDs. For example, if the lottery result is a win, both LEDs are lit, as in "○○○" (○: lit, ●: off). If the lottery result is a loss, a normal losing symbol is displayed, as in "●●○," with only the right LED lit. A normal losing symbol may be displayed with all LEDs turned off. Before the normal symbol is displayed as a static symbol, the normal symbol is displayed as a variable symbol for a predetermined variable time. The variable display may be, for example, a sliding motion of all LEDs. The variable display is not limited to the above-described mode and can be any lighting mode as long as each LED is not displayed as a static symbol (a lit symbol in a specific mode). For example, the variable display may be a simultaneous flashing of all LEDs.

[0041] In the gaming machine 1, when a gaming ball passes through gate 28, the value of the normal symbol random number (winning random number) acquired for that passage is temporarily stored as a normal symbol reserve in the normal symbol reserve memory area 86 (Figure 5). There is a limit to the number of normal symbol reserves that can be stored in the normal symbol reserve memory area 86, and in this embodiment, the limit is four. The normal symbol reserves stored in the normal symbol reserve memory area 86 are consumed when variable display of normal symbols based on the normal symbol reserve becomes possible. Consumption of a normal symbol reserve refers to determining the normal symbol random number (winning random number) corresponding to the normal symbol reserve and executing variable display of normal symbols to indicate the determination result. Therefore, in the gaming machine 1, even if variable display of normal symbols based on the passage of a gaming ball through gate 28 cannot be performed immediately after the passage, i.e., even if a prize is won while variable display of normal symbols is being executed or an auxiliary game is being executed, the right to draw a normal symbol for that passage can be reserved up to a predetermined number. The number of reserved regular figures is displayed on the reserved regular figure indicator 44. The reserved regular figure indicator 44 is made up of two LEDs (a regular pattern memory indicator LED 1 and a regular pattern memory indicator LED 2), and displays the number of reserved regular figures by lighting up the LEDs as many times as the number of reserved regular figures. For example, when there are 0 reserved regular figures, the regular pattern memory indicator LED 1 and the regular pattern memory indicator LED 2 are turned off, when there is 1 reserved regular figure, the regular pattern memory indicator LED 1 is turned on and the regular pattern memory indicator LED 2 is turned off, when there are 2 reserved regular figures, the regular pattern memory indicator LED 1 and the regular pattern memory indicator LED 2 are turned on, when there are 3 reserved regular figures, the regular pattern memory indicator LED 1 flashes and the regular pattern memory indicator LED 2 is turned on, and when there are 4 reserved regular figures, the regular pattern memory indicator LED 1 and the regular pattern memory indicator LED 2 flash.

[0042] The win indicator 46 is made up of three LEDs (round indicator LED1 to round indicator LED3), and displays the number of win rounds (number of jackpot rounds) depending on how they light up. For example, if the number of jackpot rounds is 16, 15, and 13, when there are 16 rounds, round indicator LED1 to round indicator LED3 all light up, when there are 15 rounds, round indicator LED1 and round indicator LED2 light up and round indicator LED3 is off, and when there are 13 rounds, round indicator LED1 light up and round indicator LED2 and round indicator LED3 are off.

[0043] The firing position indicator 47 is composed of two LEDs (right-hit indicator LED1 and right-hit indicator LED2), and indicates that the game is being played by right-hit depending on how they are lit. For example, when the game is being played by right-hit, the right-hit indicator LED1 and right-hit indicator LED2 are lit, and when the game is not being played by right-hit, that is, when the game is being played by left-hit, the right-hit indicator LED1 and right-hit indicator LED2 are turned off.

[0044] The game status indicator 48 is composed of two LEDs (status indicator LED1 and status indicator LED2), and indicates whether time is being reduced by the way they are lit. For example, when time is not being reduced, the status indicator LED1 and status indicator LED2 are off, and when time is being reduced, the status indicator LED1 and status indicator LED2 are lit.

[0045] 2. Electrical configuration of gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 3 and 4. Figure 3 is a block diagram showing the electrical configuration of the main control board of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 3), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), and a payout control board 110 (Figure 3). The main control board 80 is a game control board that controls game profits such as jackpot lottery draws and game state transitions, and constitutes the main control unit. The sub-control board 90 is an effect control board that controls effects executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, the lamp control board 107, and the sound control board 106. Note that the sub-control unit can be configured by including at least the sub-control board 90.

[0046] The main control board 80 is equipped with a game control microcomputer 81, which is a game control microprocessor, and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 includes a main ROM 83 (which stores programs executed by the main CPU 82 and information referenced by the programs) that stores programs for controlling the progress of games (programs executed by the main CPU 82) and information referenced by the programs, a main RAM 84 used as a work memory and capable of storing information updated by the programs, the main CPU 82 that executes the programs stored in the main ROM 83, a random number circuit 89a that generates random numbers, a watchdog timer (hereinafter sometimes referred to as a "WDT") 89b that monitors the occurrence of runaway of the main CPU 82, a serial output port 89c that sequentially transmits (outputs) data that is the contents of a data register as a serial signal one bit at a time, a parallel output port 89d that simultaneously transmits (outputs) data in parallel, a parallel input port 89e that simultaneously receives data in parallel (data is simultaneously input in parallel), and a chip information transmission circuit 89f that transmits chip information of the game control microcomputer 81. Details of the data stored in the main ROM 83 and details of the storage areas provided in the main RAM 84 will be described later. The main ROM 83 may be configured as an external ROM. The game control microcomputer 81 transmits and receives data to and from other boards via an input / output circuit 87 that is configured from an input buffer circuit and an output buffer circuit.

[0047] The random number circuit 89a is a circuit that generates random numbers on an electrical circuit. The random number circuit 89a has 2-byte (16-bit) long random numbers, including a random number circuit for normal winning random numbers (RLF2 soft latch random number register), a random number circuit for normal pattern random numbers (RLF1 soft latch random number register), and a random number circuit for special winning random numbers (RL0 soft latch random number register), and 1-byte (8-bit) long random numbers, including a random number circuit for special pattern random numbers (RS1 soft latch random number register), a random number circuit for variable selection counter 1 (RS5 soft latch random number register), a random number circuit for variable selection counter 2 (RS6 soft latch random number register), and a random number circuit for variable selection counter 3 (RS7 soft latch random number register). The random number circuit 89a is initialized when the game control microcomputer 81 is reset by the reset circuit 159 or when it is reset by the WDT 89b, and automatically starts up after the reset to the game control microcomputer 81 by the reset circuit 159 is released or after it is reset by the WDT 89b.

[0048] The random number circuit 89a uses an initial value as a start value, updates the random number value from the start value to a random value, and when it generates random number values ​​without overlapping within the range from the minimum value to the maximum value, it updates the start value and generates random number values ​​without overlapping within the range from the minimum value to the maximum value.

[0049] Based on the confirmation of the detection of the game ball entering the game ball by each sensor, the main CPU 82 latches the necessary random number circuit among the random number circuits 89a and obtains a random number value from the soft latch random number register of this random number circuit.

[0050] The WDT 89b monitors the occurrence of runaway of the main CPU 82, and resets the game control microcomputer 81 if the timeout time is not cleared and restarted before a preset timeout time has elapsed.

[0051] Various sensors and solenoids are connected to the main control board 80 via a relay board 88. Signals output from each sensor and input to the main control board 80 are input to a sensor input port (input port 1) in a parallel input port 89e of the game control microcomputer 81 via an input buffer circuit that constitutes the input / output circuit 87. The main control board 80 outputs signals to each solenoid from a solenoid output port (output port 1) in a parallel output port 89d of the game control microcomputer 81 via an output buffer circuit that constitutes the input / output circuit 87. Examples of sensors connected via the relay board 88 include a special prize opening start gate sensor 17a, a first start gate sensor 20a, a second start gate sensor 21a, a gate sensor 28a, a first special prize opening sensor 30a, a second special prize opening sensor 35a, a V-area sensor 39a, a non-V-area sensor 70a, and regular prize opening sensors 27a and 29a. Examples of solenoids connected via the relay board 88 include the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-shaped opening / closing member solenoid 73. The large prize opening opening start opening sensor 17a is provided inside the large prize opening opening start opening 17 and detects game balls that have entered the large prize opening opening start opening 17. The first start opening sensor 20a is provided inside the first start opening 20 and detects game balls that have entered the first start opening 20. The second start opening sensor 21a is provided inside the second start opening 21 and detects game balls that have entered the second start opening 21. The gate sensor 28a is provided inside the gate 28 and detects game balls that have passed through the gate 28. The first large prize opening sensor 30a is provided inside the first large prize opening 30 and detects game balls that have entered the first large prize opening 30. The second large prize opening sensor 35a is provided inside the second large prize opening 35 and detects game balls that have entered the second large prize opening 35. The V-area sensor 39a is provided in the V-area 39 inside the first large prize opening 30 and detects game balls that have passed through the V-area 39. The non-V-area sensor 70a is provided in the non-V-area 70 inside the first large prize opening 30 and detects game balls that have passed through the non-V-area 70. The regular prize opening sensor 27a is provided inside the regular prize opening 27 and detects game balls that have entered the regular prize opening 27. The regular prize opening sensor 29a detects game balls that have passed through the regular prize opening 29.The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V-shaped opening / closing member solenoid 73 drives the V-shaped opening / closing member 71 of the first large prize device 31. The magnetic sensor 151a is provided on the back side of the game board 2 and detects the generation of magnetism near the magnetic sensor 151a. The radio wave sensor 152a is provided on the back side of the game board 2 and detects the generation of radio waves near the radio wave sensor 152a. The supply ball shortage sensor 153a is provided in the ball tank 400 provided on the back side of the gaming machine 1 and detects the shortage of supply balls.

[0052] The displays 40 are connected to the main control board 80. The game control microcomputer 81 outputs data (serial data) from a serial output port for displays (STU3 data register) in the serial output port 89c of the game control microcomputer 81, and controls the display of the first special symbol display 41a, the second special symbol display 41b, the normal symbol display 42, the first special symbol reserve display 43a, the second special symbol reserve display 43b, the normal symbol reserve display 44, the win display 46, the launch position display 47, and the game status display 48 via an output buffer circuit that constitutes the input / output circuit 87.

[0053] A payout control board 110 is connected to the main control board 80. The game control microcomputer 81 outputs data (serial data) from a slot serial output port (SCU0 data register) in the serial output port 89c of the game control microcomputer 81, and transmits various information and commands to the payout control board 110 via an output buffer circuit constituting the input / output circuit 87. The payout control board 110 also outputs various information and commands for payout monitoring, and receives them at a slot serial input port (not shown) in the serial input port of the game control microcomputer 81 via an input buffer circuit constituting the input / output circuit 87. A prize ball payout device 120, a ball loan payout device 130, and a card unit 135 are connected to the payout control board 110, and a launching device 112 is connected via a launching control circuit 111. The prize ball payout device 120 pays out prize balls. The payout control board 110 includes a payout control microcomputer 109, which is a payout control microprocessor, and an input / output circuit. The payout control microcomputer 109 is a one-chip microcomputer mounted on the payout control board 110. Based on a signal from the game control microcomputer 81, the payout control microcomputer 109 drives a prize ball motor 121 of the prize ball payout device 120 to pay out prize balls. The paid-out prize balls are detected by a prize ball sensor 122 for counting. The loan ball payout device 130 pays out loan balls. Based on a signal from a card unit 135 connected to the gaming machine 1, the payout control board 110 drives a loan ball motor 131 of the loan ball payout device 130 to pay out loan balls. The loan balls are detected by a loan ball sensor 132 for counting. The card unit 135 is located adjacent to the gaming machine 1 and outputs information regarding ball loans based on information such as an inserted prepaid card. The launching device 112 includes a handle 60 (FIG. 1), a launching motor 113, a touch switch 114, and a launching volume 115. When the player operates the handle 60, the launching device 112 detects contact of the handle 60 with the touch switch 114 and detects the amount of rotation of the handle 60 with the launching volume 115. Then, the launching motor 113 is driven so that the gaming ball is launched with a strength corresponding to the magnitude of the detection signal from the launching volume 115.

[0054] A sub-control board 90 (FIG. 4) is connected to the main control board 80. The game control microcomputer 81 outputs data (serial data) from a sub-control board serial output port (STU2 data register) in the serial output port 89c of the game control microcomputer 81, and transmits various commands to the sub-control board 90 via an output buffer circuit that constitutes the input / output circuit 87. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that only allows signals to be sent from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (e.g., a circuit using a diode) (not shown) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restriction means.

[0055] A disconnection monitoring device 155 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 receives a signal (disconnection signal) from the disconnection monitoring device 155 and determines whether or not the signal line being monitored by the disconnection monitoring device 155 is disconnected. The disconnection monitoring device 155 monitors the signal line connected to the relay board 88. Note that the disconnection monitoring device 155 may monitor not only the signal line connected to the relay board 88, but also the signal line connected to the main control board 80.

[0056] A power supply board 162 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 receives a signal from a power switch 163 on the power supply board 162 and determines whether the power switch 163 is turned on.

[0057] The main control board 80 is equipped with a RAM clear switch 161 (sometimes referred to as an "RWM clear switch"). When resetting the information stored in the main RAM 84, the RAM clear switch 161 is pressed. When resetting the information stored in the main RAM 84, the RAM clear switch 161 is pressed and a power switch 163 provided on the power supply board is turned ON. When the power switch 163 is turned ON, if the RAM clear switch 161 is pressed, the main control board 80 resets the information stored in the main RAM 84, but if the RAM clear switch 161 is not pressed, the main control board 80 does not reset the information stored in the main RAM 84.

[0058] The main control board 80 further includes a performance indicator 158, a reset circuit 159, and an inspection connector 160. The performance indicator 158 is composed of four (four-digit) seven-segment displays, and the game control microcomputer 81 calculates and displays a registered setting value, or so-called base ratio. The reset circuit 159 is a circuit that monitors whether the voltage supplied to the game control microcomputer 81 exceeds an operating voltage that is lower than the control voltage of the game control microcomputer 81. When the voltage supplied to the game control microcomputer 81 is lower than the operating voltage, the reset circuit 159 maintains the reset state of the game control microcomputer 81, preventing the game control microcomputer 81 from starting up. However, when the voltage supplied to the game control microcomputer 81 exceeds the operating voltage, the reset circuit 159 releases the reset state of the game control microcomputer 81, allowing the game control microcomputer 81 to start up. The inspection connector 160 is a connector into which a dedicated connector of an inspection device is inserted when an inspector inspects the main control board 80. When an inspector inserts the dedicated connector of the inspection device into the inspection connector 160, chip information is transmitted from the chip information transmitting circuit 89f of the game control microcomputer 81, and the chip information is acquired and displayed by the inspection device, allowing the chip information to be confirmed.

[0059] Here, a brief description will be given of the main CPU 82. The main CPU 82 has 1-byte general-purpose registers, namely, A register, B register, C register, D register, E register, H register, and L register, a 1-byte extended register, Q register, 2-byte index registers, namely, IX register and IY register, a 1-byte flag register, a 1-byte interrupt register, a 2-byte program counter, and a 2-byte stack pointer (also called an "SP register"), etc.

[0060] In this embodiment, the B register and the C register are used as a pair of 2-byte BC registers, the D register and the E register are used as a pair of 2-byte DE registers, and the H register and the L register are used as a pair of 2-byte HL registers.

[0061] The Q register, which is an extension register, stores the address value of the upper byte of an address used in some instructions. The main CPU 82 can access the main RAM 84 using the Q register. This allows data in the main RAM 84 to be accessed by specifying only the lower byte in an instruction, so that when accessing data in the main RAM 84, an address can be specified by omitting the upper byte, thereby reducing waste in the program. In this way, the ability to access data in the main RAM 84 using the Q register allows for efficient control processing.

[0062] In this embodiment, processing can be executed by switching between two register banks, the first register bank and the second register bank. By switching between the two register banks, the registers of the first register bank and the registers of the second register bank are switched.

[0063] The sub-control board 90 includes a performance control microcomputer 91, which is a performance control microprocessor, and an input / output circuit 95. The performance control microcomputer 91 is mounted on the sub-control board 90 and controls the performance of the game on the gaming machine 1 according to a program. The performance control microcomputer 91 includes a sub-ROM 93 that stores programs for controlling performance as the game progresses, a sub-RAM 94 used as work memory, and a sub-CPU 92 that executes the programs stored in the sub-ROM 93. Details of the data stored in the sub-ROM 93 and the storage area provided in the sub-RAM 94 will be described later. The sub-ROM 93 may be configured as an external ROM. The performance control microcomputer 91 transmits and receives data to and from other boards, etc., via an input / output circuit (I / O port unit) 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The sub-control board 90 is connected to an image control board 100, an audio control board 106, a lamp control board 107, a relay board 108, and an air-cooling fan 172 via an input / output circuit 95. The performance control microcomputer 91 may be a one-chip microcomputer.

[0064] The image control board 100 includes an image control microcomputer 101, an input circuit 105a, and an output circuit 105b. The image control microcomputer 101, which is an image control microprocessor, is mounted on the image control board 100 and controls the display of the image display device 7 and the sub-display screen 64 according to a program. The image control microcomputer 101 includes a CPU 102, a ROM 103, and a RAM 104. The ROM 103 stores not only a program for display control but also still image data and video data to be displayed on the image display device 7 and the sub-display screen 64, specifically image data such as characters, items, figures, letters, numbers, symbols, etc. (including effect designs) and background images. The RAM 104 is used as a memory for expanding the image data. The CPU 102 executes the program stored in the ROM 103. The effect control microcomputer 91 causes the image control microcomputer 101 to control the display of the image display device 7 and the sub-display screen 64 based on commands received from the main control board 80. The image control microcomputer 101 reads image data from the ROM 103 based on a command from the performance control microcomputer 91, and performs display control based on the read image data. Note that the image control microcomputer 101 may be a one-chip microcomputer.

[0065] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs audio, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80. Audio data such as audio output from the speaker 67 is stored in a sub-ROM 93 of the sub-control board 90. The audio control board 106 may be equipped with a CPU, and the CPU may be caused to execute audio control based on commands. The audio control board 106 may also be equipped with a ROM, and audio data may be stored in the ROM. The speaker 67 may also be connected to the image control board 100, and the CPU 102 of the image control board 100 may be caused to execute audio control. The audio data may also be stored in the ROM 103 of the image control board 100.

[0066] The lamp control board 107 is connected to and controls the frame lamp 66, the board lamp 5, the first movable role element 14, the second movable role element 15, and the frame movable role element 69. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates lighting pattern data (data determining the on / off state, light color, etc., also referred to as lamp data) that determines the lighting mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 according to the lighting pattern data. Data stored in the sub-ROM 93 of the sub-control board 90 is used to create the lighting pattern data. The performance control microcomputer 91 operates the first movable role element 14, the second movable role element 15, and the frame movable role element 69 based on commands received from the main control board 80. The performance control microcomputer 91 creates operation pattern data (drive data) that determines the operation modes of the first movable role element 14, the second movable role element 15, and the frame movable role element 69, and controls the operation of the first movable role element 14, the second movable role element 15, and the frame movable role element 69 in accordance with the operation pattern data. Data stored in the sub-ROM 93 is used to create the operation pattern data. The lamp control board 107 may be equipped with a CPU, and the CPU may be caused to control the lighting of the lamps and the operation of the movable role elements 14 and 15 based on commands. In this case, the lamp control board 107 may be equipped with a ROM, and data related to the light emission patterns and operation patterns may be stored in the ROM.

[0067] The relay board 108 is connected to an effect button detection switch 63a, a select button detection switch 68a, a first movable role element 14 detection sensor 14a, a second movable role element 15 detection sensor 15a, and a gaming machine frame open sensor 50a. The effect button detection switch 63a detects that the effect button 63 (FIG. 1) has been pressed. When the effect button 63 is pressed, a switch signal is output from the effect button detection switch 63a to the sub-control board 90 via the relay board 108. In addition, a vibration motor is attached to the effect button detection switch 63a, which is driven in response to a signal from the relay board 108 to vibrate the effect button 63. The select button detection switch 68a detects that the select button 68 has been pressed. The first movable role element 14 detection sensor 14a detects that the first movable role element 14 is located in the origin area. The second movable role element 15 detection sensor 15a detects that the second movable role element 15 is located in the origin area. The gaming machine frame open sensor 50a detects that the gaming machine frame 50 is open. The gaming machine frame 50 being open means that the front frame (front frame portion) 53 is separated from the gaming board 2. Alternatively, the gaming board 2 may be separated from the outer frame 51 of the gaming machine. In addition, a sword member detection switch that detects that the sword member 65 has been inserted is also connected to the relay board 108.

[0068] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Figures 5 and 6. Figure 5(A) is a diagram illustrating a table stored in the main ROM 83. Figure 5(B) is a diagram illustrating a storage area provided in the main RAM 84. Figure 6(A) is a diagram illustrating a table stored in the sub ROM 93. Figure 6(B) is a diagram illustrating a storage area provided in the sub RAM 94.

[0069] The main ROM 83 (FIG. 5(A)) stores a jackpot determination table T1, a reach determination table T2, a normal symbol win determination table T3, a normal symbol variation pattern determination table T4, a jackpot type determination table T5, a variation pattern determination table T6, an electric chute opening pattern determination table T7, a large prize opening pattern determination table T8, and a V-shaped opening member opening pattern determination table T9. These determination tables are referenced by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81. The specific contents of each determination table will be described later.

