gaming machines

The gaming machine addresses low engagement in conventional machines by incorporating game, performance, and state control mechanisms to create dynamic and engaging game states, enhancing player experience through varied special games and enhanced visual and auditory effects.

JP7822021B2Active Publication Date: 2026-03-02KYORAKU IND CO LTD
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Patent Information

Application Number
JP2021098506
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-14
Publication Date
2026-03-02
Estimated Expiration
2041-06-14

AI Technical Summary

Technical Problem

Conventional gaming machines provide a low gaming experience due to lack of engaging special games and insufficient variation in game states.

Method used

A gaming machine with a game control means for controlling special games, performance control means for enhancing visual and auditory effects, and state control means for varying game states, including time-shortened states, to increase player engagement through dynamic displays and sound effects.

Benefits of technology

Enhances the gaming experience by providing varied and engaging game states, increasing player enjoyment through dynamic visual and auditory presentations.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enable improving the interest in a game.SOLUTION: A game machine determines, on the basis of a satisfaction of a start condition, whether or not to execute a special game advantageous for a player; executes a variable display of a drawing pattern on the basis of a result of the determination; permits a control of a transition to a specific game state in which a start condition is easier to be satisfied than a normal game state. Performance control means which executes a game performance according to the result of the determination, permits a control of a transition to any one of a plurality of performance modes, and permits a control of a transition to the same performance mode both in the normal game state and the specific game state.SELECTED DRAWING: Figure 47
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Description

[Technical Field]

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

[0002] 2. Description of the Related Art Among conventional gaming machines, there are gaming machines that determine whether or not to execute a special game advantageous to a player based on the establishment of a starting condition.

[0003] Among such gaming machines, there are some that are controlled to a specific gaming state that is more advantageous to the player than the normal gaming state after the special game ends (for example, see Patent Document 1). [Prior art documents] [Patent documents]

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

[0005] However, the gaming machines described in the above patent documents have the problem that the gaming experience is low.

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

[0007] In order to solve the above problems, according to the present invention, a gaming machine is provided with a game control means (main control board 110) capable of controlling the progress of a special game (jackpot game) advantageous to a player, and a performance control means (performance control board 130) for controlling performance in response to a signal from the game control means. The game control meansThe device is provided with a determination means (main control board 110) for determining determination information (special symbol determination information) acquired by the entry of a game ball into a starting area (starting hole), a variable display execution means (main control board 110) for executing a variable display of a symbol (special symbol) on a first display means (special symbol display device) based on the determination, and a state control means (main control board 110) capable of control to a normal game state and specific game states (time-shortened game state A1, time-shortened game state A2, time-shortened game state B, time-shortened game state C1, time-shortened game state C2) in which the game ball is more likely to enter the starting area than in the normal game state. At the same time, the judgment information for which the judgment has not been performed can be stored as reserved information (reserved storage), The specific game states include a first specific game state (time-shortened game state C1) and a second specific game state different from the first specific game state, the presentation control means is controllable to one of a plurality of presentation modes (including a pre-reading mode), is capable of executing a presentation of a variation of a presentation pattern on a second display means (image display device) in response to the execution of the variable display of the pattern, and is capable of displaying a customer waiting demo screen on the second display means in a customer waiting state in which the variable display of the presentation pattern is not being executed, When a winning signal (winning command) transmitted in response to an increase in the reserved information due to a game ball entering the starting area is received, the number of reserved displays (reserved icons) corresponding to the number of reserved information stored can be displayed, and a winning performance (winning sound, light emission in a predetermined mode by a predetermined light-emitting means) can be executed. The normal gaming state and the first specific gaming state (time-shortened gaming state C1), or the first specific gaming state (time-shortened gaming state C1) and the second specific gaming state (time-shortened gaming state A2) can be controlled to the same presentation mode (chance mode or impurity mode), and when a predetermined signal (start command, stop command) is normally received at a predetermined timing (when fluctuation starts, when fluctuation time has elapsed) while the presentation pattern is being displayed, a specific presentation (variation display, stop display) related to the presentation pattern can be executed, and when the predetermined signal is not normally received at a predetermined timing (when fluctuation starts, when fluctuation time has elapsed) while the presentation pattern is being displayed, the display of the presentation pattern is continued and the specific presentation is not executed, and during the display of the customer waiting demo screen, A communication error occurs between the game control means and the performance control means. Even if the first display means starts a new variable display of the pattern, the second display means does not start a variable display of the new performance pattern in response to the variable display of the pattern. Place In this case, the display of the customer waiting demo screen can be continued, The communication error has been resolved. If the predetermined signal is normally received while the customer waiting demo screen is being displayed, the customer waiting demo screen is terminated and the performance pattern is made visible. If, while a predetermined number (for example, one) of the reserved displays are being displayed, the winning signal is normally received when the number of stored reserved information items becomes one more than the predetermined number, one reserved display is additionally displayed in a normal additional mode (10-frame animation), and the winning performance is executed once. If, while a predetermined number of the reserved displays are being displayed, the communication error occurs, and the winning signal is not normally received when the number of stored reserved information items becomes one more than the predetermined number, and the communication error is subsequently resolved, and the winning signal is normally received when the number of stored reserved information items becomes several times more than the predetermined number, multiple reserved displays are additionally displayed so that at least one reserved display is in a special additional mode, but the winning performance is executed once without being executed multiple times.It is characterized by: [Effects of the Invention]

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

[0009] [Figure 1] FIG. 2 is a diagram showing an example of a front view of the gaming machine. [Figure 2] FIG. 2 is a diagram showing an example of a block diagram of the entire gaming machine. [Figure 3] FIG. 2 is a diagram showing main processing in the main control board. [Figure 4] FIG. 10 is a diagram showing timer interrupt processing in the main control board. [Figure 5] FIG. 10 is a diagram showing input control processing in the main control board. [Figure 6] A diagram showing the first start port detection switch input processing on the main control board. [Figure 7] A diagram showing the second start port detection switch input processing on the main control board. [Figure 8] A diagram showing the special diagram special electric control processing on the main control board. [Figure 9] A diagram showing the special pattern memory determination process on the main control board. [Figure 10] A diagram showing the jackpot determination process on the main control board. [Figure 11] FIG. 10 is a diagram showing an example of a jackpot determination table. [Figure 12] FIG. 10 is a diagram showing an example of a special symbol determination table. [Figure 13] A diagram showing the special chart variation pattern determination process on the main control board. [Figure 14] A figure showing an example of a special chart fluctuation pattern determination table for non-time-saving states. [Figure 15] A figure showing an example of a special chart fluctuation pattern determination table for time-saving state A. [Figure 16]A figure showing an example of a special chart change pattern determination table for time-saving game state B. [Figure 17] A figure showing an example of a special chart change pattern determination table for time-saving game state C. [Figure 18] FIG. 10 is a diagram showing an example of a pre-determination table for a non-time-shortening state. [Figure 19] FIG. 10 is a diagram showing an example of a pre-determination table for a time-saving state. [Figure 20] A diagram showing the special pattern variation processing on the main control board. [Figure 21] A diagram showing the special pattern stop processing on the main control board. [Figure 22] A figure showing an example of a large prize entrance control data judgment table. [Figure 23] A diagram showing the jackpot game ending processing on the main control board. [Figure 24] FIG. 10 is a diagram showing an example of a game status setting table. [Figure 25] A diagram showing the normal power control processing on the main control board. [Figure 26] A diagram showing the normal pattern change processing on the main control board. [Figure 27] 10A and 10B are diagrams showing examples of various determination tables used in the normal power control process; [Figure 28] FIG. 10 is a diagram showing the main processing in the performance control unit. [Figure 29] A diagram showing timer interrupt processing in the performance control unit. [Figure 30] A diagram showing a pre-reading type performance processing in the performance control unit. [Figure 31] FIG. 10 is a diagram showing the icon change effect determination process in the effect control unit. [Figure 32] FIG. 10 is a diagram illustrating an example of an icon final display mode determination table. [Figure 33] FIG. 10 is a diagram illustrating an example of a change scenario determination table. [Figure 34] A diagram showing the icon change effect execution process in the effect control unit. [Figure 35]A figure showing an example of a change pattern determination table for a hold icon. [Figure 36] 10 is a diagram showing an example of a change pattern determination table for the icon. FIG. [Figure 37] A diagram showing the continuous preview performance determination process in the performance control unit. [Figure 38] A figure showing an example of a continuous preview type determination table for normal gameplay mode. [Figure 39] A figure showing an example of a continuous preview type determination table for the time-saving state. [Figure 40] A figure showing an example of a continuous preview performance scenario determination table for normal gameplay mode. [Figure 41] A figure showing an example of a continuous preview performance scenario determination table for the time-saving state. [Figure 42] A diagram showing the continuous preview performance execution process in the performance control unit. [Figure 43] A diagram showing the variable presentation pattern determination process in the presentation control unit. [Figure 44] A diagram showing the reception status of the start command from the main control board and the state of the presentation. [Figure 45] A diagram showing the reception status of stop commands from the main control board and the state of the presentation. [Figure 46] A diagram showing the process of determining the jackpot preview effect in the effect control unit. [Figure 47] A diagram showing the presentation modes set in each game state. [Figure 48] 10A and 10B are diagrams showing information notifications executed in each game state. [Figure 49] A figure showing an example of the presentation from the start to the end of the time-saving gaming state A1. [Figure 50] This figure shows the continuation of the example presentation from the start to the end of the time-saving gaming state A1. [Figure 51] A figure showing an example of a right-hit notification presentation during time-saving game state C1. [Figure 52] FIG. 10 is a diagram showing an example of a presentation when the time-saving gaming state C1 of the chance mode ends. [Figure 53] This figure shows an example of the presentation when a jackpot is won during normal gaming mode and a time-saving gaming mode C1 is initiated. [Figure 54] This figure shows an example of the presentation when a special miss win occurs during the normal game state, starting the time-saving game state C1. [Figure 55] A figure showing an example of the presentation when the time-saving gaming state C1 in the impurity mode ends. [Figure 56] This figure shows an example of the presentation when a special miss win occurs during the normal game mode, starting the time-saving game mode C2. [Figure 57] A figure showing an example of the presentation when the time-saving game state C2 in the time-saving mode ends. [Figure 58] A figure showing an example of the presentation when time-saving gaming state B is started. [Figure 59] A figure showing an example of the presentation when the time-saving game state B in the help mode ends. [Figure 60] 10 is a timing chart of specific example 1 when a command cannot be received normally. [Figure 61] FIG. 10 is a diagram showing an example of a rendering of specific example 1 when a command cannot be received normally. [Figure 62] 10 is a timing chart of a second specific example when a command cannot be received normally. [Figure 63] FIG. 10 is a diagram showing an example of a presentation of specific example 2 when a command cannot be received normally. [Figure 64] FIG. 10 is a diagram illustrating a modification of the specific example 1 when a command cannot be received normally. [Figure 65] FIG. 10 is a diagram illustrating a modification of the specific example 2 when a command cannot be received normally. [Figure 66] FIG. 10 is a diagram illustrating a specific example 3 of a case where a command cannot be received normally. [Figure 67] FIG. 10 is a diagram illustrating a specific example 4 when a command cannot be received normally. [Figure 68] FIG. 10 is a diagram illustrating a specific example 5 of a case where a command cannot be received normally. [Figure 69] FIG. 10 is a diagram showing a specific example 6 of a case where a command cannot be received normally. [Figure 70] FIG. 11 is a diagram showing a specific example 7 of a case where a command cannot be received normally. [Figure 71] FIG. 10 is a diagram showing a specific example 8 of a case where a command cannot be received normally. [Figure 72] FIG. 10 is a diagram illustrating a specific example 9 when a command cannot be received normally. [Figure 73] FIG. 10 is a diagram showing a specific example 10 of a case where a command cannot be received normally. [Figure 74] 10 is a timing chart of specific example 1 of image change presentation. [Figure 75] FIG. 10 is a diagram showing an example of a specific example 1 of image change effects. [Figure 76] 10 is a timing chart of specific example 2 of image change presentation. [Figure 77] FIG. 10 is a diagram showing a second example of image change presentation. [Figure 78] 10 is a timing chart of specific example 3 of image change effects. [Figure 79] FIG. 10 is a diagram showing an example of specific example 3 of image change presentation. [Figure 80] 10 is a timing chart of specific example 4 of image change presentation. [Figure 81] FIG. 10 is a diagram showing an example of image change presentation example 4. [Figure 82] 147 is a diagram showing an example of an image change effect. [Figure 83] 148 is a diagram showing an example of an image change effect. [Figure 84] 149 is a diagram showing an example of an image change effect. [Figure 85] 150 is a diagram showing an example of an image change effect. [Figure 86] 151 is a diagram showing an example of an image change effect. [Figure 87] 152 is a diagram showing an example of an image change effect. [Figure 88] 153 is a diagram showing an example of an image change effect. [Figure 89] FIG. 10 is a diagram showing an example of a front view of a gaming machine according to a second embodiment. [Figure 90] FIG. 10 is a diagram showing a game flow in the second embodiment. [Figure 91] 10A to 10C are diagrams showing examples of various determination tables used in the normal power control process in the second embodiment. [Figure 92] 10A to 10C are diagrams showing information notifications executed in each game state in the second embodiment. [Figure 93] FIG. 10 is a diagram showing the presentation modes set in each game state in the second embodiment. [Figure 94] 10 is a timing chart showing an example of a presentation when transitioning from a time-shortened gaming state C1 to a normal gaming state in the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

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

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

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

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

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

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

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

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

[0018] The sound output devices 9 are provided at two locations spaced apart above the glass frame 4, and are configured to output background music (BGM), sound effects (SE), etc. to create sound (music, voice) effects. A plurality of frame lighting devices 10 are provided around the periphery of the opening 8, and create lighting effects by changing the direction of light emitted and the color of light emitted by each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a payout abnormality occurs in which game balls cannot be paid out from the payout device 100.

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

[0020] In addition, in the central front part of the upper tray 11, a performance button device 16 and a selection button device 18 (see Figure 1m or Figure 2) are arranged side by side, functioning as input devices for performing decision operations and selection operations related to various performances described below.

[0021] The effect button device 16 is provided with an effect button 17 (not shown) that can be used to perform operations such as decision operations (operation input), an effect button detection switch 17a (see Figure 2) that detects operations on the effect button 17, and a button drive device 17b (see Figure 2) for driving the effect button 17, allowing the player to input specified information into the gaming machine 1.

[0022] The effect button 17 can emit light for effects by lighting the effect button LED (full color), which is part of the frame lighting device 10 (see FIG. 2), in a predetermined light emission pattern (for example, white, red, or rainbow colors). The effect button 17 can also be moved vertically between a standby position (origin position) located below and an effect position located above by the driving force of a button drive motor, which is part of the button drive device 17b, and a button position detection sensor (not shown) detects that the button is in the origin position. The effect button 17 can also be vibrated in a predetermined vibration pattern by the driving force of a button vibration motor, which is part of the button drive device 17b, to produce an effect, so that the effect button 17 can be operated even when the button vibration motor is vibrating.

[0023] The selection button device 18 is provided with a cross key 19 (up button, left button, down button, right button) that can be used to perform operations such as selection, and a cross key detection switch 19a (see Figure 2) for detecting operations on the cross key 19, allowing the player to input specified information into the gaming machine 1.

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

[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive gaming balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a full detection switch 32a (see FIG. 2) is provided in the middle of the overflow ball flow path to detect when the lower tray 12 is full of gaming balls. While the full detection switch 32a detects that the lower tray 12 is full, the 95 The payout of game balls by the game machine is stopped.

[0026] The firing operation device 13 is provided with a base 14 fixed to the glass frame 4, a firing handle 15 rotatably mounted on the base 14, a touch sensor 15a (see FIG. 2) that detects whether the player's hand is touching the firing handle 15, a firing volume 15b (see FIG. 2) made of a variable resistor whose resistance value changes depending on the rotation angle of the firing handle 15, and a plurality of handle LEDs (frame lighting device 10) that cause the firing handle 15 to emit light in a predetermined manner. When the touch sensor 15a detects that the player's hand is touching the firing handle 15, the ball feeding solenoid 11b is activated and game balls are fed out one by one.

[0027] The game board mounting frame 3 is provided with a recessed game board mounting portion (not shown) for mounting the game board 5 from the front, a launching device (not shown) for launching the game balls sent out by the ball feed solenoid 11b toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an opening detection switch 31a (see Figure 2) for detecting the opening (opening / closing) of the glass frame 4.

[0028] The locking mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which the keyhole is formed is exposed on the front side of the glass frame 4. When a dedicated key is inserted into the keyhole of the cylinder and turned in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when turned in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.

[0029] Curved inner and outer rails 35, 36 are provided near the outer edge of the game board 5, and a game area 5a into which game balls can flow is formed in the area surrounded by the inner and outer rails 35, 36. A launched ball guide path 38 is formed between the inner and outer rails 35, 36, to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet 39 is formed at the most downstream part of the game area 5a to guide the game balls that have flowed down outside the game area (to the collection part of the game board mounting frame 3).

[0030] Approximately in the center of the game area 5a, there is provided a frame-shaped decorative frame 40, known as a center case, which restricts the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left side game area where game balls launched with a first launch force flow down, and a right side game area where game balls launched with a second launch force stronger than the first launch force flow down, and the left side game area and the right side game area are connected below the decorative frame 40.

[0031] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow down below the decorative frame 40.

[0032] Three general winning openings 43 into which game balls can always enter (win) are provided at intervals below the left side of the decorative frame 40, and one general winning opening 43 into which game balls can always enter (win) is provided below the right side of the decorative frame 40. When a game ball that has entered (wins) into this general winning opening 43 is detected by the general winning opening detection switch 43a (see FIG. 2) (awarding conditions are met), a predetermined number of game balls (for example, five) are paid out from a payout device (not shown) to the upper tray 11 as prize balls (awarding of prize value).

[0033] One of the three general winning openings 43 located at the bottom left of the decorative frame 40 (the one on the far left) also serves as the starting area for the normal pattern, and when a game ball that has entered this general winning opening 43 is detected by the general winning opening detection switch 43a, the right to make a winning judgment to determine whether or not to execute the auxiliary game described below (opening of the second starting opening 47 described below) is granted (normal pattern judgment information described below is stored).

[0034] Below the stage section 42, a first start hole 45 (a start winning area of ​​a first special symbol) is provided, into which a game ball can always enter (enter), and when a game ball that has entered (entered) this first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 2) (a prize condition is established), a predetermined number of game balls (for example, three balls) are paid out from a payout device (not shown) to the upper tray 11 as prize balls (award of prize value). In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special symbol determination information, which will be described later, is stored).

[0035] Below the decorative frame 40 and diagonally below to the right of the first starting hole 45, there is provided a variable starting section 46 which can be converted from a closed state in which it is impossible or difficult for the game ball to enter (score in), to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of a predetermined condition (a winning result in the winning determination described below).

[0036] The variable starting section 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a flow path for the game ball, and is provided with a second starting port opening / closing member 48 that can move in the front-to-back direction, a second starting port 47 (starting winning area for the second special pattern) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 2) that detects game balls that have won (entered) the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 2) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (winning restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (winning allowance position).

[0037] Then, when a game ball enters the second start port 47 that has been opened during the auxiliary game described below and is detected by the second start port detection switch 47a (see FIG. 5) (the award condition is met), a predetermined number of game balls (for example, two balls) are paid out from a payout device (not shown) to the upper tray 11 as prize balls (award of prize value). In addition, the right to make a jackpot determination as to whether or not a special game (jackpot game) is executed is granted (special game determination information described below is stored).

[0038] In the right game area to the right of the decorative frame 40, there is provided a normal gate 44 (normal start area) through which game balls can always pass, and when a game ball that has passed through the normal gate 44 is detected by the gate detection switch 44a, no prize balls are awarded, but the player is given the right to make a winning judgment as to whether or not to play the auxiliary game (opening of the second start port 47 described later) (normal gate judgment information described later is stored). Note that the normal gate 44 is easier for game balls to win (pass through) than the general winning port 43, which also serves as the starting area for the normal pattern described above.

[0039] Below the normal gate 44, there is provided a first variable winning section 49 (first variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win a prize based on the fulfillment of a predetermined condition (a jackpot being determined in the jackpot determination).

[0040] The first variable winning section 49 (first variable winning device) has an upper surface that slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls (forming part of the bottom surface of the central flow path 91b), and is provided with a first large prize opening opening / closing member 51 that can move in the front-to-back direction, a first large prize opening 50 (winning area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have won (entered) the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 2) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (winning restriction position) and converts the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (winning permissible position).

[0041] Then, during the jackpot game described below, when the first large prize opening opening / closing member 51 moves rearward and the first large prize opening 50 is converted from a closed state to an open state, when game balls that have been flowing down the top surface of the first large prize opening opening opening member 51 or that have reached the first large prize opening 50 enter the first large prize opening 50 and are detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10) are paid out as prize balls from a payout device (not shown) to the upper tray 11.

[0042] Below the first variable winning section 49, there is provided a second variable winning section 55 (second variable winning device) which can be converted from a closed state in which it is impossible or difficult for the game ball to win (enter) a prize to an open state in which it is possible or easy to win a prize based on the fulfillment of a predetermined condition (a jackpot being determined in the jackpot determination).

[0043] The second variable prize winning section 55 (second variable prize winning device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls, and is provided with a second large prize winning opening / closing member 57 that can move in the front-to-back direction, a second large prize winning opening 56 (prize winning area) that opens upward directly below the second large prize winning opening / closing member 57, a second large prize winning opening detection switch 56a that detects game balls that have won (entered) into the second large prize winning opening 56, and a second large prize winning opening opening / closing solenoid 57b (see Figure 2) that converts the second large prize winning opening 56 to a closed state by moving the second large prize winning opening opening / closing member 57 forward (prize winning restriction position) and converts the second large prize winning opening 56 to an open state by moving the second large prize winning opening opening / closing member 57 backward (prize winning permissible position).

[0044] Then, when the second large prize opening opening / closing member 57 moves rearward during a jackpot game and the second large prize opening 56 is converted from a closed state to an open state, game balls that have flowed down the top surface of the second large prize opening opening opening member 57 or game balls that have reached the second large prize opening 56 enter the second large prize opening 56 and are detected by the second large prize opening detection switch 56a, and a predetermined number of game balls (for example, 10) are paid out as prize balls from a payout device (not shown) to the upper tray 11.

[0045] A game ball launched into the left-hand game area will either flow directly down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then flow down through the stage section 42, and win one of the three general winning openings 43 or the first starting opening 45 provided below the decorative frame 40, or will flow into the out opening 39. Therefore, the game ball will not win (pass through) the general winning gate 44, general winning opening 43, first variable winning section 49 (first large winning opening 50), or second variable winning section 55 (second large winning opening 56) provided in the right-hand game area.

[0046] Furthermore, game balls launched into the right-hand game area flow downstream via the upstream flow path 91a, and after almost all of them pass through the normal gate 44, they will win in one of the general winning openings 43, the variable starting section 46 (second starting opening 47), the first variable winning opening 49 (first large winning opening 50), or the second variable winning opening 55 (second large winning opening 56) provided in the right-hand game area, or will flow into the outlet 39. Therefore, they will not win in the general winning opening 43 or the first starting opening 45 provided in the left-hand game area.

[0047] On the back side of the gaming board 5, there is provided an out ball flow path that receives and collects out balls, which are made up of gaming balls that have won in the general winning opening 43, the first starting opening 45, the second starting opening 47, the first large winning opening 50, and the second large winning opening 56, as well as gaming balls that have flowed into the outlet 39, and allows them to flow down, and an out ball detection switch 39a (see Figure 2) is provided at the most downstream part of the out ball flow path. Gaming balls detected by the out ball detection switch 39a are discharged from the discharge opening on the back side of the gaming machine 1 to the outside of the gaming machine 1 (island equipment).

[0048] Outside the gaming area 5a, there are provided a pattern display device consisting of a first special pattern display device 60, a second special pattern display device 61, and a normal pattern display device 62, a reserve display device consisting of a first special pattern reserve display device 63, a second special pattern reserve display device 64, and a normal pattern reserve display device 65, and a main information display device 59 consisting of a round number display device 66, a right-hit display device 67, a time-saving status display device 68, and a gaming status display device 69. This main information display device 59 is basically composed of multiple LEDs, and is designed to be dynamically lit.

[0049] The first special pattern display 60 is a variable display for displaying (informing) the result of the jackpot determination for the first special pattern, which is made based on the entry (entry) of a game ball into the first starting port 45, the second special pattern display 61 is a variable display for displaying (informing) the result of the jackpot determination for the second special pattern, which is made based on the entry (entry) of a game ball into the second starting port 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of the hit determination for the normal pattern, which is made based on the entry (passage, entry) of a game ball into the general winning port 43 or the normal gate 44, which also serve as the starting area for the normal pattern.