[0070] The main RAM 84 (FIG. 5(B)) is provided with a command set area 84a, a flag set area 84b, a counter set area 84c, a special action status set area 84d, a special symbol reserve memory area 85, and a normal symbol reserve memory area 86. The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit are set during the main control main process (described later), and is set with a pre-determination command, a reserved ball count command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V-pass command, a customer waiting standby command, and the like. The flag set area 84b is an area where flags indicating the state of the gaming machine and the game state are set during the main control main process (described later), and is set with a jackpot flag, a jackpot end flag, a first winning flag, a second winning flag, a ceiling flag, a V flag, a probability variable flag, a time-saving flag, and the like. The counter set area 84c is an area where counters used in the main control processing (described later) are set, such as a random number counter, round counter, ceiling counter, probability variable counter, and time-saving counter. The special action status set area 84d is an area where statuses in the special action processing (described later) are set. The special symbol reserve memory area 85 includes a first special symbol reserve memory area 85a where the first special symbol reserve is stored, and a second special symbol reserve memory area 85b where the second special symbol reserve is stored. The first special symbol reserve memory area 85a is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as special symbol winning random numbers corresponding to the first, second, third, and fourth first special symbol reserves, respectively. The second special symbol reservation memory area 85b is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth second special symbol reservations, respectively. The regular symbol reservation memory area 86 is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as regular symbol random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular symbol reservations, respectively.In addition to the above areas, the main RAM 84 also includes a win type set buffer in which special symbol stop pattern data is set, and a drive data buffer in which drive data for driving the movable gimmicks 14, 15 and the frame movable body 600 is set. The information stored in the main RAM 84 is not cleared even when the power to the gaming machine 1 is turned ON or OFF, and is maintained as is. In other words, the above-mentioned commands, flags, counters, status information, and pending information do not change state even when the power is turned ON or OFF, and the information is maintained. On the other hand, the information stored in the main RAM 84 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling flag is set to "ON" and the other flags are set to "OFF" as the initial state of the flags. Furthermore, the ceiling counter is set to "500" and the other counters are set to "0" as the initial state of the counters.

[0071] The sub-ROM 93 (FIG. 6(A)) stores a look-ahead effect pattern determination table T51, a core effect pattern determination table T52, a chance-up effect pattern determination table T53, and a stop symbol pattern determination table T54. These determination tables are referenced by the effect control microcomputer 91 in the sub-control main process (described later) executed by the effect control microcomputer 91. The specific contents of each determination table will be described later.

[0072] The sub-RAM 94 (FIG. 6(B)) is provided with a command storage area 94a, a performance command set area 94b, a pre-determination information storage area 94c, and a counter set area 94d. The command storage area 94a is an area (input buffer) in which commands input from the main control unit during the sub-control main processing (described later) are stored, and stores pre-determination commands, reserved ball count commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, V-pass commands, and customer waiting standby commands. The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, audio control board 106, lamp control board 107, and relay board 108 during the sub-control main processing (described later) are set, and stores a fluctuation performance start command, a pre-fluctuation end command, a fluctuation performance end command, an opening performance start command, a round performance start command, an ending performance start command, and an ending performance start command. The pre-determination information storage area 94c stores pre-determination information in the sub-control main processing (described later). The counter set area 94d is an area where counters used in the sub-control main processing (described later) are set, including a random number counter, a first special symbol hold effect counter, a second special symbol hold effect counter, a normal symbol hold effect counter, a ceiling effect counter, an overnight effect counter, a probability variable effect counter, and a time-saving effect counter. Of the information stored in the sub-RAM 94, all except the overnight effect counter are maintained and not cleared even when the gaming machine 1 is turned off or on. In other words, the above commands, counters other than the overnight effect counter, and pre-determination information are maintained and do not change even when the gaming machine 1 is turned off or on. The overnight effect counter is reset by turning the gaming machine 1 off or on, and is set to 0 as its initial state. The information stored in the sub-RAM 94 is reset by clearing the RAM of the gaming machine 1. When reset, the ceiling effect counter is set to 500 and the other counters are set to 0 as the initial state of the counters.

[0073] FIG. 7 is a diagram for explaining various random numbers used in the gaming machine 1. FIG. 7(A) shows random numbers acquired by the game control microcomputer 81 on the main control unit side, and FIG. 7(B) shows random numbers acquired by the performance control microcomputer 91 on the sub-control unit side. The game control microcomputer 81 is configured to acquire a "jackpot random number," a "jackpot type random number," a "reach random number," a "variable pattern random number," and a "normal symbol random number (win random number)" at timings described below. The "jackpot random number" is a random number used in the lottery to determine whether or not a jackpot has occurred (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used in the lottery to determine the type of jackpot that has been won (jackpot type determination), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the effect symbol variation effect that indicates a jackpot result when the jackpot determination is a miss, and takes a value ranging from 0 to 127. A reach refers to a state in which only one of the multiple effect symbols (decorative symbols) remains in a variable display, and depending on which of the variable display symbols stops and displays, a combination of effect symbols indicating a jackpot win (e.g., a "7↓7" state) may result. Note that the effect symbols stopped and displayed in a reach state may be displayed as if they are swaying within the display screen 7a. The "variation pattern random number" is a random number used to determine the variation pattern, including the variation time, and takes a value ranging from 0 to 127. The "normal symbol random number (win random number)" is used in the lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number takes a value ranging from 0 to 65535. The "jackpot random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the start port (first start port 20 or second start port 21). The random number group obtained based on the ball entering the first start port 20 is stored in the first special symbol reserve memory area 85a, and the random number group obtained based on the ball entering the second start port 21 is stored in the second special symbol reserve memory area 85b. The "normal symbol random number (winning random number)" is obtained based on passing through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 86.

[0074] The performance control microcomputer 91 is configured to acquire a "pre-reading performance random number" and a "chance up random number" at the timing described below. The "pre-reading performance random number" is a random number used to determine the pre-reading performance during a variable performance, and takes a value in the range of 0 to 127. The "chance up random number" is a random number used to determine the chance up performance during a variable performance, and takes a value in the range of 0 to 127. The "pre-reading performance random number" is acquired based on a pre-determination command being output from the main control unit to the sub-control unit. The acquired random number group is stored in the sub-RAM 94. The "chance up random number" is acquired based on a variation start command being output from the main control unit to the sub-control unit. The acquired random number value is stored in the sub-RAM 94.

[0075] Fig. 8 is a diagram for explaining the determination tables T1 to T4. Fig. 8(A) shows a diagram for explaining the big win determination table T1, Fig. 8(B) shows a diagram for explaining the reach determination table T2, Fig. 8(C) shows a diagram for explaining the normal symbol win determination table T3, and Fig. 8(D) shows a diagram for explaining the normal symbol variation pattern determination table T4.

[0076] The jackpot determination table T1 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired jackpot random number value (any of 0 to 65535) corresponds to a "jackpot" or a "loss." Figure 8(A) shows that in the "normal probability state," if the jackpot random number value is "100 to 304 (0064H to 0130H ("H" indicates that the number is a hexadecimal number; the same applies below)")" (here, the lower limit is 100 to 304 (0064H) and the upper limit is 304 (0130H)), it is determined to be a "jackpot," and if the jackpot random number value is "a number other than 100 to 304 (0064H to 0130H) (0 to 99, 305 to 65535)," it is determined to be a "loss." Also, in the "high probability state," if the jackpot random number is "100 to 749 (0064H to 02EDH)" (here, the lower limit is 100 to 304 (0064H) and the upper limit is 749 (02EDH)), it is determined to be a "jackpot," and if the jackpot random number is "a number other than 100 to 749 (0064H to 02EDH) (0 to 99, 750 to 65535)," it is determined to be a "miss." The details of the "normal probability state" and "high probability state" will be described later.

[0077] The reach determination table T2 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine whether the acquired reach random number value (any value between 0 and 127) corresponds to "reach" or "no reach." FIG. 8(B) shows that in the "non-time-saving state," if the reach random number value is between 0 and 13, it is determined to be "reach," and if the reach random number value is a number other than 0 to 13 (14 to 127), it is determined to be "no reach." Also, in the "time-saving state," if the reach random number value is between 0 and 5, it is determined to be "reach," and if the reach random number value is a number other than 0 to 5 (6 to 127), it is determined to be "no reach." The details of the "time-saving state" and "non-time-saving state" will be described later. In the reach determination table T2, it is more difficult to get a reach when losing in the time-saving state than in the non-time-saving state. This is because in the time-saving state, more no-reach misses with short fluctuation times are selected, which speeds up the consumption of special reserved patterns.

[0078] The normal symbol winning determination table T3 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 65535) corresponds to a "win" or a "lose." In Fig. 8(C), in the "non-time-saving state," if the normal symbol random number value is "10256 to 10512 (2810H to 2910H)" (here, the lower limit is 10256 (2810H) and the upper limit is 10512 (2910H)), it is determined to be a "win," and if the normal symbol random number value is a value other than "10256 to 10512 (2810H to 2910H) (0 to 10255, 10513 to 65535)," it is determined to be a "lose." Also, in the "time-saving mode," if the normal pattern random number value is "125 to 65404 (007DH to FF7CH)" (here, the lower limit is 125 (007DH) and the upper limit is 65404 (FF7CH)), it is determined to be a "win," and if the normal pattern random number value is "0 to 124, 65405 to 65535," it is determined to be a "miss."

[0079] The normal symbol variation pattern determination table T4 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In Figure 8(D), it is shown that in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".

[0080] FIG. 9 is a diagram illustrating the jackpot type determination table T5. The jackpot type determination table T5 is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the "jackpot type" and the "type of special symbol" according to the acquired jackpot type random number value (any value between 0 and 127). In FIG. 9, when the first special symbol (special symbol 1) is selected in the lottery, if the jackpot type random number value is between 0 and 24, the jackpot type is determined to be a "16RV passing jackpot" and the special symbol stopping symbol is determined to be a "jackpot symbol 1." If the jackpot type random number value is between 25 and 49, the jackpot type is determined to be a "16RV passing jackpot" and the special symbol stopping symbol is determined to be a "jackpot symbol 2." If the jackpot type random number value is "50-55", the jackpot type is determined to be "16R (actually 15R) V-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 3". If the jackpot type random number value is "56-67", the jackpot type is determined to be "16R (actually 13R) V-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 4". If the jackpot type random number value is "68-127", the jackpot type is determined to be "16R (actually 13R) V-scheduled non-scheduled jackpot" and the special symbol stopping pattern is determined to be "jackpot symbol 5". On the other hand, when the second special symbol (special symbol 2) is selected, if the jackpot type random number is "0 to 82," the jackpot type is determined to be a "16RV passing jackpot" and the special symbol 2 stopping symbol (special symbol stopping symbol) is determined to be "jackpot symbol 1." If the jackpot type random number is "83 to 127," the jackpot type is determined to be a "16R (effectively 13R) V non-passing jackpot" and the special symbol stopping symbol is determined to be "jackpot symbol 5." By referring to the jackpot type determination table T5, the "special symbol stopping symbol data" corresponding to the special symbol stopping symbol, as well as the special game's "opening (OP) command," "round designation command," and "ending (ED) command" can also be identified. The specific details of "16RV scheduled to pass jackpot," "16R (actually 15R) V scheduled to pass jackpot," "16R (actually 13R) V scheduled to pass jackpot," and "16R (actually 13R) V not scheduled to pass jackpot" will be described later.

[0081] 10 is a diagram for explaining the fluctuation pattern determination table T6 in the non-time-shortening state. FIG. 11 is a diagram for explaining the fluctuation pattern determination table T6 in the time-shortening state. The fluctuation pattern determination table T6 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine a fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127). FIG. 10 shows, for example, that when a ball enters the first starting hole 20 in the non-time-shortening state, the jackpot determination table T1 determines it as a "miss," the reach determination table T2 determines it as a "reach," the number of reserved balls is "1 to 2," and the fluctuation pattern random number value is "0 to 60," the fluctuation pattern is determined to be "P7." FIG. 11 shows, for example, that when a win occurs in the second starting slot 21 during the time-saving mode, the jackpot determination table T1 determines a "jackpot," the jackpot type determination table T5 determines a "16RV passing jackpot," and the fluctuation pattern random number value is "0 to 10," the fluctuation pattern is determined to be "P61." As shown in FIGS. 10 and 11, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, when a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach effect with a longer fluctuation time after the reach than a normal reach. Here, five types of super reaches (SP1, SP2, SP3, SP4, SP5) with different fluctuation times are set. SP1 to SP3 are executed in a progressive manner after a normal reach. The difference between SP1 to SP5 may be, for example, the presence or absence of a pseudo-consecutive combination.

[0082] FIG. 12 is a diagram illustrating the electric chute opening pattern determination table T7. The electric chute opening pattern determination table T7 is a table referenced by the game control microcomputer 81 during the main control main processing (described later) to determine the opening pattern of the electric chute 22 depending on the game state (non-time-saving state or time-saving state). FIG. 12(A) shows that in the "non-time-saving state," the opening pattern of the electric chute 22 is determined to be "opening pattern 11," and in the "time-saving state," the opening pattern is determined to be "opening pattern 12." FIG. 12(B) shows the details of opening pattern 11 and opening pattern 12. In opening pattern 11, the electric chute 22 is opened once, with an opening time of 0.2 seconds. In opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per opening, and an interval (opening interval) of 1.0 seconds. However, if a predetermined number of game balls have entered the chute (a predetermined number of game balls, up to 10), the electric chute 22 is closed even if there is still time left for the chute to open.

[0083] FIG. 13 is a diagram illustrating the special prize opening pattern determination table T8. The special prize opening pattern determination table T8 is a table referenced by the game control microcomputer 81 during the main control process (described later) to determine the opening pattern of the first special prize opening 30 and the second special prize opening 35 according to the special prize stopping symbol data (FIG. 9). FIG. 13(A) shows that when the special prize stopping symbol data is "11H," "12H," or "21H," the opening pattern of the first special prize opening 30 and the second special prize opening 35 is determined to be "opening pattern 21." When the special prize stopping symbol data is "14H," "15H," or "22H," the opening pattern is determined to be "opening pattern 22." When the special prize stopping symbol data is "13H," the opening pattern is determined to be "opening pattern 23." FIG. 13(B) shows the contents of opening pattern 21, opening pattern 22, and opening pattern 23. In opening pattern 21, the first large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in rounds 1 to 13 and 15, and the second large prize opening 35 is opened once for an opening time of 29.5 seconds (long opening) in rounds 14 and 16. In opening pattern 22, the first large prize opening 30 is opened once for an opening time of 29.5 seconds (long opening) in rounds 1 to 13, the second large prize opening 35 is opened once for an opening time of 0.1 seconds (short opening) in rounds 14 and 16, and the first large prize opening 30 is opened once for an opening time of 0.1 seconds (short opening) in round 15. In opening pattern 23, in rounds 1 to 13 and 15, the first major prize opening 30 is opened once for an opening time of 29.5 seconds (long opening), in round 14, the second major prize opening 35 is opened once for an opening time of 0.1 seconds (short opening), and in round 16, the second major prize opening 35 is opened once for an opening time of 29.5 seconds (long opening). However, if a predetermined number of game balls have won (a prescribed number of winnings, up to 9 balls), the first major prize opening 30 and the second major prize opening 35 will be closed even if there is remaining opening time.

[0084] 14 is a diagram illustrating the V-shaped opening / closing member release pattern determination table T9. The V-shaped opening / closing member release pattern determination table T9 is a table that the game control microcomputer 81 refers to in the main control main processing (described later) to determine the release pattern of the V-shaped opening / closing member 71 according to the special symbol stop symbol data (FIG. 9). FIG. 14(A) shows that when the special symbol stop symbol data is "11H," "12H," or "21H," the release pattern of the V-shaped opening / closing member 71 is determined to be "release pattern 31," when the special symbol stop symbol data is "13H," the release pattern is determined to be "release pattern 32," when the special symbol stop symbol data is "14H," the release pattern is determined to be "release pattern 33," and when the special symbol stop symbol data is "15H" or "22H," the release pattern is determined to be "release pattern 34." 14(B) shows the details of opening pattern 31, opening pattern 32, opening pattern 33, and opening pattern 34. In opening pattern 31, when the first prize is won in first major prize opening 30 in rounds 2, 4, 6, and 8, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds. In rounds 10 and 12, when the first prize is won in first major prize opening 30, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds, and when the second prize is won, long opening of V-shaped opening member 71 is performed with an opening time of up to 31.5 seconds. In opening pattern 32, when the first prize is won in first major prize opening 30 in rounds 2, 4, 6, and 12, short opening of V-shaped opening member 71 is performed with an opening time of 0.1 seconds. In the 8th and 10th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long mode with an opening time of up to 31.5 seconds. In opening pattern 33, in the 2nd and 6th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds, and when the second prize is won, the V-shaped opening / closing member 71 is opened in a long mode with an opening time of up to 31.5 seconds. In the 4th, 8th, 10th, and 12th races, when the first prize is won at the first major prize opening 30, the V-shaped opening / closing member 71 is opened in a short mode with an opening time of 0.1 seconds.In the opening pattern 34, when the first prize is won in the first big prize opening 30 in the 2nd, 4th, 6th, 8th, 10th and 12th rounds, the V-shaped opening member 71 is short-opened with an opening time of 0.1 seconds.

[0085] 4. Explanation of jackpots etc. In the gaming machine 1, there are "jackpots" and "losses" as the results of the jackpot lottery (special symbol lottery). In the case of a "jackpot," a "jackpot symbol" is displayed on the special symbol display 41. In the case of a "loss," a "loss symbol" is displayed on the special symbol display 41. When a jackpot is won, a "jackpot game" is executed in which the large prize slots (first large prize slot 30 and second large prize slot 35) are opened in an opening pattern corresponding to the type of special symbol (type of jackpot) that is displayed. The jackpot game is an example of a special game. The jackpot game includes multiple rounds of play (unit opening games), an opening (OP) before the first round of play begins, and an ending (ED) after the final round of play ends. Each round of play begins with the end of the opening or the end of the previous round of play, and ends with the start of the next round of play. The time (interval time) during which the big prize opening is closed between rounds of play is included in the open round of play before that closure.

[0086] There are multiple types of jackpots. The types of jackpots are shown in Figure 9. Here, jackpots are broadly divided into two types: "V-passing jackpots" and "V-non-passing jackpots." A "V-passing jackpot" is a jackpot that activates the opening / closing members 32, 37, and 71 in an opening pattern (V-passing opening pattern) that allows the game ball to pass into the V-zone 39 during the jackpot game. Here, a jackpot with special symbol stop data of 11H to 14H or 21H corresponds to a "V-passing jackpot (probable jackpot)." When the opening pattern of the opening / closing members 32 and 37 shown in Figure 13 is combined with the opening pattern of the V-opening member 71 shown in Figure 14 as (opening pattern 21: opening pattern 31), (opening pattern 22: opening pattern 33), or (opening pattern 23: opening pattern 32), the game ball can pass into the V-zone 39 during the jackpot game. A "V non-passing scheduled jackpot (normal jackpot)" is a jackpot that activates the opening / closing members 32, 37, and 71 in an opening pattern (a V non-passing scheduled opening pattern) that prevents the game ball from passing through the V area 39 during the jackpot game. Here, a jackpot with special stop symbol data of 15H or 22H corresponds to a "V non-passing scheduled jackpot." When the opening pattern of the opening / closing members 32 and 37 shown in FIG. 13 is combined with the opening pattern of the V opening / closing member 71 shown in FIG. 14 (opening pattern 22: opening pattern 34), the game ball cannot pass through the V area 39 during the jackpot game. As described above, the opening pattern 22 of the opening / closing members 32 and 37 serves as both a V passing scheduled opening pattern and a V non-passing scheduled opening pattern.

[0087] The "V Passing Jackpot" includes the "16RV Passing Jackpot," the "16R (actually 13R) V Passing Jackpot," and the "16R (actually 15R) V Passing Jackpot." The "16RV Passing Jackpot" has a total of 16 rounds. Rounds 1 through 13 and Round 15 open the first large prize opening 30 for a maximum of 29.5 seconds per Round. Rounds 14 and 16 open the second large prize opening 35 for a maximum of 29.5 seconds per Round (Figure 13: Opening Pattern 21). Rounds 10 and 12 open the V-shaped opening / closing member 71 for a long time (Figure 14: Opening Pattern 31), allowing easy passage to the V-zone 39 within the first large prize opening 30.

[0088] In the "16R (actually 13R) V-Passing Jackpot," the total number of rounds is 16R, but the actual total number of rounds is 13R. In other words, from R1 to R13, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, but in R15, the first major prize slot 30 is only open for 0.1 seconds per R, and in R14 and R16, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: Opening Pattern 22). Therefore, in this "16R (actually 13R) V-Passing Jackpot," the opening time of the major prize slot is extremely short from R14 to R16, making it a round in which no prize balls are expected to be awarded. In other words, the "16R (actually 13R) V-Passing Jackpot" is effectively a 13R jackpot. In 2R and 6R, the V-shaped opening / closing member 71 is long-opened (FIG. 14: opening pattern 33), and passage to the V-shaped area 39 in the first big winning opening 30 is easily possible.

[0089] In the "16R (effectively 15R) V-Passing Jackpot," the total number of rounds is 16R, but the actual total number of rounds is 15R. In other words, from R1 to R13 and R15, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, and in R16, the second major prize slot 35 is open for a maximum of 29.5 seconds per R, but in R14, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: Opening Pattern 23). Therefore, in this "16R (effectively 15R) V-Passing Jackpot," the opening time of the major prize slot is extremely short in R14, making it a round in which no prize balls are expected to be awarded. In other words, the "16R (effectively 15R) V-Passing Jackpot" is effectively a 15R jackpot. In 8R and 10R, the V-shaped opening / closing member 71 is long-opened (FIG. 14: opening pattern 32), and passage to the V-shaped area 39 in the first big winning opening 30 is easily possible.

[0090] The "V non-passing scheduled jackpot" is a "16R (actually 13R) V non-passing scheduled jackpot" with opening pattern 22, which has a total number of rounds of 16R, but an actual total number of rounds of 13. In other words, from R1 to R13, the first major prize slot 30 is open for a maximum of 29.5 seconds per R, but in R15, the first major prize slot 30 is only open for 0.1 seconds per R, and in R14 and R16, the second major prize slot 35 is only open for 0.1 seconds per R (Figure 13: opening pattern 22). Therefore, in this "16R (actually 13R) V non-passing scheduled jackpot," the opening time of the major prize slot is extremely short from R14 to R16, making it a round in which no prize balls are expected. In other words, the "16R (actually 13R) V non-passing scheduled jackpot" is an actual 13R jackpot. At 2R, 4R, 6R, 8R, 10R and 12R, the V-opening member 71 is opened, but the opening is a short opening (Figure 14: opening pattern 34), making it almost impossible for the game ball to pass through the V-region 39 inside the first large prize opening 30.

[0091] As is clear from the above explanation, the "16R (effectively 13R) V non-passing scheduled jackpot" and the "16R (effectively 13R) V passing scheduled jackpot" have the same opening pattern (opening pattern 22) for the first large prize opening 30 and the second large prize opening 35 (opening member 32 and opening member 37), but differ in the opening pattern of the V-shaped opening / closing member 71 (opening pattern 34 and opening pattern 33). As will be described later, the "16R (effectively 13R) V non-passing scheduled jackpot" and the "16R (effectively 13R) V passing scheduled jackpot" are set up so that a time-saving game (100 times in this example) is played after the jackpot game ends. In other words, in the "16R (effectively 13R) V non-passing scheduled jackpot," it is nearly impossible for the game ball to pass through the V-shaped area 39 in the first large prize opening 30, and the game state after the jackpot becomes a low-probability time-saving state (low-probability high base state). On the other hand, in the case of a "16R (effectively 13R) V-passing scheduled jackpot," the game ball can easily pass through the V area 39 in the first large prize entry port 30, and the game state after the jackpot becomes a high-probability time-saving state (high-probability, high-base state). This makes it difficult for the player to distinguish between a "16R (effectively 13R) V-non-passing scheduled jackpot" and a "16R (effectively 13R) V-passing scheduled jackpot," making it difficult to determine whether the game state after the jackpot will become a low-probability time-saving state (low-probability, high-base state) or a high-probability time-saving state (high-probability, high-base state). Furthermore, after the time-saving game ends, the game state becomes a low-probability, low-base state (normal state) in the case of a "16R (effectively 13R) V-non-passing scheduled jackpot," and the game state becomes a high-probability, low-base state (apparently normal state) in the case of a "16R (effectively 13R) V-passing scheduled jackpot." That is, in the "16R (actually 13R) V passing scheduled jackpot", when the game ball passes through the V area 39 in the first large prize entry port 30, when the time-saving state after the jackpot game ends, the game state becomes a latent state (latent high probability state) in which the high probability is hidden despite being in a high probability low base state, and this latent high probability state is difficult for the player to distinguish.In other words, the low probability time-saving state (low probability, high base state) after the jackpot play of "16R (effectively 13R) V non-passing jackpot" and "16R (effectively 13R) V passing jackpot", "16R (effectively 13R) V non-passing jackpot", and the high probability time-saving state (high probability, high base state) after the jackpot play of "16R (effectively 13R) V passing jackpot", as well as the low probability, low base state after the time-saving end of "16R (effectively 13R) V non-passing jackpot" and the high probability, low base state after the time-saving end of "16R (effectively 13R) V passing jackpot", are performed in a manner that is difficult for the player to distinguish.

[0092] 9, the distribution rate of jackpots in the lottery for the first special symbol (special symbol 1) is 68 / 128 (approximately 53%) for V-passing jackpots and 60 / 128 (approximately 47%) for V-non-passing jackpots. In contrast, the distribution rate of jackpots in the lottery for the second special symbol (special symbol 2) is 83 / 128 (approximately 64.8%) for V-passing jackpots and 45 / 128 (approximately 35.2%) for V-non-passing jackpots. In this way, the gaming machine 1 is set up so that the jackpot lottery (lottery for the second special symbol) held when a gaming ball enters the second starting slot 21 is more advantageous to the player than the jackpot lottery (lottery for the first special symbol) held when a gaming ball enters the first starting slot 20.

[0093] 5. Explanation of game status The gaming states of the gaming machine 1 will now be described. The gaming control microcomputer 81 can execute "probability fluctuation control" and "variation time reduction control" for the special symbols displayed on the special symbol display 41 and the normal symbols displayed on the normal symbol display 42, respectively. Here, the state in which the gaming control microcomputer 81 is performing probability fluctuation control on the special symbols on the special symbol display 41 is referred to as the "high probability state (high probability state, probability fluctuation state, probability variable state)," and the state in which probability fluctuation control is not performed is simply referred to as the "normal probability state (non-high probability state, low probability state, normal state)." The gaming control microcomputer 81 achieves the high probability state by determining a jackpot using a jackpot determination table (FIG. 8(A)) in which the number of jackpot random number values ​​determined to be a jackpot is higher in the high probability state than in the normal probability state, as the probability fluctuation control for the special symbols. Therefore, the probability of a jackpot is higher in the high probability state than in the normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the special pattern of the special pattern display device 41, the probability that the display result (stopped pattern) of the variable display of the special pattern by the special pattern display device 41 will be a jackpot pattern is higher than when the probability fluctuation control is not being executed.

[0094] Furthermore, the state in which the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41 is referred to as the "time-saving state," while the state in which the time reduction is not controlled is simply referred to as the "non-time-saving state." In the time-saving state, the special symbol's time of fluctuation (the time from the start of the variable display to the derived display of the display result) is shorter than in the non-time-saving state. The game control microcomputer 81 determines the variable pattern using the variable pattern determination table T6 (Figures 10 and 11), which is determined so that a variable pattern with a short variable time is selected more frequently in the time-saving state than in the non-time-saving state. In other words, when the game control microcomputer 81 is controlling the time reduction of the special symbol on the special symbol display 41, a short variable time is more likely to be selected as the variable display time of the special symbol compared to when the time reduction control is not being performed. As a result, in the time-saving state, the pace of consumption of reserved special symbols is accelerated, making it more likely that a valid win (a win that can be stored as a reserved special symbol) will occur in the starting slot. This allows players to aim for a big win while the game progresses smoothly. The game control microcomputer 81 may simultaneously execute probability fluctuation control and fluctuation time reduction control for the special symbols on the special symbol display 41, or may execute only one of them.

[0095] The game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols of the normal symbol display device 42 in synchronization with fluctuation time reduction control for the special symbols of the special symbol display device 41. That is, the game control microcomputer 81 executes probability fluctuation control and fluctuation time reduction control for the normal symbols in the time-shortened state, but does not execute them in the non-time-shortened state. As the probability fluctuation control for the normal symbols, the game control microcomputer 81 performs hit determination (determination of the normal symbol) using a normal symbol hit determination table T3 (FIG. 8(C)) in which the number of normal symbol random number values ​​determined to be a hit (win random number values) is higher in the time-shortened state than in the non-time-shortened state. Therefore, the probability of a hit is higher in the time-shortened state than in the normal symbol normal probability state. In other words, when the game control microcomputer 81 is executing probability fluctuation control on the normal symbols of the normal symbol display device 42, the probability that the display result (stopped symbol) of the variable display of the normal symbol by the normal symbol display device 42 will be a winning symbol is higher than when the probability fluctuation control is not being executed. In the time-shortened state, the normal symbol fluctuation time is shorter than in the non-time-shortened state. Here, the normal symbol fluctuation time is 30 seconds in the non-time-shortened state, but 1 second in the time-shortened state (FIG. 8(D)). Furthermore, in the time-shortened state, the opening time of the electric chute 22 in the auxiliary game is longer than in the non-time-shortened state (FIG. 12). In other words, the game control microcomputer 81 is executing control to extend the opening time of the electric chute 22. In addition, in the time-shortened state, the number of times the electric chute 22 opens in the auxiliary game is more than in the non-time-shortened state (FIG. 12). In other words, the game control microcomputer 81 is executing control to increase the number of times the electric chute 22 opens. When the game control microcomputer 81 is executing probability fluctuation control and fluctuation time reduction control for the normal symbols on the normal symbol display 42, as well as control to extend the opening time and increase the number of openings for the electric chute 22, the electric chute 22 opens more frequently and game balls land more frequently in the second starting hole 21 than when these controls are not being executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are being executed is called a "high base state," and the state in which they are not being executed is called a "low base state." In a high base state, you can aim for a jackpot without significantly reducing the number of game balls you have in your hand.The high base state is a state in which so-called electric support control (control that supports winning at the second starting hole 21 by the electric chute 22) is being executed. The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient if the electric chute 22 is more likely to open than when the control is not being executed: probability fluctuation control for the normal symbol on the normal symbol display 42, fluctuation time reduction control for the normal symbol on the normal symbol display 42, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. The high base state (electric support control state) may also be controlled independently of the time-shortening state.

[0096] In the gaming machine 1, the game state after a jackpot game resulting from winning a V-passing jackpot is a high-probability state, a time-saving state, and a high-base state if the jackpot passes through the V region 39 during the jackpot game. This game state is particularly referred to as a "high-probability, high-base state" or a "high-probability, time-saving state." Specifically, the jackpots that result in a high-probability, high-base state after a jackpot game are the "16RV-passing jackpot," "16R (effectively 15R) V-passing jackpot," and "16R (effectively 13R) V-passing jackpot" among the jackpot types shown in FIG. 9. For the "16RV-passing jackpot" and "16R (effectively 15R) V-passing jackpot," the high-probability, high-base state ends when the next jackpot (next jackpot) is won and the jackpot game is executed. In the case of a "16R (effectively 13R) V-passing scheduled jackpot," the high-probability, high-base state ends when, after a jackpot game, the special symbol variable display is executed a predetermined number of times (here, 100 times), resulting in a high-probability, low-base state (latent probability variable state), or when the next jackpot (next jackpot) is won and that jackpot game is executed. Furthermore, the game state after a jackpot game resulting from a win of a non-V-passing scheduled jackpot is a normal probability state (a non-high probability state, i.e., a low probability state), a time-saving state, and a high-base state, unless the V region 39 is passed through during that jackpot game (which is almost never the case). These game states are specifically referred to as a "low-probability, high-base state" and a "low-probability, time-saving state." Specifically, the jackpot that results in a low-probability, high-base state after a jackpot game is a "16R (effectively 13R) V-non-passing scheduled jackpot," among the jackpot types shown in Figure 9. In this jackpot, the low-probability, high-base state ends when, after the jackpot game, the variable display of special symbols is executed a predetermined number of times (here, 100 times), or when the next jackpot (next jackpot) is won and that jackpot game is executed. When playing the gaming machine 1 for the first time, the gaming state after powering on is a normal probability state, a non-time-saving state, and a low-base state (non-electric support control state). This gaming state is particularly referred to as the "low-probability, low-base state." The low-probability, low-base state is sometimes referred to as the "normal gaming state" or the "low-probability, non-time-saving state (also simply referred to as the non-time-saving state)."In addition, the state in which a special game (jackpot game) is being played may be referred to as a “special game state (jackpot game state).” Furthermore, the state in which at least one of the high probability state and the high base state is controlled may be referred to as a “specific game state.”

[0097] In a high-base state, such as a high-probability high-base state or a low-probability high-base state, hitting the ball from the right to enter the right play area 3B (Figure 1) can provide a more advantageous gameplay. This is because the electric support control makes the electric chute 22 more likely to open than in a low-base state, making it easier to win in the second start gate 21 than in the first start gate 20. Therefore, in a high-base state, a right-handed hit is performed to allow the ball to pass through gate 28, which triggers the normal symbol lottery, and enter the second start gate 21. This allows for more start wins (wins in the start gate) than a left-handed hit. In addition, in the gaming machine 1, play is performed with a right-handed hit even during a jackpot. On the other hand, in a low-base state, a left-handed hit to enter the left play area 3A (Figure 1) can provide a more advantageous gameplay. Because electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, making it easier to win in the first start hole 20 than in the second start hole 21. For this reason, in the low base state, the player hits left to make the game ball win in the first start hole 20. This allows for more start wins than hitting right.

[0098] 6. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (Fig. 3) will be described with reference to Figs. 15 to 34. Counters, flags, status, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84. The game control microcomputer 81 corresponds to the win / lose determination means (Fig. 23) and the win / lose advance determination means (Figs. 18 and 19).

[0099] [Main control main processing] FIG. 15 is a flowchart of the main control main process. When the gaming machine 1 is powered on, the gaming control microcomputer 81 reads a program for executing the main control main process from the main ROM 83. In the main control main process, the gaming control microcomputer 81 first performs initial setting (step S001). The initial setting includes, for example, setting the main CPU 82 and resetting various flags, statuses, counters, etc. The initial value of a flag is "1" (i.e., "ON") for the ceiling flag, and the initial value of other flags is "0" (i.e., "OFF"). The initial value of a status is "1." The initial value of a counter is "500" for the ceiling counter, and the initial value of other counters is "0." The initial setting also sets the timeout period of the watchdog timer (WDT) 89b. In this embodiment, the timeout period of the watchdog timer (WDT) 89b is set to 32.8 milliseconds (ms). When the timeout time of the watchdog timer (WDT) 89b is set, the game control microcomputer 81 starts the watchdog timer (WDT) 89b. Note that the initial setting is executed only once after the power is turned on and is not executed thereafter.

[0100] After the initial setting, the game control microcomputer 81 performs a power-on process (step S006). In the power-on process, it determines whether to clear the RAM or to restore power, and performs the corresponding process. Details will be described later in the power-on process.

[0101] After the power-on process, the game control microcomputer 81 inhibits interrupts in the interrupt process (step S002) and performs a slot control reception process (step S003a). In the slot control reception process, various information and commands are received from the payout control board 110. After the slot control reception process, the game control microcomputer 81 performs an outside-remaining process (step S003b). In the outside-remaining process, a predetermined area in the main RAM 84 is initialized.

[0102] After the external-residual processing, the game control microcomputer 81 permits the interruption of the interrupt processing (step S004). While the interrupt is permitted, the main-side timer interrupt processing (step S005) can be executed. The main-side timer interrupt processing is executed based on an interrupt pulse repeatedly input to the main CPU 82 at a predetermined cycle (for example, every 4 msec). In other words, the main-side timer interrupt processing is executed at a predetermined cycle (in this embodiment, it is executed every 4 milliseconds (ms)). Note that if an interrupt pulse is input to the main CPU 82 when the interrupt is prohibited, the main-side timer interrupt processing does not start immediately, but starts after the interrupt is permitted.

[0103] [Main timer interrupt processing] FIG. 16 is a flowchart of the main timer interrupt process (FIG. 15: step S005). In the main timer interrupt process, the game control microcomputer 81 first performs random number update processing (step S101). Specifically, the game control microcomputer 81 updates the various random number counter values ​​shown in FIG. 7(A). This random number update processing is the same as the normal symbol / special symbol main random number update processing performed in the main control main processing (FIG. 15) described above. In other words, the update processing of the various random number counter values ​​is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).

[0104] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the second large winning hole sensor 35a, the normal winning hole sensor 27a, and the normal winning hole sensor 29a (FIG. 3).

[0105] After the input process, the game control microcomputer 81 performs a process related to the complete function (step S102a). In this process, the microcomputer 81 performs a process to find the "number of balls difference" obtained by subtracting the "safe balls" from the "out balls" ("number of balls difference" = "out balls" - "safe balls"), and also performs a process to compare the "number of balls difference" found last time with the "number of balls difference" found this time, and update the smaller "number of balls difference" as the minimum value of the "number of balls difference", and then determines whether the difference between the "number of balls difference" and the minimum value of the "number of balls difference" has reached a predetermined upper limit (a predetermined upper limit number of balls, in this embodiment, "95,000"). When the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" reaches a predetermined upper limit (a predetermined upper limit of balls), it is determined that "the conditions for stopping the game are met" and the system transitions to a game stop state, and after performing the firing stop process, it transitions to step S108. On the other hand, when the difference between the "difference in number of balls" and the minimum value of the "difference in number of balls" does not reach a predetermined upper limit (a predetermined upper limit of balls), it is determined that "the conditions for stopping the game are not met" and the system does not transition to a game stop state and transitions to step S103.

[0106] When the process proceeds to step S103, the game control microcomputer 81 executes a start hole sensor detection process, and then executes a normal operation process (step S104), a special operation process (step S105), a V-area sensor detection process (step S106), and a reserved ball count process (step S107) in that order. Details of these processes will be described later. After the reserved ball count process, the game control microcomputer 81 executes a display control process (step S107a). In the display control process, display output data for the various displays in the displays 40 of FIG. 2 is created. After the display control process, the game control microcomputer 81 executes an output process (step S108). In the output process, the game control microcomputer 81 outputs the display output data created in the display control process to the displays 40 (output in a serial manner), and, if each solenoid is to be operated, outputs data for operation (output in a parallel manner). In this embodiment, when the game control microcomputer 81 sets commands in the command set area 84a of the main RAM 84 in each of the above processes, the game control microcomputer 81 outputs the commands, etc. to the sub-control board 90 as appropriate, but the commands, etc. may also be output collectively in the output process. After the output process, the game control microcomputer 81 performs other processes (step S109). The other processes include, for example, a frame communication control process, a ball feed setting process, etc.

[0107] After other processing, the game control microcomputer 81 performs error monitoring processing (step S110). Details will be described later in the section on error monitoring processing. After the error monitoring processing, the game control microcomputer 81 performs power interruption monitoring processing (step S111). Details will be described later in the section on power interruption monitoring processing. After the power interruption monitoring processing, the game control microcomputer 81 clears and restarts the watchdog timer (WDT) 89b (step S112), and ends this processing. The watchdog timer (WDT) 89b can be cleared and restarted by writing a predetermined value (55H ("H" indicates that the number is in hexadecimal) to the command register of the watchdog timer (WDT) 89b. This resets the timeout period and causes the timer to restart. In this embodiment, the timeout period is set to 32.8 milliseconds (ms), and the main timer interrupt processing, which is this process, is repeated every 4 milliseconds (ms). Therefore, if the watchdog timer (WDT) 89b is not cleared and restarted eight consecutive times after the watchdog timer (WDT) 89b has been cleared and restarted, the watchdog timer (WDT) 89b will reset the game control microcomputer 81. After the reset, the game control microcomputer 81 will restart.

[0108] [Starting port sensor detection process] FIG. 17 is a flowchart of the start gate sensor detection process (FIG. 16: step S103). The game control microcomputer 81 first determines whether a game ball has passed through the gate 28 (step S201). This determination is made based on whether a game ball has been detected by the gate sensor 28a. If a game ball has not passed through the gate 28 (step S201: NO), the process skips to step S205. If a game ball has passed through the gate 28 (step S201: YES), the game control microcomputer 81 determines whether the number of reserved balls for normal symbols is "4 (upper limit)" (step S202). The number of reserved balls for normal symbols is the number of reserved normal symbols, and more specifically, is the value of a counter that counts the number of reserved normal symbols provided in the main RAM 84. If the number of reserved balls for normal symbols is "4" (step S202: YES), the process skips to step S205. If the number of reserved normal symbol balls is "3" or less (step S202: NO), "1" is added to the number of reserved normal symbol balls (step S203), and then a normal symbol random number acquisition process is performed (step S204). Here, the game control microcomputer 81 latches the random number circuit for the normal symbol winning random number in the random number circuit 89a, acquires a random number value (normal symbol random number) (Figure 7: value of label-TRND-H) for determining whether the normal symbol lottery is a success or failure from the RLF2 soft latch random number register, and stores the acquired random number value in a memory area corresponding to the current number of reserved normal symbol balls among the first to fourth memory areas of the normal symbol reservation memory area 86 of the main RAM 84.

[0109] In step S205, the game control microcomputer 81 determines whether or not a game ball has entered the second start hole 21. This determination is made based on whether or not a game ball has been detected by the second start hole sensor 21a. If a game ball has not entered the second start hole 21 (step S205: NO), the process skips to step S210. If a game ball has entered (step S205: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 2 is "4 (upper limit)" (step S206). The number of reserved balls for special symbol 2 is the number of reserved second symbol symbols, and more specifically, is the value of a counter that counts the number of reserved second symbol symbols provided in the main RAM 84. If the number of reserved balls for special symbol 2 is "4" (step S206: YES), the process skips to step S210. If the number of reserved balls for the special chart 2 is "3" or less (step S206: NO), "1" is added to the number of reserved balls for the special chart 2 (step S207), and then a special chart 2 related random number acquisition process is performed (step S208). Here, for example, the random number circuit for the special chart jackpot random number in the random number circuit 89a is latched, and the random number value for jackpot determination (jackpot random number value) (Figure 7: value of label-TRND-A) is acquired from the RL0 soft latch random number register. The corresponding random number circuits in the random number circuit 89a are latched, and the random number value for jackpot type determination (jackpot type random number value) (Figure 7: value of label-TRND-AS), the random number value for determining whether or not there is a reach (reach random number value) (Figure 7: value of label-TRND-RC), and the random number value for determining the fluctuation pattern (fluctuation pattern random number value) (Figure 7: value of label-TRND-T1) are acquired from the soft latch random number register. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of balls reserved for special symbol 2 among the first to fourth memory areas of the second special symbol reservation memory area 85b. The game control microcomputer 81 also temporarily stores (retains) the acquired random number group in a buffer (pre-determination buffer) different from the second special symbol reservation memory area 85b for the special symbol 2 pre-determination process (FIG. 18) described later. After the special symbol 2 related random number acquisition process, the game control microcomputer 81 performs special symbol 2 pre-determination process (step S209). Details of the special symbol 2 pre-determination process will be described later.