[0050] Jackpot determination refers to the process of obtaining special symbol determination information (random number value for jackpot determination, random number value for special symbol determination, random number value for reach determination, random number value for special symbol variation pattern determination, etc.) when a game ball enters (enters) the first starting hole 45 or the second starting hole 47, and determining whether or not to execute a jackpot game based on the obtained special symbol determination information.

[0051] When a jackpot determination is made based on the entry of a gaming ball into the first starting hole 45, the first special symbol display 60 displays a varying first special symbol, and after a predetermined time has passed, the first special symbol is displayed stationary to notify the result of the determination. When a jackpot determination is made based on the entry of a gaming ball into the second starting hole 47, the second special symbol display 61 displays a varying second special symbol, and after a predetermined time has passed, the second special symbol is displayed stationary to notify the result of the determination.

[0052] The first special symbol display 60 and the second special symbol display 61 each consist of eight LEDs, and the lighting mode of the LEDs changes (moving lighting) at a predetermined cycle (32 ms) when each special symbol is displayed. When focusing on only one LED, it flashes at a cycle of 256 ms (32 ms on → 224 ms off). When a special symbol is displayed in a static state, the LED lights up in a mode that notifies the result of the jackpot determination (jackpot mode, loss mode).

[0053] In this embodiment, "jackpot" refers to a state in which it has been determined in the jackpot determination that a jackpot game (special game) will be played. "Jackpot game" refers to a game state advantageous to a player in which a round game in which the major prize openings (first major prize opening 50, second major prize opening 56) are converted from a closed state to an open state in a predetermined manner is played a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, making it easy for the player to win prize balls.

[0054] The maximum number of times the large prize openings (first large prize opening 50, second large prize opening 56) can be opened and the maximum opening time for each round of play are predetermined, but one round of play ends when a predetermined number of game balls (for example, 10 balls) enter the large prize openings (balls enter) even before the maximum number of times the large prize openings and the maximum opening time are reached. In this embodiment, it is possible to execute one of several types of large prize games (special games) that differ in the degree of advantage to the player.

[0055] The hit determination corresponds to acquiring normal symbol determination information (random number for hit determination, random number for normal symbol determination, random number for normal symbol variation pattern determination, etc.) based on the winning (passing through, entering) of a game ball into the normal winning port 43 or normal symbol gate 44, which also serve as the starting area for the normal symbol, and determining whether or not to execute the auxiliary game based on the acquired normal symbol determination information. When a hit determination is made, the normal symbol display 62 displays a variation of the normal symbol, and after a predetermined time has passed, a stationary normal symbol display is displayed to notify the determination result.

[0056] The normal symbol display 62 is composed of three LEDs, and the LEDs flash at a predetermined interval or sequence when displaying the normal symbol in a variable manner. When the normal symbol is displayed in a static manner, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or miss).

[0057] In this embodiment, "win" refers to a state in which it is determined in the auxiliary game determination that an auxiliary game (winning game) will be executed. "Auxiliary game" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.

[0058] In addition, the maximum number of times and maximum opening time of the second start opening 47 in the auxiliary game (winning game) are predetermined, but even before the maximum number of times and maximum opening time are reached, if a predetermined number of game balls (for example, 10 balls) enter (enter) the second start opening 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the start condition for the variable display of the second special symbol is likely to be met. In this embodiment, multiple types of auxiliary games (winning games) are provided, each with a different degree of advantage to the player.

[0059] The first special symbol reserve indicator 63 is composed of two LEDs, and is for displaying the first reserve number (U1), which is the number of special symbol determination information (first reserve) stored when a gaming ball enters (enters) the first starting hole 45, and lights up or flashes in a manner indicating the number of first reserves. Note that up to four first reserves can be stored, but the number may be more or less than four.

[0060] The second special symbol reserve indicator 64 is composed of two LEDs, and is for displaying the second reserve number (U2), which is the number of special symbol determination information (second reserve) stored when a gaming ball enters (enters) the second starting hole 47, and lights up or flashes in a manner indicating the number of second reserves. Note that, although a maximum of four second reserves can be stored, the number may be less or more than four, or no second reserves may be stored.

[0061] The normal symbol reserve indicator 65 is composed of two LEDs, and is used to display the normal symbol reserve number, which is the number of normal symbol judgment information (normal symbol reserve) stored when a game ball enters (passes) the normal symbol gate 44, and lights up or flashes in a manner indicating the number of normal symbol reserves. Note that up to four normal symbol reserves can be stored, but it may be less or more than four, or it may be possible to not store normal symbol reserves.

[0062] The first special symbol display 60 and / or the second special symbol display 61 can be configured with a 7-segment LED. For example, if a jackpot is determined in the jackpot determination, numbers such as "3" or "7" are displayed statically, and if a loss is determined, "-" is displayed statically, and during the variable display, the display may alternate between being turned off and "-".

[0063] The round number indicator 66 is made up of six LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. When a jackpot game starts, the LEDs start lighting up in a predetermined manner to indicate the number of rounds, continue lighting up during the jackpot game, and turn off the LEDs when the jackpot game ends. For example, if the jackpot game has four rounds, only the leftmost LED lights up, and if the jackpot game has ten rounds, all LEDs light up.

[0064] The right-hit indicator 67 is composed of one LED and is used to issue a right-hit notification to encourage the player to fire the game ball toward the right-side game area (so-called right-hit).Basically, the LED does not light up during normal game play, but lights up during jackpot play (special game play), during the special game play state described below, and during specific time-saving game play states.

[0065] The time-saving status indicator 68 is composed of one LED and is used to issue a time-saving notification to indicate that the time-saving game state is in progress; the LED lights up when the time-saving game state begins, and turns off when the time-saving game state ends.

[0066] The game status indicator 69 is composed of one LED and is used to issue a notification indicating that the game is in a special game mode or a time-limited game mode. When the game machine 1 is powered on, the LED lights up if the game is in a special game mode or a time-limited game mode, and then the LED goes out when the special game mode or the time-limited game mode ends (the game status changes).

[0067] Inside the gaming area 5a, there is provided a sub-information display device 80 consisting of a sub-first fluctuation indicator 81, a sub-second fluctuation indicator 82, a sub-first hold indicator 83, a sub-second hold indicator 84, a sub-regular fluctuation indicator 85, a sub-regular hold indicator 86, and a sub-right-hit indicator 87. This sub-information display device 80 is basically composed of LEDs, and is designed to be dynamically lit.

[0068] The sub-first variable indicator 81 is for displaying (informing) whether the first special symbol is being displayed or not, and the sub-second variable indicator 82 is for displaying (informing) whether the second special symbol is being displayed or not, and each is composed of one LED. When the display of the corresponding special symbol begins to change, the LED flashes at a predetermined cycle (1 second) (0.5 seconds on → 0.5 seconds off), thereby displaying the first lamp symbol LZ or the second lamp symbol LZ, and turns off when the corresponding special symbol is displayed stationary. In the figure, the flashing LED of the lamp symbol LZ is indicated by a double circle "◎".

[0069] The result of the jackpot determination for the special symbol may be notified by the sub-first variable indicator 81 or the sub-second variable indicator 82. In this case, the LED may be lit in the case of a jackpot, and may be turned off in the case of a miss.

[0070] The sub-first hold indicator 83 is for displaying the number of first hold information items (first hold number) described later, and the sub-second hold indicator 84 is for displaying the number of second hold information items (second hold number) described later, and each is composed of two LEDs. When the hold number is "0", the left and right LEDs are turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is flashing and the right LED is turned on, and when the hold number is "4", the left and right LEDs are flashing. In the figure, flashing LEDs of the sub-first hold indicator 83 and the sub-second hold indicator 84 are indicated by double circles "◎".

[0071] The sub-regular symbol variable indicator 85 is for displaying (notifying) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED flashes (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode indicating the result of the winning lottery (lights up in the case of a win, and goes out in the case of a loss) is displayed in a static state.

[0072] In addition, the sub-normal pattern change indicator 85 may be configured to flash while displaying the normal pattern change, and to light up or turn off when the normal pattern is displayed as stopped, so that it is possible to know whether or not the normal pattern change is being displayed.

[0073] The sub-regular map reserve indicator 86 is used to display the number of reserved regular map memories (regular map reserve number) and is composed of two LEDs. When the regular map reserve number is "0", the left and right LEDs are turned off, when the regular map reserve number is "1", the left LED is turned on and the right LED is turned off, when the regular map reserve number is "2", the left LED flashes and the right LED is turned on, and when the regular map reserve number is "4", the left and right LEDs flash.

[0074] The sub-right hit indicator 87 is intended to encourage the player to shoot the game ball toward the right area of ​​the game area 5a (so-called right hit), and is composed of one LED. The LED lights up during a jackpot state (special game) and a time-saving game state, and is turned off in other game states.

[0075] A first image display device 70 (main display device) consisting of an LCD display is provided at the back of the performance space 40a defined inside the decorative frame 40, and a second image display device 71 (sub-display device) consisting of an LCD display with a smaller size and display area than the first image display device 70 is provided at the bottom of the performance space 40a in front of the first image display device 70, and a movable performance device 72 for performing action performances is provided at the top of the performance space 40a.

[0076] Various effect displays are performed in accordance with the progress of the game on the first image display device 70 and the second image display device 71. The effect displays include a customer waiting demo effect performed while the variable display of the special symbol is not being executed, a variable display accompanied by a variable display (pre-variation action, update variation) of the effect symbol 70a performed while the variable display of the special symbol is being executed, a variable display (update variation) of the special symbol TZ (so-called fourth symbol) performed while the variable display of the special symbol is being executed, and a jackpot effect performed while a jackpot game is being executed.

[0077] In addition, the second image display device 71 is capable of performing a moving effect by moving using a liquid crystal moving device (not shown) composed of a solenoid, motor, etc. while the first image display device 70 is performing a changing effect.

[0078] Specifically, the movement effect is produced by vertical movement (rising and descending) between a standby position (lower position) located near the end of the first image display device 70 and a performance position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 may be left / right or front / back, or the movement effect may be produced by operating the performance button 17.

[0079] The display section (effective display area) of the first image display device 70 is formed with a variable display area for displaying three performance patterns 70a (left pattern, middle pattern, right pattern), and a display area for executing display performances (such as displaying a background image) according to the performance mode related to the execution of the variable performance.

[0080] The effect symbols 70a are composed of symbols showing numbers from "1" to "9", for example, and start to change in response to the start of the changing display of the special symbols executed by the first special symbol display device 60 and the second special symbol display device 61, and stop display in response to the stop of the changing display of the special symbols. Note that symbols showing alphabets such as "A" to "F" may also be used as the effect symbols 70a.

[0081] The effect symbols 70a are displayed stationary for a predetermined time (for example, 0.5 seconds) in a manner that notifies the result of the jackpot determination (missing mode, jackpot mode). The jackpot mode is a combination of the same effect symbols 70a, such as "777" or "555", and the missing mode is any other mode.

[0082] The manner in which the display of the performance pattern 70a changes is scrolling in the vertical direction, but it may also be scrolling in the horizontal direction, or it may be switching on the spot or rotating (spinning).

[0083] In addition, during the changing display (changing performance) of the performance pattern 70a, various performance images such as background images and characters, movies, etc. are displayed on the first image display device 70 and the second image display device 71 depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).

[0084] The first image display device 70 is formed with a first hold icon display area 70B for displaying a number of first hold icons (first hold information) corresponding to the first hold number (U1) in a normal game state, etc., a second hold icon display area 70D for displaying a number of second hold icons (second hold information) corresponding to the second hold number (U2) in a time-saving game state, etc., an icon display area 70C for displaying the icon (execution information) indicating that a variable effect is being executed, a first hold number display area 70E for displaying the first hold number (U1) numerically, and a second hold number display area 70F for displaying the second hold number (U2) numerically.

[0085] The first hold icon display area 70B is divided into a first display section 70B1 (first area), a second display section 70B2 (second area), a third display section 70B3 (third area), and a fourth display section 70B4 (fourth area) from the side closest to the icon display area 70C, and the first display section 70B1 to the fourth display section 70B4 display a number of first hold icons corresponding to the first hold number (U1).

[0086] Specifically, the first display unit 70B1 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed first, the second display unit 70B2 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed second, the third display unit 70B3 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed third, and the fourth display unit 70B4 displays a first hold icon indicating the first hold information in which the first special pattern change display will be executed fourth.

[0087] The second hold icon display area 70D is divided from the left into a first display section 70D1 (first area), a second display section 70D2 (second area), a third display section 70D3 (third area), and a fourth display section 70D4 (fourth area), and the first display section 70D1 to the fourth display section 70D4 display a number of second hold icons corresponding to the second hold number (U2).

[0088] Specifically, the first display unit 70D1 displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed first, the second display unit 70D2 displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed second, the third display unit 70D3 displays a second hold icon indicating the second hold memory in which the second special pattern variable display is executed third, and the fourth display unit 70D4 displays a second hold icon indicating the second special pattern variable display in which the second special pattern variable display is executed fourth.

[0089] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first hold icon display area 70B and the second hold icon display area 70D, and the icon is displayed as if it is sitting on or floating on this base image.

[0090] Specifically, as the variable display of the first special symbol (performance symbol 70a) begins, the first reserved icons displayed in the first reserved icon display area 70B move (shift) one by one toward the icon display area 70C, and the first reserved icon displayed in the first display unit 70B1 moves (shifts) to the icon display area 70C to become the icon, and the icon disappears (erases) when the variable display of the first special symbol (performance symbol 70a) ends. In other words, a disappearance effect (erasure effect) of the icon is performed.

[0091] In addition, as the variable display of the second special pattern (performance pattern 70a) begins, the second reserved icons displayed in the second reserved icon display area 70D move (shift) one by one toward the icon display area 70C, and the second reserved icon displayed in the first display unit 70D1 moves (shifts) to the icon display area 70C, becoming the icon, and the icon disappears (erases) when the variable display of the second special pattern (performance pattern 70a) ends. Note that the icon may be made to disappear during the variable display of the special pattern (performance pattern 70a).

[0092] The movable effect device 72 has an operable first movable member 73 and second movable member 74, and is capable of performing an action effect by causing the first movable member 73 or the second movable member 74 to perform a predetermined action during a variable effect or a jackpot game effect executed by the first image display device 70. In addition, the first movable member 73 and the second movable member 74 are provided with a board lighting device 76 having a plurality of decorative LEDs, which are capable of emitting light in a predetermined manner while the action effect is being executed.

[0093] Specifically, the first movable member 73 moves (raises and lowers) between a standby position located near the end (upper) of the first image display device 70 and a performance position located near the center (lower) of the first image display device 70. The second movable member 74 moves between a standby position where it covers a part of the front of the first movable member 73 and a performance position where it retreats from the front of the first movable member 73.

[0094] On the back side of the game board mounting frame 3 and the game board 5, there are provided a payout device for paying out game balls based on the fulfillment of predetermined payout conditions (prize balls, ball loans), a game ball storage section for storing game balls supplied from island equipment etc. and supplying them to the payout device, a main control device incorporating a main control board 110, a payout control device incorporating a payout control board 120, a presentation control device incorporating a presentation control board 130, a power supply device incorporating a power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (an information collection device such as a hall computer).

[0095] In addition, the performance control device 130A is provided with a changeover switch 22 for switching adjustment modes related to the volume of the performance sound output from the audio output device 9 and the adjustment of the light intensity of the display devices (first image display device 70, second image display device 71) and various lighting devices (frame lighting device 10, board lighting device 76).

[0096] On the front side of the main control board 110, there are mounted a main control unit 110m consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update the setting value which is the stage of the advantageous degree of the game (corresponding to the probability of determining a jackpot), a setting key switch 112a for inputting a signal to move to a state where the setting value can be changed by operating the setting key or a state where the setting value can be confirmed, and an information display 113 for displaying performance information and setting values ​​which enable the actual performance of the gaming machine 1 to be grasped.

[0097] The information display 113 is used to display setting values ​​and performance information (normal base values, which will be described later), and is configured by four 7-segment displays each having a decimal point DP arranged side by side. The two 7-segment displays corresponding to the most significant two digits form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays corresponding to the least significant two digits form a numeric segment for displaying numeric information indicating the setting values ​​and performance information values.

[0098] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically described with reference to Fig. 2. Fig. 2 is an overall block diagram of the gaming machine 1 in this embodiment.

[0099] The main control board 110 comprehensively controls the progress of the game (basic operations). The main control board 110 is equipped with a main control unit 110m as a one-chip microcomputer equipped with a main CPU 110a that performs arithmetic processing, a main ROM 110b that stores game control programs, etc., and a main RAM 110c that serves as a work area during arithmetic processing, as well as input and output ports for main control. The main CPU 110a receives an operating clock from a crystal oscillator, reads out programs stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays) and sending predetermined commands based on the results of the arithmetic processing to the payout control board 120, the performance control board 130, etc.

[0100] Here, communication between the main control board 110 and the dispensing control board 120 is configured to allow commands (data) to be communicated in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands (data) to be communicated in only one direction, from the main control board 110 to the performance control board 130.

[0101] The input port of the main control board 110 is connected to a general winning opening detection switch 43a, a gate detection switch 44a, a first starting opening detection switch 45a, a second starting opening detection switch 47a, a first large winning opening detection switch 50a, an out ball detection switch 39a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, a second large winning opening detection switch 56a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, and a payout control board 120. When detection signals from the various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing is performed according to the detection signals.

[0102] The output port of the main control board 110 is connected to the second start opening / closing solenoid 48b, the large prize opening / closing solenoid 51b, the main information display device 59, the game information output terminal board 90, the payout control board 120, and the performance control board 130. Drive control signals for controlling the various solenoids, display control signals for controlling the various displays, and game information to be notified from the game information output terminal board to the outside of the gaming machine (such as a hall computer) are output via the output port.

[0103] The payout control board 120 is a slave control board that controls the payout of game balls based on the receipt of a payout command from the main control board 110, and also controls the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the payout device 100 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.

[0104] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program, etc., a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, an output port, etc. The payout CPU 121a receives an operating clock from a crystal oscillator (not shown) and reads out the payout control program stored in the payout ROM 121b, and performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area, controls the payout device 100, and transmits predetermined commands based on the results of the arithmetic processing to the main control board 110, the performance control board 130, etc.

[0105] The input port of the payout control unit 121 is connected to an open detection switch 31a, a full detection switch 32a, a payout ball detection switch 100a provided in the payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit, and the output port of the payout control unit 121 is connected to a payout motor 100b provided in the payout device 100.

[0106] When the payout control unit 121 receives a payout command from the main control board 110, it drives the payout motor 100b provided in the payout device 100 to control the payout of a predetermined number of game balls, and when the payout ball detection switch 100a detects that the predetermined number of game balls have been paid out, it terminates the control of the payout of game balls.

[0107] The firing control unit 122 includes a control circuit, an input port, an output port, etc., which are not shown. The input port of the firing control unit 122 is connected to the touch sensor 15a and the firing volume 15b, and the output port of the firing control unit 122 is connected to the ball feeding solenoid 11b and the firing solenoid 28b, etc.

[0108] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, it allows current to flow to the ball feed solenoid 11b and the launch solenoid 28b, and when it detects a change in the rotation angle of the launch handle 15 based on a detection signal from the launch volume 15b, it drives the ball feed solenoid 11b and also drives the launch solenoid 28b so that the launch strength corresponds to the rotation angle of the launch handle 15, thereby launching the game ball.

[0109] The launch solenoid 28b is composed of a rotary solenoid, and the launch member 28 is directly connected to the rotary shaft, so that when the rotary shaft rotates, the launch member 28 rotates and launches the game ball A. The operation of the launch solenoid 28b is set to approximately 99.9 (times / minute) based on the frequency based on the output period of the crystal oscillator provided in the launch control unit 122, so the number of game balls launched per minute is approximately 99.9 (pieces / minute). In other words, a game ball is launched approximately every 0.6 seconds.

[0110] The performance control board 130 is a slave control board (slave control means) that controls performances related to games (performed in the gaming machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 is equipped with a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b that stores a performance control program, a performance control unit 130m that includes a sub-RAM 130c that serves as a work area during arithmetic processing, a display control unit 140 that controls the first image display device 70 (main liquid crystal display), the second image display device 71 (sub-liquid crystal display), and the audio output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board lighting device 76, the movable member drive device 75, the winning slot lamp 76, etc., and input ports, output ports, etc. for performance control.

[0111] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs arithmetic processing related to the effects while utilizing the sub-RAM 130c as a work area, thereby controlling (outputting data and commands) various control units (display control unit 140, lamp control unit 150) to execute various effects in accordance with commands received from the main control board 110 and input signals from the effect button detection switch 17a and the cross key detection switch 19a.

[0112] The effect button detection switch 17a, the cross key detection switch 19a, and the button position detection sensor (not shown) are connected to the input port of the effect control board 130. When an effect button detection signal indicating that the effect button 17 has been operated is input from the effect button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the effect control board 130 performs processing to execute an effect according to the detection signal.

[0113] The display control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a specified image, and controls the audio output device 9 to output a specified sound.

[0114] The display control unit 140 includes a general control unit 141 that comprehensively controls image display and audio output based on reception of a performance control command from the performance control unit 130m, an image control unit 145 (VDP) that controls the first image display device 70 and the second image display device 71 based on reception of a display control command (display list) from the general control unit 141, a CGROM 146 in which image data, etc. are stored, an audio control unit 148 (audio LSI) that controls the audio output device 9 based on reception of an audio control command from the general control unit 141, and an audio ROM 149 in which audio data, etc. are stored.

[0115] The overall control unit 141 includes an overall CPU 141a that performs calculation processing, an overall ROM 141b that stores an overall control program, an overall RAM 141c that serves as a work area during calculation processing, and input / output ports to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.

[0116] The general CPU 141a receives an operating clock from a crystal oscillator, reads out the general control program stored in the general ROM 141b, and performs arithmetic processing related to the performance while using the general RAM 141c as a work area. This allows it to perform control processing such as generating display control commands (display lists) that instruct the performance images to be displayed on the first image display device 70 and the second image display device 71 and sending them to the display control unit 140, and generating audio control commands that instruct the performance sounds to be output from the audio output device 9 and sending them to the audio control unit 148 (audio LSI).

[0117] The VRAM 143 provided in the image control unit 145 (VDP) has a display list storage area that temporarily stores the display list output from the overall control unit 141 (overall CPU 142a), a frame buffer area corresponding to the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), and the like.

[0118] This frame buffer area is a storage area for drawing or displaying images, and further includes a first frame buffer area and a second frame buffer area, which alternate between being a "drawing frame buffer" and a "display frame buffer" each time drawing starts.

[0119] Therefore, based on instructions (display list) from the overall control unit 141, the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 in the "drawing frame buffer" in the frame buffer area of ​​the VRAM 147, reads the drawing data from the "display frame buffer" in the frame buffer area, generates video signals (RGB signals, etc.) based on the read drawing data, and outputs them to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal) to display various images.

[0120] The image control unit 145 (VDP) receives an operating clock from a crystal oscillator, and divides the operating clock to generate synchronization signals (horizontal synchronization signal and vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal), which are output to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30 fps (1 / 30 second = approximately 33 ms) so that drawing (image display) is performed 30 times per second, but it may also be 60 fps (1 / 60 second = approximately 16.6 ms) so that drawing (image display) is performed 60 times per second.

[0121] The audio control unit 148 is connected to the audio output device 9, and controls the output of audio data, music data (BGM, SE), etc. from the audio output device 9 in accordance with the display of the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) based on various performance data (including commands) sent from the performance control unit 130m.

[0122] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b that stores a lamp control program, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.

[0123] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs calculations related to the performance while using the lamp RAM 150c as a work area, thereby controlling (outputting data and commands) controlled devices such as various lighting devices and various driving devices to perform specified performances in accordance with performance instruction commands, etc. received from the performance control unit 130m.

[0124] The input / output ports of the lamp control unit are connected to the frame lighting device 10, button driving device 17b, board lighting device 76, winning slot lamp 76a, and sub-information display device 80, and based on various performance data (including commands) sent from the performance control unit 130m (sub-CPU 130a), it controls the lighting of various LEDs in the frame lighting device 10, board lighting device 76, winning slot lamp 76a, and sub-information display device 80, and controls the driving of driving sources such as the button driving device 17b and the motors and solenoids of the movable member driving device 75.

[0125] The power supply board 160 generates the main power supply (operating power supply) required for the operation of the gaming machine 1 from a power supply supplied from outside the gaming machine 1, and supplies it to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components). The power supply board 160 is equipped with a power interruption detection circuit 162 that detects whether a power interruption (power outage) has occurred and outputs a power interruption detection signal to the main control board 110 based on the occurrence of a power interruption (power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power interruption (power outage).