[0110] In step S210, the game control microcomputer 81 determines whether or not a game ball has entered the first start hole 20. This determination is made based on whether or not a game ball has been detected by the first start hole sensor 20a. If a game ball has not entered the first start hole 20 (step S210: NO), this process ends. If a game ball has entered the first start hole 20 (step S210: YES), the game control microcomputer 81 determines whether or not the number of reserved balls for special symbol 1 is "4 (upper limit value)" (step S211). The number of reserved balls for special symbol 1 is the number of reserved first special symbols, and more specifically, is the value of a counter that counts the number of reserved first special symbols provided in the main RAM 84. If the number of reserved balls for special symbol 1 is "4" (step S211: YES), this process ends. If the number of reserved balls for special chart 1 is "3" or less (step S211: NO), "1" is added to the number of reserved balls for special chart 1 (step S212), and then a special chart 1 related random number acquisition process is performed (step S213). Here, as with the special chart 2 related random number acquisition process (step S208) described above, a random number value for determining a jackpot, a random number value for determining the type of jackpot, a random number value for determining whether or not there is a reach, and a random number value for determining a fluctuation pattern are acquired. The game control microcomputer 81 stores the acquired random number value group in a memory area corresponding to the current number of reserved balls for special chart 1 among the first to fourth memory areas of the first special chart reservation memory area 85a. The game control microcomputer 81 also temporarily stores (retains) the acquired random number value group in a buffer (pre-determination buffer) different from the first special chart reservation memory area 85a for the special chart 1 pre-determination process (FIG. 19) described below. After the special chart 1 related random number acquisition process, the game control microcomputer 81 performs special chart 1 advance determination process (step S214). The details of the special chart 1 advance determination process will be described later.

[0111] [Special Drawing 2 Pre-judgment Processing] FIG. 18 is a flowchart of the special symbol 2 preliminary determination process (FIG. 17: step S209). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S301). If the probability variable flag is OFF (step S301: NO), this process ends. That is, if the probability variable flag is OFF, no preliminary determination is made. On the other hand, if the probability variable flag is ON, the game control microcomputer 81 performs a preliminary determination of a jackpot by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S302). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the preliminary determination buffer by the special symbol 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a preliminary determination of whether a jackpot has occurred using the jackpot determination table T1 (FIG. 8) and the jackpot random number value. Here, since the state is high probability (probability variable flag is ON), the game control microcomputer 81 refers to the table for high probability state (jackpot determination value is "0" to "649") in the jackpot determination table T1 to determine in advance whether or not there is a jackpot. That is, when the jackpot random number value is "0" to "649", it is determined in advance as a "jackpot", and when it is any other value, it is determined in advance as a "miss". Note that in this embodiment, the pre-determination is made using the jackpot determination table T1 used in the jackpot determination process (FIG. 23) described later, but in other embodiments, the pre-determination may be made using a jackpot determination table for pre-determination that is different from the jackpot determination table T1.

[0112] If the result of the jackpot pre-determination is "miss" (step S304: NO), the process skips to step S306. On the other hand, if the result of the jackpot pre-determination is "jackpot" (step S304: YES), the game control microcomputer 81 performs a jackpot type pre-determination (step S305). In the jackpot type pre-determination, the game control microcomputer 81 first acquires a jackpot type random number value as a determination value temporarily stored in the pre-determination buffer by the special chart 2 related random number acquisition process (FIG. 17: step S208). Next, the game control microcomputer 81 performs a pre-determination of the jackpot type based on the acquired jackpot type random number value and the jackpot type determination table T5 (FIG. 9). Here, regardless of whether the jackpot type random number value is "0" to "127," the pre-determination is a "jackpot expected to pass 16RV." In this embodiment, a preliminary determination is made using the jackpot type determination table T5 used in the jackpot determination process (Figure 23) described later, but in other embodiments, a preliminary determination may be made using a jackpot type determination table for preliminary determination that is different from the jackpot type determination table T5.

[0113] In step S306, the game control microcomputer 81 performs a preliminary determination of a fluctuation pattern. Specifically, the game control microcomputer 81 first acquires a fluctuation pattern random number value and a reach random number value as determination values ​​temporarily stored in the preliminary determination buffer by the special chart 2 related random number acquisition process (FIG. 17: step S208). Next, since the time-shortened state (time-shortened flag is ON) is in effect, the game control microcomputer 81 refers to the fluctuation pattern determination table T6 for the time-shortened state (FIG. 11) and identifies a fluctuation pattern from the jackpot preliminary determination result of step S304, the reach preliminary determination result obtained from the reach random number value, and the fluctuation pattern random number value. Note that in the fluctuation pattern determination table T6 of FIG. 11, the selected fluctuation pattern may differ depending on the number of reserved balls. Here, it is assumed that all fluctuation patterns that may be selected depending on the number of reserved balls are selected. For example, if a reach or miss is determined in advance from the jackpot advance determination result and the reach / no-reach advance determination result, and the fluctuation pattern random number value is "60", the game control microcomputer 81 selects two patterns: a fluctuation pattern "P64" that is selected if the number of reserved balls is "1 to 2", and a fluctuation pattern "P68" that is selected if the number of reserved balls is "3 to 4". In this embodiment, the advance determination is performed using the fluctuation pattern determination table T6 used in the fluctuation pattern selection process (FIGS. 24 and 25) described later, but in other embodiments, the advance determination may be performed using a fluctuation pattern determination table for advance determination that is different from the fluctuation pattern determination table T6.

[0114] In step S307, the game control microcomputer 81 creates a pre-determination command. The pre-determination command includes the jackpot pre-determination result (in the case of a win, the jackpot type pre-determination result) and the fluctuation pattern pre-determination result. The game control microcomputer 81 sets the created pre-determination command in the command set area 84a of the main RAM 84 (step S308), and ends this process.

[0115] [Special Drawing 1 Pre-judgment Processing] FIG. 19 is a flowchart of the special chart 1 preliminary determination process (FIG. 17: step S214). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S401). Contrary to the special chart 2 preliminary determination process described above, if the probability variable flag is ON (step S401: YES), this process ends. In other words, if the probability variable flag is ON, no preliminary determination is made. On the other hand, if the probability variable flag is OFF (step S401: NO), the game control microcomputer 81 performs a jackpot preliminary determination by referring to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) (step S402). Specifically, the game control microcomputer 81 first obtains a jackpot random number value as a determination value temporarily stored in the preliminary determination buffer by the special chart 1 related random number acquisition process (FIG. 17: step S213). Next, since the normal probability state (probability variable flag is OFF) is in effect here, the game control microcomputer 81 pre-determines whether or not a jackpot has occurred based on the table for the normal probability state (jackpot determination value is "0" to "164") in the jackpot determination table T1. That is, when the jackpot random number value is "0" to "164", it is pre-determined as a "jackpot", and when it is any other value, it is pre-determined as a "miss". Note that the jackpot pre-determination may use a jackpot determination table for pre-determination that is different from the jackpot determination table T1. The following steps S404 to S408 are the same as steps S304 to S308 in the special chart 2 pre-determination process (Fig. 18) described above, and therefore will not be described here.

[0116] [Normal operation processing] FIG. 20 is a flowchart of the normal operation process (FIG. 16: step S104). The game control microcomputer 81 first determines whether the electric chute 22 is in operation (step S501). If the electric chute 22 is in operation (step S501: YES), the process proceeds to step S520. If the electric chute 22 is not in operation (step S501: NO), the game control microcomputer 81 determines whether the normal symbol is changing (step S502). If the normal symbol is changing (step S502: YES), the process skips to step S508. If the normal symbol is not changing (step S502: NO), the game control microcomputer 81 determines whether the number of reserved balls for the normal symbol is "0" (step S503). If the number of reserved balls is "0" (step S503: YES), the process ends. If the number of reserved balls is 1 or more (step S503: NO), the number of reserved balls for normal symbols is decremented by 1 (step S504). Therefore, if a gaming ball passes through gate 28 while the number of reserved balls for normal symbols is "0," the number of reserved balls for normal symbols is temporarily set to "1" in step S203 of the start gate sensor detection process (FIG. 17). Then, the reserved balls are consumed in step S504, and the number of reserved balls for normal symbols immediately becomes "0." The same applies to the number of reserved balls for special symbols. That is, the number of reserved balls for special symbols is temporarily set to "1" in steps S207 and S212 of the start gate sensor detection process (FIG. 17). Then, the reserved balls are consumed in steps S1404 and S1410 of the special symbol standby process (FIG. 22), which will be described later, and the number of reserved balls for special symbols becomes "0." Next, the game control microcomputer 81 performs a win determination by referring to the normal symbol win determination table T3 (FIG. 8(C)) (step S505). Specifically, the game control microcomputer 81 first reads out the normal symbol random number value (win random number value) as a determination value stored in the first memory area (corresponding to the first normal symbol reservation) of the normal symbol reservation memory area 86. Then, it determines whether or not there is a win using the normal symbol random number value, the game state (whether or not it is in the time-shortened state), and the normal symbol win determination table T3.For example, in the non-time-saving state, if the normal pattern random number value is between "10256" and "10512", it is judged as a "win", and if the normal pattern random number value is anything else, it is judged as a "miss" (see Figure 8(C)).

[0117] Next, the game control microcomputer 81 refers to the normal symbol variation pattern determination table T4 (FIG. 8(D)) to select a variation pattern (step S506). Specifically, the game control microcomputer 81 first determines the game state (whether it is in a time-saving state or not), and selects the variation time of the normal symbol as a normal symbol variation pattern using the game state determination result and the normal symbol variation pattern determination table T4. Here, in the non-time-saving state, the variation time of the normal symbol is determined to be "30 seconds", and in the time-saving state, the variation time of the normal symbol is determined to be "1 second" (see FIG. 8(D)). The game control microcomputer 81 sets the selected normal symbol variation pattern, thereby starting the variation display of the normal symbol (step S507).

[0118] In step S508, the game control microcomputer 81 determines whether the normal symbol variation time has elapsed and ended. The normal symbol variation time is the variation time selected in step S506 (see FIG. 8(D)). If the variation time has not ended (step S508: NO), the game control microcomputer 81 ends this process. That is, the normal symbol variation display continues. On the other hand, if the variation time has ended (step S508: YES), the game control microcomputer 81 stops the variation display (step S509), and if the above-mentioned hit determination (step S505) results in a "miss" (step S510: NO), this process ends. On the other hand, if the above-mentioned hit determination results in a "win" (step S510: YES), the game control microcomputer 81 sets the electric chute opening pattern (step S511). The opening pattern of the electric chute 22 is selected by referring to the electric chute opening pattern determination table T7 (Figure 12 (A)). Specifically, the game control microcomputer 81 determines the game state (whether it is in a time-shortened state or not), and selects the opening pattern of the electric chute 22 using the game state determination result and the electric chute opening pattern determination table T7. Here, when it is in a non-time-shortened state, "opening pattern 11" is selected, and when it is in a time-shortened state, "opening pattern 12" is selected. After selecting the opening pattern, the game control microcomputer 81 starts the operation of the electric chute in accordance with the selected opening pattern (step S512), and ends this processing.

[0119] In the above-mentioned step S501, if the electric chute 22 is in operation (step S501: YES), the game control microcomputer 81 determines whether or not the closing condition for the electric chute 22 is met (step S520). The closing condition here is met when either the number of winning balls on the electric chute 22 reaches a predetermined maximum number of winning balls (e.g., six balls) or the operation time of the electric chute 22 has elapsed and it is time to close the electric chute 22. The operation time of the electric chute 22 is the operation time corresponding to the opening pattern selected in step S511. If the closing condition for the electric chute 22 is not met (step S520: NO), the game control microcomputer 81 ends this process. On the other hand, if the closing condition for the electric chute 22 is met (step S520: YES), the game control microcomputer 81 closes (blocks) the electric chute 22 and stops its operation (step S521), and ends this process.

[0120] [Special Action Processing] FIG. 21 is a flowchart of the special operation process (FIG. 16: step S105). Here, the process for the special symbol display 41 and the big prize device (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1," "2," "3," and "4." When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination and a variation pattern selection are performed. When the "special operation status" is "2" (step S1301: NO, step S1303: YES), a special symbol variation process is performed (step S1304). In the special symbol variation process, a variation stop command is output after the variation time has elapsed. When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, an opening command is output when a jackpot occurs. When the "special operation status" is "4" (steps S1301, S1303, S1305: NO), a special electric device process is performed (step S1308). In the special electric device process, a jackpot game is executed. Details of each of the above processes will be described later. The special operation status is initially set to "1".

[0121] [Special pattern standby process] FIG. 22 is a flowchart of the special symbol standby process (FIG. 21: step S1302). In the special symbol standby process, the game control microcomputer 81 first determines whether the number of reserved balls for the special symbol 2 is "0" (step S1401). If the number of reserved balls for the special symbol 2 is "0" (step S1401: YES), that is, if the second special symbol reserve memory area 85b does not store a random number group acquired as a result of winning the second starting hole 21, the process proceeds to step S1407. If the number of reserved balls for the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes a jackpot determination process (step S1402) and a variation pattern selection process (step S1403). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for the special symbol 2 is decremented by one (step S1404). Next, the game control microcomputer 81 shifts the storage locations of the reserved information (various random number values) stored in the first to fourth storage areas of the second special symbol reservation storage area 85b from their current locations toward the read side, and clears the reserved information stored in the second special symbol reservation storage area 85b in the location farthest from the read side (step S1405). For example, if reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and if reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. Through the above steps, the reserved second symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the leftmost reserved image 9B of the four reserved images 9B) corresponding to the first storage area of ​​the second special symbol reservation storage area 85b is shifted toward the reserved consumption image display area and displayed as a reserved consumption image 9C. In addition, the reserved images 9B corresponding to the second to fourth storage areas of the second special symbol reserved storage area 85b (the second, third, and fourth reserved images 9B from the left out of the four reserved images 9B) are each shifted one position to the left (Fig. 1). This allows the player to recognize that one reserved second special symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406).In the special symbol 2 variation start process, a variation start command is set in the command set area 84a of the main RAM 84, the display of the variation of the second special symbol is started, and the variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection process is set in the variation time timer. In addition, the game control microcomputer 81 sets the special operation status to "2." Note that the variation start command set in the special symbol 2 variation start process (special symbol 2 variation start command) includes information regarding the special symbol stop pattern data set in the jackpot determination process (step S1402) and information regarding the variation pattern set in the variation pattern selection process (step S1403) (including information regarding the variation time).

[0122] In step S1401, if the number of reserved balls for special symbol 2 is "0" (step S1401: YES), the game control microcomputer 81 determines whether the number of reserved balls for special symbol 1 is "0" (step S1407). If the number of reserved balls for special symbol 1 is "0" (step S1407: YES), that is, if the first special symbol reserved memory area 85a does not store a random number group acquired as a result of winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls for special symbol 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a jackpot determination process (step S1408) and a variation pattern selection process (step S1409). Details of these processes will be described later. After the variation pattern selection process, the number of reserved balls for special symbol 1 is decremented by one (step S1410). Next, the game control microcomputer 81 shifts the storage locations of the various random number values ​​stored in the first to fourth memory areas of the first special symbol reservation memory area 85a by one position from their current positions toward the read side, and clears the reserved information stored in the first special symbol reservation memory area 85a in the location farthest from the read side (step S1411). Through these steps, the first reserved symbols are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A corresponding to the first memory area of ​​the first special symbol reservation memory area 85a (the rightmost reserved image 9A of the four reserved images 9A) shifts toward the reserved consumption image display area and is displayed as reserved consumption image 9C. Furthermore, the reserved images 9A corresponding to the second to fourth memory areas of the first special symbol reservation memory area 85a (the second, third, and fourth reserved images 9A from the left of the four reserved images 9A) each shift one position to the right (FIG. 1). This allows the player to recognize that one reserved first symbol has been consumed. Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the first special symbol variation display is started, and a variation time timer is set. A variation time determined according to the variation pattern selected in the variation pattern selection processing is set in the variation time timer.In addition, the game control microcomputer 81 sets the special operation status to "2" (step S1406). The fluctuation start command (special chart 1 fluctuation start command) set in the special chart 1 fluctuation start process includes information about the special chart stop pattern data set in the jackpot determination process (step S1408) and information about the fluctuation pattern set in the fluctuation pattern selection process (step S1409) (including information about the fluctuation time).

[0123] In step S1407, if the number of reserved balls for special symbol 1 is "0" (step S1407: YES), the game control microcomputer 81 determines whether the display screen 7a of the image display device 7 is a standby screen (step S1413). The standby screen is a demo screen for waiting for customers. The game control microcomputer 81 may determine this by, for example, the ON / OFF state of a demo screen display flag for waiting for customers. If the standby screen is present (step S1413: YES), this process ends. If the standby screen is not present (step S1413: NO), the game control microcomputer 81 waits for a predetermined standby time to elapse, sets a customer standby standby command for displaying a standby screen in the command set area 84a of the main RAM 84 (step S1414), and then ends this process. As described above, according to the special symbol standby process of this embodiment, the variable display of the special symbol based on the first special symbol reserved is executed only when the second special symbol reserved is "0." That is, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table T5 of this embodiment, the lottery based on the second special symbol reservation makes it easier for the player to win a jackpot (a jackpot scheduled to pass through V) that is more profitable for the player than the lottery based on the first special symbol reservation.

[0124] [Jackpot detection process] FIG. 23 is a flowchart of the jackpot determination process (FIG. 22: steps S1402, S1408). The jackpot determination process for special symbol 2 (step S1402) and the jackpot determination process for special symbol 1 (step S1408) have similar processing flows, so they will be described together. In the jackpot determination process, the game control microcomputer 81 first determines whether the probability variable flag is ON (step S1501). If the probability variable flag is ON (step S1501: YES), the game control microcomputer 81 performs a jackpot determination by referring to the high-probability state table in the jackpot determination table T1 (FIG. 8) (step S1502). Specifically, the game control microcomputer 81 first reads out a jackpot random number value as a determination value. For example, in the jackpot determination process for special symbol 2, the game control microcomputer 81 reads out the jackpot random number value stored in the first storage area (corresponding to the first reserved second symbol) of the second special symbol reservation storage area 85b. In the jackpot determination process for special symbol 1, the jackpot random number value stored in the first storage area (corresponding to the first reserved first special symbol) of the first special symbol reservation storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a jackpot has occurred using the jackpot determination table T1 and the jackpot random number value that it references. Here, since the state is high probability (probability variable flag is ON), it determines whether or not a jackpot has occurred based on the table for high probability states (jackpot determination value is "0" to "649") in the jackpot determination table T1.

[0125] In step S1501, if the probability variable flag is OFF (step S1501: NO), the game control microcomputer 81 performs a jackpot determination by referring to the table for the normal probability state in the jackpot determination table T1 (FIG. 8) (step S1504). Specifically, the game control microcomputer 81 first reads out the jackpot random number value in the same manner as in step S1502. Next, since the normal probability state (the probability variable flag is OFF) is being assumed here, it determines whether or not a jackpot has occurred based on the table for the normal probability state (the jackpot determination value is "100" to "304") in the jackpot determination table T1.

[0126] If the result of the jackpot determination is "jackpot" (steps S1503, S1505: YES), the game control microcomputer 81 turns on the jackpot flag (step S1506) and determines the jackpot type (step S1507). Specifically, the game control microcomputer 81 first reads out a jackpot type random number value as a determination value. For example, in the jackpot determination process for special symbol 2, the jackpot type random number value stored in the first storage area of ​​the second special symbol reserve storage area 85b is read out. In the jackpot determination process for special symbol 1, the jackpot type random number value stored in the first storage area of ​​the first special symbol reserve storage area 85a is read out. Next, the game control microcomputer 81 determines the jackpot type based on the read out jackpot type random number value and the jackpot type determination table T5 (FIG. 9). After determining the jackpot type, the special stop symbol data (FIG. 9) corresponding to the identified jackpot type is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends. On the other hand, in step S1503 or step S1505, if the result of the jackpot determination is "miss," the special stop symbol data (01H) corresponding to the miss symbol is set in the jackpot type buffer provided in the main RAM 84 (step S1520), and this process ends.

[0127] [Fluctuation pattern selection process] 24 and 25 are flowcharts of the variation pattern selection process (FIG. 22: steps S1403, S1409). The variation pattern selection process for special chart 2 (step S1403) and the variation pattern selection process for special chart 1 (step S1409) have similar processing flows, so they will be explained together. In the variation pattern selection process, first, the game control microcomputer 81 determines whether the game state is in a time-shortened state (step S1600). The determination of whether the game state is in a time-shortened state is made by whether the time-shortened flag is ON or not. If the game state is in a time-shortened state (step S1600: YES), the process proceeds to step S1612. If the game state is not in a time-shortened state (step S1600: NO), the game control microcomputer 81 determines whether the jackpot flag is ON or not (step S1602). If the jackpot flag is OFF (step S1602: NO), the process proceeds to step S1607. If the jackpot flag is ON (step S1602: YES), the game control microcomputer 81 determines whether the jackpot is a special symbol 2 or not (step S1603). If the jackpot is a special symbol 2 (step S1603: YES), the jackpot type is always a V-passing jackpot, so processing skips to step S1605. If the jackpot is a special symbol 1 (step S1603: NO), the game control microcomputer 81 determines whether the jackpot type is a V-passing jackpot or not (step S1604). The determination of the jackpot type is made based on the special symbol stop pattern data set in the main RAM 84.