[0126] The power supply board 160 also has a power switch operable by a store employee to switch between an ON state, which supplies main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply of power; when the power switch is turned ON, the supply of main power begins, and operation of the gaming machine 1 begins. Note that even when the power switch is in the OFF state, the supply of backup power to the main control board 110 is maintained.

[0127] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage drops below a predetermined value, outputs a power interruption detection signal to the main control board 110. More specifically, when the power interruption detection signal goes high, the main CPU 110a enters an operable state, and when the power interruption detection signal goes low, the main CPU 110a enters a stopped state.

[0128] The backup power supply circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the stored contents of the main RAM 110c and the payout RAM 121c to be maintained even during a power outage, and after recovery from the power outage (power outage), the game control state can be restored to the state before the power outage (power outage). Note that a backup power supply may be supplied to the payout control board 120 and the performance control board 130.

[0129] (Explanation of game status) Next, the game state as the game progresses will be explained. In this embodiment, there are a "low probability state" and a "high probability state" as states related to the jackpot determination of the special symbol, and there are a "non-time-saving state" and a "time-saving state" as states related to the second start opening opening / closing member 48 of the second start opening 47.

[0130] In this embodiment, the following three game states are provided. (1) A low probability non-time-saving game state (normal game state) that is a "low probability state" and a "non-time-saving state" (2) A low-probability time-saving game state (time-saving game state) that is a "low probability state" and a "time-saving state" (3) A high probability time-saving game state (probability game state) that is a "high probability state" and a "time-saving state"

[0131] The gaming state when a game is started, that is, the initial gaming state of the gaming machine 1 (after the RWM is cleared, which will be described later), is set to a "low-probability non-time-shortened gaming state." In this embodiment, the "low-probability time-shortened gaming state" and the "high-probability time-shortened gaming state" are sometimes referred to as "specific gaming states" because they are gaming states that are different in the degree of advantage to the player from the normal gaming state.

[0132] In this embodiment, the "low probability state" refers to a gaming state in which, for example, when the setting value (of the jackpot probability), which is the stage of the game's advantageous degree, is "1," the probability of winning a jackpot is set low at approximately 1 / 300 in the jackpot determination of a special symbol, which is performed on the condition that a gaming ball has entered the first starting hole 45 or the second starting hole 47. In contrast, the "high probability state" refers to a gaming state in which the probability of winning a jackpot is improved compared to the low probability state, and when the setting value is "1," the probability of winning a jackpot is set high at approximately 1 / 60.

[0133] Specifically, there are four setting values: "1" to "4." When the setting value is "1," the probability of winning a jackpot in a low probability state is approximately 1 / 300, and the probability of winning a jackpot in a high probability state is approximately 1 / 60. When the setting value is "2," the probability of winning a jackpot in a low probability state is approximately 1 / 295, and the probability of winning a jackpot in a high probability state is approximately 1 / 59. When the setting value is "3," the probability of winning a jackpot in a low probability state is approximately 1 / 290, and the probability of winning a jackpot in a high probability state is approximately 1 / 58. When the setting value is "4," the probability of winning a jackpot in a low probability state is approximately 1 / 285, and the probability of winning a jackpot in a high probability state is approximately 1 / 57.

[0134] Therefore, it is easier to win a jackpot in the "high probability state" than in the "low probability state." Also, the state changes from the low probability state to the high probability state after the jackpot game described below has ended.

[0135] In this embodiment, the "non-time-shortened state" refers to a game state in which the probability of winning in the normal symbol hit determination, which is performed on the condition that the game ball has entered (passed through, entered) the general winning port 43 or the normal symbol gate 44, which is the normal symbol starting area, the average fluctuation time of the normal symbol corresponding to the result of the hit determination, and the opening time during which the second starting port 47 is open in the auxiliary game that is executed when a hit is determined, are all disadvantageous to the player.

[0136] In contrast, the "time-saving state" is a game state in which at least one of the following is more advantageous to the player than the non-time-saving state: the probability of winning in the normal symbol hit determination, which is performed on the condition that the game ball enters (passes through or enters) the normal symbol starting area, the average fluctuation time of the normal symbol corresponding to the hit determination result, and the opening time for the second starting hole 47 in the auxiliary game that is performed when a hit is determined. Therefore, in the "time-saving state," when the game ball passes through the normal symbol starting area, the second starting hole 47 is more likely to be controlled to an open state than in the "non-time-saving state." As a result, in the "time-saving state," the player can play more advantageously in a state in which it is more difficult to consume game balls than in the non-time-saving state (normal game state).

[0137] In this embodiment, time-shortened game states A1 and A2 are set as time-shortened game states that go through a jackpot game, and time-shortened game states B, C1, and C2 are set as time-shortened game states that do not go through a jackpot game. The degree of advantage of each time-shortened game state is time-shortened game state B > time-shortened game state C2 > time-shortened game state A1 > time-shortened game state A2 ≒ time-shortened game state C1.

[0138] Specifically, the special game state, the time-saving game state A1, the time-saving game state B and the time-saving game state C2 are first specific game states in which it is easier for the game ball to enter the second starting hole 47 than in the normal game state and the base value (number of balls paid out ÷ number of balls fired × 100) is higher than in the normal game state, and the time-saving game state A2 and the time-saving game state C1 are second specific game states in which it is easier for the game ball to enter the second starting hole 47 than in the normal game state but it is harder for the game ball to enter the second starting hole 47 than in the first specific game state and the base value is higher than in the normal game state but lower than in the first specific game state.

[0139] In this embodiment, the probability of winning a jackpot when in a high probability state is five times (common regardless of the set value) the probability of winning a jackpot when in a low probability state, but the probability of determining a jackpot is not limited to five times, and may be set to any value such as three times or eight times as long as it is less than ten times.

[0140] In addition, in this embodiment, the small prize, which is less advantageous to the advantageous player than the big prize, is not won in the big prize determination, but for example, it may be set so that the probability of winning a small prize is about 1 / 100. In this case, it is preferable that the probability of winning a small prize is the same regardless of whether the set value is "1" to "4".

[0141] Also, the larger the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot), but conversely, the smaller the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot).

[0142] Also, the probability of determining a jackpot in a low probability state and / or a high probability state may be the same for all set values ​​(1 to 4), or for example, the probability of determining a jackpot in a low probability state and / or a high probability state may be the same for two or three set values ​​(1 and 2, 1 to 3, etc.). Also, the set values ​​in this embodiment are four levels, 1 to 4, but are not limited to four levels and may be more or less than four levels.

[0143] Next, the progress of the game on the gaming machine 1 will be described using a flowchart.

[0144] (Main processing of the main control board) The main processing of the main control board 110 will be described with reference to Fig. 3. Fig. 3 is a flowchart showing the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when a power supply voltage is supplied from the power supply board 160, is input to the main CPU 110a.

[0145] First, the main CPU 110a prohibits all interrupts in step S1, performs CPU initialization such as setting built-in registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, it waits for one second for the payout control board 120 and the performance control board 130 to start up so that no commands from the main control board 110 are missed.

[0146] In step S4, the main CPU 110a permits access to the RWM area of ​​the main RAM 110c, and in step S5, transmits a launch permission designation command to the payout control board 120. As a result, the payout control unit 121 performs processing to permit the launching device 26 to launch game balls.

[0147] In step S6, the main CPU 110a determines whether a backup flag indicating power restoration has been saved in the gaming RWM area of ​​the main RAM 110c. If the backup flag has been saved, it is determined that power restoration has occurred and the process proceeds to step S7. If the backup flag has not been saved, it is determined that power has been turned on for the first time and the process proceeds to step S8.

[0148] In step S7, the main CPU 110a calculates a checksum (abnormality determination data) of the gaming RWM area (excluding the setting value area) of the main RAM 110c.

[0149] In step S8, the main CPU 110a determines whether a setting change operation has been performed. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S9 to transition to setting change mode, and if a setting change operation has not been performed, the process proceeds to step S10.

[0150] In step S9, the main CPU 110a performs a setting change process. Specifically, the main CPU 110a displays a status confirmation display on the game status indicator 69 indicating that the setting is being changed or confirmed, and also displays the current setting value saved in the setting value area of ​​the gaming RWM area on one 7-segment LED of the information indicator 113. Then, the main CPU 110a transmits a setting change command to the performance control board 130.

[0151] Furthermore, each time the RWM clear switch 111a is operated, the setting value is changed (updated) within the range of "1" to "4", and the updated setting value is displayed on the 7-segment LED. When a setting confirmation operation is performed in which the setting key switch 112a changes from the ON state to the OFF state, the setting value is considered to be confirmed and the changed (updated) setting value is saved in the setting value area, the display of the setting value on the information display 113 is terminated, the status confirmation display on the game status display 69 is terminated, and processing is performed to end the setting change mode.

[0152] Upon receiving the setting change command, the performance control board 130 performs processing to notify the user that the setting value is being changed. Specifically, the image display devices 70 and 71 may display a setting change screen indicating that the setting value is being changed, or the frame lighting devices 10 and the board lighting devices 76 may be all lit in a predetermined light color (e.g., white) throughout the setting change. The audio output device 9 may output a setting change notification sound ("setting change in progress") indicating that the setting is being changed.

[0153] In step S10, the main CPU 110a determines whether the checksum is normal. Specifically, it determines whether the checksum saved in the gaming RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the gaming RWM area), the process proceeds to step S11, and if the checksum is not normal (there is an abnormality in the data in the gaming RWM area), it is determined that the control state before the power was turned off cannot be restored normally, and the process proceeds to step S12.

[0154] If the backup flag is not saved, that is, if the power is turned on for the first time, the checksum is determined to be abnormal.

[0155] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.

[0156] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, sends an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt prohibition to prohibit timer interrupts, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs a process to execute an irrecoverable error notification.

[0157] An "irrecoverable error" is an error state in which game control is no longer performed (the game control is not transferred), and the error cannot be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error cannot be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without any setting change operation, and the power switch must be turned ON with a setting change operation. Note that during an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.

[0158] In addition, the "irrecoverable error" is not cleared unless a setting change process is performed, but it may also be cleared when an RWM clear is performed without a setting change process.

[0159] The "irrecoverable error notification" is a notification to make the user aware that an irrecoverable error has occurred, and may involve displaying an irrecoverable error screen ("irrecoverable error. Please change the settings") on the image display devices 70, 71, lighting all of the frame lighting devices 10 and board lighting devices 76 in a specified light color (for example, red) until the power is turned off, or outputting an irrecoverable error sound ("irrecoverable error" + buzzer sound) from the audio output device 9 indicating that an irrecoverable error has occurred until the power is turned off. The audio output device 9, the frame lighting device 10, the image display devices 70 and 71, and the board lighting device 76 may be collectively referred to as the "performance device."

[0160] In step S13, the main CPU 110a determines whether or not an RWM clear operation has been performed. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has been performed, the process proceeds to step S14, assuming that RWM clearing is to be performed. If an RWM clear operation has not been performed, the process proceeds to step S16.

[0161] In step S14, the main CPU 110a performs an RWM clear process. Specifically, the main CPU 110a performs a process for initializing the control state of the game (initializing the area other than the set value area of ​​the game RWM area and controlling it to the normal game state).

[0162] In step S15, the main CPU 110a transmits a power-on command indicating that the game control state has been initialized and the current game state (here, a low-probability non-time-limited game state as a normal game state) to the payout control board 120 and the performance control board 130, and proceeds to step S21. As a result, the performance control board 130 performs processing to execute a power-on notification.

[0163] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves displaying the initial screen (background image and initial performance pattern "135") when the power is turned on on the image display devices 70 and 71, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., red) for a predetermined period of time (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that the RWM area has been initialized. In addition, in the power-on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.

[0164] In step S16, the main CPU 110a determines whether a setting confirmation operation has been performed. Specifically, it determines whether the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process proceeds to step S17 to transition to setting confirmation mode, and if no setting confirmation operation has been performed, the process proceeds to step S18 to return the game control state to the state before the power was turned off.

[0165] The main CPU 110a performs setting confirmation processing in step S17. Specifically, the main CPU 110a displays a status confirmation display on the game status indicator 69 indicating that the setting is being changed or confirmed, and also displays the current setting value saved in the setting value area of ​​the game RWM area on one 7-segment LED of the information indicator 113. Then, the main CPU 110a transmits a setting confirmation command to the performance control board 130.

[0166] Furthermore, when a confirmation termination operation is performed in which the setting key switch 112a changes from the ON state to the OFF state, the display of the setting value on the information display 113 is terminated, the status confirmation display on the game status display 69 is terminated, and processing is performed to terminate the setting confirmation mode.

[0167] Upon receiving the setting confirmation command, the performance control board 130 performs processing to issue a setting confirmation notification to notify the user that the setting is being confirmed. Specifically, the image display devices 70 and 71 may display a setting confirmation screen indicating that the setting is being confirmed, or the frame lighting devices 10 and the board lighting devices 76 may be all lit in a predetermined light color (e.g., white) while the setting is being confirmed. The audio output device 9 may output a setting confirmation notification sound ("Confirming the setting value") indicating that the setting is being confirmed.

[0168] In step S18, the main CPU 110a clears (to 0) the backup flag and checksum saved in the gaming RWM area and sets the gaming RWM area when power is restored. This causes the game progress state (control state) to return (restore) to the state before the power was cut off, making it possible to resume the game from the state before the power was cut off.

[0169] In step S19, the main CPU 110a transmits a power restoration command indicating that the game control state has been restored and the game state before the power outage to the performance control board 130. As a result, the performance control board 130 performs processing to terminate the setting confirmation notification, etc., which will be described later, and execute the power restoration notification.

[0170] The "power restoration notification" is a notification to make the player aware that the game control state has returned to the state it was in before the power was cut off, and involves displaying the initial screen (background image and initial performance pattern "135") when power is restored on the image display devices 70, 71, lighting up all of the frame lighting devices 10 and board lighting devices 76 in a predetermined light color (e.g., blue) for a predetermined period of time (e.g., 60 seconds), and outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that power has been restored (from a power outage). In addition, in notifying the restoration of power, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the power has been restored may be displayed on the image display devices 70 and 71.

[0171] In step S20, the main CPU 110a sends other commands (special reserve number designation command indicating the first reserve number (U1) and the second reserve number (U2), regular reserve number designation command indicating the regular reserve number (G), etc.) to the performance control board 130. This makes it possible for the performance control board 130 to grasp the special reserve number and the regular reserve number, and performs processing to display the first reserve icon and the second reserve icon on the first image display device 70.

[0172] In step S21, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. Note that this setting value designation command may be transmitted to the performance control board 130 before the power-on designation command or power-restoration designation command is transmitted. Also, the setting value designation command may be transmitted each time the variable display of the special symbol starts, or each time a jackpot game starts.

[0173] In step S22, the main CPU 110a activates a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds), and in step S23, permits all interrupts.

[0174] In step S24, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern determination, which are used to determine the fluctuation pattern (fluctuation time) of the special pattern, and in step S25, performs an initial value random number value update process to update the initial value random number value for jackpot determination, the initial value random number value for special pattern determination, the initial value random number value for hit determination, and the initial value random number value for normal pattern determination.

[0175] Next, the main CPU 110a determines whether or not a power interruption (power failure) has occurred in step S26. Specifically, it determines whether or not a power interruption detection signal has been input from the power interruption detection circuit of the power supply board 160. If the power interruption detection signal has not been input, the process proceeds to step S24, and if the power interruption detection signal has been input, the process proceeds to step S27.

[0176] In step S27, the main CPU 110a sets an interrupt prohibition to prohibit timer interrupts, in step S28, performs processing to clear the output port, in step S29, performs processing to calculate a checksum (abnormality determination data) of the gaming RWM area (excluding the setting value area) of the main RAM 110c and save it in the gaming RWM area, in step S30, performs processing to save a backup flag in the gaming RWM area of ​​the main RAM 110c, and in step S31, performs processing to prohibit RAM access and waits until the supply of power supply voltage is completely cut off.

[0177] In this way, since multiple conditions (operations) are set for setting change operations, it is not easy to change settings, which makes it possible to curb fraudulent behavior and improve the security of the gaming machine.

[0178] In addition, by setting the number of conditions (operations) set for the setting change operation to be greater than the number of conditions (operations) set for the RWM clear operation or the setting check operation, it is possible to increase security for setting changes, which are the event most susceptible to fraudulent activity, and to effectively prevent fraudulent activity.

[0179] Furthermore, if the checksum is abnormal, an unrecoverable error process is executed to stop the game from progressing, which prevents the gaming machine from performing unexpected operations that cause trouble for gaming parlors and players, thereby improving the reliability of the gaming machine.

[0180] Furthermore, if the value in the setting value area is not within the appropriate range, that is, if the previous power outage may have occurred while the settings were being changed, an unrecoverable error process is executed to stop the game from progressing even if the checksum is normal. This prevents the game from progressing with a setting value that the gaming facility did not intend, thereby improving the reliability of the gaming machine.

[0181] The power-on command and power restoration command are transmitted together with information indicating the current game status, but a game status designation command indicating the current game status may also be transmitted after the power-on command or power restoration command is transmitted.

[0182] Although a setting change command is sent when the setting change process starts and a power-on command is sent after the setting change process is completed, a setting change start command may be sent instead of the setting change command, and a setting change end command may be sent instead of the power-on command. In this case, the setting change end command may be sent at the end of the setting change process or after the setting change process is completed.

[0183] Furthermore, when a setting change is made, the RWM clear process is performed after the setting change, but the RWM clear process may also be performed before the setting change is made.

[0184] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 4. Fig. 4 is a flowchart showing the timer interrupt process executed by the main control board 110 at predetermined intervals (4 milliseconds).

[0185] First, in step S100, the main CPU 110a saves the information stored in the registers to a stack area, and in step S110, performs a time control process to update various time counters required to control the progress of the game. For example, the main CPU 110a performs a process to subtract 1 from the variable time counter for special symbols, etc.

[0186] In step S120, the main CPU 110a performs a specific random number update process to update the random number value for determining a jackpot, the random number value for determining a special symbol, the random number value for determining a special symbol variation pattern, the random number value for determining a win, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern. Specifically, each random number value and the random number counter are updated by adding +1. If the added random number counter value exceeds the maximum value of the random number range (if the random number counter has completed one cycle), the random number counter is reset to 0, and if the random number counter has returned to the initial value of the cycle, the corresponding initial value random number value is set as a new cycle initial value and the random number value is newly updated.

[0187] In step S130, the main CPU 110a performs an initial value random number update process to update the initial value random number values ​​for determining a jackpot, the initial value random number values ​​for determining a special symbol, the initial value random number values ​​for determining a hit, and the initial value random number values ​​for determining a normal symbol, similar to step S30.

[0188] In step S200, the main CPU 110a determines whether or not there has been an input to various switches such as the general prize opening detection switch 43a, the first large prize opening detection switch 50a, the second large prize opening detection switch 56a, the first start opening detection switch 45a, the second start opening detection switch 47a, the gate detection switch 44a, and the out ball detection switch 39a, and performs input control processing to set predetermined data if there has been an input. This will be described in detail later using Figure 5.

[0189] In step S300, the main CPU 110a performs special symbol special power control processing for determining the number of reserved special symbols (such as determining a big win), controlling the display of special symbols, controlling the opening and closing of the big prize opening 50 (first big prize opening opening member 51), controlling the game state, etc. Details will be described later using FIG.

[0190] In step S400, the main CPU 110a performs normal symbol and normal power control processing to determine the number of normal symbols stored (such as winning determination), control the display of normal symbols, and control the opening and closing of the second start opening 47 (second start opening opening member 48).

[0191] In addition, the types of winning and losing normal symbols determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are the same and do not change depending on the setting value. By doing this, the game does not become too complicated, and players can play with peace of mind.

[0192] In addition, the selection ratio of various winning normal symbols and the selection ratio of various losing normal symbols, which are determined as a result of the normal symbol determination information performed in the normal symbol normal power control process, are constant and do not change depending on the setting value. By doing this, the player's advantage will not change drastically depending on the setting value, allowing the player to play with peace of mind.

[0193] Next, in step S500, the main CPU 110a performs payout control processing to send a payout status confirmation command to the payout control board 120 to confirm the payout status of the payout control board 120, and to send a payout number specification command corresponding to each winning port to the payout control board 120 by referring to the prize ball counters (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) described later. As a result, the payout control board 120 executes control to pay out prize balls from the payout device 100.

[0194] In step S600, the main CPU 110a determines the occurrence of a magnetic anomaly or a radio wave anomaly based on input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs magnetic / radio wave anomaly determination processing for transmitting a magnetic anomaly error designation command or a radio wave anomaly error designation command to the performance control board 130. When the performance control board 130 receives the magnetic anomaly error designation command or the radio wave anomaly error designation command, it performs control for issuing a magnetic anomaly error alert or a radio wave anomaly error alert.

[0195] In step S700, the main CPU 110a performs a data creation process to create data such as external information data (game information) to be output from the game information output terminal board 90, start port opening / closing data to be output to the second start port opening / closing solenoid 48b, large prize port opening / closing data to be output to the large prize port opening / closing solenoid 51b, special pattern display data to be output to the first special pattern display device 60 and the second special pattern display device 61, normal pattern display data to be output to the normal pattern display device 62, special pattern reserve display data to be output to the first special pattern reserve display device 63 and the second special pattern reserve display device 64, and normal pattern reserve display data to be output to the normal pattern reserve display device 65.

[0196] In step S750, the main CPU 110a performs output control processing such as port output processing to output signals such as the external information data, start gate opening / closing data, and large prize gate opening / closing data created in step S700 above, display output processing to output signals such as special pattern display data, normal pattern display data, special pattern reserved display data, normal pattern reserved display data, payout command transmission processing to send commands set in the payout transmission data storage area of ​​the main RAM 110c to the payout control board 120, and performance command transmission processing to send commands set in the performance transmission data storage area of ​​the main RAM 110c to the performance control board 130.

[0197] In step S800, the main CPU 110a performs processing when an information program is called. Specifically, after prohibiting interrupts, the flag register is saved to the gaming RWM area, and processing is performed to call the target information program by the CALL command.

[0198] The main CPU 110a performs game ball counting processing (information program) in step S810. Specifically, the main CPU 110a performs processing to count the number of payouts during normal play, which is the number of prize balls paid out based on the entry of game balls into various winning ports (general winning port, big winning port, start port) during normal play, the number of outs during normal play, which is the number of game balls detected by the out ball detection switch 39a during normal play, and the total number of outs, which is the number of game balls detected by the out ball detection switch 39a regardless of the play state.

[0199] Furthermore, the total number of outs, the number of payouts during normal play, and the number of outs during normal play are game information that are not affected even if the setting value is changed (are unrelated to the setting value), so by counting these, it is possible to calculate performance information (the normal base value described below) that eliminates the influence of the setting value, which can be used to understand the performance of the gaming machine 1.

[0200] In step S830, the main CPU 110a performs a performance information calculation process (information program). Specifically, the main CPU 110a calculates the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number, and performs a process of saving the normal base value rounded to one decimal place in the first area of ​​the base memory area set in the information RWM area.

[0201] The play area is updated every time the total number of outs reaches 60,000, and the base memory area is provided with a first area in which the normal base value for the current play area is stored, a second area for storing the normal base value for the play area one play area back, a third area for storing the normal base value for the play area two play areas back, and a fourth area for storing the normal base value for the play area three play areas back, and the base values ​​for four play areas including the current one are saved in each area.

[0202] In step S850, the main CPU 110a performs a performance display data setting process (information program). Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113 the normal base values ​​(performance information) for the four game sections calculated in the performance information calculation process and saved in the base storage area, while switching them every five seconds.

[0203] In step S870, the main CPU 110a performs a test data creation process (information program). Specifically, the main CPU 110a performs a process of creating test data (test information) to be output to a test facility used when testing the gaming machine 1.

[0204] In step S880, the main CPU 110a performs output control processing (information program). Specifically, the main CPU 110a performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various display devices, and processing for outputting signals such as the test data created in step S870.

[0205] In step S890, the main CPU 110a performs a game program return process. Specifically, the main CPU 110a returns the flag register from the game RWM area, permits interrupts, and performs a process for returning to the game program.

[0206] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.

[0207] In this way, since timer interrupts are not executed during the setting change process, RWM clear process, and setting confirmation process, the number of payouts and the number of outs are not counted, the performance information of the gaming machine is not calculated, and the performance information of the gaming machine is not displayed, which makes it possible to reduce the control burden on the main control board 110.

[0208] Although the performance information calculation process is performed in the timer interrupt process of the main control board 110, it may be performed in the main process of the main control board 110. The game ball counting process may also be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.