[0128] If the jackpot type is a V-pass scheduled jackpot (step S1604: YES), the game control microcomputer 81 selects a fluctuation pattern by referring to the fluctuation pattern determination table T6 (FIG. 10) for a non-time-saving state V-pass scheduled jackpot (step S1605). Specifically, the game control microcomputer 81 first reads a fluctuation pattern random number value as a determination value. For example, in the fluctuation pattern selection process for special symbol 2, the fluctuation pattern random number value stored in the first storage area (corresponding to the first reserved second symbol) of the second special symbol reserve storage area 85b is read. In the fluctuation pattern selection process for special symbol 1, the fluctuation pattern random number value stored in the first storage area (corresponding to the first reserved first symbol) of the first special symbol reserve storage area 85a is read. Next, the game control microcomputer 81 selects a fluctuation pattern using the fluctuation pattern determination table T6 and the fluctuation pattern random number value. Here, as a table for a non-time-saving state V-passing scheduled jackpot, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Figure 10 that corresponds to a V-passing scheduled jackpot (the part where the fluctuation pattern is "P1" to "P3" in special chart 1, and the part where the fluctuation pattern is "P21" to "P23" in special chart 2) is referenced (the address is set). From the read fluctuation pattern random number value, one of "P1" to "P3" is selected as the fluctuation pattern in special chart 1, and one of "P21" to "P23" is selected in special chart 2.

[0129] If the jackpot type is a V non-passing scheduled jackpot (step S1604: NO), the game control microcomputer 81 refers to the table for a non-time-shortened V non-passing scheduled jackpot in the fluctuation pattern determination table T6 (Fig. 10) to select a fluctuation pattern (step S1606). Here, as the table for a non-time-shortened V non-passing scheduled jackpot, the part corresponding to a V non-passing scheduled jackpot (the part "P4" to "P6") in the fluctuation pattern determination table T6 for the non-time-shortened state shown in Fig. 10 is referred to. From the read fluctuation pattern random number value, one of "P4" to "P6" is selected as the fluctuation pattern.

[0130] In step S1602, if the jackpot flag is OFF (step S1602: NO), the game control microcomputer 81 determines whether the reach random number value is a reach establishment random number value or not (step S1607). Specifically, the game control microcomputer 81 first reads out the reach random number value as a determination value. In the variation pattern selection process for special symbol 2, the reach random number value stored in the first storage area (corresponding to the first of the second special symbol reserved) of the second special symbol reserved storage area 85b is read out. In the variation pattern selection process for special symbol 1, the reach random number value stored in the first storage area (corresponding to the first of the first special symbol reserved) of the first special symbol reserved storage area 85a is read out. Next, the game control microcomputer 81 determines whether or not a reach is established using the reach determination table T2 (FIG. 8(B)) and the reach random number value. Here, since the game is in a non-time-shortened state, the presence or absence of a reach is determined based on the table for the non-time-shortened state (the portion of the reach determination value (reach establishment random number value) between "0" and "13") in the reach determination table T2.

[0131] If the reach random number value is a reach establishment random number value (step S1607: YES), that is, in the case of a reach and miss, the game control microcomputer 81 refers to the table for reach and miss in the non-time-saving state in the fluctuation pattern determination table T6 (Fig. 10) and selects a fluctuation pattern (step S1608). Here, as the table for reach and miss in the non-time-saving state, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 that corresponds to reach and miss (the part where the fluctuation pattern is "P7" to "P14" in special chart 1, and the part where the fluctuation pattern is "P24" to "P31" in special chart 2) is referenced. In special chart 1, one of "P7" to "P14" is selected as the fluctuation pattern from the read fluctuation pattern random number value and the current number of reserved balls in special chart 1 (1 to 4). In Special Chart 2, one of the patterns "P24" to "P31" is selected as the pattern based on the read-out random number value of the pattern and the current number of reserved balls for Special Chart 2 (1 to 4). Because the selected pattern changes depending on the number of reserved balls, a shortened pattern function is activated according to the number of reserved balls. In other words, in both Special Chart 1 and Special Chart 2, when the number of reserved balls is "3" to "4", a pattern with a shorter change time is selected more often than when the number of reserved balls is "1" to "2". This allows for faster consumption of reserved special charts when there are a large number of reserved balls.

[0132] If the reach random number value is not a reach establishment random number value (step S1607: NO), that is, in the case of a miss without a reach, the game control microcomputer 81 refers to the table for a miss without a reach in the non-time-saving state in the fluctuation pattern determination table T6 (Fig. 10) and selects a fluctuation pattern (step S1609). Here, as the table for a miss without a reach in the non-time-saving state, the part of the fluctuation pattern determination table T6 for the non-time-saving state shown in Fig. 10 that corresponds to a miss without a reach (the part with the fluctuation pattern "P15" to "P16" in special chart 1, and the part with the fluctuation pattern "P32" to "P33" in special chart 2) is referenced. In special chart 1, either "P15" or "P16" is selected as the fluctuation pattern based on the read fluctuation pattern random number value and the current number of balls reserved in special chart 1 (1 to 4). In the special chart 2, either "P32" or "P33" is selected as the variation pattern based on the read variation pattern random number value and the current number of reserved balls in the special chart 2 (1 to 4). Here too, the variation pattern selected changes depending on the number of reserved balls, so the shortened variation function according to the number of reserved balls is activated.

[0133] If it is determined in step S1600 that the gaming state is the time-shortened state, the game control microcomputer 81 determines whether the jackpot flag is ON or not (FIG. 25: step S1612). Thereafter, the processing of steps S1613 to S1619 is the same as the processing of steps S1603 to S1609 described above, except for the following point, and therefore description thereof will be omitted. The difference between the processing of steps S1613 to S1619 and the processing of steps S1603 to S1609 is that the portion of the fluctuation pattern determination table T6 referenced in steps S1615, S1616, S1618, and S1619 is different from that of the already-described steps S1605, S1606, S1608, and S1609. Specifically, in steps S1605, S1606, S1608, and S1609, the fluctuation pattern determination table T6 (FIG. 10) for the non-time-saving state is referenced, whereas in steps S1615, S1616, S1618, and S1619, the fluctuation pattern determination table T6 (FIG. 11) for the time-saving state is referenced. For example, in the case of step S1615, that is, when the jackpot type is a V-passing scheduled jackpot, the part of the fluctuation pattern determination table T6 for the time-saving state shown in FIG. 11 that corresponds to the V-passing scheduled jackpot (the part where the fluctuation pattern is "P41" to "P43" in special chart 1, and the part where the fluctuation pattern is "P61" to "P63" in special chart 2) is referenced. From the read fluctuation pattern random number value, one of "P41" to "P43" is selected as the fluctuation pattern in special chart 1, and one of "P61" to "P63" is selected in special chart 2. Also, for example, in the case of step S1616, that is, when the jackpot type is a V non-passing scheduled jackpot, the part corresponding to the V non-passing scheduled jackpot (the part of "P44" to "P46") in the fluctuation pattern determination table T6 for time-saving state shown in Figure 11 is referenced. From the read fluctuation pattern random number value, one of "P44" to "P46" is selected as the fluctuation pattern.

[0134] After selecting the variation pattern as described above, the game control microcomputer 81 sets the selected variation pattern (step S1630) and ends this process. The information of the set variation pattern is included in a variation start command and is sent to the sub-control board 90 in the output process (FIG. 16: step S108). This starts the variable display of the special symbol.

[0135] [Special pattern change processing] FIG. 26 is a flowchart of the special symbol variation process (FIG. 21: step S1304). The game control microcomputer 81 first determines whether the variation time of the special symbol has elapsed and ended (step S1701). The variation time of the special symbol is determined according to the variation pattern selected in the variation pattern selection process (FIGS. 24 and 25) described above. If the variation time has not ended (step S1701: NO), this process ends. That is, the variation display of the special symbol that started in step S1406 or S1412 of the special symbol standby process (FIG. 22) continues. On the other hand, if the variation time has ended (step S1701: YES), a variation stop command is set (step S1702), and the special operation status is set to "3" (step S1703). The game control microcomputer 81 also performs other processes associated with the variation stop (step S1704). For example, the game control microcomputer 81 performs processing such as stopping the variable display of the special symbol at a symbol corresponding to the set special symbol stop symbol data. After that, the game control microcomputer 81 ends this processing.

[0136] [Special design confirmation process] FIG. 27 is a flowchart of the special symbol determination process (FIG. 21: step S1306). The game control microcomputer 81 first performs game status management process (step S1801). The game status management process is a process for managing the number of STs and the number of time-saving times, and its contents will be described later. After the game status management process, it is determined whether the jackpot flag is ON (step S1802). If the jackpot flag is OFF (step S1802: NO), the game control microcomputer 81 sets the special operation status to "1" (step S1808) and ends this process. As a result, the jackpot game does not start, and the process moves again to the special symbol standby process (FIG. 22), where the jackpot determination for the next reserved jackpot is executed.

[0137] If the jackpot flag is ON (step S1802: YES), the game control microcomputer 81 sets the opening pattern of the V-shaped opening / closing member according to the type of jackpot won (step S1803). Specifically, the game control microcomputer 81 determines the opening pattern of the V-shaped opening / closing member based on the special symbol stop symbol data by referring to the special symbol stop symbol data determination table T8 (FIG. 13) and sets the determined opening pattern. For example, if the special symbol stop symbol data is "11H," "opening pattern 21" is set as the opening pattern of the V-shaped opening / closing member 71 by referring to the V-shaped opening / closing member ... In addition to setting the opening pattern of the big prize opening and the V-shaped opening / closing member, the value of the round counter is set to the number of rounds according to the type of big win won. The round counter counts the number of unit opening games (round games) executed during the big win game. In this case, the round counter is set to "16" (Figure 13(B)).

[0138] After the opening pattern is set, the game control microcomputer 81 performs a game state reset process (step S1804). The game state reset process is a process for resetting (returning to OFF) the probability variable flag and time-saving flag, and its contents will be described later. After the game state reset process, in order to start the jackpot game, a jackpot opening command is set (step S1805), and opening begins (step S1806). Thereafter, the special operation status is set to "4" (step S1807), and this process ends.

[0139] [Game status management processing] FIG. 28 is a flowchart of the game state management process (FIG. 27: step S1801). The game control microcomputer 81 first determines whether the probability variable flag is ON (step S2001). If the probability variable flag is OFF (step S2001: NO), the process skips to step S2010. If the probability variable flag is ON (step S2001: YES), the value of the probability variable counter is decremented by 1 (step S2002). The probability variable counter counts the number of times the special symbol changes during the high probability state. In this case, the probability variable counter is set to "100" upon transition to the high probability state. The game control microcomputer 81 then determines whether the counter value has become "0" as a result of decrementing the probability variable counter by 1 (step S2003). If the value of the probability variable counter is not "0" (step S2003: NO), the process skips to step S2005. If the value of the probability variable counter is "0" (step S2003: YES), the probability variable flag is switched to OFF (step S2004).

[0140] In step S2005, the game control microcomputer 81 determines whether the time-saving flag is ON. If the time-saving flag is OFF (step S2005: NO), the process skips to step S2009. If the time-saving flag is ON (step S2005: YES), the value of the time-saving counter is decremented by 1 (step S2006). The time-saving counter counts the number of times the special symbol changes during the time-saving state. Here, the time-saving counter is set to "100" upon transition to the time-saving state. The game control microcomputer 81 determines whether the counter value has become "0" as a result of decrementing the time-saving counter by 1 (step S2007). If the value of the time-saving counter is not "0" (step S2007: NO), the process skips to step S2009. If the value of the time-saving counter is "0" (step S2007: YES), the time-saving flag is switched to OFF (step S2008).

[0141] In step S2009, the game control microcomputer 81 sets the game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this process. The game state designation command includes information about the set current game state (whether the ceiling flag is ON or not, the ceiling counter value, whether or not the game is in a variable probability state, the variable probability counter value, whether or not the game is in a time-saving state, the time-saving counter value, etc.).

[0142] In step S2010, the game control microcomputer 81 determines whether the ceiling flag is ON. If the ceiling flag is OFF (step S2010: NO), the process skips to step S2005. If the ceiling flag is ON (step S2010: YES), the value of the ceiling counter is decremented by 1 (step S2011). The ceiling counter counts the number of rotations required to reach the b time reduction (Yu-time) and counts the number of times the special symbol changes when the ceiling flag is ON (during the low probability state). In this example, when the ceiling flag is set ON, the ceiling counter is set to "500" as the number of rotations required. The game control microcomputer 81 then determines whether the counter value has reached "0" after decrementing the ceiling counter by 1 (step S2012). That is, it determines whether the number of rotations required to reach the b time reduction (Yu-time) has elapsed. If the value of the ceiling counter is not "0" (step S2012: NO), the process skips to step S2005. If the value of the probability variable counter is "0" (step S2012: YES), the time-saving flag is switched ON (step S2013), and the time-saving count (number of times awarded) is set to "700". Then, the ceiling flag is switched OFF (step S2015). Then, the process of step S2009 is executed.

[0143] [Game status reset process] FIG. 29 is a flowchart of the game status reset process (FIG. 27: step S1804). The game control microcomputer 81 first determines whether the probability variable flag is ON or not (step S2101). If the probability variable flag is OFF (step S2101: NO), the process skips to step S2103. If the probability variable flag is ON (step S2101: YES), the probability variable flag is switched OFF (step S2102). In step S2103, the game control microcomputer 81 determines whether the time-shortening flag is ON or not. If the time-shortening flag is OFF (step S2103: NO), the process skips to S2105. If the time-shortening flag is ON (step S2103: YES), the time-shortening flag is switched OFF (step S2104). In step S2105, the game control microcomputer 81 determines whether the ceiling flag is ON or not. If the ceiling flag is OFF (step S2105: NO), this process is terminated. If the ceiling flag is ON (step S2105: YES), the ceiling flag is switched OFF (step S2106). In other words, when a jackpot game is being played, the ceiling flag is OFF in a non-high probability state and non-time-saving state. In the gaming machine 1, since the game is always in a low base state when the time-saving state is not in effect, the game is in a low base state when a jackpot game is being played.

[0144] [Special electric accessory processing] FIG. 30 is a flowchart of the special electric device processing (FIG. 21: step S1308). The game control microcomputer 81 first determines whether the jackpot end flag is ON or not (step S2200). The "jackpot end flag" is a flag indicating that the opening of all the special prize winning devices (first special prize winning device 31 and second special prize winning device 36) based on the opening pattern has ended in the ongoing jackpot game. If the jackpot end flag is ON (step S2200: YES), the process proceeds to step S2230. If the jackpot end flag is OFF (step S2200: NO), the V opening / closing member operation process is performed to operate the V opening / closing member 71 (step S2201). In this embodiment, the V-shaped opening / closing member 71 is configured to operate when a predetermined number of game balls enter the first large prize opening 30, and in the V-shaped opening / closing member operation process, the V-shaped opening / closing member 71 is opened for a predetermined period of time when a predetermined number of game balls enters the first large prize opening 30 in accordance with the V-shaped opening / closing member opening pattern T9. Details of the V-shaped opening / closing member operation process will be described later. After the V-shaped opening / closing member operation process, the game control microcomputer 81 determines whether the large prize openings (first large prize opening 30 and second large prize opening 35) are open (step S2202). If they are open (step S2202: YES), the process proceeds to step S2210.

[0145] If the special prize opening is not open (step S2202: NO), the game control microcomputer 81 determines whether it is time (timing) to open the special prize opening (step S2203). The time to open the special prize opening includes, for example, when the opening time for the special prize opening has elapsed and it is time to start opening for the first round of play, or when the interval time (closing time) until the special prize opening is temporarily closed after opening has elapsed and it is time to start opening again. If it is not time to open the special prize opening (step S2203: NO), the process proceeds to step S2220.

[0146] If it is time (timing) to open the special prize opening (step S2203: YES), the game control microcomputer 81 performs special prize opening processing (step S2207). Specifically, the game control microcomputer 81 opens the special prize opening (first special prize opening 30 or second special prize opening 35) according to an opening pattern (FIG. 13) corresponding to the type of special prize opening. After the special prize opening processing, the game control microcomputer 81 sets a round designation command (step S2208). The round designation command includes information regarding the number of rounds of the special prize game currently being played, and the game control microcomputer 81 sets the round designation command in the output buffer of the main RAM 84. Note that in this embodiment, the special prize opening is not opened multiple times during one round of play. However, in another embodiment, when the large prize opening is opened multiple times during one round of play, the game control microcomputer 81 may determine whether the opening of the large prize opening is the first time in one round, and set the round designation command only if it is the first time. After setting the round designation command, this process ends.

[0147] In step S2202, if the special prize opening is open (step S2202: YES), the game control microcomputer 81 determines whether the special prize opening closure condition is met (step S2210). The closure condition here is met when either the number of prizes won into the special prize opening in that round of play reaches a predetermined maximum number of prizes (e.g., nine prizes per round) or the time to close the special prize opening has arrived (i.e., a predetermined opening time (FIG. 13) has elapsed since the special prize opening was opened). If the special prize opening closure condition is not met (step S2210: NO), the game control microcomputer 81 ends this process. On the other hand, if the special prize opening closure condition is met (step S2210: YES), the game control microcomputer 81 closes (blocks) the special prize opening (step S2211).

[0148] If it is not the time (timing) to open the special prize opening in step S2203 described above, the game control microcomputer 81 determines whether the round of play has ended (step S2220). Here, one round ends after a predetermined time (here, two seconds) has elapsed since the special prize opening was closed. As described above, the time (interval time) for the special prize opening to be closed between rounds of play is included in the open round of play before that closure. The game control microcomputer 81 determines whether the round of play has ended based on whether a predetermined interval time has elapsed since the special prize opening was closed. If the round of play has not ended (step S2220: NO), the game control microcomputer 81 ends this process.

[0149] If the round of play has ended (step S2220: YES), the game control microcomputer 81 decrements the round counter value by 1 (step S2221) and determines whether the round counter value is "0" (step S2226). If the round counter value is not "0" (step S2226: NO), that is, if the specified number of rounds of play have not yet been played, this process ends to start the next round of play. On the other hand, if the round counter value is "0", a jackpot ending command is set (step S2227) and the jackpot ending is started (step S2228) as a jackpot ending process to end the jackpot game. In this embodiment, the ending time (e.g., 18 seconds) when a gaming ball passes through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is the same length as the ending time when a gaming ball does not pass through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot." This allows the player to recognize that a gaming ball did not pass through the V area 39 in a "16R (effectively 13R) V-non-passing scheduled jackpot," even if a gaming ball did pass through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot." Note that the ending time when a gaming ball does not pass through the V area 39 in a "16R (effectively 13R) V-passing scheduled jackpot" is also the same length. After the jackpot ending starts, the jackpot end flag is set to ON (step S2229), and this process ends.

[0150] In the above-mentioned step S2200, if the jackpot end flag is ON (step S2200: YES), the final round has ended, and the game control microcomputer 81 determines whether the jackpot ending time has elapsed (step S2230). If the ending time has not elapsed (step S2230: NO), the game control microcomputer 81 ends this process. On the other hand, if the ending time has elapsed (step S2230: YES), the game control microcomputer 81 turns OFF the jackpot end flag (step S2231), turns OFF the jackpot flag (step S2232), and sets the special action status to "1" (step S2233). As a result, the special symbol standby process (step S1302) is executed again in the next special action process. Thereafter, the game status setting process (step S2234) described below is executed, and this process ends.

[0151] [V-shaped opening and closing member operation processing] FIG. 31 is a flowchart of the V-opening / closing member operation process (FIG. 30: step S2201). The game control microcomputer 81 first determines whether the current round of play (the relevant round) is the opening round of the V-opening / closing member 71 (step S2501). Here, the second, fourth, sixth, eighth, tenth, and twelfth rounds correspond to the opening rounds of the V-opening / closing member 71. The game control microcomputer 81 can determine that the round is an opening round when the round counter value is "15," "13," "11," "9," "7," or "5." If the round is not the opening round of the V-opening / closing member 71 (step S2501: NO), this process ends. This is because there is no need to operate the V-opening / closing member 71 in the relevant round.

[0152] If it is the round in which the V-shaped opening / closing member 71 is opened (step S2501: YES), the game control microcomputer 81 determines whether the first winning flag is ON or not (step S2502). The "first winning flag" is a flag indicating that the first ball has won the first major winning opening 30 in that round. If the first winning flag is ON (step S2502: YES), the process proceeds to step S2520. If the first winning flag is OFF (step S2502: NO), the process determines whether the first ball has won (step S2503). If the first ball has not won (step S2503: NO), the process ends. This is because there has not yet been a winning entry into the first major winning opening 30 in that round, and there is no need to operate the V-shaped opening / closing member 71.

[0153] If the first ball is detected as having won (step S2503: YES), the game control microcomputer 81 short-opens the V-opening element 71 and performs a V valid period setting process (step S2504). The V-opening element 71 is short-opened to execute a short-opening (here, 0.1 seconds) when the first ball wins, regardless of whether the V-opening element 71 is set to a "short open" or "long open" pattern (FIG. 14(B)). Note that in the short-opening of the V-opening element 71, the opening time of the V-opening element 71 is very short, so that the first game ball that enters the first large prize opening 30 passes through the non-V region 70 without passing through the V region 39. In the V valid period setting process, the period during which the V-opening element 71 is open and for several seconds after the V-opening element 71 is closed is set as a V valid period during which game ball detection by the V region sensor 39a is valid. Here, the game control microcomputer 81 short-opens the V opening / closing member 71 (here, 0.1 seconds) according to the opening pattern of the V opening / closing member 71 (Figure 14(B)), and sets the V valid period to the period during which the V opening / closing member 71 is open and 1 second after it is closed. The game control microcomputer 81 sets the period other than the V valid period (including when a jackpot game is not being played) to the V invalid period in which detection of a gaming ball by the V area sensor 39a is determined to be invalid. Here, "determining detection of a gaming ball by the V area sensor 39a to be valid" means turning on the V flag based on detection of a gaming ball by the V area sensor 39a (see the V area sensor detection process (Figure 33) described below). Also, "determining detection of a gaming ball by the V area sensor 39a to be invalid" means not turning on the V flag even if a gaming ball is detected by the V area sensor 39a. The reason why the V effective period includes a few seconds after the V opening / closing member 71 is closed (ball clearance period) is that, since there is a physical distance between the V opening / closing member 71 and the V area sensor 39a, it takes into consideration the period until the game ball that entered the V area 39 just before the V opening / closing member 71 is detected by the V area sensor 39a. In other words, here, the V flag is turned ON only when V passage (passage of a game ball into the V area 39) is detected during the V effective period, and the V flag is not turned ON when V passage is detected outside the V effective period (V invalid period).If the V flag is ON, the probability variable flag is turned ON, that is, the gaming state after the big win game is set to a high probability state (see the gaming state setting process (Fig. 32) described later). By doing so, the V flag is not turned ON and set to a high probability state based on a V passing due to fraudulent conduct. After the short-circuit opening of the V opening / closing member 71 and the V valid period setting process, the gaming control microcomputer 81 switches the first winning flag to ON (step S2505) and proceeds to step S2540.

[0154] In step S2502, if the first winning flag is ON, i.e., if the first ball has already won (step S2502: YES), the game control microcomputer 81 determines whether the second winning flag is ON or not (step S2520). The "second winning flag" is a flag indicating that the second ball has won in the first large winning opening 30 if the opening pattern of the V-shaped opening / closing member 71 in the corresponding round is a long opening. If the second winning flag is ON (step S2520: YES), the process proceeds to step S2540. If the second winning flag is OFF (step S2520: NO), the game control microcomputer 81 determines whether the opening pattern of the V-shaped opening / closing member 71 in the corresponding round is a long opening or not (step S2521). If it is not a long opening (step S2521: NO), i.e., if it is a short opening, the process proceeds to step S2540. On the other hand, if the long release is detected (step S2521: YES), the game control microcomputer 81 determines whether or not the winning of the second ball is detected (step S2522). If the winning of the second ball is not detected (step S2522: NO), the process proceeds to step S2540.

[0155] If the second ball is detected as winning (step S2522: YES), the game control microcomputer 81 controls the V-type opening / closing element 71 to open long and executes the V valid period setting process (step S2523). The V-type opening / closing element 71 is opened long because, in the "long opening" mode of the V-type opening / closing element 71 opening pattern (FIG. 14(B)), a long opening (maximum 31.5 seconds here) is executed when the second ball wins. Note that, since the maximum play time for one round is 31.5 seconds (maximum opening time of the large prize opening: 29.5 seconds + interval closing time: 2 seconds), the time from the second ball winning to the end of the round is generally shorter than 31.5 seconds. As will be described later, the V-type opening / closing element 71 is forcibly closed at the end of the round, so the opening time of the V-type opening / closing element 71's long opening is shorter than 31.5 seconds. However, in the long opening of the V opening / closing member 71, since the opening time of the V opening / closing member 71 is relatively long, at least some of the game balls from the second ball onwards that enter the first large prize opening 30 pass through the V area 39. In the V valid period setting process, the game control microcomputer 81 sets the period while the V opening / closing member 71 is open as the V valid period, and sets the V invalid period together with the closing of the V opening / closing member 71 at the end of the round. After the long opening of the V opening / closing member 71 and the V valid period setting process, the game control microcomputer 81 switches the second prize winning flag to ON (step S2524) and proceeds to step S2540.

[0156] In step S2540, the game control microcomputer 81 determines whether the V-shaped opening / closing member 71 is open or not. If the V-shaped opening / closing member 71 is open (step S2540: YES), the game control microcomputer 81 determines whether the round of play has ended or not (step S2550). As described above, the game control microcomputer 81 determines whether the round of play has ended or not based on whether a predetermined interval time (here, 2 seconds) has elapsed since the big prize opening was closed.

[0157] If the round of play has ended (step S2550: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2551), and performs V opening / closing member closing processing and V invalid period setting processing (step S2552). Here, at the end of the round of play, the game control microcomputer 81 forcibly closes the V opening / closing member 71, and sets the V invalid period several seconds (here, 1 second) after the V opening / closing member 71 is closed, and ends this processing.

[0158] If the round of play has not ended (step S2550: NO), the game control microcomputer 81 determines whether the closing condition for the V opening / closing member 71 is met (step S2560). For example, the closing condition for the V opening / closing member 71 may be, for example, that a predetermined period (e.g., 0.1 seconds) has elapsed since the V opening / closing member 71 was opened in the case of a short-circuit open. If the closing condition is met (step S2560: YES), V opening / closing member closing processing and V invalid period setting processing are performed (step S2552), and this processing ends. If the closing condition is not met (step S2560: NO), this processing ends with the V opening / closing member 71 in the open state and the V valid period continuing.

[0159] In step S2540, if the game control microcomputer 81 determines that the V-shaped opening / closing member 71 is closed (step S2540: NO), it determines whether the round of play has ended (step S2571). If the round has ended (step S2571: YES), the game control microcomputer 81 switches the first winning flag and the second winning flag to OFF (step S2572) and ends this process. If the round has not ended (step S2571: NO), it ends this process.

[0160] [Game status setting process] FIG. 32 is a flowchart of the game state setting process (FIG. 30: step S2234). The game control microcomputer 81 first determines whether the V flag is ON (step S2301). If the V flag is OFF (step S2301: NO), the time-saving flag is turned ON (step S2302), and the time-saving counter is set to "100" (step S2303). As a result, the game state after the current jackpot game becomes a "non-high probability state," a "time-saving state," and a "high base state" (i.e., low-probability, high-base). This low-probability, high-base state ends when either the variable display of the special symbol is performed 100 times, or the next jackpot is won.

[0161] On the other hand, in step S2301, if the V flag is ON (step S2301: YES), the game control microcomputer 81 turns the probability variable flag ON (step S2304), sets the probability variable counter to "100" (step S2305), and turns the V flag OFF (step S2306). The game control microcomputer 81 also turns the time-saving flag ON (step S2307) and sets the time-saving counter to "100" (step S2308). As a result, the game state after this jackpot game becomes a "high probability state," a "time-saving state," and a "high base state" (i.e., a high probability, high base). This high probability, high base state ends when either the variable display of the special symbol is performed 100 times or the next jackpot is won.

[0162] In step S2310, the game control microcomputer 81 turns the ceiling flag ON, and sets the ceiling counter to "500" as the specified number of spins until the b time reduction (play time) is reached (step S2311). As a result, after a jackpot game, if the probability variable flag is OFF, the game will enter the b time reduction (play time) after 500 spins. In step S2309, the game control microcomputer 81 sets a game state designation command in the command set area (output buffer) 84a of the main RAM 84, and ends this processing. The game state designation command includes information regarding the set game state (time reduction flag, time reduction counter, probability variable flag, probability variable counter, ceiling flag, ceiling counter).

[0163] [V-area sensor detection processing] FIG. 33 is a flowchart of the V-area sensor detection process (FIG. 16: step S106). The game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a (step S2601). If a game ball has not been detected by the V-area sensor 39a (step S2601: NO), this process ends. On the other hand, if a game ball has been detected (step S2601: YES), the game control microcomputer 81 determines whether or not the V-effective period is in progress (step S2602). The V-effective period is a period set by the V-effective period setting process (steps S2504, S2523) of the V-opening / closing member operation process (FIG. 31). The V-effective period is set to a few seconds (ball sweep period) when the V-opening / closing member 71 is opened or closed during the second, fourth, sixth, eighth, tenth, and twelfth rounds. If it is not during the V valid period (step S2602: NO), this process ends. On the other hand, if it is during the V valid period (step S2602: YES), the game control microcomputer 81 turns on the V flag (step S2603), sets the V passing command (step S2604), and ends this process.

[0164] [Pending ball processing] FIG. 34 is a flowchart of the reserved ball count processing (FIG. 16: step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84 (step S2701). Next, the game control microcomputer 81 sets a reserved ball count command in the command set area (output buffer) 84a of the main RAM 84 (step S2702). The reserved ball count command is a command for notifying the sub-control board 90 of the reserved ball count, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols. After setting the reserved ball count command, the game control microcomputer 81 ends this processing.

[0165] 7. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described with reference to Figures 35 to 45. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.

[0166] [Sub-control main processing] FIG. 35 is a flowchart showing the sub-control main processing. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main processing from the sub ROM 93. In the sub-control main processing, the performance control microcomputer 91 first performs CPU initialization processing (step S4000). In the CPU initialization processing, for example, the sub-CPU 92 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" (i.e., "OFF"), the initial value of the status is "1", and the initial value of the counter is "0". Note that the CPU initialization processing is executed only once after the power supply is turned on, and is not executed thereafter.

[0167] After the CPU initialization process, the performance control microcomputer 91 disables interrupts from the interrupt process (step S4015) and performs a random number update process (step S4020). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 7(B) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Furthermore, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.

[0168] After the random number update process, the performance control microcomputer 91 allows the interrupt process to be interrupted (step S4025). While the interrupt is allowed, the sub-side timer interrupt process (step S4035) can be executed. The sub-side timer interrupt process is executed based on an interrupt pulse repeatedly input to the sub-CPU 92 at a predetermined cycle. In other words, the sub-side timer interrupt process is executed at every predetermined cycle. Then, the random number update process is repeatedly executed between the end of the sub-side timer interrupt process and the start of the next sub-side timer interrupt process.

[0169] [Sub-side timer interrupt processing] FIG. 36 is a flowchart of the sub-side timer interrupt process (FIG. 35: step S4035). The performance control microcomputer 91 first performs received command analysis processing (step S4300). The received command analysis processing will be described in detail later. After the received command analysis processing, the performance control microcomputer 91 performs variable performance processing (step S4305). The variable performance processing is processing for setting a pre-variation end command at a specific timing during the variable performance to execute a specific display performance on the display screen 7a, and will be described in detail later. After the variable performance processing, the performance control microcomputer 91 performs switch processing (step S4310). In the switch processing, the performance control microcomputer 91 sets the display content of the display screen 7a based on switch data (edge ​​data and level data) output based on the detection signal from the performance button detection switch 63a. After the switch processing, the performance control microcomputer 91 performs command transmission processing (step S4315). In the command transmission process, the performance control microcomputer 91 transmits the various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 during the received command analysis process, etc., to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108. Upon receiving the various commands, the image control board 100 executes a display performance according to the received commands using the image display device 7. Furthermore, upon receiving the various commands, the audio control board 106 executes an audio performance in which sound is output from the speaker 67 according to the received commands. Upon receiving the various commands, the lamp control board 107 executes a lamp performance in which the illumination of the panel lamp 5 and the frame lamp 66 is controlled according to the received commands. After the command transmission process, the performance control microcomputer 91 performs other processes (step S4320).

[0170] After other processing, the presentation control microcomputer 91 performs sub-side RAM clear processing (step S4325). In the sub-side RAM clear processing, the presentation control microcomputer 91 performs processing when the game control microcomputer 81 determines that RAM clearing should be performed. Details of the sub-side RAM clear processing will be described later. After the sub-side RAM clear processing, the presentation control microcomputer 91 performs sub-side power failure recovery processing (step S4330). In the sub-side power failure recovery processing, the presentation control microcomputer 91 performs processing when the game control microcomputer 81 determines that power failure recovery should be performed. Details of the sub-side power failure recovery processing will be described later. After the sub-side power failure recovery processing, the presentation control microcomputer 91 performs error notification processing 1 (step S4335). In error notification processing 1, the presentation control microcomputer 91 manages the error state and performs processing to determine whether or not to notify an error. Details of error notification processing 1 will be described later. After the error notification process 1, the performance control microcomputer 91 performs error notification process 2 (step S4340). In error notification process 2, the game control microcomputer 81 performs a process to determine whether or not the performance control microcomputer 91 should issue an error notification for an error for which the error state is managed. Details of error notification process 2 will be described later. After the error notification process 2, the performance control microcomputer 91 performs a role error release process (step S4345). In the role error release process, the performance control microcomputer 91 performs a process to determine whether or not to release the role error state when a role error state occurs when a predetermined condition is met. Details of the role error release process will be described later. After the role error release process, the performance control microcomputer 91 performs a movable role scenario execution process (step S4350). In the movable role scenario execution process, the performance control microcomputer 91 operates the movable role according to the scenario data for the movable role. The scenario data of the movable role is data for performing a predetermined operation of the movable role. The performance control microcomputer 91 is stored in the sub-ROM 93 of the sub-control board 90. After the movable role scenario execution process, the performance control microcomputer 91 performs a process of returning the movable role to its origin (step S4355).In the movable reel origin return processing, the performance control microcomputer 91 performs processing to set scenario data for moving the movable reel to the origin area. Furthermore, if the scenario for moving it to the origin area is executed but the movable reel cannot be moved to the origin area, the microcomputer 91 performs processing to put the movable reel into an error state. Details of the movable reel origin return processing will be described later. After the movable reel origin return processing, the performance control microcomputer 91 performs movable reel initial operation processing (step S4360). In the movable reel initial operation processing, the performance control microcomputer 91 performs processing to set scenario data for performing an initial operation on the movable reel. The initial operation performed by the movable reel is an operation to check whether the movable reel is operating normally. Details of the movable reel initial operation processing will be described later. After the movable reel initial operation processing is performed, this processing ends.

[0171] [Received command analysis process] FIG. 37 is a flowchart of the received command analysis process (FIG. 36: step S4300). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4415). If a pre-determination command has been received (step S4415: YES), a look-ahead performance determination process is performed (step S4420). The "look-ahead performance determination process" is a process that determines whether or not a look-ahead performance will be executed, and if so, the look-ahead performance pattern. Details of the look-ahead performance determination process will be described later. On the other hand, if a look-ahead performance has not been received (step S4415: NO), the above-mentioned look-ahead performance determination process is skipped. The look-ahead performance is a performance that suggests that there is a high possibility that the reserved information newly stored in the special chart reserved memory area 85 contains a jackpot, and is executed during a variable performance.

[0172] Next, the effect control microcomputer 91 determines whether a reserved ball count command has been received from the main control board 80 (step S4445). If a reserved ball count command has been received (step S4445: YES), the effect control microcomputer 91 performs reserved ball display processing (step S4450). In the reserved ball display processing, the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter provided in the counter set area 94d of the sub-RAM 94 are updated based on information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbol, which are included in the reserved ball count command. This allows information on the number of reserved balls to be stored not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the effect control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values ​​of the first special symbol reserved effect counter, the second special symbol reserved effect counter, and the normal symbol reserved effect counter. On the other hand, if the reserved ball number command has not been received (step S4445: NO), the reserved display process described above is skipped.

[0173] Next, the performance control microcomputer 91 determines whether or not a variation start command has been received from the main control board 80 (step S4455). If a variation start command has been received (step S4455: YES), a variation performance start process is performed (step S4460). The "variation performance start process" is a process for selecting a variation performance pattern (contents) to be executed during the special symbol variation. Details of the variation performance start process will be described later. On the other hand, if a variation start command has not been received (step S4455: NO), the above-mentioned variation performance start process is skipped.

[0174] Next, the performance control microcomputer 91 determines whether or not a fluctuation stop command has been received from the main control board 80 (step S4465). If a fluctuation stop command has been received (step S4465: YES), a fluctuation performance end process is performed (step S4470). The "fluctuation performance end process" is a process for stopping the fluctuation performance executed while the special symbol is fluctuating. In the fluctuation performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the fluctuation stop command and sets a fluctuation performance end command to end the fluctuation performance. As a result, the decorative symbol corresponding to the currently fluctuating special symbol 1 or special symbol 2 is stopped and displayed. In addition, the performance control microcomputer 91 performs a pre-determination information shift process (Figure 39) described later. Note that if a fluctuation stop command has not been received (step S4465: NO), the above-mentioned fluctuation performance end process is skipped.

[0175] Next, the effect control microcomputer 91 determines whether an opening command has been received from the main control board 80 (step S4475). If an opening command has been received (step S4475: YES), an opening effect pattern determination process is performed (step S4480). The "opening effect pattern determination process" is a process for selecting an opening effect pattern (contents) to be executed when a special game (jackpot game) starts. In the opening effect pattern determination process, the effect control microcomputer 91 first analyzes the opening command and sets information included in the opening command regarding the special symbol stop pattern data set when a jackpot win was determined in the sub-RAM 94. Then, the effect control microcomputer 91 selects a preset opening effect pattern corresponding to the type of win indicated by the special symbol stop pattern data, and sets an opening effect start command for starting the selected opening effect in the effect command set area 94b of the sub-RAM 94. When the opening effect start command set in effect command set area 94b is transmitted to image control board 100 in the command transmission process (FIG. 36: step S4315), CPU 102 of image control board 100 reads out a predetermined opening effect image from ROM 103 and displays it on display screen 7a of image display device 7. Note that if no opening command has been received in step S4475 (step S4475: NO), the above-described opening effect pattern determination process is skipped.

[0176] Next, the effect control microcomputer 91 determines whether a round designation command has been received from the main control board 80 (step S4485). If a round designation command has been received (step S4485: YES), the effect control microcomputer 91 performs a round designation pattern determination process (step S4490). The "round designation pattern determination process" is a process for selecting an open game designation pattern (content) to be executed during the opening of the jackpot opening or during the interval between openings during a special game (jackpot game). In the round designation pattern determination process, the effect control microcomputer 91 first analyzes the round designation command and sets information about the special symbol stop pattern data and the number of rounds included in the round designation command in the sub-RAM 94. Then, the effect control microcomputer 91 selects a preset round designation pattern corresponding to the type of win and the number of rounds indicated by the special symbol stop pattern data, and sets a round designation start command for starting the selected round designation in the designation command set area 94b of the sub-RAM 94. When the round effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined round effect image from the ROM 103 and displays it on the display screen 7a. Note that if a round designation command has not been received in step S4485 (step S4485: NO), the above-mentioned round effect pattern determination process is skipped.

[0177] Next, the presentation control microcomputer 91 determines whether an ending command has been received from the main control board 80 (step S4495). If an ending command has been received (step S4495: YES), an ending presentation pattern determination process is performed (step S4500). The "ending presentation pattern determination process" is a process for selecting an ending presentation pattern (content) to be executed during the ending of a special game (a big win game or a small win game). In the ending presentation pattern determination process, the presentation control microcomputer 91 first analyzes the ending command and sets information related to the special symbol stop pattern data included in the ending command in the sub-RAM 94. Then, the microcomputer 91 selects an ending presentation pattern according to the type of win indicated by the special symbol stop pattern data, and sets an ending presentation start command for starting the selected ending presentation in the output buffer of the sub-RAM 94. When the ending effect start command set in the effect command set area 94b is sent to the image control board 100, the CPU 102 reads out a predetermined ending effect image from the ROM 103 and displays it on the display screen 7a. If no ending command has been received (step S4495: NO), the above-mentioned ending effect pattern determination process is skipped.

[0178] Next, the effect control microcomputer 91 performs other processing (step S4535). In other processing, for example, when the effect control microcomputer 91 receives a game state designation command, it stores information about the game state included in the game state designation command (such as a time-saving flag, a time-saving counter, a probability variable flag, a probability variable counter, a ceiling flag, and a ceiling counter) in the sub-RAM 94. Specifically, based on the information included in the game state designation command, the values ​​of the time-saving effect counter, the probability variable effect counter, and the ceiling effect counter provided in the counter set area 94d of the sub-RAM 94 are updated. For example, the remaining number of variations (number of games) during the time-saving period is set in the time-saving effect counter, the remaining number of variations during the probability variable period is set in the probability variable effect counter, and the remaining number of variations until the ceiling is reached is set in the ceiling effect counter. This allows information about the number of times of time-saving, the number of probability variable, and the ceiling number to be stored not only on the main control board 80 side but also on the sub-control board 90 side. Furthermore, when the performance control microcomputer 91 receives a V-pass command, it stores the V-pass information in the sub-RAM 94. Furthermore, the performance control microcomputer 91 performs processing based on commands other than those described above (such as a customer waiting standby command or a RAM clear notification command), and then ends this processing. Note that in this embodiment, the performance control microcomputer 91 receives a customer waiting command and sets the display screen 7a of the image display device 7 to a standby screen, which is a demo screen for waiting for customers, but if it does not receive a command from the main control board 80 after a predetermined period of time has passed, it may determine that the device is in a customer waiting standby state and perform control to set the display screen 7a to the standby screen.

[0179] [Predictive performance decision processing] 38 is a flowchart of the pre-reading effect determination process (FIG. 37: step S4420). The effect control microcomputer 91 first performs a pre-determination information rewrite process (step S4601). Specifically, the effect control microcomputer 91 stores the jackpot pre-determination result (jackpot determination information), the jackpot type pre-determination result (jackpot type information), and the fluctuation pattern pre-determination result (fluctuation pattern information), which are included in the pre-determination command received from the main control board 80, in the pre-determination information storage area 94c.