[0209] Furthermore, the normal base calculated as performance information is calculated as (normal payout number ÷ normal out number) × 100, but the normal payout number may include the payout number during the second specific gaming state (time-shortened gaming state A2, time-shortened gaming state C1), and the normal out number may include the out number during the second specific gaming state (time-shortened gaming state A2, time-shortened gaming state C1). Furthermore, the normal payout number may include the payout number during the second specific gaming state other than during auxiliary gaming when the second start port 47 is long-opened, and the normal out number may include the out number during the second specific gaming state other than during auxiliary gaming when the second start port 47 is long-opened.

[0210] (Input control processing on the main control board) The input control process of the main control board 110 will be described with reference to Fig. 5. Fig. 5 is a flowchart showing the input control process in the main control board 110.

[0211] In step S210, the main CPU 110a performs general prize opening detection switch input processing. In this general prize opening detection switch input processing, it is determined whether a detection signal has been input from the general prize opening detection switch 43a, that is, whether a gaming ball has entered the general prize opening 43. If no detection signal has been input from the general prize opening detection switch 43a, the process proceeds to step S220.

[0212] When a detection signal is input from the general prize opening detection switch 43a, the prize ball counter for the general prize opening used for prize balls (5 prize ball counter) is updated by adding data indicating 5 prize balls, and the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and then the general prize opening detection switch input processing is terminated.

[0213] In step S220, the main CPU 110a performs special prize opening detection switch input processing. In this special prize opening detection switch input processing, it is determined whether a detection signal has been input from the first special prize opening detection switch 50a or the second special prize opening detection switch 56a, that is, whether a gaming ball has entered the first special prize opening 50 or the second special prize opening 56. If no detection signal has been input from the first special prize opening detection switch 50a or the second special prize opening detection switch 56a, the process proceeds to step S230.

[0214] When a detection signal is input from the first large prize opening detection switch 50a or the second large prize opening detection switch 56a, the prize ball counter for the large prize opening (15 prize ball counter) used for prize balls is updated by adding data indicating 15 prize balls, the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and it is determined whether or not a jackpot game (special game) is currently being played. If a jackpot game is currently being played, the round prize counter (C) for counting the game balls that have entered the large prize opening 50 is updated by adding "1" (C←C+1), and the large prize opening detection switch input processing is terminated.

[0215] If the current game state is not a special game state, the illegal winning ball counter (E), which indicates the number of game balls that have won (entered) a specific winning port (second starting port 47, large winning port 50) outside the winning period, is updated by adding "1" (E←E+1), and a determination is made as to whether the value of the illegal winning ball counter (E) is more than a specified number (for example, 10 balls), and if the value of the illegal winning ball counter (E) is less than or equal to the specified number, the large winning port detection switch input processing is terminated.

[0216] If the value of the illegal winning ball counter (E) is greater than the specified number, it is determined that an illegal winning (illegal winning) has occurred, in which a game ball has won (entered) outside the winning period, and an illegal winning error designation command is set in the performance transmission data storage area. As a result, the illegal winning error designation command is sent to the performance control board 130, and the performance control board 130 notifies the fact that an illegal winning has occurred by notifying the fact that an illegal winning has occurred.

[0217] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of ​​the main RAM 110c, the illegal winning ball counter (E) is cleared, and the large winning port detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and an external device can grasp (identify) that an illegal winning has occurred.

[0218] In step S230, the main CPU 110a performs a first start hole detection switch input process. In this first start hole detection switch input process, it is determined whether a detection signal from the first start hole detection switch 45a has been input, that is, whether a gaming ball has entered the first start hole 45. Details of the first start hole detection switch input process will be described later.

[0219] In step S240, the main CPU 110a performs a second start hole detection switch input process. In this second start hole detection switch input process, it is determined whether a detection signal from the second start hole detection switch 47a has been input, that is, whether a gaming ball has entered the second start hole 47. Details of the second start hole detection switch input process will be described later.

[0220] In step S250, the main CPU 110a performs a normal start port detection switch input process. In this normal start port switch input process, it is determined whether a detection signal has been input from a specific normal win port detection switch 43a or gate detection switch 44a provided in the normal win port 43, which is the normal start area, that is, whether a gaming ball has won (passed through, entered) the normal win port 43 or normal gate 44, which is the normal start area. If a detection signal has not been input from the specific normal win port detection switch 43a or gate detection switch 44a, the input control process is terminated.

[0221] When a detection signal is input from a specific general winning entrance detection switch 43a or gate detection switch 44a, it is determined whether the number of reserved normal symbols, which is the number of reserved normal symbols stored in the normal symbol reserved memory area, is less than 4. If the number of reserved normal symbols is not less than 4, the input control process is terminated.

[0222] If the number of reserved regular drawings is less than 4, the number of reserved regular drawings is updated by adding "1", regular drawing determination information (random number value for hit determination, random number value for regular pattern determination, random number value for regular drawing variation pattern determination) is obtained, and the available memory units in the reserved regular pattern memory area are searched in order starting from the first memory unit, and the obtained regular drawing determination information is stored in the available memory unit, and the input control process is terminated.

[0223] (Main control board first start port detection switch input processing) The first start hole detection switch input processing of the main control board 110 will be described with reference to Fig. 6. Fig. 6 is a flowchart showing the first start hole detection switch input processing of the main control board 110.

[0224] First, in step S230-1, the main CPU 110a determines whether or not a detection signal has been input from the first start hole detection switch 45a (a game ball has entered the first start hole 45). If a detection signal has been input from the first start hole detection switch 45a, the process proceeds to step S230-2, and if a detection signal has not been input from the first start hole detection switch 45a, the current first start hole detection switch input process is terminated.

[0225] In step S230-2, the main CPU 110a performs a process of updating a three prize ball counter used for prize balls by adding data indicating three prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special symbol, random number value for determining a reach, random number value for determining a special symbol variation pattern).

[0226] In step S230-4, the main CPU 110a determines whether the first reserved number (U1) stored in the first special symbol reserved storage area is less than 4. If the first reserved number (U1) is less than 4, the process proceeds to step S230-5, and if the first reserved number (U1) is not less than 4, the current first start hole detection switch input process is terminated.

[0227] In step S230-5, the main CPU 110a performs a process of adding "1" to the first reserved number (U1) to update it (U1←U1+1), and in step S230-6, sets a first reserved number designation command corresponding to the updated first reserved number (U1) in the performance transmission data storage area. As a result, the first reserved number designation command is sent to the performance control board 130, and the performance control board 130 becomes able to grasp the first reserved number.

[0228] In step S230-7, the main CPU 110a stores the acquired special symbol determination information in the first special symbol reservation storage area. Specifically, since the first special symbol reservation storage area is divided into the first storage section to the fourth storage section, the main CPU 110a searches for an empty storage section in order from the first storage section, and stores the acquired special symbol determination information in the empty storage section.

[0229] As a result of the above, a first reserved memory consisting of special pattern determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, and random number value for determining a special pattern change pattern, etc.) is stored in a predetermined memory section of the first special pattern reserved memory area.

[0230] In step S230-8, the main CPU 110a determines whether the current gaming state is a non-time-shortened gaming state. If it is a non-time-shortened gaming state, the process proceeds to step S230-10. If it is not a non-time-shortened gaming state, the main CPU 110a determines in step S230-9 whether it is in time-shortened gaming state A2 or C1. If it is in time-shortened gaming state C1, the process proceeds to step S230-10. If it is not in time-shortened gaming state C1, the first start hole detection switch input process is terminated.

[0231] The main CPU 110a performs the first pre-reading process in step S230-10. In this first pre-reading process, the pre-determination table (see FIG. 18(a) and FIG. 19(c)) according to the game state is referred to, and the special symbol determination information (first reserved memory) acquired this time is determined (pre-determination) before the special symbol variable display based on the determination information is performed, and a planned variable pattern that is a variable pattern that is scheduled to be executed is determined. The details of the pre-determination table will be described later.

[0232] In step S230-10, the main CPU 110a sets the first look-ahead designation command corresponding to the planned fluctuation pattern determined in the first look-ahead processing in step S230-8 above in the performance transmission data storage area, and terminates the first start port detection switch input processing for this time.

[0233] As a result, the first look-ahead designation command is sent to the performance control board 130, and the performance control board 130 can execute a look-ahead preview performance that executes a predetermined preview performance over one or more variable displays executed before the variable display of the special pattern corresponding to the first look-ahead designation command begins. The look-ahead preview performance is executed using one or more of the image display device, audio output device 9, frame lighting device 10, first movable member 73, second movable member 74, and board lighting device 76.

[0234] In addition, when the game is in the time-saving game state C1, the special chart determination information obtained based on the game ball entering the first starting port 45 is determined in advance, but the special chart determination information obtained based on the game ball entering the first starting port 45 may be determined in advance only when the game is in a non-time-saving game state.

[0235] (Main control board second start port detection switch input processing) The second start hole detection switch input processing of the main control board 110 will be described with reference to Fig. 7. Fig. 7 is a flowchart showing the second start hole detection switch input processing of the main control board 110.

[0236] First, in step S240-1, the main CPU 110a determines whether or not a detection signal has been input from the second start hole detection switch 47a (a game ball has entered the second start hole 47). If a detection signal has been input from the second start hole detection switch 47a, the process proceeds to step S240-2, and if a detection signal has not been input from the second start hole detection switch 47a, the current second start hole detection switch input process is terminated.

[0237] In step S240-2, the main CPU 110a performs a process of updating the two prize ball counter used for prize balls by adding data indicating two prize balls, and in step S240-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special symbol, random number value for determining a reach, random number value for determining a special symbol variation pattern).

[0238] In step S240-4, the main CPU 110a determines whether the second reserved number (U2) stored in the second special symbol reserved storage area is less than 4. If the second reserved number (U2) is less than 4, the process proceeds to step S240-5, and if the second reserved number (U2) is not less than 4, the second start hole detection switch input process is terminated.

[0239] In step S240-5, the main CPU 110a performs a process of adding "1" to the second reserved number (U2) to update it (U2←U2+1), and in step S240-6, sets a second reserved number designation command corresponding to the updated second reserved number (U2) in the performance transmission data storage area. As a result, the second reserved number designation command is sent to the performance control board 130, and the performance control board 130 becomes able to grasp the second reserved number.

[0240] In step S240-7, the main CPU 110a stores the acquired special symbol determination information in the second special symbol reservation storage area. Specifically, since the second special symbol reservation storage area is divided into the first storage section to the fourth storage section, the main CPU 110a searches for an empty storage section in order from the first storage section, and stores the acquired special symbol determination information in the empty storage section.

[0241] As a result of the above, a second reserved memory consisting of special pattern determination information (random number values ​​for determining a jackpot, random number values ​​for determining a special pattern, random number values ​​for determining a reach, and random number values ​​for determining a special pattern change pattern, etc.) will be stored in a predetermined memory section of the second special pattern reserved memory area.

[0242] The main CPU 110a performs the second pre-reading process in step S240-8. In this second pre-reading process, the pre-determination table (see Fig. 18(b), Fig. 19(a), 19(b)) according to the game state is referenced, and the special symbol determination information (second reserved memory) acquired this time is determined (pre-determination) before the special symbol variable display based on the determination information is performed, and the expected variable pattern, which is the variable pattern scheduled to be executed, is determined. The details of the pre-determination table will be described later.

[0243] In step S240-9, the main CPU 110a sets the second look-ahead designation command corresponding to the planned fluctuation pattern determined in the second look-ahead processing in step S240-8 above in the performance transmission data storage area, and terminates the first start port detection switch input processing for this time.

[0244] As a result, the second look-ahead designation command is sent to the performance control board 130, and the performance control board 130 can execute a look-ahead preview performance that executes a predetermined preview performance over one or more variable displays executed before the variable display of the special pattern corresponding to the second look-ahead designation command begins. The look-ahead preview performance is executed using one or more of the image display device, audio output device 9, frame lighting device 10, first movable member 73, second movable member 74, and board lighting device 76.

[0245] In addition, with regard to the second pre-reading process, the special chart determination information obtained based on the game ball entering the second starting port 47 is determined in advance regardless of the game state, but it is also possible to determine in advance the special chart determination information obtained based on the game ball entering the second starting port 47 only when the game is in a time-saving game state.

[0246] (Main control board special diagram special power control processing) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 8. Fig. 8 is a flowchart showing the special pattern special voltage control process of the main control board 110.

[0247] First, in step S301, the main CPU 110a loads the value of the special drawing special power processing data, and in step S302, references the branch destination address from the loaded special drawing special power processing data, executes the processing corresponding to the branch destination address, and terminates the current special drawing special power control processing.

[0248] Specifically, if the special symbol special power processing data = 0, the variable display of the special symbol is started based on the judgment result of the reserved memory (special symbol judgment information), the variable time is set, and a special symbol memory judgment process (step S310) is executed to perform processing for transmitting start commands (special symbol memory designation command, game state designation command, special symbol designation command, special symbol variable pattern designation command as start signal) accompanying the start of the variable display to the performance control board 130 and processing for changing the special symbol special power processing data to "1", and the current special symbol special power control process is terminated. Details of the special symbol memory judgment process will be described later.

[0249] If the special symbol special power processing data = 1, the variable display of the special symbol is stopped as the variable time elapses, the stop time (for example, 0.5 seconds) is set, and a special symbol variable process (step S320) is executed to perform a process for transmitting a stop command (a special symbol stop command as a stop signal) to the performance control board 130 and a process for changing the special symbol special power processing data to "2", and the current special symbol special power control process is terminated. Details of the special symbol variable process will be described later.

[0250] If the special symbol special electric processing data = 2, then as the stop time of the special symbol (for example, 0.5 seconds) passes, if it is a losing special symbol, the special symbol special electric processing data is changed to "0", and if it is a jackpot special symbol, the opening time of the jackpot game is set, and a process for sending an opening designation command to the performance control board 130 and a special symbol stop process for changing the special symbol special electric processing data to "3" (step S330) are executed, and this special symbol special electric control process is terminated. Details of the special symbol stop process will be described later.

[0251] If the special symbol special electric processing data = 3, the jackpot game processing (step S340) is executed to perform processing such as starting round play as the opening time of the jackpot game elapses and sending a round number designation command to the performance control board 130, setting the ending time of the jackpot game based on the end of the final round play and sending an ending designation command to the performance control board 130, and changing the special symbol special electric processing data to "4", and then the special symbol special electric control processing for this time is terminated.

[0252] If the special symbol special power processing data is 4, the jackpot game termination process (step S350) is executed to perform processing to end the jackpot game as the ending time elapses, processing to set the game state after the jackpot ends (low probability time-saving game state, high probability time-saving game state, high probability number of times, number of time-saving times), processing to change the special symbol special power processing data to "0", etc., and the current special symbol special power control process is terminated. The details of the jackpot game termination process will be described later.

[0253] (Main control board special pattern memory determination processing) The special symbol memory determination process (game program) of the main control board 110 will be described with reference to Fig. 9. Fig. 9 is a flowchart showing the special symbol memory determination process in the main control board 110.

[0254] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is being displayed. If a special symbol is being displayed, the main CPU 110a ends the current special symbol memory determination process. If a special symbol is not being displayed, the main CPU 110a proceeds to step S310-2.

[0255] In step S310-2, the main CPU 110a determines whether the second reservation number (U2) is equal to or greater than 1. If the second reservation number (U2) is equal to or greater than 1, the process proceeds to step S310-3, and if the second reservation number (U2) is not equal to or greater than 1, the process proceeds to step S310-4.

[0256] In step S310-3, the main CPU 110a subtracts "1" from the second reserved number (U2) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the subtracted second reserved number (U2) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the first image display device 70 and the display of the icon.

[0257] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the second special pattern reserve memory area, and shifts the special pattern determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0258] For example, the special symbol determination information stored in the fourth memory section of the second special symbol reserve memory area is shifted to the third memory section of the second special symbol reserve memory area. Also, the special symbol determination information stored in the first memory section of the second special symbol reserve memory area is shifted to the zeroth memory section, which is the special symbol execution memory area, and the special symbol determination information used in the previous game that was stored in the zeroth memory section is erased.

[0259] On the other hand, in step S310-4, the main CPU 110a determines whether the first reservation number (U1) is 1 or more. If the first reservation number (U1) is 1 or more, the process proceeds to step S310-5, and if the first reservation number (U1) is not 1 or more, the process proceeds to step S319-1.

[0260] In step S310-5, the main CPU 110a subtracts "1" from the first reserved number (U1) to update it, and in step S310-6, sets a special symbol storage designation command corresponding to the first reserved number (U1) after subtraction in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol storage designation command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the first image display device 70 and the display of the icon.

[0261] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of ​​the main RAM 110c, and in step S310-8, performs a shift process on the data stored in the first special pattern reserve memory area, and shifts the special pattern determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0262] For example, the special symbol determination information stored in the fourth memory section of the first special symbol reserve memory area is shifted to the third memory section of the first special symbol reserve memory area. Also, the special symbol determination information stored in the first memory section of the first special symbol reserve memory area is shifted to the zeroth memory section, which is the special symbol execution memory area, and the special symbol determination information used in the previous game that was stored in the zeroth memory section is erased.

[0263] In addition, with the shift processing of the special symbol determination information in step S310-8, the special symbol reservation display data indicating the first reservation number (U1) and the second reservation number (U2) after subtraction is set in a predetermined area of ​​the main RAM 110c. As a result, the display contents of the first special symbol reservation indicator 63 and the second special symbol reservation indicator 64 will be updated.

[0264] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special pattern reserve memory area is shifted with priority over the first special pattern reserve memory area (the second reserve number is subtracted with priority over the first reserve number), but the first special pattern reserve memory area or the second special pattern reserve memory area may be shifted in the order in which the game balls enter the starting hole (the first reserve number and the second reserve number are subtracted in the order of winning), or the first special pattern reserve memory area may be shifted with priority over the second special pattern reserve memory area (the first reserve number is subtracted with priority over the second reserve number).

[0265] In step S311, the main CPU 110a performs a jackpot determination process. Specifically, the main CPU 110a performs a process of determining whether or not a jackpot has occurred and the type of special symbol to be stopped and displayed based on special symbol determination information (random number value for jackpot determination) stored in the 0th storage unit, which is the special symbol execution storage area. The details of the jackpot determination process will be described later.

[0266] In step S312, the main CPU 110a sets a special symbol designation command corresponding to the type of special symbol determined in the big win determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol designation command is transmitted to the performance control board 130, and processing is performed to determine the performance symbol 70a to be stopped and displayed as a result of the variable performance.

[0267] In step S313, the main CPU 110a performs a special symbol variation pattern determination process. Specifically, the main CPU 110a performs a process of determining a variation pattern of the special symbol (special symbol variation pattern) based on the special symbol determination information stored in the 0th storage unit, which is the special symbol execution storage area. The details of the special symbol variation pattern determination process will be described later.

[0268] In step S314, the main CPU 110a sets a special symbol variation pattern designation command corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol variation pattern designation command is sent to the performance control board 130, and processing is performed to determine the variation performance pattern, which is the performance mode of the variation performance performed during the variable display of the special symbol.

[0269] In step S315, the main CPU 110a sets the special symbol fluctuation time (counter value) corresponding to the special symbol fluctuation pattern determined in the special symbol fluctuation pattern determination process in a predetermined area of ​​the main RAM 110c, and starts the variable display of the special symbol in step S316. As a result, the data creation process of step S700 creates LED lighting data for displaying the variable special symbol, and the created lighting data is output in the output control process of step S800, thereby displaying the variable special symbol on the first special symbol display device 60 or the second special symbol display device 61.

[0270] In step S317, the main CPU 110a clears the customer waiting state flag to end the customer waiting state, and in step S318, sets the special symbol special signal processing data to "1" and ends the current special symbol memory determination process.

[0271] In step S319-1, the main CPU 110a determines whether a customer waiting state flag indicating a customer waiting state is set in the main RAM 110c. If the customer waiting state flag is set, the current special symbol memory determination process is terminated, and if the customer waiting state flag is not set, the process proceeds to step S319-2. Note that the customer waiting state is a state in which neither the variable display of special symbols nor a jackpot game (special game) is being executed, but the requirement may also include the fact that neither the variable display of normal symbols nor an auxiliary game is being executed.

[0272] In step S319-2, the main CPU 110a sets a customer waiting state flag in a predetermined area of ​​the main RAM 110c, and in step S319-3, sets a customer waiting state designation command indicating that the machine is in a customer waiting state in the performance transmission data storage area of ​​the main RAM 110c, and ends this special symbol memory determination process. As a result, the customer waiting state designation command is sent to the performance control board 130, and processing is performed to execute a customer waiting demo performance to encourage the player to play.

[0273] (Main control board jackpot detection process) The big win determination process of the main control board 110 will be described with reference to Fig. 10. Fig. 10 is a flowchart showing the big win determination process in the main control board 110.

[0274] In step S311-1, the main CPU 110a refers to the setting value stored in the setting value area of ​​the main RAM 110c, and in step S311-2, selects a jackpot determination table (see FIG. 11) for determining whether the result is a jackpot, a normal miss, or a special miss. The jackpot determination table will be described in detail later.

[0275] In step S311-3, the main CPU 110a compares the current setting value and the random number value for determining a jackpot with a jackpot determination table to determine whether it is a jackpot, a normal miss, or a special miss. If it is a jackpot, the process proceeds to step S311-4, and if it is not a jackpot, the process proceeds to step S311-6.

[0276] In step S311-4, the main CPU 110a sets the game status information at the time of winning the jackpot in a predetermined area of ​​the main RAM 110c, and in step S311-5, selects a special jackpot symbol determination table (see FIG. 12(a)) for determining the type of special jackpot symbol, and proceeds to step S311-9. The details of the special jackpot symbol determination table will be described later.

[0277] In step S311-6, the main CPU 110a compares the current setting value and the random number value for determining a jackpot with the jackpot determination table to determine whether or not the result is a special miss. If the result is a special miss, the process proceeds to step S311-7. If the result is not a special miss, the process proceeds to step S311-8, assuming that the result is a normal miss.

[0278] In step S311-7, the main CPU 110a selects a special symbol determination table for small wins (see FIG. 12(b)) for determining the type of special symbol for special loss, and moves the process to step S311-9. Details of the special symbol determination table for special loss will be described later.

[0279] In step S311-8, the main CPU 110a selects a special symbol determination table for a loss (see FIG. 12(c)) for determining a normal loss special symbol, and moves the process to step S311-9. The details of the special symbol determination table for a loss will be described later.

[0280] In step S311-9, the main CPU 110a compares the type of special pattern (first special pattern, second special pattern) for which a jackpot determination is to be made and the random number value for special pattern determination with the special pattern determination table, and determines the special pattern that will be displayed as a result of the variable display executed on the first special pattern display device 60 or the second special pattern display device 61.

[0281] In step S311-10, the main CPU 110a sets the special stop symbol data corresponding to the special symbol determined in step S311-9 in a predetermined area of ​​the main RAM 110c, and ends the current big win determination process.

[0282] (Jackpot determination table) Figure 11(a) is a jackpot determination table for the first special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the first starting hole 45, and Figure 11(b) is a jackpot determination table for the second special symbol for determining (jackpot determination) the special symbol determination information obtained based on the entry (entry) of a gaming ball into the second starting hole 47.

[0283] As shown in Figures 11(a) to (b), the jackpot determination table corresponds the current setting value, the current probability state, the random number value for jackpot determination, and the jackpot determination result (jackpot, special miss, normal miss), and for reference, the rightmost column lists the approximate winning probability in the case of a ``jackpot'' and the approximate winning probability in the case of a ``special miss.''

[0284] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 11(a) or the jackpot determination table for the second special symbol shown in Figure 11(b), and determines, based on the current setting value, probability state, and random number value for jackpot determination, whether the result is a "jackpot" which will result in the execution of a jackpot game, a "special miss" which will cause a time-saving state to occur, or a "normal miss" which will not result in the execution of a jackpot game and will not cause a time-saving state to occur.

[0285] For example, according to the jackpot determination table for the first special symbol shown in Figure 11(a), when the set value is "1" and the game is in normal play mode, 200 random numbers for jackpot determination from "100" to "299" are determined as "jackpots." Also, 100 random numbers for jackpot determination from "2000" to "2099" are determined as "special misses (time reduction)." And, any random number for jackpot determination other than those determined as jackpots or special misses is determined as a "miss."

[0286] As such, the first feature of the jackpot determination table shown in Figure 11 is that it sets two types of jackpot determination results: a normal miss, in which the game state does not change, and a special miss, in which the game state can change without going through a jackpot game. This can enhance the gameplay and make the game more interesting.

[0287] 11, the probability of being determined as a special miss is different between when the first special symbol is displayed and when the second special symbol is displayed. This can improve the gameplay and make the game more interesting.