[0180] FIG. 39 is a diagram illustrating the configuration of the pre-determination information storage area 94c. The pre-determination information storage area 94c stores the jackpot determination information, jackpot type information, and variation pattern information described above, as well as predictive display pattern information. The predictive display pattern information indicates the content of the predictive display to be executed during the variation display and is selected in step S4604, described later. FIG. 39(A) shows a state in which the jackpot determination information "Miss" and variation pattern information "P72" and "P73" are stored in the first to third storage areas as pre-determination results corresponding to the first to third reserved special symbol 2 symbols, respectively, and the pre-determination results corresponding to the variations are stored in the corresponding areas. FIG. 39(B) shows a state in which a special symbol 2 symbol wins from the state shown in FIG. 39(A), and the pre-determination information included in the pre-determination command received from the main control board 80 is stored in the fourth storage area corresponding to the fourth reserved special symbol 2 symbol. Here, the pre-determination information stored is the jackpot determination information "jackpot," the jackpot type information "21H," and the variation pattern information "P61." Additionally, "Pattern A" is set as pre-reading effect pattern information in the first to fourth storage areas corresponding to the first to fourth reserved special charts 2 and in the corresponding area corresponding to the variation. Figure 39(C) shows the state after the variation has ended and the pre-determination information shift process has been executed from the state shown in Figure 39(B). Specifically, the pre-determination information stored in the first storage area is shifted to the corresponding area, the pre-determination information stored in the second to fourth storage areas is shifted to the first to third storage areas, and the pre-determination information in the fourth storage area is cleared. The pre-determination information shift process is executed in the variation effect end process (Figure 37: step S4470).

[0181] Returning to FIG. 38, the effect control microcomputer 91 then determines whether or not pre-read effect pattern information is stored in the pre-determination information storage area 94c (step S4602). Specifically, the effect control microcomputer 91 determines whether or not pre-read effect pattern information is stored in the relevant area or any of the first to fourth storage areas of the pre-determination information storage area 94c. If pre-read effect pattern information is stored (step S4602: YES), the present process is terminated. In other words, if pre-read effect pattern information is stored in the relevant area or any of the first to fourth storage areas of the pre-determination information storage area 94c, new pre-read effect pattern information is not selected and stored. On the other hand, if pre-read effect pattern information is not stored in the pre-determination information storage area 94c (step S4602: NO), the effect control microcomputer 91 determines whether or not the pre-determination result included in the received pre-determination command is a "jackpot" or a "miss with reach" (step S4603). Whether or not the result is a "jackpot" or a "miss with reach" can be determined, for example, by the result of the preliminary determination of the fluctuation pattern (fluctuation pattern information). If the preliminary determination result included in the received preliminary determination command is "miss without reach" (step S4603: NO), the performance control microcomputer 91 terminates this process. This is because there is no need to perform a look-ahead performance. On the other hand, if the preliminary determination result included in the received preliminary determination command is a "jackpot" or a "miss with reach" (step S4603: YES), the performance control microcomputer 91 performs a look-ahead performance execution determination to determine whether or not to perform a look-ahead performance, and selects a look-ahead performance pattern (step S4604). Specifically, the performance control microcomputer 91 acquires the value of the counter for the look-ahead performance random number, and determines whether or not to perform a look-ahead performance and, if a look-ahead performance is to be performed, the look-ahead performance pattern, by referring to the acquired random number value and the look-ahead performance pattern determination table T51 stored in the sub-ROM 93.

[0182] FIG. 40 is a diagram illustrating the look-ahead effect pattern determination table T51. In FIG. 40, if the preliminary determination result is a "jackpot" and the look-ahead effect random number value is "0 to 55," the look-ahead effect is "none." If the look-ahead effect random number value is "56 to 67," "pattern A" is selected as the look-ahead effect. If the look-ahead effect random number value is "68 to 127," "pattern B" is selected as the look-ahead effect. Also, if the preliminary determination result is a "reach with miss" and the look-ahead effect random number value is "0 to 107," the look-ahead effect is "none." If the look-ahead effect random number value is "108 to 114," "pattern A" is selected as the look-ahead effect. If the look-ahead effect random number value is "115 to 127," "pattern B" is selected as the look-ahead effect. The type, content, and range of random number values ​​to be selected for the look-ahead effect pattern can be set arbitrarily.

[0183] Returning to FIG. 38, if it is determined in step S4604 that a look-ahead effect will be executed (step S4605: YES), the selected look-ahead effect pattern is stored in the pre-determination information storage area 94c (step S4606). Here, when the look-ahead effect pattern is stored in the pre-determination information storage area 94c, the look-ahead effect pattern is stored not only in the storage area corresponding to the received look-ahead command among the first to fourth storage areas, but also in the storage area before the corresponding storage area and in that area. Specifically, as shown in FIG. 39(B), not only is "pattern A" set in the fourth storage area corresponding to the received look-ahead command, but "pattern A" is also set in the first to third storage areas and that area. As a result, look-ahead effect pattern A is executed in the variable effect executed before the variable effect corresponding to the fourth storage area is executed (the variable effect corresponding to that area and the first to third storage areas). Note that whether or not a look-ahead effect is executed in the variable effect corresponding to that area depends on the progress of that variable effect. That is, in the variable performance, if the timing for executing the look-ahead performance has already passed, the look-ahead performance will not be executed, but if it is before the timing for executing the look-ahead performance, it will be executed at that timing. This will be described later. If it is determined in step S4604 that the look-ahead performance will not be executed (step S4605: NO), the processing ends.

[0184] [Variable performance start processing] FIG. 41 is a flowchart of the variable effect start process (FIG. 37: step S4460). The effect control microcomputer 91 first analyzes the variable effect start command (step S5000). Here, the effect control microcomputer 91 sets information about the special symbol stop symbol data included in the variable effect start command and information about the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, symbol information indicating the symbol as the determination result of the hit determination process for special symbol 1 or special symbol 2, and the like. The game status information and symbol information acquired here can be referenced by the effect control microcomputer 91 as appropriate.

[0185] Next, the performance control microcomputer 91 performs a process to determine a basic performance pattern (step S5010). The basic performance pattern determination process is a process for determining the basic configuration of the variable performance (for example, the display and switching of background images on the image display device 7, the display and movement of predetermined characters, the output of melodies and sound effects using the speaker 67, the lighting control of lamps, etc.). The variable performance is completed by superimposing additional performances such as chance-up performances and pre-reading performances on this basic performance. The performance control microcomputer 91 determines the basic performance pattern by referring to a basic performance pattern determination table T52 stored in the sub-ROM 93.

[0186] FIG. 42 is a diagram for explaining the core performance pattern determination table T52. In FIG. 42, multiple types of core performance patterns that perform normal reach performance, multiple types of core performance patterns that perform SP1 performance, multiple types of core performance patterns that perform SP2 performance, multiple types of core performance patterns that perform SP3 performance, and multiple types of core performance patterns that perform no-reach miss performance are set. The type of core performance pattern can be set arbitrarily. Here, for example, if the variation pattern included in the variation start command is "P1", a core performance pattern that performs SP1 performance is selected. Also, if the variation pattern included in the variation start command is "P72", a core performance pattern that performs no-reach miss performance is selected.

[0187] 41, after determining the core effect pattern, the effect control microcomputer 91 performs a chance-up effect pattern determination process (step S5015). The chance-up effect pattern determination process is a process for determining an additional effect to be superimposed on the variable effect. The effect control microcomputer 91 acquires the value of the chance-up random number counter, and determines a chance-up effect pattern by referring to the acquired random number value and a chance-up effect pattern determination table T53 stored in the sub-ROM 93.

[0188] FIG. 43 is a diagram for explaining the chance-up effect pattern determination table T53. Here, only the part of the chance-up effect pattern determination table T53 that determines the variation effect pattern of special chart 1 in the non-time-shortening state is shown. That is, FIG. 43 shows the chance-up effect pattern that is executed when the variation pattern included in the variation start command is "P1" to "P16." Note that the chance-up effect pattern determination table T53 may or may not have a part that determines the chance-up effect pattern that is executed when the variation pattern is "P21" to "P33," "P41" to "P56," or "61" to "73."

[0189] In Figure 43, the chance-up effect patterns are set as "2-NO", "2-SP1", "2-SP2", "2-SP3", "3-NO", "3-SP1", "3-SP2", "3-SP3", "4-NO", "4-SP1", "4-SP2", "4-SP3", and "ANO". These chance effect patterns correspond to various chance-up effects, which will be described later.

[0190] Returning to FIG. 41, after determining the chance-up effect pattern, the effect control microcomputer 91 performs count effect pattern determination processing (step S5016). Here, the count effect pattern determination processing is processing for displaying on the display screen 7a the remaining number of fluctuations (number of games) during the probability variable mode, the remaining number of fluctuations during the time-saving mode, the remaining number of fluctuations until the ceiling is reached, the number of fluctuations since the power was turned on, the number of fluctuations since the jackpot game was played, etc. During the probability variable mode, the effect control microcomputer 91 displays the remaining number of fluctuations on the display screen 7a based on the value of the probability variable effect counter. Also, during the time-saving mode, the effect control microcomputer 91 displays the remaining number of fluctuations during the probability variable mode based on the value of the time-saving effect counter.

[0191] The effect control microcomputer 91 can also execute various effects based on the value of the ceiling effect counter and the value of the overnight effect counter. The ceiling effect counter stores the number of remaining variations until the ceiling is reached, and the overnight effect counter records the number of variations since power-on. For example, the effect control microcomputer 91 can set the number of variations since power-on by incrementing the overnight effect counter each time it receives a variable effect end command from the main control board 80. When the value of the overnight effect counter is TH1 (e.g., TH1 = 10), the effect control microcomputer 91 determines whether the value of the ceiling effect counter is less than or equal to TH2 (e.g., TH2 = 200). If the value of the ceiling effect counter is less than or equal to TH2, a predetermined chance image is displayed. If the value of the ceiling effect counter is greater than TH2, the chance image is not displayed. This allows a player who sees the chance image to recognize that the gaming machine 1 is carrying over the number of games played from the previous day and that RAM has not been cleared. Furthermore, the performance control microcomputer 91 may display the value of the ceiling performance counter when the value of the overnight performance counter is TH3 (for example, TH3 = 50). Furthermore, the performance control microcomputer 91 may again erase the display or chance image showing the value of the ceiling performance counter when the value of the overnight performance counter is TH4 (for example, TH4 = 100). Furthermore, the performance control microcomputer 91 may again display the value of the ceiling performance counter when the value of the overnight performance counter is TH5 (for example, TH5 = 200). The performance control microcomputer 91 may decide whether or not to display the value of the ceiling performance counter based on the value of the overnight performance counter, as described above, or may decide based on the value of the ceiling performance counter. For example, the performance control microcomputer 91 may display the value of the ceiling performance counter when the value of the ceiling performance counter is TH6 (e.g., TH6 = 100), may erase the display of the value of the ceiling performance counter when the value of the ceiling performance counter is TH7 (e.g., TH7 = 70), and may display the value of the ceiling performance counter again when the value of the ceiling performance counter is TH8 (e.g., TH8 = 50).

[0192] After the count effect pattern determination process, the effect control microcomputer 91 may refer to the random number value and the stop symbol pattern determination table T54 to determine the combination of the effect symbols 8L, 8C, and 8R to be stopped and displayed. This determines what kind of effect will be performed as the variable effect.

[0193] The performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S5010 to S5016 is realized (step S5020). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process (FIG. 36: step S4315), the CPU 102 of the image control board 100 reads out the variable performance image from the ROM 103 and displays it on the display screen 7a of the image display device 7.

[0194] Next, the performance control microcomputer 91 sets the variable performance timer (step S5030) and ends this process. The variable performance timer is set to a variable time (Figure 42) according to the variable performance pattern included in the variable start command. For example, when the variable performance pattern is "P1", the variable performance timer is set to "40 seconds".

[0195] [Processing during variable effects] FIG. 44 is a flowchart of the processing during a variable performance (FIG. 36: step S4305). The performance control microcomputer 91 determines whether or not a variable performance is in progress (step S4701). Whether or not a variable performance is in progress can be determined, for example, by whether or not the variable performance timer has reached zero. If a variable performance is not in progress (step S4701: NO), this processing ends. On the other hand, if a variable performance is in progress (step S4701: YES), the performance control microcomputer 91 determines whether or not it is time to set a pre-variation end command in the performance command set area 94b of the sub-RAM 94 (step S4702). The pre-variation end command is a command that the performance control microcomputer 91 uses to notify the image control board 100 and the like that it is a specific timing during a variable performance. Upon receiving the pre-variation end command, the image control board 100 switches the performance content, displays a specific image, or the like, in accordance with the information contained in the pre-variation end command.

[0196] If it is not the time to set a pre-variation end command (step S4702: NO), this process ends. On the other hand, if it is the time to set a pre-variation end command (step S4702: YES), a determination is made as to whether or not there is pre-reading effect pattern information in the area of ​​the advance determination information storage area 94c (step S4703). If there is pre-reading effect pattern information in the area (step S4703: YES), a pre-variation end command including the pre-reading effect pattern information is set in the effect command set area 94b of the sub-RAM 94 (step S4704). On the other hand, if there is no pre-reading effect pattern information in the area (step S4703: NO), a pre-variation end command not including the pre-reading effect pattern information is set in the effect command set area 94b of the sub-RAM 94 (step S4705). As a result, if there is pre-reading effect pattern information in the area, a pre-variation end command including the pre-reading effect pattern information is sent to the image control board 100 two seconds before the end of the variation effect. Then, image control microcomputer 101 starts a look-ahead effect that displays a look-ahead effect image on display screen 7a of image display device 7. On the other hand, even if there is no look-ahead effect pattern information in the area, a pre-variation end command is sent to image control board 100 two seconds before the end of the variation. Here, if a preview image is already being displayed on display screen 7a of image display device 7, image control microcomputer 101 starts a preview fade effect that fades the preview image.

[0197] 8. Operation of image control microcomputer 101 The operation of the image control microcomputer 101 provided on the image control board 100 (FIG. 4) will be described with reference to FIG. 45. Buffers and the like mentioned in the description of the operation of the image control microcomputer 101 are provided in the RAM 104. FIG. 45 is a flowchart of the display control process. When the power of the gaming machine 1 is turned on, the image control microcomputer 101 reads a program from the ROM 103, and after CPU initialization processing, the display control process is repeatedly executed. In the display control process, the image control microcomputer 101 first determines whether or not a variable effect start command has been received from the sub-control board 90 (step S5001). If a variable effect start command has been received (step S5001: YES), the image control microcomputer 101 starts displaying a variable effect (step S5002). Specifically, the image control microcomputer 101 analyzes the received variable effect start command, reads from the ROM 103 a predetermined variable effect image specified in the variable effect start command, and displays it on the image display device 7. On the other hand, if it has not been received (step S5001: NO), the above process is skipped.

[0198] Next, the image control microcomputer 101 determines whether or not a pre-variation end command has been received from the sub-control board 90 (step S5003). If a pre-variation end command has been received (step S5003: YES), the image control microcomputer 101 starts a pre-reading effect display (step S5004). On the other hand, if a pre-variation end command has not been received (step S5003: NO), the image control microcomputer 101 skips the above-mentioned process.

[0199] Next, image control microcomputer 101 determines whether or not a variable performance end command has been received from sub-control board 90 (step S5005). If a variable performance end command has been received (step 5005: YES), image control microcomputer 101 reads out from ROM 103 an image in which the variable performance has been stopped, and displays the stopped variable performance on image display device 7 (step S5006). On the other hand, if a variable performance end command has not been received (step S5005: NO), image control microcomputer 101 skips the above-mentioned process.

[0200] Next, the image control microcomputer 101 performs other processing (step S5007). In other processing, the image control microcomputer 101 reads out from ROM 103 predetermined images specified in various commands in addition to the above-mentioned commands, and displays them on the image display device 7. For example, when the image control microcomputer 101 receives an opening performance start command, it reads out from ROM 103 the predetermined opening performance image specified in the opening performance start command, and displays it on the image display device 7. Furthermore, when the image control microcomputer 101 receives a round performance start command, it reads out from ROM 103 the predetermined round performance image specified in the round performance start command, and displays it on the image display device 7. Furthermore, when the image control microcomputer 101 receives an ending performance start command, it reads out from ROM 103 the predetermined ending performance image specified in the ending performance start command, and displays it on the image display device 7, and this processing ends.

[0201] 9. Movement of the movable body and display of the sub-display screen 64 46 to 50, the operation of the movable board body (first movable role device 14, second movable role device 15), the operation of the movable frame body (frame movable role device 69), and the display effects of the sub-display screen 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U) will be described. The effect control microcomputer 91 performs drive control to operate the first movable role device 14, second movable role device 15, and frame movable role device 69 during the game effect (display effect) or in the initial operation when the power is turned on. The effect control microcomputer 91 also performs display effects to display a specific image on the sub-display screen 64 during the game effect (display effect) or in the initial operation when the power is turned on.

[0202] FIG. 46 is an explanatory diagram illustrating the movement mode of the first movable accessory 14. FIG. 47 is an explanatory diagram illustrating a second mode of the first movable accessory 14. The first movable accessory 14 is a vertically elongated rod-shaped member, with its upper end located near the upper end of the image display device 7 and its lower end located near the lower end of the image display device 7. The upper and lower ends of the first movable accessory 14 are difficult to see, and the central portion is visible in front of the image display device 7. As shown in FIG. 1, the first movable accessory 14 can be stationary at a retracted position (home position) on the left side of the image display device 7 (first mode). In the retracted position, only a portion of the first movable accessory 14 may be retracted, leaving the remaining portion visible, or the entire first movable accessory 14 may be retracted and difficult to see. As shown in FIG. 46, the first movable accessory 14 is configured to be movable left and right in front of the image display device 7. It is configured to be able to move (advance) from a retracted position toward the right edge of the display screen 7a and move left and right in front of the display screen 7a. It can also stop at any advanced position in front of the display screen 7a. The movement mode of the first movable prop 14 can be set arbitrarily. Also, as shown in Figure 47, the first movable prop 14 can move to the right edge of the display screen 7a and stop at that position (second mode). The first movable prop 14 may have a decorative portion formed on at least a part thereof, or may be transparent.

[0203] FIG. 48 is an explanatory diagram illustrating a second mode of the second movable accessory 15. The second movable accessory 15 has a rectangular decorative portion bearing the word "OARO" and is configured to be movable up and down. As shown in FIG. 1, the second movable accessory 15 can be stopped at a retracted position (home position) above the display screen 7a (first mode). At this time, a portion of the second movable accessory 15 becomes difficult to see. The second movable accessory 15 can move downward from the state shown in FIG. 1 toward the center of the display screen 7a and can be stopped at the extended position (deployed position) shown in FIG. 48 (second mode). In this second mode, the decorative portion stops in front of the image display device 7, covering the center of the display screen 7a. The second movable accessory 15 can move upward (retract) from the extended position shown in FIG. 48 to the retracted position shown in FIG. 1, where it can be stopped.

[0204] FIG. 49 is an explanatory diagram illustrating a second embodiment of the movable frame device 69. The movable frame device 69 is composed of a pair of flat plate-shaped members arranged on both the left and right sides of the handle 60, each of which is configured to be movable left and right. The two members are made of flexible materials, and one main surface of each member is configured to move toward or away from the handle 60. As shown in FIG. 1, the two members of the movable frame device 69 are normally stationary in retracted positions (home positions) on the left and right sides of the handle 60, respectively, away from the handle 60 (first embodiment). As shown in FIG. 49, the two members of the movable frame device 69 can move (advance) from their retracted positions toward the handle 60, i.e., move toward each other, and can each stop at a position where they come into contact with the handle 60 (second embodiment). When in the advanced position, the movable frame device 69 comes into contact with the handle 60 or the right hand of a player operating the handle 60. The movable frame accessory 69 can move in a direction in which the two members move away from each other so as to change from the second position to the first position.

[0205] 50 is an explanatory diagram illustrating display effects on the sub-display screens 64 (right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U). The right sub-display screen 64R, left sub-display screen 64L, and upper sub-display screen 64U can each display images independently. In addition, effects can be performed in conjunction with images on the display screen 7a.

[0206] [Sensor position] Figure 51 is a diagram for explaining the position of the sensors. The first movable role 14 detection sensor 14a is positioned so that when the first movable role 14 is present in the origin area, the signal of the first movable role 14 detection sensor 14a is turned ON. The first movable role 14 detection sensor 14a detects that the first movable role 14 is present in the origin area. The performance control microcomputer 91 determines whether the first movable role 14 is present in the origin area based on the signal of the first movable role 14 detection sensor 14a.

[0207] The origin area of ​​a movable prop is the area that includes the storage position (origin position) of the movable prop and can be detected by the detection sensor of the movable prop. Since the origin area is the entire area that the detection sensor of the movable prop can detect, the detection sensor of the movable prop detects the boundary of the detectable area and the position moved from the boundary of the detectable area in the direction that the detection sensor can detect. Therefore, even if the detection sensor of the movable prop detects it, the movable prop may not be in the same position.

[0208] The second movable role 15 detection sensor 15a is positioned so that when the second movable role 15 is present in the origin area, the signal of the second movable role 15 detection sensor 15a is turned ON. The second movable role 15 detection sensor 15a detects that the second movable role 15 is present in the origin area. The performance control microcomputer 91 determines whether the second movable role 15 is present in the origin area based on the signal of the second movable role 15 detection sensor 15a.

[0209] The gaming machine frame open sensor 50a detects that the gaming machine frame 50 is open. When the gaming machine frame 50 is open, the signal of the gaming machine frame open sensor 50a is ON. The gaming machine frame open sensor 50a is arranged between the front frame (front frame portion) 53 and the gaming board 2. When the gaming machine frame 50 is open, this means that the front frame 53 is separated from the gaming board 2. The gaming machine frame open sensor 50a detects the state in which the front frame 53 is separated from the gaming board 2. The performance control microcomputer 91 determines whether the gaming machine frame 50 is open or not based on the signal from the gaming machine frame open sensor 50a.

[0210] The gaming machine frame open sensor 50a may detect a state in which the gaming board 2 is separated from the outer frame of the gaming machine. In this case, the gaming machine frame open sensor 50a is disposed between the gaming board 2 and the outer frame of the gaming machine. Furthermore, the gaming machine frame open sensor 50a may detect both a state in which the front frame 53 is separated from the gaming board 2 and a state in which the gaming board 2 is separated from the outer frame of the gaming machine. In this case, the gaming machine frame open sensor 50a is disposed between the front frame 53 and the gaming board 2 and between the gaming board 2 and the outer frame of the gaming machine. The signals for the state in which the front frame 53 is separated from the gaming board 2 and the state in which the gaming board 2 is separated from the outer frame of the gaming machine may be the same, or different signals may be used to detect each state.

[0211] The magnetic sensor 151a detects magnetism and detects the presence of a magnet near the gaming machine 1. When the magnetic sensor 151a detects magnetism, the signal of the magnetic sensor 151a turns ON. The magnetic sensor 151a detects that a magnet has been brought close to the gaming machine 1. The magnetic sensor 151a is placed in a position where cheating is likely to occur. In the gaming machine 1, the magnetic sensor 151a is placed in a position close to the V area 39 and the non-V area 70. The magnetic sensor 151a may also be placed in a position close to the first start hole 20, the second start hole 21, and the first big winning hole 30. The game control microcomputer 81 determines whether or not a magnet is present near the gaming machine 1 based on the signal from the magnetic sensor 151a.

[0212] The radio wave sensor 152a detects radio waves. When the radio wave sensor 152a detects magnetism, the signal of the radio wave sensor 152a turns ON. The radio wave sensor 152a is placed in a position where cheating is likely to occur. In the gaming machine 1, it is placed in a position close to the first start hole 20 and the second start hole 21. The radio wave sensor 152a may also be placed in a position close to the first large winning hole 30. The game control microcomputer 81 determines whether radio waves are being generated near the gaming machine 1 based on the signal from the radio wave sensor 152a.

[0213] The supply ball shortage sensor 153a detects a shortage of supply balls. The supply ball shortage sensor 153a is located in a ball tank 400 provided on the back side of the gaming machine 1. When game balls have not accumulated in the ball tank 400 provided on the back side of the gaming machine 1 up to the position where the supply ball shortage sensor 153a is located, the signal of the supply ball shortage sensor 153a turns ON. The game control microcomputer 81 determines whether or not there is a shortage of supply balls based on the signal from the supply ball shortage sensor 153a.

[0214] [Power-on process] 52 is a flowchart of the power-on process (FIG. 15: step S006). Here, when the power is turned on to the gaming machine 1, the gaming control microcomputer 81 determines whether to clear the RAM or to restore power, and performs the process corresponding to each case.

[0215] The game control microcomputer 81 determines whether the RAM clear switch 161 is ON (step S601). The RAM clear switch 161 is provided on the main control board 80, and when pressed, a RAM clear button press signal to the main control board 80 turns ON. The game control microcomputer 81 makes its determination based on the RAM clear button press signal.

[0216] When the RAM clear switch 161 is ON (step S601: YES), the game control microcomputer 81 proceeds to step S608. When the RAM clear switch 161 is OFF (step S601: NO), the game control microcomputer 81 creates a sum value (step S602). This sum value is the sum of the RAM values ​​of the game control microcomputer 81. If the sum value created when the power was turned on matches the sum value created when the power was turned off, the game control microcomputer 81 determines that the RAM values ​​are normal. If the RAM values ​​of the game control microcomputer 81 are normal, recovery from power failure is possible. If the sum value created when the power was turned on does not match the sum value created when the power was turned off, the game control microcomputer 81 determines that the RAM values ​​are abnormal. In this case, recovery from the power failure state is not possible, so the game control microcomputer 81 clears the RAM without performing power failure recovery. Clearing the RAM means clearing (resetting) the information stored in the main RAM 84. The main RAM 84 stores information on the game state controlled by the game control microcomputer 81, etc.

[0217] The game control microcomputer 81 compares the created sum value with the stored sum value created at the time of power failure (step S603). If the sum values ​​do not match (step S604: NO), the game control microcomputer 81 proceeds to step S608. If the sum values ​​match (step S604: YES), the game control microcomputer 81 determines to perform a power failure recovery. The game control microcomputer 81 sets a power failure recovery command to send to the performance control microcomputer 91 (step S605). The game control microcomputer 81 outputs the set command to the sub-control board 90 in the output process (S108 in FIG. 16). The power failure recovery command contains information on the game state in which power failure recovery will be performed.

[0218] The game control microcomputer 81 determines whether the game state to be restored after power cut is a customer waiting state (step S606). If the game state to be restored after power cut is not a customer waiting state (step S606: NO), the game control microcomputer 81 ends this process. If the game state to be restored after power cut is a customer waiting state (step S606: YES), the game control microcomputer 81 sets a customer waiting state command (step S607) and ends this process.

[0219] In step S608, the gaming control microcomputer 81 sets the value of the RAM of the gaming control microcomputer 81 to "0" or the initial value in order to return the gaming state to the initial state (step S608). The gaming control microcomputer 81 sets RAM clear command 1 in order to send RAM clear command 1 to the presentation control microcomputer 91 (step S609). RAM clear command 1 is a command sent when the gaming machine 1 transitions to the state before transitioning to the gaming state (ball entrance operation confirmation state). When the presentation control microcomputer 91 receives RAM clear command 1, it displays an image of the ball entrance operation confirmation state on the display screen 7a. The image of the ball entrance operation confirmation state will be described later.

[0220] After setting the RAM clear command 1, the game control microcomputer 81 transitions the state to a ball entrance operation confirmation state and checks the operation of the movable objects related to the ball entrance of the gaming machine 1 (step S610). Specifically, it checks the operation by repeatedly opening and closing the movable objects that open the ball entrance, such as the first big prize device 31 (first attacker), the second big prize device (second attacker) 36, and the normal variable prize device (electric chute) 22. The opening and closing times are, for example, one second each. This ball entrance operation confirmation state continues until the RAM clear switch 161 is pressed. Note that the ball entrance operation confirmation state may continue until a certain period of time has elapsed.

[0221] The game control microcomputer 81 determines whether the RAM clear switch 161 is ON or not (step S611). When the game control microcomputer 81 determines that the RAM clear switch 161 is not ON (step S611: NO), the game control microcomputer 81 again determines whether the RAM clear switch 161 is ON or not (step S611), and repeats this determination until it determines that the RAM clear switch 161 is ON.

[0222] When the gaming control microcomputer 81 determines that the RAM clear switch 161 is ON (step S611: YES), the gaming control microcomputer 81 transitions the state to an initial operation check state (step S612). Thereafter, the gaming control microcomputer 81 sets a RAM clear command 2 to send to the presentation control microcomputer 91 (step S613). The RAM clear command 2 is a command sent when the gaming machine 1 transitions to the initial operation check state. Upon receiving the RAM clear command 2, the presentation control microcomputer 91 displays an image of the initial operation check state on the display screen 7a. The image of the initial operation check state will be described later. Thereafter, the presentation control microcomputer 91 ends this processing. Note that in this embodiment, the ball entrance operation check is performed, but the processing from steps S608 to S611 may not be performed without performing the ball entrance operation check, and the gaming state may be transitioned to. Furthermore, in this embodiment, the state transitions to the initial operation confirmation state, but the state transitions to the game state without transitioning to the initial operation confirmation state.

[0223] [Power off monitoring process] 53 is a flowchart of the power-off monitoring process (FIG. 16: step S111). Here, when the power switch 163 of the power supply board 162 is turned OFF, the game control microcomputer 81 prepares for power-off. Preparing for power-off means creating and storing information to determine whether the RAM value of the game control microcomputer 81 is normal when the power switch 163 is turned ON after the power is turned OFF.

[0224] The game control microcomputer 81 determines whether the power switch 163 of the power supply board 162 is OFF or not (step S701). When the game control microcomputer 81 determines that the power switch 163 is not OFF (step S701: NO), it ends this process. When the game control microcomputer 81 determines that the power switch 163 is OFF (step S701: YES), the game control microcomputer 81 creates a sum value (step S702). The game control microcomputer 81 adds up the values ​​in the RAM of the game control microcomputer 81 and uses the last two digits as the sum value. The sum value may be the last one digit, or the last three or four digits.

[0225] Thereafter, the gaming control microcomputer 81 stores the sum value (step S703). The stored sum value is referenced when the power is turned on to determine whether or not to perform a power recovery. Thereafter, the gaming control microcomputer 81 does not execute any processing until the power switch 163 is turned on again. Note that a certain amount of power is supplied to the main control board 80 of the gaming machine 1 even during a power outage, and it is highly likely that the RAM values ​​are maintained during the power outage.

[0226] [Sub RAM clear processing] 54 is a flowchart of the sub-side RAM clearing process (FIG. 36: step S4325). Here, when the game control microcomputer 81 determines that the RAM should be cleared, the presentation control microcomputer 91 performs a process to produce a presentation corresponding to the RAM clearing.

[0227] The performance control microcomputer 91 determines whether or not RAM clear command 1 has been received (step S6001). When the performance control microcomputer 91 has not received RAM clear command 1 (step S6001: NO), the process proceeds to step S6003. When the performance control microcomputer 91 receives RAM clear command 1 (step S6001: YES), the performance control microcomputer 91 sets a screen display command for checking the ball entrance operation (step S6002), and the process proceeds to step S6003.

[0228] The set command for controlling the image display is sent by the performance control microcomputer 91 to the image control microcomputer 101 in the command sending process (S4315 in FIG. 36). In the case of a command for controlling the lighting of an LED, it is sent to the lamp control board 107. In the case of a command for audio control, it is sent to the audio control board 106. When the ball entrance operation confirmation screen is displayed, the game board 2 is checking the operation of movable objects related to the ball entrance. In this embodiment, the ball entrance operation is checked, but it is also possible not to check the ball entrance operation.

[0229] In step S6003, the performance control microcomputer 91 determines whether or not it has received a RAM clear command 2. If it has not received the RAM clear command 2 (step S6003: NO), the performance control microcomputer 91 ends this process. When it receives the RAM clear command 2 (step S6003: YES), the performance control microcomputer 91 sets the left decorative pattern to "1," the center decorative pattern to "2," and the right decorative pattern to "3" (step S6004). In this embodiment, the decorative patterns set when the RAM clear command 2 is received are different from those set when the power failure recovery command is received, but they may also be the same.

[0230] The performance control microcomputer 91 sets decorative pattern designation commands of "1" for the left decorative pattern, "2" for the center decorative pattern, and "3" for the right decorative pattern (step S6005). When this command is sent to the image control microcomputer 101, the decorative patterns to be displayed by the image control microcomputer 101 are "1" for the left decorative pattern, "2" for the center decorative pattern, and "3" for the right decorative pattern.

[0231] Thereafter, the performance control microcomputer 91 sets an initial screen display command (step S6006). When this command is sent to the image control microcomputer 101, an image indicating that the operation is being checked is displayed on the display screen 7a.

[0232] An image indicating that operation is being checked is displayed on the display screen 7a, and after a certain time (e.g., 30 seconds) has elapsed since the image indicating operation is being checked, or when the change starts or the operation means is operated, the background for game play is displayed. The transition to the background for game play occurs when the performance control microcomputer 91 sends a command to the image control microcomputer 101. The decorative symbols here are "1" for the left decorative symbol, "2" for the center decorative symbol, and "3" for the right decorative symbol. The background displayed when RAM is cleared is predetermined, and the predetermined background image is displayed on the display screen 7a.

[0233] When the image indicating that this operation is being checked is displayed, the initial operation of the lamp LED, the initial operation of the speaker, the initial operation of the movable parts, etc., which will be described later, will be carried out.

[0234] In this embodiment, an image indicating that operation is being checked is displayed, but it is also possible that an image indicating that operation is being checked is not displayed and a background for gameplay is displayed.

[0235] In this embodiment, an image indicating that the ball entrance operation is being checked and that the operation is being checked is displayed, but it is also possible not to display an image indicating that the ball entrance operation is being checked and that the operation is being checked.

[0236] After that, the performance control microcomputer 91 turns on the lamp initial operation flag (step S6007). When the lamp initial operation flag is turned on, the lamp LED is initialized. The initial operation of the lamp LED will be described later.

[0237] Thereafter, the performance control microcomputer 91 turns on the speaker initial operation flag (step S6008). When the speaker initial operation flag is turned on, the speaker is initialized. The speaker initial operation will be described later.

[0238] After that, the performance control microcomputer 91 turns on the movable role initial operation flag (step S6009). When the movable role initial operation flag is turned on, the initial operation of the movable role is performed. The initial operation of the movable role will be described later. After that, the performance control microcomputer 91 ends this processing.

[0239] [Sub-side power failure recovery process] 55 is a flowchart of the sub-side power recovery process (FIG. 36: step S4330). When the game control microcomputer 81 determines that the power will be restored, the presentation control microcomputer 91 performs a process to create a presentation corresponding to the power recovery.

[0240] The performance control microcomputer 91 determines whether or not a power failure recovery command has been received (step S6201). If the performance control microcomputer 91 has not received a power failure recovery command (step S6201: NO), it ends this process. If the performance control microcomputer 91 has received a power failure recovery command (step S6201: YES), it sets the left decorative pattern to "1", the center decorative pattern to "2", and the right decorative pattern to "3" (step S6203).

[0241] In this embodiment, the decorative symbols displayed when the RAM is cleared and when the power is restored after a power outage are different, but they may be the same. For example, the left decorative symbol may be "7," the center decorative symbol may be "8," and the right decorative symbol may be "9" for both the RAM clear and the power outage recovery. Furthermore, the decorative symbols displayed when the RAM is cleared and the power outage recovery may be rearranged to form decorative symbols. For example, the decorative symbols displayed when the RAM is cleared may be set to "1," the center decorative symbol may be "2," and the right decorative symbol may be "3," and the decorative symbols displayed when the power is restored after a power outage may be set to "3," the center decorative symbol may be "2," and the right decorative symbol may be "1."

[0242] Furthermore, the performance control microcomputer 91 sets decorative pattern designation commands for the left decorative pattern to be "7", the center decorative pattern to be "8", and the right decorative pattern to be "9" (step S6203). Furthermore, the performance control microcomputer 91 sets a power failure recovery screen display command (step S6204). When the power failure recovery screen display command is sent to the image control microcomputer 101, an image indicating that the power has been restored from the power failure is displayed on the display screen 7a of the image display device 7. The image indicating that the power has been restored from the power failure will be described later.

[0243] After that, the performance control microcomputer 91 turns on the movable role initial operation flag (step S6205). When the movable role initial operation flag is turned on, the initial operation of the movable role is performed. The initial operation of the movable role will be described later.

[0244] Thereafter, the performance control microcomputer 91 determines whether or not the machine is in a right-hit state (step S6206). The determination of whether or not the machine is in a right-hit state is made using a power-off recovery command. The power-off recovery command is a command that indicates the game state to be restored. If the machine is not in a right-hit state (step S6206: NO), the performance control microcomputer 91 ends this process. If the machine is in a right-hit state (step S6206: YES), the performance control microcomputer 91 sets a right-hit suggestion display command (step S6207). By sending the right-hit suggestion display command to the image control microcomputer 101, a right-hit suggestion image is displayed on the display screen 7a of the image display device 7. If the machine is in a right-hit state and the power is restored, an image indicating that the power has been restored and the right-hit suggestion image are displayed together. Thereafter, the performance control microcomputer 91 ends this process.

[0245] [RAM clear effect] Figure 56 is a diagram for explaining the effects when RAM is cleared. Here, we will explain the display contents of the display screen 7a of the image display device 7 when RAM is cleared when the power is turned on, as well as the operation of the movable objects related to ball entry on the game board 2 (normal variable winning device (electric chute) 22, first large winning device (first attacker) 31, second large winning device (second attacker) 36), the initial operation of the lamp LED, the initial operation of the speaker, and the initial operation of the movable accessory. When RAM is cleared, the game state is the normal state of waiting for customers.

[0246] Figure 56(A) shows the display screen 7a of the image display device 7 before the power switch 163 of the gaming machine 1 is turned on. Figure 56(B) shows the image control microcomputer 101 displaying an image TSO indicating that the power has been turned on on the display screen 7a. By displaying the image TSO indicating that the power has been turned on on the display screen 7a, the image control microcomputer 101 indicates that it has started up normally. The image TSO indicating that the power has been turned on is a text image that reads "Please wait a moment."

[0247] In Figure 56(C), the image control microcomputer 101 displays the ball entry opening operation image NKK and the image TRO prompting the player to press the RAM clear button on the display screen 7a. At this time, the game control microcomputer 81 repeatedly opens and closes the normal variable entry device (electric chute) 22, the first special entry device (first attacker) 31, and the second special entry device (second attacker) 36 to check the operation of the movable objects related to ball entry on the gaming board 2. The gaming machine 1 is in a ball entry opening operation check state. The display screen 7a displays an image of the ball entry opening operation check state (the ball entry opening operation image NKK and the image TRO prompting the player to press the RAM clear button). This opening and closing occurs at regular time intervals. For example, the opening is performed for one second, then closed for one second, and then opened for one second, and this operation is repeated. The opening and closing of each movable object related to the ball entry on each game board 2 may be performed simultaneously or with a time lag. For example, when the first big prize device (first attacker) 31 is open, the second big prize device (second attacker) 36 may be closed, and when the first big prize device (first attacker) 31 is closed, the second big prize device (second attacker) 36 may be open.

[0248] The image NKK showing the ball inlet in operation is a text image that reads "Checking ball inlet." The image TRO prompting the user to press the RAM clear button is a text image that reads "Please press the RAM clear button." The image NKK showing the ball inlet in operation and the image TRO prompting the user to press the RAM clear button are displayed when the image control microcomputer 101 receives a command to display the screen that indicates that the ball inlet is in operation.

[0249] In Figure 56 (D), the image control microcomputer 101 displays an image DKK indicating that the operation of the lamp LED, speaker, and movable role device is being checked. At this time, the performance control microcomputer 91 performs the initial operation of the lamp LED, the speaker, and the movable role device. The gaming machine 1 is in the initial operation check state. The display screen 7a displays an image of the initial operation check state (an image DKK indicating that the operation of the lamp LED, speaker, and movable role device is being checked). These initial operations are performed until the predetermined operations are completed. Even if the fluctuation starts, the initial operation of the movable role device continues until the predetermined operations are completed. The initial oper...

Claims

[Claim 1] An outer frame fixed to the game island; a front frame attached to the outer frame so as to be openable and closable, and having an opening; an inner frame attached to the front frame so as to be openable and closable, and attached to the outer frame so as to be openable and closable; A game board that is detachably attached to the inner frame and has a game area that is visible through the opening; a launching device attached to the inner frame below the game board and capable of launching game balls toward the game area; A power supply board box that houses a power supply board attached to the rear side of the inner frame below the game board; a game control board box attached to the rear side of the game board and accommodating a game control board on which a game control microprocessor that controls the progress of the game and a reset circuit that resets the game control microprocessor are mounted; A performance control board box is attached to the rear side of the game board at a position different from the game control board box, and houses a performance control board on which a performance control microprocessor capable of controlling the progress of performance based on commands from the game control board is implemented; A gaming machine comprising: The gaming control microprocessor includes: A CPU and a ROM storing a program to be executed by the CPU and information referenced by the program; a RAM capable of storing information updated by the program; A watchdog timer, At least one The CPU a plurality of one-byte general-purpose registers; A 1-byte interrupt register, A two-byte stack pointer, and The CPU a first interrupt disable command for disabling interrupts when the power supply to the gaming machine is turned on and the reset of the gaming control microprocessor by the reset circuit is subsequently released; a first LD instruction for setting a first address value in the stack pointer after executing the first interrupt disable instruction; a second LD instruction for setting an upper byte of a two-byte interrupt vector address table stored in the ROM in a first register of the plurality of general-purpose registers; a third LD instruction for setting the value of the first register in the interrupt register; a first OUT instruction for writing a first predetermined value to a command register of the watchdog timer; a first interrupt enable instruction for enabling the interrupt; is executed from when the power supply of the gaming machine is turned on until the first timer interrupt process is executed, The CPU a fourth LD instruction for setting a second address value different from the first address value to the stack pointer; a second OUT instruction for writing a second predetermined value to a command register of the watchdog timer; a second interrupt enable instruction for enabling the interrupt; The timer interrupt process can be executed, which includes at least The first LD command is executed once from when the gaming machine is powered on until the first timer interrupt process is executed, the fourth LD instruction is executed a plurality of times within one timer interrupt process; If the second OUT command is not executed within a predetermined period after the second OUT command is executed, the game control microprocessor is reset by the watchdog timer while the reset to the game control microprocessor by the reset circuit remains released. A gaming machine characterized by:

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