[0288] The special symbol determination information acquired based on the entry of the gaming ball into the first starting hole 45 is stored in the first special symbol reserve memory area of ​​the main RAM 110c, and the special symbol determination information acquired based on the entry of the gaming ball into the second starting hole 47 is stored in the second special symbol reserve memory area of ​​the main RAM 110c. When a jackpot determination is made, the special symbol determination information stored in the first special symbol reserve memory area or the second special symbol reserve memory area is shifted to the special symbol determination information memory area of ​​the main RAM 110c, and the jackpot determination is made using the shifted special symbol determination information.

[0289] In addition, the first special symbol reservation memory area is divided into a first memory section to a fourth memory section, and reservation icons corresponding to the special symbol determination information stored in these first memory section to fourth memory section are displayed in the first display section 70B1 to the fourth display section 70B4 of the first reservation icon display area 70B, respectively. The second special symbol reservation memory area is divided into a first memory section to a fourth memory section, and reservation icons corresponding to the special symbol determination information stored in these first memory section to fourth memory section are displayed in the first display section 70D1 to the fourth display section 70D4 of the second reservation icon display area 70D, respectively.

[0290] (Special pattern determination table) Figure 12(a) is a special pattern determination table for a jackpot to determine the type of special pattern when a jackpot is determined, Figure 12(b) is a special pattern determination table for a special miss to determine the type of special pattern when a special miss is determined, and Figure 12(c) is a special pattern determination table for a miss to determine the type of special pattern when a miss is determined.

[0291] As shown in Figures 12(a) to (c), the special pattern determination table associates the type of special pattern to be displayed as stopped, the random number value for special pattern determination, the determination result of the special pattern, the stop special pattern data corresponding to the determination result, and the special pattern designation command corresponding to the determination result, and for reference, the lighting mode of the LED on the special pattern display is listed in the rightmost column.

[0292] The special symbols "00" and "10" are normal miss symbols that do not trigger a jackpot. The special symbols "01" and "11" are special jackpot symbols that trigger the first jackpot, the special symbol "02" is special jackpot symbols that trigger the second jackpot, the special symbols "03" and "12" are special jackpot symbols that trigger the third jackpot, and the special symbol "04" is special jackpot symbol that triggers the fourth jackpot. The special symbols "05," "06," "07," "13," and "14" are special miss symbols that trigger a time-saving game state without triggering a jackpot.

[0293] The "first jackpot game" is a jackpot game in which a round game in which the big prize opening 50 is opened and closed in a predetermined manner is executed three times, and a time-shortened game state is generated after the jackpot game ends. The "second jackpot game" is a jackpot game in which a round game is executed three times to open and close the big prize opening 50 in a manner less favorable than that of the first jackpot game, and a time-shortened game state is generated after the end of the jackpot game. The "third jackpot game" is a jackpot game in which a round game is played 10 times and a probability change game state is generated after the jackpot game ends. The "fourth jackpot game" is a jackpot game in which round play is performed three times and a special game state is generated after the jackpot game ends.

[0294] Details will be given later, but the degree of advantage of each type of jackpot game is as follows: 2nd jackpot game < 1st jackpot game < 4th jackpot game < 3rd jackpot game.

[0295] The first feature of the special symbol determination table shown in Figure 12 is that the number of LEDs (light-emitting elements) of the special symbol display that light up when displaying the special losing symbol or the normal losing symbol is smaller than the number of LEDs (light-emitting elements) of the special symbol display that light up when displaying the jackpot special symbol. This makes it easier to understand the type of special symbol being displayed, which can increase the enjoyment of the game.

[0296] A second feature of the special symbol determination table shown in Figure 12 is that the number of LEDs (light-emitting elements) of the special symbol display that light up when a normal loss special symbol is displayed is smaller than the number of LEDs (light-emitting elements) of the special symbol display that light up when a special loss special symbol is displayed. This makes it easier to understand the type of special symbol being displayed, which can increase the enjoyment of the game.

[0297] A third feature of the special symbol determination table shown in Figure 12 is that the LED (light-emitting element) of the special symbol display that lights up when a special loss special symbol is displayed includes the same LED (light-emitting element) as the special symbol display that lights up when a normal loss special symbol is displayed. By doing so, it becomes easier to understand that it is not a jackpot special symbol but a special loss special symbol or a normal loss special symbol, which makes it possible to increase the interest in the game.

[0298] Although one normal miss special pattern is associated with each of the first special pattern and the second special pattern, multiple normal miss special patterns may be associated with at least one of the first special pattern and the second special pattern.

[0299] In addition, the number of LEDs of the special symbol display that light up when displaying the jackpot special symbol may be more or less than 3. In addition, the number of LEDs of the special symbol display that light up when displaying the special loss special symbol may be more or less than 2, but even in this case, the number may be different from the number of LEDs of the special symbol display that light up when displaying the jackpot special symbol.

[0300] In addition, the LED of the special pattern display that lights up when a special losing special pattern is displayed and the LED of the special pattern display that lights up when a normal losing special pattern is displayed may not be the same (they may be completely different).

[0301] (Main control board special chart fluctuation pattern determination processing) The special symbol variation pattern determination process of the main control board 110 will be described with reference to Fig. 13. Fig. 13 is a flowchart showing the special symbol variation pattern determination process of the main control board 110.

[0302] First, in step S313-1, the main CPU 110a determines whether or not the current game state is normal. If it is normal, the process proceeds to step S313-2. If it is not normal, the process proceeds to step S313-3, assuming that the game is in a time-saving state (probability variable game state, time-saving game state).

[0303] In step S313-2, the main CPU 110a selects a table that corresponds to the game situation from the special chart fluctuation pattern determination table (see FIG. 14) for determining the special chart fluctuation pattern in the normal game state, and moves the process to step S313-4. Details of the special chart fluctuation pattern determination table for the non-time-saving state will be described later.

[0304] In step S313-3, the main CPU 110a selects a table that corresponds to the game situation from the special chart fluctuation pattern determination table (see Figures 15 to 17) for the time-saving state to determine the special chart fluctuation pattern in the time-saving state (probability variable game state, time-saving game state), and moves the process to step S313-4. Details of the special chart fluctuation pattern determination table for the time-saving state will be described later.

[0305] In step S313-4, the main CPU 110a compares the type of special pattern, the result of the jackpot determination, the result of the special pattern determination, the random number value for reach determination, the number of reserved symbols (U1 or U2), and the random number value for determining the special pattern variation pattern with the special pattern variation pattern determination table to determine the special pattern variation pattern.

[0306] In step S313-5, the main CPU 110a sets the change time corresponding to the determined special symbol change pattern in a predetermined area of ​​the main RAM 110c, and in step S313-6, sets the special symbol change pattern designation command corresponding to the determined change pattern in the performance transmission data storage area of ​​the main RAM 110c. As a result, the special symbol change pattern designation command is sent to the performance control board 130, and processing is performed to determine the change performance pattern, which is the performance mode of the change performance.

[0307] In step S313-7, the main CPU 110a determines whether the current state is a low-probability state (other than a high probability game state). If the current state is not a low-probability state (a high probability game state), the process proceeds to step S313-9. If the current state is a low-probability state, in step S313-8, the number of variations stored in the main RAM 110c, specifically, the number of variations that have occurred since a predetermined condition was met (RWM cleared, the number of variations being reset to 0 based on the end of a jackpot game), is incremented by +1. The number of variations is incremented by +1 regardless of whether the current state is a normal game state, a time-saving game state, a first special symbol variation display, or a second special symbol variation display. This number of variations is referenced in the special symbol variation process described below.

[0308] In step S313-9, the main CPU 110a determines whether or not the current time-shortened game state is in effect. If the time-shortened game state is not in effect, the current special symbol variation pattern determination table is terminated. If the time-shortened game state is in effect, in step S313-10, a time-shortened number designation command corresponding to the remaining number of time-shortened games is set in the performance transmission data storage area. This causes the time-shortened number designation command to be sent to the performance control board 130, and the remaining number of times in the time-shortened state is notified. When this process is completed, the current special symbol variation pattern determination process is terminated.

[0309] (Special chart fluctuation pattern determination table) FIG. 14(a) is a special symbol variation pattern determination table 1 for a non-time-shortened state, which is referred to when determining the variation pattern of the special symbol during the non-time-shortened state. Figure 14(b) is a special pattern change pattern determination table 2 for non-time-saving use that is referenced when determining the change pattern of the special pattern when executing a change display corresponding to the remaining reservation of the second special pattern after transitioning from the time-saving state to the non-time-saving state.

[0310] Figure 15 is a special symbol fluctuation pattern determination table for the time-saving state via jackpot play, which is referenced when determining the fluctuation pattern of the special symbol during the time-saving state via jackpot play (probable variable play state, time-saving play state A).

[0311] Figure 16(a) is a special symbol change pattern determination table 1 for time-saving game state B, which is referenced when determining the change pattern of the special symbol when the first change display is executed after transitioning to time-saving game state B without going through a jackpot game. Figure 16(b) is a special symbol fluctuation pattern determination table 2 for time-saving game state B, which is referenced when determining the fluctuation pattern of the special symbol when the second to 300th fluctuation display is executed after transitioning to time-saving game state B without going through a jackpot game. Figure 16(c) is a special symbol variation pattern determination table 3 for time-saving game state B, which is referenced when determining the variation pattern of the special symbol when the variation display is executed for the 301st time or later after transitioning to time-saving game state B without going through a jackpot game.

[0312] Figure 17(a) is a special symbol fluctuation pattern determination table 1 for the time-saving game state C, which is referenced when determining the fluctuation pattern of the special symbol when the first fluctuation display is executed after transitioning to the time-saving game state C1 without going through a jackpot game. Figure 17(b) is a special symbol fluctuation pattern determination table 2 for the time-saving game state C, which is referenced when determining the fluctuation pattern of the special symbol when the first fluctuation display is performed from the second time onwards after transitioning to the time-saving game state C1 without jackpot play, or when the fluctuation display is performed during the time-saving game state C2 without jackpot play.

[0313] As shown in Figures 14 to 17, the special symbol fluctuation pattern determination table corresponds the type of special symbol (starting hole) that displays the fluctuation, the result of the jackpot determination, the result of the special symbol determination (stop special symbol data), the random number value for reach determination, the first reserved number (U1) or the second reserved number (U2), the random number value for determining the special symbol fluctuation pattern, the special symbol fluctuation pattern as the determination result, and the fluctuation time of the special symbol, and for reference, the contents of the fluctuation performance are listed.

[0314] Therefore, the "special symbol variation pattern" can be said to be capable of specifying at least the type of special symbol, the result of the jackpot determination, the type of special symbol, and the variation time of the special symbol. In addition, as will be described in detail later, since the jackpot game is executed depending on the type of special symbol, it can also be said to be capable of specifying the type of jackpot game (number of rounds).

[0315] The effect contents shown in the special pattern change pattern determination table shown in Figures 14 to 17, "normal change," "shortened change," "ultra-shortened change," and "long change," mean that the three effect patterns 70a change independently at high speed and stop without reaching a reach.

[0316] Further, "reach" refers to a variation mode that makes a player expect a jackpot game to be executed, such as when a part of the combination of effect symbols 70a that notify a jackpot temporarily stops and other effect symbols 70a change. For example, when a combination of three effect symbols 70a, "777," is set as a combination of effect symbols 70a that notify a jackpot (jackpot result mode), the same effect symbol 70a temporarily stops at "7" in the left and right areas, and the remaining effect symbols 70a change in the center area.

[0317] "Temporary stop" refers to a state in which the performance pattern 70a sways slightly or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).

[0318] "Normal reach" refers to a reach effect in which the same effect pattern 70a temporarily stops in the left and right areas to form a reach state, and the remaining effect pattern 70a fluctuates in the central area, and this is the reach effect with the lowest expectation of a jackpot. A "shortened normal reach" is a reach performance that takes place in a shorter time than a regular normal reach.

[0319] "SP Reach" is a super reach effect that occurs after a normal reach and has a higher chance of winning than a normal reach. For example, the two effect symbols 70a that form the reach state shrink and move to the top of the image display device, and a special effect is performed using almost the entire display area of ​​the image display device. A "Special SP Reach" is a super reach that occurs after a normal reach and has special effects that are different from the regular SP reach. A "shortened SP reach" is a super reach effect that occurs after a normal reach and takes place in a shorter time than a normal SP reach.

[0320] "SPSP Reach" is a special reach effect that occurs after a normal reach or a super reach, and has a higher probability of winning than a super reach. For example, the three effect symbols 70a shrink and move to the corners of the image display device, and a more special effect than an SP Reach is produced using almost the entire display area of ​​the image display device. The "SPSP "7" reach" is a special reach effect that occurs after a normal reach or a super reach, and the reach state is formed by the "7" effect pattern 70a, which means that there is a higher chance of winning than with a normal SPSP reach. The "Special SPSP Reach" is a special reach effect that occurs after a normal reach or a super reach, and ultimately displays the effect pattern 70a that results in a missed reach, followed by a special effect that suggests a transition to a time-saving game state.

[0321] The "full rotation reach" is a reach that is performed after a normal reach or a super reach and that confirms a jackpot. For example, from a blackout effect, three identical effect symbols 70a fluctuate slowly, and the entire display area of ​​the image display device is used to produce a more special effect than the SPSP reach, resulting in a reach that confirms a jackpot. The "instant win effect" is an effect in which a sudden effect is performed without going through the reach effect, and in which all three effect patterns 70a are displayed in the same line, confirming a big win.

[0322] The "chance effect" is performed after a normal reach, and is an effect that suggests the possibility of a jackpot game or a time-saving game state occurring. The "next game preview effect" is a next game preview effect that notifies the player that the time-shortened game state C2 will occur. A "state branching effect" is an effect in which a development effect is carried out without going through a reach, suggesting that the game state will change. The "long fluctuation of the entry effect" is a longer-lasting effect than the normal fluctuation that indicates the entry into a time-saving game state that is advantageous to the player (a right-hit notification is given to encourage the launch of the game ball into the right-side game area).

[0323] "Result change" is a final change in the time-saving game state in which a result display is executed to show the results of the game in a series of advantageous zones that are advantageous to the player. "Result revival change" is a display in which the result is displayed and a revival effect is performed during the result display to notify the player that they have won the jackpot. "Result rewrite fluctuation" refers to a phenomenon in which the number of time-saving times is rewritten after the result is displayed, and the game returns to the time-saving game mode. The "post-result revival effect" is an effect that continues the result display that was performed in the final variable effect of the time-limited play state, and a revival effect is performed while the result is being displayed to notify the player that a jackpot has been achieved.

[0324] The first feature of the special symbol variation pattern determination table shown in Figures 14 to 17 is that when the time-saving game state B is entered without a jackpot game being executed after the RWM is cleared, the special symbol variation display is executed using the special symbol variation pattern used when the jackpot determination is determined to be a normal miss, while when the time-saving game state C2 is entered without a jackpot game being executed after the RWM is cleared, the special symbol variation display is executed using a dedicated special symbol variation pattern (special symbol variation pattern 18, 19 in which the next notice performance is executed) that is not used when the jackpot determination is determined to be a normal miss. By doing so, it is possible to improve the performance effect when the time-saving game state C2 occurs, and it is possible to increase the interest in the game.

[0325] The second feature of the special chart variation pattern determination table shown in Figures 14 to 17 is that the special chart variation patterns (special chart variation patterns 18 and 19 in which the next notice performance is executed) used when the time-saving game state C2 is controlled without executing the jackpot game after the RWM is cleared are set to a plurality of types with different variation times. By doing so, it is possible to execute the next notice performance with different performance patterns depending on the variation time, which makes it possible to improve the interest of the game.

[0326] A third feature of the special symbol variation pattern determination table shown in Figures 14 to 17 is that, when a special miss is won in the jackpot determination during a normal game state (a game state in which time-saving game state C can occur), the special symbol variation display can be executed using a dedicated special symbol variation pattern (special symbol variation patterns 18 and 19 in which the next preview performance is executed) that is not used when a normal miss is won, whereas, when a special miss is won in the jackpot determination during a specific game state different from the normal game state (a game state in which time-saving game state C cannot occur, such as a special symbol variation state, time-saving game state A1, time-saving game state A2, time-saving game state B, etc.), the special symbol variation display can be executed using a special symbol variation pattern that is used when a normal miss is won (for example, special symbol variation patterns 31, 32, 35 to 39, etc.). By doing this, when a special miss occurs during a specific game state (probable game state, time-saving game state A1, time-saving game state A2, time-saving game state B) (time-saving game state C does not occur), there is no need to set a dedicated special chart variation pattern, which makes it possible to reduce memory capacity.

[0327] In addition, if a special miss is won in the jackpot determination during a specific game state different from the normal game state (a game state in which time-saving game state C cannot occur, such as a special game state, time-saving game state A1, time-saving game state A2, time-saving game state B, etc.), it may be possible to display the special pattern change using a dedicated special pattern change pattern that is not used when a normal miss is won.

[0328] In addition, the special chart fluctuation pattern may be determined using the same special chart fluctuation pattern determination table (for example, a special chart fluctuation pattern determination table for a non-time-shortened state) for the normal game state and the time-shortened game state C1.

[0329] (Pre-determination table) Figure 18(a) is a pre-determination table for the non-time-saving state for pre-determining (reading ahead) the special chart determination information obtained based on the entry of a game ball into the start port (first start port 45, second start port 47) during the non-time-saving state. Figure 18(b) is a pre-determination table for the time-saving state via jackpot play, which is used to pre-determine (read ahead) the special chart determination information obtained based on the entry of the game ball into the second starting hole 47 during the time-saving state via jackpot play (probable change play state, time-saving play state A).

[0330] Figure 19(a) is a pre-determination table for the time-shortened game state B for pre-determining (reading ahead) the special pattern determination information obtained based on the entry of the game ball into the second starting hole 47 when the variable display of the special pattern during the time-shortened game state B is between the 2nd and 300th times. Figure 19(b) is a pre-determination table for the time-saving game state B for pre-determining (reading ahead) the special pattern determination information obtained based on the entry of the game ball into the second starting hole 47 when the changing display of the special pattern during the time-saving game state B is 301 times or later.

[0331] Figure 19(c) is a pre-determination table for the time-shortened game state C for pre-determining (reading ahead) the special chart determination information obtained based on the game ball entering the start port (first start port 45, second start port 47) during the time-shortened game state C.

[0332] As shown in Figures 18 and 19, the pre-determination table associates the type of special pattern (starting hole), the jackpot determination result, the special pattern determination result, the random number value for reach determination, the random number value for special pattern variation pattern determination, the planned special pattern variation pattern as the determination result, and the pre-reading specification command indicating the planned special pattern variation pattern, and for reference, the contents of the variation performance are listed.

[0333] Therefore, the "special symbol planned variation pattern" can be said to be something that can identify the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol variation pattern that is planned to be executed.

[0334] (Special pattern change processing on the main control board) The special symbol variation process of the main control board 110 will be described with reference to Fig. 20. Fig. 20 is a flowchart showing the special symbol variation process of the main control board 110.

[0335] First, in step S320-1, the main CPU 110a determines whether the variable time set in the special symbol variable pattern determination process described above has elapsed. If the variable time has elapsed, the process proceeds to step S320-2. If the variable time has not elapsed, the special symbol variable process is terminated.

[0336] In step S320-2, the main CPU 110a stops and displays the special symbols determined in the jackpot determination process described above, and in step S320-3, sets a stop time corresponding to the game status in a predetermined area of ​​the main RAM 110c.

[0337] In step S320-4, the main CPU 110a determines whether a time-saving flag is set in the main RAM 110c. If the time-saving flag is set, the remaining number of times in the time-saving state is updated and the process proceeds to step S320-5. If the time-saving flag is not set, the remaining number of times in the time-saving state is not updated and the process proceeds to step S320-10.

[0338] In step S320-5, the main CPU 110a determines whether the variable display of the special symbol this time is the first special symbol. If it is the first special symbol, in step S320-6, the first time-saving number (J1), which is the number of time-saving times for the first special symbol saved in the main RAM 110c, and the third time-saving number (J3), which is the total number of time-saving times for the first special symbol and the second special symbol, are decremented by one, and if it is not the first special symbol (if it is the second special symbol), in step S320-7, the second time-saving number (J2), which is the number of time-saving times for the second special symbol saved in the main RAM 110c, and the third time-saving number (J3) mentioned above are decremented by one.

[0339] In step S320-8, the main CPU 110a determines whether any one of the first time-shortening count (J1), the second time-shortening count (J2), and the third time-shortening count (J3) has become "0." If it has not become "0," the process proceeds to step S320-10. If it has become "0," the high-probability flag, the time-shortening flag, and the various time-shortening counts saved in the main RAM 110c are cleared in step S320-9, and the game is transitioned to the normal game state.

[0340] In step S320-10, the main CPU 110a determines whether the stopped special symbol is a special jackpot symbol. If it is not a special jackpot symbol, the process proceeds to step S320-12. If it is a special jackpot symbol, the high probability flag, time-saving flag, and various time-saving counts saved in the main RAM 110c are cleared in step S320-11, the game is transitioned to the normal game state, and the process proceeds to step S320-20.

[0341] In step S320-12, the main CPU 110a determines whether the number of variations saved in the main RAM 110c has reached a specified number (900). If the number of variations has not reached the specified number, the time-shortened gaming state B is not initiated and the process proceeds to step S320-15. If the number of variations has reached the specified number, the time-shortened gaming state B is initiated and the time-shortened numbers (J1=10, J2=750, J3=750) for the time-shortened gaming state B are set in the main RAM 110c in step S320-13. In step S320-14, the time-shortened flag B corresponding to the time-shortened gaming state B is set in the main RAM 110c and the process proceeds to step S320-19.

[0342] In step S320-15, the main CPU 110a determines whether the stopped special symbol is a special losing special symbol (a time-saving winning symbol). If it is not a special losing special symbol, it assumes that a normal losing special symbol has stopped and proceeds to step S320-19. If it is a special losing special symbol, it determines in step S320-16 whether a time-saving flag is set in the main RAM 110c. If the time-saving flag is not set, it assumes that a time-saving gaming state C will be generated and proceeds to step S320-17. If the time-saving flag is set, it assumes that a time-saving gaming state C will not be generated and proceeds to step S320-19.

[0343] In step S320-17, the main CPU 110a sets the number of time-saving times corresponding to the type of special miss special pattern that has stopped and been displayed in the main RAM 110c (in the case of special miss special pattern 05 or 13, J1=20, J2=20, J3=35; in the case of special miss special pattern 06 or 14, J1=40, J2=40, J3=55; in the case of special miss special pattern 07, J1=10, J2=100, J3=105), and in step S320-18, sets the time-saving flag C corresponding to the type of special miss special pattern in the main RAM 110c (in the case of special miss special pattern 05 or 06 or 13 or 14, time-saving flag C1 corresponding to time-saving game state C1; in the case of special miss special pattern 07, time-saving flag C2 corresponding to time-saving game state C2).

[0344] In step S320-19, the main CPU 110a sets a time-saving count designation command corresponding to the time-saving count set in the main RAM 110c in the performance transmission data storage area. As a result, the time-saving count designation command is transmitted to the performance control board 130, and processing such as updating the remaining time-saving count displayed on the image display device is performed.

[0345] In step S320-20, the main CPU 110a sets "2" to the special symbol special signal processing data to transition to the special symbol stop processing, and sets a game state designation command corresponding to the current game state (the game state identified by the presence or absence of the time-saving flag) in the performance transmission data storage area of ​​the main RAM 110c. As a result, the game state designation command is sent to the performance control board 130, and processing to update the game state is performed on the performance control board 130. When this processing is completed, the current special symbol variation processing is terminated.

[0346] In this way, the time-saving state ends when any one of the time-saving counts J1 to J3 becomes "0." Therefore, even if the player executes either the variable display of the first special symbol or the variable display of the second special symbol, the player will not be given an extreme advantage, and the gameplay can be improved, making it possible to increase the enjoyment of the game.

[0347] In addition, when the number of times the special symbols change after the establishment of a predetermined condition (RWM clear, end of jackpot game) reaches a predetermined number of times, it is possible to control the game to a time-saving game state B (one of the first specific game states) which is more advantageous to the player than the normal game state (high base, where the game ball is more likely to enter the second starting hole 47). Therefore, it is possible to rescue the player before he or she suffers an extreme disadvantage, and it is possible to increase the enjoyment of the game.

[0348] In addition, when a special miss is determined (a special miss is won) and the special miss symbol is stopped and displayed, the game can be controlled to a time-saving game state C (one of the second specific game states) which is more advantageous to the player than the normal game state (it is easier for the game ball to enter the second starting slot 47, a high base) but less advantageous to the player than the time-saving game state B (the number of time-saving times is small, it is difficult for the game ball to enter the second starting slot 47, a low base). Therefore, by changing the game state without going through a jackpot game, it is possible to increase the playability and enhance the interest of the game.

[0349] Furthermore, if a special miss is determined during the normal game state (a special miss is won), the special miss symbol is stopped and the time-shortened game state C (time-shortened game state C1 or time-shortened game state C2) can be generated, while if a special miss is determined during the time-shortened game state C (time-shortened game state C1 or time-shortened game state C2) (a special miss is won), the special miss symbol is stopped and the time-shortened game state C (time-shortened game state C1 or time-shortened game state C2) is not generated. Therefore, while the result of the jackpot determination is properly displayed, it is possible to prevent inconveniences that make it difficult for the player to grasp the progress of the game, and it is possible to improve the enjoyment of the game.

[0350] Furthermore, if a special miss is determined during the normal game state (a special miss is won), the special miss symbol is stopped and the time-shortened game state C (time-shortened game state C1 or time-shortened game state C2) can be generated, whereas if a special miss is determined during the probability variable game state, time-shortened game state A1, time-shortened game state A2, or time-shortened game state B (a special miss is won), the special miss symbol is stopped and displayed, but the time-shortened game state C (time-shortened game state C1 or time-shortened game state C2) is not generated. Therefore, while the result of the jackpot determination is properly displayed, it is possible to prevent inconveniences that make it difficult for the player to grasp the progress of the game, and it is possible to improve the enjoyment of the game.

[0351] In addition, if a special miss is determined during the normal game state (a special miss is won), it is possible to generate a time-saving game state C2 (first specific game state) in which the game ball is more likely to enter the starting hole than in the normal game state, and a time-saving game state C1 (second specific game state) in which the game ball is more likely to enter the starting hole than in the time-saving game state C2. Therefore, it is possible to generate multiple time-saving game states with different degrees of advantage to the player without going through a jackpot game, making it possible to increase the enjoyment of the game.

[0352] Furthermore, when the number of times of variation reaches a specified number due to the variable display of the special symbol executed as a result of determining a special miss (winning a special miss), the special miss symbol is stopped and displayed, but the time-shortened game state C (time-shortened game state C1 or time-shortened game state C2) is not generated, and it is possible to generate a time-shortened game state B which is more advantageous to the player than the time-shortened game state C (the number of time-shortened games is greater and / or the game ball is more likely to enter the second start hole 47). Therefore, it is possible to prevent the player from suffering disadvantages and to increase the enjoyment of the game.

[0353] Although the number of time reductions is set to three types, namely, the first number of time reductions J1, the second number of time reductions J2, and the third number of time reductions J3, it is also possible to set the number of time reductions to one type.

[0354] (Main control board special pattern stop processing) The special symbol stop processing of the main control board 110 will be described with reference to Fig. 21. Fig. 21 is a flowchart showing the special symbol stop processing of the main control board 110.

[0355] First, in step S330-1, the main CPU 110a determines whether the stop time set in the special symbol variation process described above has elapsed. If the stop time has elapsed, the process proceeds to step S330-2. If the stop time has not elapsed, the special symbol stop process ends.

[0356] In step S330-2, the main CPU 110a determines whether or not a special jackpot symbol is displayed. If it is a special jackpot symbol, the process proceeds to step S330-3. If it is not a special jackpot symbol (a normal loss symbol or a special loss symbol), the process proceeds to step S330-7.

[0357] In step S330-3, the main CPU 110a performs a jackpot opening transition process such as selecting control data (maximum number of rounds, maximum number of winnings, opening time, etc.) for the jackpot game corresponding to the stop special symbol data (special jackpot symbol) from the jackpot game jackpot entry port control data determination table (see FIG. 22) for executing the jackpot game, and in step S330-4, sets "3" to the special symbol special power processing data in order to transition to the jackpot game processing. The details of the jackpot game jackpot entry port control data determination table will be described later.

[0358] In step S330-5, the main CPU 110a sets the opening time corresponding to the jackpot game's big prize opening control data in the main RAM 110c, and in step S330-6, sets the opening designation command in the performance transmission data storage area of ​​the main RAM 110c, and ends this special symbol stop processing. As a result, the opening designation command is sent to the performance control board 130, and processing for executing the opening performance of the jackpot game is performed.

[0359] In step S330-7, the main CPU 110a sets "0" to the special symbol special power processing data in order to move the process to the special symbol memory determination process, and ends the current special symbol stop process.

[0360] (Large prize entrance control data judgment table) FIG. 22 is a diagram showing a jackpot game control data judgment table for controlling the jackpot game during a jackpot game.

[0361] As shown in FIG. 29(a), the big prize opening control data judgment table for big prize games includes the following: Correspondence is made between the number of fluctuations that result in the execution of a jackpot game, the special stopping pattern data for the special symbol, the maximum number of rounds in a jackpot game, the maximum number of prizes that can be won into the large prize slot in one round of play, the opening time from the start of the jackpot game until the first round of play is executed, the type of large prize slot that opens in each round of play, the maximum number of times that the large prize slot can be opened in each round of play, the opening time of the large prize slot for one opening of each round of play, the interval time that the large prize slot is closed after the end of a round of play (the time required to eject game balls from the large prize slot), and the ending time from the end of the final round of play until the end of the jackpot game.

[0362] If the special stop data is "01" or "11", the first jackpot game consisting of three rounds of play will be played, if the special stop data is "04", the fourth jackpot game consisting of three rounds of play will be played, if the special stop data is "02", the second jackpot game consisting of three rounds of play will be played, and if the special stop data is "03" or "12", the third jackpot game consisting of 10 rounds of play will be played.

[0363] If the number of changes is between 0 and 100, the opening time will be 7.5 seconds, the interval time will be 2.5 seconds, and the ending time will be 10.0 seconds. If the number of changes is 101 or more, the opening time will be shortened to 3.0 seconds, the interval time will be shortened to 1.0 second, and the ending time will be shortened to 4.0 seconds.

[0364] The first feature of the jackpot game control data judgment table shown in Figure 22 is that the opening time, interval time, and ending time change depending on the number of times that a jackpot game is executed. In this way, the progress of the jackpot game can be changed depending on the number of times that a jackpot game is executed, making it possible to increase the excitement of the game.

[0365] A second feature of the jackpot game control data judgment table shown in Figure 22 is that the opening time, interval time, and ending time are shortened when the number of fluctuations that result in the execution of a jackpot game is large rather than when it is small. By doing this, even if the time until the jackpot game is long, the progress of the jackpot game can be made smoother, reducing player dissatisfaction and making the game more enjoyable.

[0366] The opening time, interval time, and ending time may be shortened in stages depending on the number of times of fluctuations that result in the execution of a jackpot game. For example, when the number of times of fluctuations is 101 to 300, the time may be 2 / 3 of the time when the number of times of fluctuations is 100 or less, and when the number of times of fluctuations is 301 or more, the time may be 1 / 3 of the time when the number of times of fluctuations is 100 or less.

[0367] In addition, when the number of fluctuations that result in a jackpot game being executed is large, all three of the opening time, interval time, and ending time are shortened, but it is also possible to shorten any one or any two of them.

[0368] In addition, the number of times that a jackpot game is executed may be classified into four stages (0 to 100 times, 101 to 300 times, 301 to 600 times, 601 times or more, etc.), and when the number of times that a jackpot game is executed is the second lowest, any of the opening time, interval time, and ending time may be shortened compared to the smallest number of times that a jackpot game is executed; when the number of times that a jackpot game is executed is the third lowest, two of the opening time, interval time, and ending time may be shortened compared to the smallest number of times that a jackpot game is executed; and when the number of times that a jackpot game is executed is the highest, all three of the opening time, interval time, and ending time may be shortened compared to the smallest number of times that a jackpot game is executed.

[0369] (Main control board jackpot game end processing) The big win game ending process of the main control board 110 will be described with reference to Fig. 23. Fig. 23 is a flowchart showing the big win game ending process in the main control board 110.

[0370] First, in step S350-1, the main CPU 110a acquires the stop special chart data saved in the game RWM area of ​​the main RAM 110c, and in step S350-2, selects the game state setting table (see FIG. 23). The game state setting table will be described in detail later.

[0371] In step S350-3, the main CPU 110a determines the game status after the end of the jackpot game based on the special stop chart data saved in the main RAM 110c and the game status information at the time of winning the jackpot, and in step S350-4, sets the game status information (game status flag, number of time-saving times (J1 to J3)) corresponding to the determined game status in the main RAM 110c.

[0372] In step S350-5, the main CPU 110a sets a time-saving count designation command corresponding to the time-saving count set in the main RAM 110c in the performance transmission data storage area, and in step S350-6, sets a game state designation command corresponding to the game state set in the main RAM 110c in the performance transmission data storage area, and in step S350-7, sets "0" to the special symbol special power processing data to proceed to the special symbol memory determination process, and ends the current jackpot game end process. As a result, the time-saving count designation command and game state designation command are transmitted to the performance control board 130, and the performance control board 130 performs processing to update the remaining time-saving count displayed on the image display device and update the game state.

[0373] (Game status setting table) FIG. 24 is a diagram showing a game status setting table for setting the game status after the end of a big win game.

[0374] As shown in Figure 33(a), the first game status setting table corresponds to the stop special symbol data of the jackpot special symbol, game status information at the time of winning the jackpot indicating the game status at the time of winning the jackpot, the game status flag to be set (time-saving flag A1 indicating a time-saving state, time-saving flag A2 indicating a time-saving state that is more disadvantageous to the player than time-saving flag A1), the first time-saving number of times (J1) which is the number of times the first special symbol will change to end the time-saving state, the second time-saving number of times (J2) which is the number of times the second special symbol will change to end the time-saving state, and the third time-saving number of times (J3) which is the number of times the combined first special symbol and second special symbol will change to end the time-saving state.

[0375] A first feature of the game state setting table shown in Fig. 23 is that there are jackpot games (first jackpot game, second jackpot game) in which the second time-saving number of times (J2) set when executed in the time-saving state is greater than the second time-saving number of times (J2) set when executed in the normal game state. By doing so, the second time-saving number of times (J2) set can be made different depending on the type of jackpot game, improving the gameplay and making the game more interesting.

[0376] A second feature of the game state setting table shown in Fig. 33 is that there are jackpot games (third jackpot game, fourth jackpot game) in which the second time-saving number of times (J2) set when executed in the normal game state is the same as the second time-saving number of times (J2) set when executed in the time-saving state. By doing so, there are jackpot games in which the player does not have to worry about the game state when winning the jackpot, and the player can play the jackpot game with peace of mind, which makes it possible to improve the gameplay and increase the enjoyment of the game.

[0377] (Main control board general power control processing) 25, the normal power control process of the main control board 110 will be described.

[0378] First, in step S401, the main CPU 110a loads the value of the normal map normal power processing data, and in step S402, references the branch destination address from the loaded normal map normal power processing data, executes the processing corresponding to the branch destination address, and terminates the current normal map normal power control processing.

[0379] Specifically, if the normal symbol normal power processing data = 0, the normal symbol variable processing (step S410) is executed to execute the process for executing the variable display of the normal symbol based on the reserved memory (normal symbol determination information) and the process for changing the normal symbol normal power processing data to "1", and the normal symbol normal power control processing is terminated. The details of the normal symbol variable processing will be described later.

[0380] If the normal map normal power processing data = 1, auxiliary game processing (step S420) is executed to perform processing to execute auxiliary game that opens the second starting port 47 in a predetermined manner and processing to change the normal map normal power processing data to "0", and the normal map normal power control processing is terminated.

[0381] (Main control board normal pattern change processing) The normal symbol variation process of the main control board 110 will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the normal symbol variation process of the main control board 110.

[0382] In step S410-1, the main CPU 110a determines whether or not a normal symbol is being displayed. If a normal symbol is being displayed, the process proceeds to step S410-12. If a normal symbol is not being displayed, the process proceeds to step S410-2.

[0383] In step S410-2, the main CPU 110a determines whether the number of reserved normal symbols (G) is 1 or more. If the number of reserved normal symbols (G) is 1 or more, the process proceeds to step S410-3, and if the number of reserved normal symbols (G) is not 1 or more, the normal symbol variation process is terminated.

[0384] In step S410-3, the main CPU 110a updates the number of regular symbol reserves (G) by subtracting "1", and in step S410-4, performs a shift process on the data stored in the regular symbol reserve memory area, shifting the regular symbol determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.

[0385] For example, the special symbol determination information stored in the fourth memory section of the normal symbol reservation memory area is shifted to the third memory section of the normal symbol reservation memory area. Also, the normal symbol determination information stored in the first memory section of the normal symbol reservation memory area is shifted to the 0th memory section, which is the normal symbol execution memory area, and the normal symbol determination information used in the previous game stored in the 0th memory section is erased.

[0386] In step S410-5, the main CPU 110a performs a win determination process. Specifically, using a win determination table for normal symbols (see FIG. 27(a)), it determines whether or not a win has occurred based on the game state and the random number value for win determination stored in the normal symbol execution memory area. The details of the win determination table for normal symbol determination will be described later.

[0387] In step S410-6, the main CPU 110a performs a normal symbol determination process. Specifically, using a normal symbol determination table (see FIG. 27(b)), the stop normal symbol data of the normal symbol that is stopped and displayed as a result of the variable display is determined based on the winning determination result and the normal symbol determination random number value. The details of the normal symbol determination table will be described later.

[0388] In step S410-7, the main CPU 110a sets the normal symbol designation command corresponding to the type of normal symbol determined in the normal symbol determination process in the performance transmission data storage area of ​​the main RAM 110c. This causes the normal symbol designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp the stop normal symbol data.

[0389] In step S410-8, the main CPU 110a performs a normal symbol fluctuation pattern determination process. Specifically, using a normal symbol fluctuation pattern determination table (see FIG. 27(c)), a fluctuation pattern (fluctuation time) for displaying a normal symbol is determined based on the game state, the winning determination result, and the random number value for determining the normal symbol fluctuation pattern. The details of the normal symbol fluctuation pattern determination table will be described later.

[0390] In step S410-9, the main CPU 110a sets the normal map fluctuation pattern designation command corresponding to the normal map fluctuation pattern determined in the normal map fluctuation pattern determination process in the performance transmission data storage area of ​​the main RAM 110c. This causes the normal map fluctuation pattern designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp the normal map fluctuation pattern.

[0391] In step S410-10, the main CPU 110a sets the normal symbol fluctuation time corresponding to the normal symbol fluctuation pattern determined in the normal symbol fluctuation pattern determination process in the main RAM 110c, and in step S410-11, starts the normal symbol fluctuation display and ends this normal symbol fluctuation process. As a result, LED lighting data for executing the normal symbol fluctuation display is created in the data creation process of step S700 above, and is output in the output control process of step S750 above, so that the normal symbol fluctuation display will be performed on the normal symbol display device 62.

[0392] In step S410-12, the main CPU 110a determines whether the normal symbol variation time has elapsed. If the variation time has not elapsed, the normal symbol variation process is terminated. If the variation time has elapsed, the normal symbol variation display is stopped in step S410-13, and in step S410-14, a normal symbol determination command is set in the performance transmission data storage area of ​​the main RAM 110c. This causes the normal symbol determination command to be sent to the performance control board 130, making it possible to grasp that the normal symbol has stopped being displayed on the performance control board 130.

[0393] In step S410-15, the main CPU 110a determines whether the stopped and displayed normal symbol is a winning normal symbol (winning). If it is not a winning normal symbol, the current normal symbol variation process is terminated, and if it is a winning normal symbol, in step S410-16, auxiliary game control data for controlling the auxiliary game is obtained from the auxiliary game control table (see FIG. 27(d)). The details of the auxiliary game control table will be described later.

[0394] In step S410-17, the main CPU 110a sets an opening designation command corresponding to the type of auxiliary game in the performance transmission data storage area of ​​the main RAM. This causes the opening designation command to be sent to the performance control board 130, making it possible for the performance control board 130 to grasp that the opening of the auxiliary game has started.

[0395] In step S410-18, the main CPU 110a sets the opening time corresponding to the auxiliary game control data obtained in 410-16 of the auxiliary game in a predetermined area of ​​the main RAM 110c, and in step S410-19, sets "1" to the normal pattern normal power processing data, thereby terminating this normal pattern variation processing.

[0396] (Normal symbol hit detection table) Figure 27(a) is a hit determination table for normal symbols that is referenced when determining a hit based on normal symbol determination information obtained based on the game ball entering (passing through, entering) the normal symbol starting area, which is the normal symbol starting area, the normal symbol entry port 43 or the normal symbol gate 44.

[0397] As shown in Figure 27(a), the hit determination table for normal symbols corresponds the game state when a hit determination is made, the random number value for hit determination, and the result of the hit determination (hit, miss), and for reference, the approximate probability of winning is listed in the rightmost column.

[0398] A "win" is a judgment result in which the auxiliary game is executed, and a "lose" is a judgment result in which the auxiliary game is not executed. Note that there is only one type of miss in the win judgment, and no special miss is set.

[0399] The first feature of the winning judgment table for normal symbols shown in Figure 27(a) is that the probability of being judged as a winning varies depending on the type of time-saving game state. By doing so, it is possible to vary the degree of advantage to the advantageous player even in the time-saving game state, making it possible to increase the interest of the game.

[0400] The second feature of the winning judgment table for normal symbols shown in Figure 27(a) is that even in the time-saving game state (time-saving game state A1, A2) that goes through the jackpot game, the probability of being judged as a winning varies depending on the type of time-saving game state. By doing so, even in the time-saving game state that goes through the jackpot game, the degree of advantage to the player can be varied, making it possible to increase the interest of the game.

[0401] A third feature of the winning determination table for normal symbols shown in Figure 27(a) is that even in a time-saving game state that does not involve a jackpot game (time-saving game states B, C1, and C2), the probability of being determined to be a winning game differs depending on the type of time-saving game state. By doing so, even in a time-saving game state that does not involve a jackpot game, the degree of advantage to the player can be varied, making it possible to increase the interest of the game.

[0402] Although the probability of being judged as a win is higher in the time-shortened game states (time-shortened game states B, C1, C2) that do not go through a jackpot game than in the normal game state, the probability of being judged as a win may be made higher in the time-shortened game states that go through a jackpot game (time-shortened game state A1 and / or time-shortened game state A2) than in the normal game state, and the probability of being judged as a win in the time-shortened game states that do not go through a jackpot game may be made the same as in the normal game state, or the probability of being judged as a win may be made the same regardless of the game state (for example, 255 / 256).

[0403] (Normal symbol determination table) Figure 27(b) is a normal pattern determination table that is referenced when determining the stopping pattern of the normal pattern based on normal pattern determination information obtained based on the game ball entering (passing through, entering) the normal winning port 43 or normal pattern gate 44, which is the normal pattern starting area.

[0404] As shown in Figure 27(b), the normal pattern determination table associates the result of the hit determination (hit, miss), a random number value for normal pattern determination, the result of the normal pattern determination, stop normal pattern data indicating this determination result, and a normal pattern designation command indicating the result of the normal pattern determination.

[0405] The normal symbol "0" is a losing normal symbol that does not result in the auxiliary game in which the second starting hole 47 is opened. The normal symbols "1" and "2" are winning normal symbols that cause the second starting hole 47 to open in a predetermined opening / closing manner to execute an auxiliary game.

[0406] The normal symbol determination table shown in Figure 27(b) is characterized in that two types of normal symbols are set for the auxiliary game. This can enhance the playability of the auxiliary game and make the game more interesting.

[0407] (Normal map fluctuation pattern determination table) Figure 27(c) is a normal symbol fluctuation pattern determination table that is referenced when determining the normal symbol fluctuation pattern based on normal symbol determination information obtained based on the entry (passage, entry) of a game ball into the normal symbol starting area, which is the normal symbol entry port 43 or the normal symbol gate 44.

[0408] As shown in Figure 27(c), the normal map fluctuation pattern determination table corresponds the game state at the time of determination, the result of the hit determination, the random number value for determining the normal map fluctuation pattern, the fluctuation time that is the determination result of the normal map fluctuation pattern determination, and the normal map fluctuation pattern designation command that indicates this determination result.

[0409] The first feature of the normal symbol variation pattern determination table shown in Figure 27(c) is that the variation time of the normal symbol varies depending on the type of time-saving game state. By doing so, even in the time-saving game state, the degree of advantage to the advantageous player can be varied, making it possible to increase the interest of the game.

[0410] The second feature of the normal symbol fluctuation pattern determination table shown in Figure 27(c) is that even in the time-saving game state (time-saving game state A1, A2) that goes through the jackpot game, the fluctuation time of the normal symbol differs depending on the type of time-saving game state. By doing so, even in the time-saving game state that goes through the jackpot game, the degree of advantage to the player can be varied, making it possible to increase the interest of the game.

[0411] The third feature of the normal symbol variation pattern determination table shown in Figure 27(c) is that even in a time-saving game state that does not involve a jackpot game (time-saving game states B, C1, and C2), the variation time of the normal symbol differs depending on the type of time-saving game state. By doing so, even in a time-saving game state that does not involve a jackpot game, the degree of advantage to the player can be varied, making it possible to increase the interest of the game.

[0412] The fourth feature of the normal symbol fluctuation pattern determination table shown in Figure 27(c) is that the fluctuation time of the normal symbol is shorter in the time-saving game state B or C2 without going through the jackpot game than in the time-saving game state A1 with going through the jackpot game. By doing so, it is possible to increase the player's expectations for the time-saving game state when the time-saving game state B or C is reached without going through the jackpot game, and it is possible to increase the interest of the game.

[0413] The fifth feature of the normal symbol fluctuation pattern determination table shown in Figure 27(c) is that the normal symbol fluctuation time is the same in the normal game state and the time-saving game state A2 or C1. By doing so, it becomes impossible to tell the difference between the normal game state and the time-saving game state A2 or C1 from the normal symbol fluctuation time, which makes it possible to improve the interest of the game.

[0414] (Auxiliary Game Control Table) FIG. 27(d) is an auxiliary game control table used to control the auxiliary game based on the type of winning normal symbol.

[0415] As shown in Figure 27(d), the auxiliary game control table corresponds the game state when the auxiliary game occurs, the stop normal data, the number of times the second start port 47 is opened, the opening time of the auxiliary game, the first opening time of the second start port 47, the interval time between openings, the second opening time of the second start port 47, and the ending time of the auxiliary game.

[0416] 27(d) is that an auxiliary game with a long opening time of the second start hole 47 is more likely to be executed when an auxiliary game is executed in various time-shortened game states than when an auxiliary game is executed in a non-time-shortened game state (normal game state). By doing so, it becomes easier for a game ball to enter the second start hole 47 in various time-shortened game states than in a non-time-shortened game state, making it possible to increase interest in the game.

[0417] 27(d) is that even in a time-shortened game state (time-shortened game states A1 and A2) that goes through a jackpot game, it is possible to execute an auxiliary game in which the opening time of the second start port 47 varies depending on the type of time-shortened game state. By doing so, even in a time-shortened game state that goes through a jackpot game, it is possible to vary the degree of advantage to the player, thereby increasing the interest in the game.

[0418] 27(d) is that even in a time-shortened game state that does not involve a jackpot game (time-shortened game states B, C1, and C2), it is possible to execute an auxiliary game in which the opening time of the second start port 47 varies depending on the type of time-shortened game state. By doing so, it is possible to vary the degree of advantage to the player even in a time-shortened game state that does not involve a jackpot game, thereby making it possible to increase the enjoyment of the game.

[0419] 27(d) is that the time-saving game state B or C2, which does not involve a jackpot game, allows for a longer opening time of the second start port 47 than the time-saving game state A1, which involves a jackpot game. By doing so, it is possible to increase the player's expectations for the time-saving game state when the time-saving game state B or C is reached without involving a jackpot game, and it is possible to increase the player's interest in the game.

[0420] The first feature of the tables relating to the supplementary games shown in Figures 27(a) to 27(d) is that they can generate multiple types of time-saving game states with different degrees of advantage to the player. This can improve the playability of the time-saving game states and increase the interest in the game.

[0421] 27(a) to 27(d) is that the time-saving performance of the normal gaming state and the second specific gaming state (time-saving gaming state A2, time-saving gaming state C1) is more similar than that of the normal gaming state and the first specific gaming state (time-saving gaming state A1, time-saving gaming state B, time-saving gaming state C2). By doing so, it is possible to make it difficult to know whether the gaming state is the normal gaming state or the second specific gaming state (time-saving gaming state), which makes it possible to increase the interest in the game.

[0422] A third feature of the tables relating to auxiliary games shown in Figures 27(a) to 27(d) is that the specific game states that differ from the normal game state include a first specific game state (time-saving game state A1, time-saving game state B, time-saving game state C2) in which the starting condition is more easily met (a game ball enters the second starting port 47) than in the normal game state, and a second specific game state in which the starting condition is more difficult to meet (a game ball enters the second starting port 47) than in the first specific game state.When the first condition that enables control to the specific game state is met (end of jackpot game, special miss win), it is possible to control to the second specific game state, while when the second condition that enables control to the specific game state is met (RWM cleared or consecutive miss wins since the end of jackpot game reach a specified number of times), it is possible to control to the first specific game state without controlling to the second specific game state. Therefore, it is possible to increase the player's expectations regarding the type of condition that has led to control to a specific game state, and to enhance the enjoyment of the game.

[0423] 27(a) to 27(d) has the following characteristics: the specific game states different from the normal game state include a first specific game state (time-saving game state A1, time-saving game state B, time-saving game state C2) that is more advantageous to the player than the normal game state, and a second specific game state that is less advantageous to the player than the first specific game state but to a different degree than the normal game state. When a first condition enabling control to the specific game state is met (end of jackpot game, special miss win), control to the second specific game state is possible; whereas when a second condition enabling control to the specific game state is met (RWM clear or consecutive miss wins since the end of jackpot game reach a specified number of times), control to the first specific game state is possible without being controlled to the second specific game state. This increases the player's expectations regarding the types of conditions that cause control to the specific game state, thereby enhancing the enjoyment of the game.

[0424] 27(a) to 27(d) is that when the first condition that enables control to a specific game state different from the normal game state is met (end of a jackpot game, winning a special miss), control to the first specific game state is also possible. Therefore, even if the first condition that enables control to a specific game state is met, it is possible to prevent the player from becoming disappointed, and it is possible to increase the enjoyment of the game.

[0425] (Main processing of the production control unit) Next, the main processing of the performance control unit 130m will be described with reference to Fig. 28. Fig. 28 is a flowchart showing the main processing of the performance control unit 130m.

[0426] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub CPU 130a, and the sub CPU 130a performs the following main processing.

[0427] The sub-CPU 130a sets interrupt inhibition to inhibit timer interrupts in step E10, and performs initialization processing in step E20. Specifically, in response to power-on, the sub-CPU 130a reads the main processing program from the sub-ROM 130b, initializes flags and the like stored in the sub-RAM 130c, and performs processing such as initial setting.

[0428] In step E30, the sub-CPU 130a sets interrupt permission to allow timer interrupts, and in step E40, performs sub-random number update processing. Specifically, it performs processing to update various random numbers stored in the sub-RAM 130c. Thereafter, the processing of step E40 is repeated until a predetermined interrupt processing is performed.

[0429] (Timer interrupt processing of the production control unit) The timer interrupt process of the performance control unit 130m will be described with reference to Fig. 29. Fig. 29 is a flowchart showing the timer interrupt process executed in the performance control unit 130m at predetermined intervals (4 milliseconds).

[0430] In step E100, the sub CPU 130a saves information stored in the registers of the sub CPU 130a in a stack area, and in step E120, performs timer update processing. In this timer update processing, the sub CPU 130a performs processing to update various timers.

[0431] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether or not there has been an input to various switches such as the effect button detection switch 17a and the cross key detection switch 19a, and performs processing to set predetermined data if there has been an input.

[0432] In step E150, the sub-CPU 130a performs a command analysis process. Specifically, the sub-CPU 130a determines whether or not various commands have been transmitted from the main control board 110, and if various commands have been transmitted, stores the received commands in a reception buffer of the sub-RAM 130c.

[0433] The sub-CPU 130a performs a setting change / confirmation process in step E170. Specifically, the sub-CPU 130a refers to the receive buffer of the sub-RAM 130c to determine whether a setting change designation command or a setting confirmation designation command has been received, and if a setting change designation command has been received, the sub-CPU 130a performs a process for executing the setting change notification described above, and if a setting confirmation designation command has been received, the sub-CPU 130a performs a process for executing the setting confirmation notification described above.

[0434] In step E200, the sub-CPU 130a performs power-on processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether a power-on designation command has been received, and if so, performs processing to execute a power-on notification. More specifically, it sends a power-on notification command to the display control unit 140, causing the first image display device 70 (main liquid crystal display) and the second image display device 71 (sub-liquid crystal display) to display a power-on screen and causes the audio output device 9 to output a power-on sound.

[0435] In step E250, the sub-CPU 130a performs power outage recovery processing. Specifically, it refers to the receive buffer in the sub-RAM 130c to determine whether a power recovery designation command has been received, and if so, performs processing to execute a power outage recovery notification. More specifically, it sends a power recovery notification command to the display control unit 140, causing the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a power recovery screen and causes the audio output device 9 to output a power recovery sound.

[0436] In step E300, the sub-CPU 130a performs customer waiting effect processing. Specifically, the sub-CPU 130a refers to the receive buffer in the sub-RAM 130c to determine whether a customer waiting state designation command has been received, and if so, performs processing to perform a customer waiting demo effect after a predetermined time has elapsed. More specifically, the sub-CPU 130a transmits a customer waiting effect command to the display control unit 140, causing the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a customer waiting demo screen and output customer waiting demo sounds from the audio output device 9. Details of the customer waiting effect processing will be described later.

[0437] In step E350, the sub-CPU 130a performs a game status update process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a game status designation command has been received, and if so, performs a process of updating the game status information stored in the sub-RAM 130c.

[0438] In step E400, the sub-CPU 130a performs reservation information update processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a special reservation number designation command or a regular reservation number designation command has been received, and if so, performs processing to update the first reservation number, second reservation number, regular reservation number, etc. stored (grasp) in the sub-RAM 130c.

[0439] In step E500, the sub-CPU 130a performs a pre-reading system performance process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a pre-reading designation command or a special chart variation pattern designation command has been received, and if so, performs processing related to icon change performance, continuous notice performance, and lamp change performance as pre-reading system performance. The details of the pre-reading system performance process will be described later.

[0440] The "icon change effect" is a type of pre-reading notice effect that changes the reserved icon and the display mode of the icon to make the player expect that a jackpot game will be executed. In this embodiment, the icon change effect for the reserved icon may be referred to as the "reserved icon change effect," and the icon change effect for the icon may be referred to as the "relevant icon change effect."

[0441] A "continuous preview effect" is a type of anticipatory preview effect that makes a player expect a big win game to be executed by executing a predetermined effect over one or more variable effects. The "lamp change effect" is a type of predictive preview effect that makes the player anticipate the execution of a jackpot game by changing the light emission mode of the winning slot lamp 76a over one or more variable effects.

[0442] In step E600, the sub-CPU 130a performs special symbol special power effect processing. Specifically, by referring to the reception buffer of the sub-RAM 130c, it determines whether or not a special symbol designation command, a special symbol variation pattern designation command, a special symbol stop designation command, a jackpot opening designation command, a round number designation command, and a jackpot ending designation command have been received, and if received, performs processing to execute the effect corresponding to the received command.

[0443] In addition, if the special symbol designation command (first information signal) and the special symbol variation pattern designation command (second information signal) are received normally as start commands (start signals) accompanying the start of the variation display, a variation effect accompanied by a variation display of the performance symbol (a first variation effect corresponding to the variation display of the first special symbol, and a second variation effect corresponding to the variation display of the second special symbol) will be executed. However, if there is an abnormality in the special symbol designation command or the special symbol variation pattern designation command (a miss, a jackpot relationship is not correct, the type of special symbol indicated by the MODE in the command is not correct, the DATA side of the command is corrupted and has changed to content that should not exist, etc.), the command will be considered invalid and the variation effect will not be executed. Also, if the special symbol designation command and the special symbol variation pattern designation command are not received normally (for example, if the special symbol designation command is not received within a specified time after receiving the special symbol designation command, or if the special symbol variation pattern designation command is received without receiving the special symbol designation command), the command will be considered invalid and the variation effect will not be executed. In the following description, the cases where there is an abnormality in the command or where the command has not been received normally will be referred to as "command abnormality."

[0444] In step E700, the sub-CPU 130a performs a normal symbol normal power effect process. Specifically, by referring to the reception buffer of the sub-RAM 130c, it determines whether or not a normal symbol designation command, a normal symbol variation pattern designation command, a normal symbol stop designation command, a winning opening designation command, and a winning ending designation command have been received, and if received, it performs processing to execute the effect corresponding to the received command.

[0445] The sub-CPU 130a performs a presentation mode update process in step E800. Specifically, it determines whether or not an update condition (such as a change in the game state, winning the mode update lottery, or execution of a SP / SPSP reach effect resulting in a loss) of the presentation mode (presentation stage) that defines presentation elements (such as background image, presentation image, presentation sound, etc.) in the sound output device 9, the first image display device 70, the second image display device 71, etc., has been established, and if the update condition has been established, it performs a process for updating the presentation mode to one of a plurality of presentation modes.

[0446] The "presentation modes" include presentation modes A to C that are set in the normal game state, presentation mode D that is set in the special game state, presentation mode E that is set in the time-saving game state, and several other specific modes (impurity mode, help mode, chance mode, time-saving mode).

[0447] In addition, in presentation modes A to C, the presentation pattern 70a is composed of numbers (identification characters) + characters (decorative parts) corresponding to the numbers + pattern effect images (decorative parts) that decorate the background of the numbers and characters, and the design of the numbers and characters differs between presentation modes. In presentation mode E and several specific modes, the presentation pattern 70a is composed of numbers (identification characters) only, and the design of the numbers is common between presentation modes. In each presentation mode, the background image corresponding to each presentation mode scrolls left and right (reciprocating motion).

[0448] In step E850, the sub-CPU 130a performs error notification processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether an error designation command or an error cancellation designation command has been received, and if so, performs processing to execute an error notification effect corresponding to the received error designation command, or to terminate the error notification effect corresponding to the received error cancellation designation command.

[0449] In step E900, the sub-CPU 130a performs output control processing, specifically, processing to output signals such as predetermined data and to transmit various commands stored in the transmission buffer of the sub-RAM 130c to the display control unit 140 and the lamp control unit 150.

[0450] In step E950, the sub CPU 130a restores the information saved in step E100 to the register of the sub CPU 130a, and ends this timer interrupt process.

[0451] (Predictive processing of the performance control unit) The look-ahead performance processing of the performance control unit 130m will be described with reference to Fig. 30. Fig. 30 is a flowchart showing the look-ahead performance processing of the performance control unit 130m.

[0452] In step E510, the sub-CPU 130a performs an icon change effect determination process for determining whether or not to execute an icon change effect, the effect mode of the icon change effect, etc. The icon change effect determination process will be described in detail later.

[0453] In step E520, the sub-CPU 130a performs an icon change effect execution process for executing the icon change effect determined to be executed in the icon change effect determination process (changing the display mode of the pending icon or the icon that is already displayed). The icon change effect execution process will be described in detail later.

[0454] In step E530, the sub-CPU 130a performs a continuous preview performance determination process to determine whether or not to execute a continuous preview performance, the performance mode of the continuous preview performance, etc. The continuous preview performance determination process will be described in detail later.

[0455] In step E540, the sub-CPU 130a performs a continuous preview effect execution process for executing the continuous preview effects that have been determined to be executed in the continuous preview effect determination process. The continuous preview effect determination process will be described in detail later.

[0456] In step E550, the sub-CPU 130a performs a lamp change effect execution process to execute a lamp change effect (turning on the winning slot lamp 76a so that the light emission mode corresponds to the icon whose display mode has changed), and then ends the current pre-reading effect processing.

[0457] (Icon change effect determination process of the effect control unit) The icon change effect determination process of the effect control unit 130m will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the icon change effect determination process in the effect control unit 130m.

[0458] In step E510-1, the sub-CPU 130a determines whether or not a read-ahead designation command has been received from the main control board 110. If a read-ahead designation command has been received, the process proceeds to step E510-2, and if a read-ahead designation command has not been received, the current icon change effect determination process is terminated.

[0459] In step E510-2, the sub-CPU 130a refers to the received look-ahead designation command and determines whether or not it is a jackpot, the type of jackpot game, and the effect content (expected variation pattern).

[0460] In step E510-3, the sub-CPU 130a determines whether or not the current period is one in which an icon change effect can be performed. If the current period is one in which an icon change effect can be performed, the process proceeds to step E510-4. If the current period is not one in which an icon change effect can be performed, the process proceeds to step E510-7.

[0461] The "icon change effect executable period" refers to a period when a jackpot game is not being executed, when an icon change effect is not being executed, or when an icon change effect is not scheduled to be executed. Note that only one or two of the above three conditions may be set. Also, it may be set such that the normal game state is set when the received look-ahead designation command is based on winning at the first start port 45, and the specific game state (low-probability time-saving game state, high-probability time-saving game state) is set when the received look-ahead designation command is based on winning at the second start port 47.

[0462] In step E510-4, the sub-CPU 130a acquires a random number value for determining the final display mode of an icon to be additionally displayed on the first image display device 70 (main liquid crystal display), and in step E510-5, selects an icon final display mode determination table (see FIG. 32) for determining the final display mode of the icon. The icon final display mode determination table will be described in detail later.

[0463] In step E510-6, the sub CPU 130a determines the final icon display mode. Specifically, the sub CPU 130a refers to the final icon display mode determination table shown in Fig. 32, and determines one final icon display mode from among a plurality of final icon display modes based on the expected change pattern indicated by the look-ahead designation command and the selection rate (%) of each final icon display mode.

[0464] In step E510-7, the sub CPU 130a determines the normal icon (white icon) as the final icon display mode.

[0465] In step E510-8, the sub-CPU 130a determines whether the determined final icon display mode is a display mode (special icon) that executes an icon change performance. If it is a display mode that executes an icon change performance, the sub-CPU 130a proceeds to step E510-9, and if it is not a display mode that executes an icon change performance, the sub-CPU 130a proceeds to step E510-12.

[0466] In step E510-9, the sub-CPU 130a selects a change scenario determination table (see FIG. 33) for determining a change scenario for the icon change presentation. The change scenario determination table will be described in detail later. This change scenario indicates the transition of the display mode from when the reserved icon appears until when it disappears. The change scenario determination table will be described in detail later.

[0467] In step E510-10, the sub-CPU 130a determines a change scenario and sets it in a look-ahead information storage area of ​​the sub-RAM 130c corresponding to the reserved number counter. Specifically, with reference to the change scenario determination table shown in Fig. 30, one change scenario is determined from multiple change scenarios based on the final icon display mode, the reserved number of special symbols corresponding to the look-ahead designation command, and the selection rate (%) of each change scenario.

[0468] In step E510-11, the sub-CPU 130a identifies the winning icon, which is the icon display mode to be first displayed on the first image display device 70 (main liquid crystal display), from the determined change scenario, sets the icon display command for the winning icon in the transmission buffer, and ends this icon change effect determination process. As a result, the icon display command is transmitted to the display control unit 140 and the lamp control unit 150, and a reserved icon in a display mode corresponding to the icon display command for the winning icon is displayed on the first image display device 70 (main liquid crystal display), or a predetermined sound effect is output.

[0469] In step E510-12, the sub-CPU 130a determines a non-change scenario in which no icon change effect is executed, and sets the determined scenario in the look-ahead information storage area of ​​the sub-RAM 130c corresponding to the hold number counter.

[0470] In step E510-13, the sub-CPU 130a sets the icon display command for the normal icon in the transmission buffer and ends this icon change effect determination process. As a result, the icon display command is transmitted to the display control unit 140 and the lamp control unit 150, and a reserved icon in a display mode corresponding to the icon display command for the normal icon is displayed on the first image display device 70 (main liquid crystal display) and a predetermined sound effect (first winning sound) is output.

[0471] (Icon final display mode determination table) FIG. 32 is a diagram showing an icon final display mode determination table that is referred to when determining the icon final display mode.

[0472] The icon final display mode determination table associates the game state when the look-ahead command is received, the expected change pattern indicated by the look-ahead command, the selection rate (%) of each icon final display mode, and the selected icon final display mode, and for reference, the type of notification sound when each type of icon is generated is also listed.

[0473] The final icon display mode is set to a white icon as a normal icon, and a blue icon, a red icon, and a rainbow icon as special icons that indicate the possibility of a jackpot (a jackpot game being played).

[0474] The probability of winning the jackpot for special icons increases in the following order: (white icon <) blue icon < red icon < rainbow icon, and the rainbow icon is the icon that guarantees a jackpot.

[0475] The image display device is configured so that when a white icon is displayed on the image display device, a first occurrence alert sound is output, when a blue icon is displayed, a second occurrence alert sound is output, when a red icon is displayed, a third occurrence alert sound is output, and when a rainbow icon is displayed, a fourth occurrence alert sound is output.

[0476] The first feature of the icon final display mode determination table shown in Figure 32 is that it is possible to execute icon change effects even in the case of a special miss in which a jackpot game is not executed during the normal game state. This can increase the player's sense of expectation in the normal game state in which a time-saving game state occurs due to a special miss.

[0477] A second feature of the icon final display mode determination table shown in Fig. 32 is that the icon change effect is not executed (is limited) in the case of a special miss during the time-saving state. By doing so, it is possible to prevent inconveniences that would disappoint the player in the time-saving state in which the time-saving game states C1 and C2 do not occur even in the case of a special miss, and it is possible to increase the enjoyment of the game.

[0478] A third feature of the icon final display mode determination table shown in Figure 32 is that in the case of a special miss, the types of icons determined as the icon final display mode are set to be fewer than in the case of a jackpot (the types of icons that can be determined are limited). By doing so, it is possible to prevent the player from having excessive expectations even when a jackpot game is not executed, and it is possible to increase the enjoyment of the game.

[0479] A fourth feature of the icon final display mode determination table shown in Fig. 32 is that even if a special miss occurs, an icon with a high expectation is more likely to be determined when a next notice effect is executed that causes a time-saving game state C2, which is more advantageous to the player than the time-saving game state C1, than when a time-saving game state C1 occurs. By doing this, it is possible to execute an icon change effect according to the degree of advantage of the time-saving game state, thereby increasing the interest in the game.

[0480] In addition, in the case of a special miss during the time-saving state, rather than not executing the icon change effect, it may be executed at a lower rate than in the normal game state, or, for example, only the blue icon may be determined, thereby restricting the execution of the icon change effect more than in the normal game state.

[0481] Furthermore, in the case of a big win, the normal icon (white icon) is not selected as the final icon display mode, but it may be selected instead.

[0482] (Change scenario decision table) FIG. 33 is a diagram showing a variation scenario determination table that is referred to when determining a variation scenario.

[0483] The change scenario determination table associates the final display mode of the icon, the number of reserved special patterns corresponding to the pre-reading specification command, the selection rate (%) of each change scenario, and the change scenario to be selected, and for reference, the preliminary changes in each change scenario and the update mode of the icon in that change are also listed.

[0484] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information that was stored before the special chart determination information that corresponds to the newly received pre-reading designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information that corresponds to the newly received pre-reading designation command.

[0485] The change scenarios include scenarios (e.g., scenario 01) in which the display mode of the icon does not change while the pre-change is being executed (the pending icon change performance is not executed) but changes while the change is being executed (the icon change performance is executed), scenarios (e.g., scenario 02) in which the display mode of the icon changes while the pre-change is being executed (the pending icon change performance is executed) but does not change while the change is being executed (the icon change performance is not executed), and scenarios (e.g., scenario 15) in which the display mode of the icon changes both while the pre-change is being executed and while the change is being executed (the pending icon change performance and the icon change performance are executed).

[0486] In the change scenario determination table of this embodiment, a scenario for changing the display mode of an icon is determined regardless of whether a reach effect (which may be a reach other than a normal reach effect) is executed in the pre-variation. However, a scenario for changing the display mode of an icon may be determined by a change scenario determination table in which whether a reach effect suggesting the possibility of a jackpot game being executed in the pre-variation is executed as a determination factor. When using such a change scenario determination table, various scenarios may be set so that a change in the display mode of an icon does not occur during the execution of a pre-variation in which a reach effect is executed, but a change in the display mode of an icon occurs during the execution of a pre-variation in which a reach effect is executed, and during the execution of a pre-variation in which a reach effect is not executed. Furthermore, various scenarios may be set so that a change in the display mode of an icon occurs during the execution of a pre-variation in which a reach effect is executed and a pre-variation in which a reach effect is not executed, but a change in the display mode of an icon occurs at a higher rate during the execution of a pre-variation in which a reach effect is not executed than during the execution of a pre-variation in which a reach effect is executed.

[0487] (Icon change effect execution process of effect control section) The icon change effect execution process of the effect control unit 130m will be described with reference to Fig. 34. Fig. 34 is a flowchart showing the icon change effect execution process in the effect control unit 130m.

[0488] In step E520-1, the sub-CPU 130a determines whether or not a special chart variation pattern designation command has been received from the main control board 110. If a special chart variation pattern designation command has been received, the process proceeds to step E520-2, and if a special chart variation pattern designation command has not been received, the current icon change performance execution process is terminated.

[0489] In step E520-2, the sub-CPU 130a refers to the icon change scenario stored in the pre-read information storage area of ​​the sub-RAM 130c, and in step E520-3, determines whether there is a reserved icon whose display mode will be changed (updated) in this variation performance. If there is a reserved icon whose display mode will be changed, the process proceeds to step E520-4, and if there is no reserved icon whose display mode will be changed, the process proceeds to step E520-7.

[0490] In step E520-4, the sub-CPU 130a selects a change pattern determination table for reserved icons (see FIG. 35) for determining a change pattern (change mode) of the display mode of the reserved icon to be changed. Details of the change pattern determination table for reserved icons will be described later.

[0491] In step E520-5, the sub-CPU 130a determines the reserved icon change pattern. Specifically, referring to the reserved icon change pattern determination table shown in Figure 35, based on the reserved icon change mode in this variation performance and the selection rate (%), one reserved icon change pattern is determined from a plurality of reserved icon change patterns.

[0492] In step E520-6, the sub-CPU 130a sets a change effect command corresponding to the determined hold icon change pattern in the transmission buffer. As a result, the change effect command is transmitted to the display control unit 140 and the lamp control unit 150, and the display mode of the hold icon displayed on the first image display device 70 changes according to the change timing corresponding to the hold icon change pattern and the change stage at the change timing, or a predetermined sound effect (change sound) is output.

[0493] In step E520-7, the sub-CPU 130a determines whether or not a scenario (change scenario, non-change scenario) for the icon is stored in the pre-read information storage area of ​​the sub-RAM 130c. If a scenario for the icon is stored, the process proceeds to step E520-8, and if a scenario for the icon is not stored, the current icon change effect execution process is terminated.

[0494] In step E520-8, the sub-CPU 130a determines whether or not there is an icon whose display mode is to be changed (updated). If there is an icon whose display mode is to be changed, the process proceeds to step E520-9. If there is no icon whose display mode is to be changed, the sub-CPU 130a ends the current icon change effect execution process.

[0495] In step E520-9, the sub-CPU 130a selects a change pattern determination table (see FIG. 36) for the icon corresponding to the change stage at which the icon will change in the current variation performance from among a plurality of change pattern determination tables for the icon in order to determine the change pattern (change mode) of the display mode of the icon to be changed. Details of the change pattern determination table for the icon corresponding to the change stage will be described later.

[0496] In step E520-10, the sub-CPU 130a determines the icon change pattern. Specifically, by referring to the change pattern determination table for the selected icon, the sub-CPU 130a determines one icon change pattern from among a plurality of icon change patterns based on the mode of the icon change in the current variation performance and the selection rate (%) of each icon change pattern.

[0497] In step E520-11, the sub-CPU 130a sets a change effect command corresponding to the determined icon change pattern in the transmission buffer, and ends this icon change effect execution process. As a result, the change effect command is transmitted to the display control unit 140 and the lamp control unit 150, and the display mode of the icon displayed on the first image display device 70 changes according to the change timing and the change stage corresponding to the icon change pattern, or a predetermined sound effect (change sound) is output.

[0498] (Change pattern determination table for hold icon) FIG. 35 is a diagram showing a change pattern determination table for the hold icon that is referred to when determining a change pattern for the hold icon.

[0499] The change pattern determination table for the hold icon corresponds to the manner in which the hold icon changes in the current change performance, the selection rate (%) of each hold icon change pattern, and the hold icon change pattern to be selected, and for reference, the timing at which the hold icon change performance occurs and the change stage for each hold icon change pattern are also listed.

[0500] The hold icon change patterns include normal change pattern 01, in which the display mode of the hold icon changes with the output of a sound effect when the hold icon shifts (when the change begins) in response to the disappearance of the icon, normal change pattern 02, in which the display mode of the hold icon changes with the output of a sound effect while the icon is changing, character action change pattern 01, in which a character appears and an action effect is performed on the icon starting from the character, changing the display mode of the icon, and pattern action change pattern 01, in which a change notification pattern indicating that the display mode of the icon will change as a result of the change effect is temporarily displayed and an action effect is performed on the hold icon starting from the change notification pattern, changing the display mode of the hold icon.

[0501] The timing of the change effect of the pending icon is classified in relation to the progress of the change effect, and includes when the change effect starts (when the change effect starts), when the change effect is being executed (during change), and when the effect pattern 70a temporarily stops ((temporarily) stopped).

[0502] The stages of change of the pending icon are set as 1UP, which changes the display mode to one level higher in the probability of winning the jackpot (for example, changing from a white icon to a blue icon, or from a blue icon to a red icon), and 2UP, which changes the display mode to two levels higher in the probability of winning the jackpot (for example, changing from a white icon to a red icon).

[0503] The timing of the change effect of the reserved icon is set to the above three timings, but it is not limited to these timings and other timings may be set. For example, it may be set during the execution of the change effect until the reach is established (during the change), during the execution of the normal reach, or during the execution of the SP (SPSP) reach.

[0504] (Change pattern determination table for the icon) FIG. 36(a) is a table that is referred to when the display mode of the icon is changed by one stage, and FIG. 36(b) is a table that is referred to when the display mode of the icon is changed by two stages.

[0505] The change pattern determination table for the icon corresponds to the mode of change of the icon in the current change performance, the selection rate (%) of each icon change pattern, and the icon change pattern to be selected, and for reference, the timing of the change performance of the icon in each icon change pattern and the change stage are also listed.

[0506] The icon change patterns include a normal change pattern 01 in which the display mode of the reserved icon changes when the change starts accompanied by the output of a sound effect, a normal change pattern 02 in which the display mode of the reserved icon changes during the change accompanied by the output of a sound effect, and a character action change pattern 01 in which a character appears and an action effect acting on the icon is performed starting from the character, changing the display mode of the icon.

[0507] The timing of the icon change effect is classified in relation to the progress of the change effect, and includes when the change effect starts (when the change effect starts), when the change effect is being executed (during change), and when the effect pattern 70a temporarily stops ((temporarily) stopped).

[0508] The icon change stages are set to 1UP, which changes the display mode one level higher in the probability of winning a jackpot (for example, changing from a white icon to a blue icon, or from a blue icon to a red icon), and 2UP, which changes the display mode two levels higher in the probability of winning a jackpot (for example, changing from a white icon to a red icon, or from a blue icon to a rainbow icon).

[0509] In the change pattern determination table for the icon in this embodiment, the symbol action change pattern 01 is not selectable, but it may be selectable. For example, in a change performance that performs a pseudo consecutive performance, when the performance pattern 70a before the pseudo change is temporarily stopped, the change notification symbol may be temporarily stopped and displayed.

[0510] "Pseudo consecutive performance" refers to a special type of performance pattern change display in which a re-change display in which all performance patterns 70a temporarily stop and then start changing again is executed once or multiple times within the special pattern change time determined for a winning jackpot determination based on a winning (ball entering) into one start port (first start port 45, second start port 47), in order to make it appear as if the performance pattern change display has been executed multiple times in response to a winning (ball entering) into one start port (first start port 45, second start port 47).

[0511] Although the timing for the icon change effect is the two timings described above, it is not limited to these timings and other timings may be set. For example, it may be set during the execution of the change effect until a reach is established (during the change), during the execution of a normal reach, or during the execution of an SP (SPSP) reach.

[0512] (Continuous preview performance determination processing of performance control unit) The continuous preview performance determination process in the performance control unit 130m will be described with reference to Fig. 37. Fig. 37 is a flowchart showing the continuous preview performance determination process in the performance control unit 130m.

[0513] In step E530-1, the sub-CPU 130a determines whether or not a read-ahead designation command has been received from the main control board 110. If a read-ahead designation command has been received, the process proceeds to step E530-2, and if a read-ahead designation command has not been received, the current continuous preview performance determination process is terminated.

[0514] In step E530-2, the sub-CPU 130a refers to the received look-ahead designation command and determines whether or not it is a jackpot, the type of jackpot game, and the effect content (expected variation pattern).

[0515] In step E530-3, it is determined whether or not the current period is one in which the consecutive preview performances (pre-reading action performances, pre-reading effect performances, pre-reading vibration performances, pre-reading zone performances) can be executed. If the current period is one in which the consecutive preview performances (pre-reading action performances, pre-reading effect performances, pre-reading vibration performances, pre-reading zone performances) can be executed, the process proceeds to step E530-4. If the current period is not one in which the consecutive preview performances can be executed, the process proceeds to step E530-16, assuming that the consecutive preview performances based on the currently received pre-reading designation command will not be executed.

[0516] The "anticipatory action effect" is an effect that intermittently suggests the likelihood of a special game being played by executing an action effect (pre-announcement effect) that operates the second movable member 74 in a predetermined manner immediately after the start of one or more variable effects.

[0517] The "predictive effect" is an effect that intermittently suggests the likelihood of a special game being played by executing an effect effect (preview effect) that displays an effect image of a predetermined color around the effect pattern 70a immediately after the start of one or more variable effects.

[0518] The "predictive vibration effect" is an effect that intermittently suggests the likelihood of a special game being played by executing a vibration effect (preview effect) that vibrates the effect button 17 in a predetermined manner immediately after the start of one or more variable effects.

[0519] The "prediction zone effect" is an effect that continuously suggests the likelihood of a special game being played by executing a zone in-effect (preview effect) that displays a zone image from a predetermined timing in one or more variable effects.

[0520] The "period during which consecutive preview effects can be executed" includes the following: when there is no item in the advance hold that will execute consecutive preview effects; when a jackpot game is not in progress; when a pre-reading designation command based on winning at the first start port 45 is received, the game is in a normal game state; when a pre-reading designation command based on winning at the second start port 47 is received, the game is in a specific game state (low probability time-shortened game state, high probability time-shortened game state).

[0521] In step E530-4, the sub-CPU 130a selects a consecutive notice type determination table (see Fig. 38 and Fig. 39) according to the current game state, and in step E530-5, refers to the consecutive notice type determination table to determine the consecutive notice type (whether or not to execute a consecutive notice effect, and the type of consecutive notice effect to be executed). The consecutive notice type determination table will be described in detail later.

[0522] In step E530-6, the sub-CPU 130a determines whether the consecutive notice type is one that executes consecutive notice effects. If the consecutive notice effects are not executed, the process proceeds to step E530-16. If the consecutive notice effects are executed, in step E530-7, a consecutive notice scenario determination table (see Fig. 40 and Fig. 41) corresponding to the current game state is selected. The consecutive notice scenario determination table will be described in detail later.

[0523] In step E530-8, the sub-CPU 130a determines whether or not a consecutive preview type for executing a look-ahead action performance has been determined. If a look-ahead action performance is not to be executed, the process proceeds to step E530-10. If a look-ahead action performance is to be executed, in step E530-9, the consecutive preview scenario determination table is referenced to determine a preview scenario for the look-ahead action performance and set it in the look-ahead information storage area of ​​the sub-RAM 130c.

[0524] In step E530-10, the sub-CPU 130a determines whether the consecutive preview type for executing the look-ahead effect performance has been determined. If the look-ahead effect performance is not to be executed, the process proceeds to step E530-12. If the look-ahead effect performance is to be executed, in step E530-11, the consecutive preview scenario determination table is referenced to determine the preview scenario for the look-ahead effect performance and set it in the look-ahead information storage area of ​​the sub-RAM 130c.

[0525] In step E530-12, the sub-CPU 130a determines whether the type of consecutive previews for executing the look-ahead vibration effect has been determined. If the look-ahead vibration effect is not to be executed, the process proceeds to step E530-14. If the look-ahead vibration effect is to be executed, in step E530-13, the consecutive preview scenario determination table is referenced to determine the preview scenario for the look-ahead vibration effect and set it in the look-ahead information storage area of ​​the sub-RAM 130c.

[0526] In step E530-14, the sub-CPU 130a determines whether or not the type of consecutive preview to execute the look-ahead zone effect has been determined. If the look-ahead zone effect is not to be executed, the current consecutive preview effect determination process is terminated. If the look-ahead zone effect is to be executed, in step E530-15, the consecutive preview scenario determination table is referenced to determine the preview scenario for the look-ahead zone effect, and the scenario is set in the look-ahead information storage area of ​​the sub-RAM 130c, and the current consecutive preview effect determination process is terminated.

[0527] In step E530-16, the sub-CPU 130a determines a non-preview scenario for the consecutive preview performance (a preview scenario indicating that the consecutive preview performance will not be executed), sets it in the advance information storage area of ​​the sub-RAM 130c, and ends the current consecutive preview performance determination process.

[0528] In addition, the preview scenario or non-preview scenario set in the advance information storage area of ​​sub-RAM 130c is referenced in the continuous preview performance execution process of step E540 described above, and processing for executing the continuous preview performance or processing for not executing the continuous preview performance is performed.

[0529] 37, in the normal gaming state, the pre-reading action effect is not executed in the variable display (variation effect) of the second special symbol, so in the normal gaming state, the second movable member 74 is more likely to operate (move) when the variable display (variation effect) of the first special symbol is executed than when the variable display (variation effect) of the second special symbol is executed. Therefore, in the normal gaming state, the effect of the variable display (variation effect) of the first special symbol can be enhanced, and the interest in the game can be improved.

[0530] 37, in the normal gaming state, the pre-reading vibration effect is not executed in the variable display (variation effect) of the second special symbol, so in the normal gaming state, the vibration effect is more likely to be executed when the variable display (variation effect) of the first special symbol is executed than when the variable display (variation effect) of the second special symbol is executed. Therefore, in the normal gaming state, the effect of the variable display (variation effect) of the first special symbol can be enhanced, and the interest in the game can be improved.

[0531] 37, in the specific gaming state, the pre-reading action effect is not executed in the variable display (variation effect) of the first special symbol, so in the specific gaming state, the second movable member 74 is more likely to operate (move) when the variable display (variation effect) of the second special symbol is executed than when the variable display (variation effect) of the first special symbol is executed. Therefore, in the specific gaming state, the effect of the effect of the variable display (variation effect) of the second special symbol can be enhanced, and it is possible to increase the interest in the game.

[0532] 37, in the specific gaming state, the pre-reading vibration effect is not executed in the variable display (variation effect) of the first special symbol, so in the specific gaming state, the vibration effect is more likely to be executed when the variable display (variation effect) of the second special symbol is executed than when the variable display (variation effect) of the first special symbol is executed. Therefore, it is possible to enhance the effect of the variable display (variation effect) of the second special symbol in the specific gaming state, and it is possible to increase the interest in the game.

[0533] (Continuous notice type determination table) Figure 38 is a diagram showing a continuous preview type determination table for the normal game state that is referenced to determine the continuous preview type in the normal game state, and Figure 39 is a diagram showing a continuous preview performance determination table for the time-saving state that is referenced to determine the continuous preview type in the time-saving state.

[0534] As shown in Figures 39 and 40, the continuous preview type determination table associates the look-ahead designation command (planned change pattern), the selection rate (%) of each continuous preview type, and the continuous preview type to be selected.The continuous preview types include "non-execution", which does not execute the continuous preview performance, "look-ahead action performance", "look-ahead effect performance", "look-ahead vibration performance", "look-ahead zone performance", which execute one of multiple types of continuous preview performance, "look-ahead effect performance & look-ahead vibration performance", and "look-ahead action performance & look-ahead zone performance", which execute two of multiple types of continuous preview performance.

[0535] For example, if the look-ahead specified command (planned change pattern) is a miss and the SP reach effect is to be executed, there is an 85% chance that it will be decided as "not executed," a 5% chance that it will be decided as "look-ahead effect effect," a 4% chance that it will be decided as "look-ahead action effect," a 3% chance that it will be decided as "look-ahead vibration effect," a 2% chance that it will be decided as "look-ahead zone effect," and a 1% chance that it will be decided as "look-ahead effect effect & look-ahead vibration effect."

[0536] The first feature of the consecutive notice type determination table shown in Figures 39 and 40 is that consecutive notice effects can be executed even in the case of a special miss during normal gaming. This can increase the player's sense of expectation in normal gaming, where a time-saving gaming state occurs due to a special miss.

[0537] A second feature of the consecutive notice type determination table shown in Figures 39 and 40 is that in the case of a special miss during the time-saving state, the icon change effect is not executed (it is limited). By doing so, it is possible to prevent inconveniences that betray the player's expectations in the time-saving state where the time-saving game states C1 and C2 do not occur even with a special miss, and it is possible to improve the enjoyment of the game.

[0538] A third feature of the consecutive notice type determination table shown in Figures 39 and 40 is that there are fewer types of consecutive notice effects to be determined (the types of consecutive notices that can be determined are limited) than in the case of a jackpot or a miss. By doing so, it is possible to prevent the inconvenience of making the player have excessive expectations even when a jackpot game is not executed, and it is possible to increase the enjoyment of the game.

[0539] In addition, in the case of a special miss during the time-saving state, rather than preventing the consecutive preview performances from being executed, it is also possible to execute them at a lower rate than in the normal game state, or, for example, to determine only the pre-reading effect performances, thereby restricting the execution of the consecutive preview performances more than in the normal game state.

[0540] (Continuous preview performance scenario determination table) Figure 40 is a diagram showing a continuous preview scenario determination table for the normal game state that is referenced to determine the scenario for the continuous preview performance in the normal game state, and Figure 41 is a diagram showing a continuous preview scenario determination table for the time-shortened state that is referenced to determine the scenario for the continuous preview performance in the time-shortened state.

[0541] The continuous preview scenario determination table corresponds the number of reserved special symbols, the pre-reading command (planned change pattern), the selection rate (%) of each preview scenario, and the preview scenario to be selected, and for reference, it also lists the pre-changes in each scenario (4 changes before, 3 changes before, 2 changes before, 1 change before) and the presentation style of the continuous preview performance in that change.

[0542] "Pre-change" refers to a change display (change performance) that is executed based on special chart determination information that was stored before the special chart determination information that corresponds to the newly received pre-reading designation command, and "the change in question" refers to a change display (change performance) that is executed based on the special chart determination information that corresponds to the newly received pre-reading designation command.

[0543] A "weak notice" is a performance that differs depending on the type of continuous notice; in the case of a pre-reading action performance, the second movable member 74 emits blue light and performs a weak action, and a weak action sound effect is output; in the case of a pre-reading effect performance, a blue effect image is displayed around the performance pattern 70a, and a blue effect sound effect is output; in the case of a pre-reading vibration performance, the vibrator for vibrating the performance button 17 vibrates weakly for one second, and the performance button 17 flashes white; and in the case of a pre-reading zone performance, a blue zone image is displayed and a zone sound effect is output.

[0544] A "strong notice" is a performance that differs depending on the type of consecutive notice; in the case of a pre-reading action performance, the second movable member 74 emits red light and performs a strong action, and a strong action sound effect is output; in the case of a pre-reading effect performance, a red effect image is displayed around the performance pattern 70a, and a red effect sound effect is output; in the case of a pre-reading vibration performance, the vibrator for vibrating the performance button 17 vibrates strongly for three seconds, and the performance button 17 flashes red; and in the case of a pre-reading zone performance, a red heat zone image is displayed, and a heat zone sound effect is output.

[0545] The continuous preview performance scenarios include a scenario in which a weak preview and a strong preview are not executed during the preliminary fluctuation, but a weak preview or a strong preview is executed during the fluctuation (for example, scenario 11), and a scenario in which a weak preview or a strong preview is executed both during the preliminary fluctuation and during the fluctuation (for example, scenario 22).

[0546] The first feature of the various tables relating to the consecutive advance notice effects shown in Figures 38 to 41 is that the likelihood of winning is higher when multiple types of consecutive advance notice effects are executed than when one type of consecutive advance notice effect is executed. Therefore, it is possible to effectively increase the player's sense of expectation and improve the enjoyment of the game.

[0547] The second feature of the various tables relating to the consecutive notice effects shown in Figures 38 to 41 is that consecutive notice effects are more likely to be executed (higher execution rate) in the time-saving state than in the normal game state, that is, the likelihood of a big win when consecutive notice effects are executed is lower. Therefore, it is possible to vary the playability depending on the type of game state (effect mode), and it is possible to increase the interest in the game.

[0548] A third feature of the various tables relating to the continuous advance notice presentation shown in Figures 38 to 41 is that the continuous advance notice presentation (here, the pre-reading effect presentation, the pre-reading action presentation) is more likely to be executed when a normal reach presentation is scheduled to be executed (pre-reading result) in the time-shortening state than when a normal reach presentation is scheduled to be executed (pre-reading result) in the normal game state. Therefore, in the time-shortening state where (ultra) shortening fluctuations are more likely to occur than in the normal game state, it is possible to prevent the fluctuation presentation from becoming monotonous, and it is possible to increase the interest in the game.

[0549] A fourth feature of the various tables relating to the continuous advance notice presentations shown in Figures 38 to 41 is that continuous advance notice presentations (here, the pre-reading effect presentation, the pre-reading action presentation, and the pre-reading zone presentation) are more likely to be executed when the SP reach presentation is scheduled to be executed (pre-reading result) in the time-saving state than when the SP reach presentation is scheduled to be executed (pre-reading result) in the normal game state. Therefore, in the time-saving state where (ultra) shortened fluctuations are more likely to occur than in the normal game state, it is possible to prevent the fluctuation presentation from becoming monotonous, and it is possible to increase the interest in the game.

[0550] A fifth feature of the various tables relating to the continuous preview effects shown in Figures 38 to 41 is that continuous preview effects (here, preview effect effects, preview action effects, and preview zone effects) are more likely to be executed when an SPSP reach effect is scheduled to be executed (pre-reading result) in the time-saving state than when an SPSP reach effect is scheduled to be executed (pre-reading result) in the normal game state. Therefore, in the time-saving state where (ultra) shortened fluctuations are more likely to occur than in the normal game state, it is possible to prevent the variable effects from becoming monotonous, making it possible to increase the interest in the game.

[0551] A sixth feature of the various tables relating to the continuous advance notice effects shown in Figures 38 to 41 is that the continuous advance notice effects (here, the look-ahead action effect, the look-ahead zone effect) are more likely to be executed when a full rotation reach effect is scheduled to be executed (look-ahead result) in the time-saving state than when a full rotation reach effect is scheduled to be executed (look-ahead result) in the normal game state. Therefore, in the time-saving state where super-shortening fluctuations are more likely to occur than in the normal game state, it is possible to prevent the fluctuation effects from becoming monotonous, and it is possible to increase the interest in the game.

[0552] A seventh feature of the various tables relating to the continuous preview effects shown in Figures 38 to 41 is that the predictive vibration effect (a vibration effect that does not involve the effective period of the effect button 17 or the display of an operation prompt image) is more likely to be executed in the normal game state than in the time-saving state (high execution rate = different jackpot expectation). Therefore, in the normal game state, where the stay period is more likely to be longer than in the time-saving state, it is possible to make the predictive vibration effect more easily experienced by the player, thereby increasing the player's interest in the game. Furthermore, in the time-saving state, where the fluctuation time is more likely to be shorter than in the normal game state, it is possible to make the predictive vibration effect rare, thereby increasing the player's interest in the game.

[0553] An eighth feature of the various tables relating to the continuous preview effects shown in Figures 38 to 41 is that the predictive vibration effect is less likely to be executed (the execution rate is lower) when a specific reach effect (normal reach effect, SP reach effect, SPSP reach effect) is scheduled to be executed (prediction result) in the time-saving state than when a specific reach effect (normal reach effect, SP reach effect, SPSP reach effect) is scheduled to be executed (prediction result) in the normal game state. Therefore, in the first specific game state (time-saving game state A1, time-saving game state B, time-saving game state C2) where the fluctuation time is more likely to be shorter than in the normal game state (presentation modes A to C), it is possible to make the predictive vibration effect rare, thereby increasing the interest in the game.

[0554] 38 to 41, the ninth feature of the various tables relating to the continuous preview effects is that the look-ahead action effect is more likely to be executed (higher execution rate) in the first specific gaming state (time-shortened gaming state A1, time-shortened gaming state B, time-shortened gaming state C2) than in the normal gaming state. Therefore, in the time-shortened state where the fluctuation time is more likely to be shorter than in the normal gaming state, the look-ahead vibration effect can be made rare, which makes it possible to increase the interest in the game.

[0555] The tenth feature of the various tables relating to the continuous notice performance shown in Figures 38 to 41 is that when a continuous notice performance that ends with one variable performance is executed in a time-saving state, it is more difficult (lower rate of execution) to execute reach performances (normal reach performance, SP reach performance, SPSP reach performance) in the variable performance that is the subject of the notice of the continuous notice performance than when a continuous notice performance that ends with one variable performance is executed in a normal game state. Therefore, it is possible to vary the playability depending on the game state, and it is possible to increase the interest in the game.

[0556] An eleventh feature of the various tables relating to the consecutive notice performances shown in Figures 38 to 41 is that when a consecutive notice performance that ends with two variable performances is executed in a normal game state, it is easier for a reach performance (normal reach performance, SP reach performance, SPSP reach performance) to be executed in the variable performance that is the subject of the notice of the consecutive notice performance, than when a consecutive notice performance that ends with two variable performances is executed in a time-saving state. Therefore, it is possible to vary the playability depending on the game state, and it is possible to increase the interest in the game.

[0557] The twelfth feature of the various tables relating to the continuous notice performance shown in Figures 38 to 41 is that when the continuous notice performance can be executed over multiple variable performances (the number of reserved times is 2 to 4), it is more difficult to execute reach performances (normal reach performance, SP reach performance, SPSP reach performance) in the variable performance that is the subject of the notice of the continuous notice performance when the continuous notice performance of only one variable performance is executed in the time-saving state than when the continuous notice performance of only one variable performance is executed in the normal game state. Therefore, it is possible to vary the playability depending on the game state, and it is possible to improve the interest of the game.

[0558] The thirteenth feature of the various tables relating to the continuous notice performance shown in Figures 38 to 41 is that when a continuous notice performance spanning three variable performances is executed in a normal gaming state, it is easier for a reach performance (normal reach performance, SP reach performance, SPSP reach performance) to be executed in the variable performance that is the subject of the notice of the continuous notice performance than when a continuous notice performance spanning three variable performances is executed in a time-saving state. Therefore, it is possible to vary the playability depending on the gaming state, and it is possible to increase the interest in the game.

[0559] The fourteenth feature of the various tables relating to the continuous notice performance shown in Figures 38 to 41 is that when a continuous notice performance spanning three variable performances is executed in the event state, it is easier for a reach performance (for example, SP reach performance, SPSP reach performance) with a high probability of winning to be executed in the variable performance that is the subject of the notice of the continuous notice performance to be executed than when a continuous notice performance spanning three variable performances is executed in the normal game state. Therefore, it is possible to vary the playability depending on the game state, and it is possible to increase the interest in the game.

[0560] A fifteenth feature of the various tables relating to the continuous preview effects shown in Figures 38 to 41 is that, although it is possible to execute the look-ahead action effect using the same movable member (second movable member 74) in both the normal gaming state and the time-saving state, the likelihood of a big win when the look-ahead action effect is executed differs between the normal gaming state and the time-saving state. Therefore, it is possible to vary the gameplay depending on the gaming state, thereby increasing the interest in the game.

[0561] 38 to 41, when the look-ahead action performance is executed in the normal game mode and the time-saving mode, the rate at which the second movable member 74, which is not used in the deciding performance, is operated (100%) is higher than the rate at which the first movable member 73, which is used in the deciding performance described later, is operated (0%). Therefore, it is possible to avoid the inconvenience of mistaking the execution of the look-ahead action performance for a ja...

Claims

[Claim 1] A gaming machine equipped with a game control means capable of controlling the progress of a special game advantageous to a player, and a performance control means for controlling performance in response to a signal from the game control means, The game control means A determination means for determining determination information acquired when the gaming ball enters the starting area; A variable display execution means for executing a variable display of a pattern on the first display means based on the determination; and a state control means capable of controlling the game state between a normal game state and a specific game state in which a game ball is more likely to enter the starting area than in the normal game state, The judgment information for which the judgment has not been performed can be stored as pending information, The specific gaming state includes: a first specific gaming state and a second specific gaming state different from the first specific gaming state; The performance control means It can be controlled to one of multiple presentation modes, The second display means can execute a variation effect of the performance pattern in response to the execution of the variation display of the pattern, In a customer waiting state in which the variable performance of the performance symbol is not being executed, it is possible to display a customer waiting demo screen on the second display means, When a winning signal is received, which is transmitted in response to an increase in the reserved information due to the game ball entering the starting area, the number of reserved displays corresponding to the number of stored reserved information can be displayed, and a winning performance can be executed. The normal gaming state and the first specific gaming state, or the first specific gaming state and the second specific gaming state, can be controlled to the same presentation mode; When a predetermined signal is normally received at a predetermined timing during the display of the effect pattern, a specific effect related to the effect pattern can be executed, If the predetermined signal is not received normally at a predetermined timing during the display of the performance pattern, the display of the performance pattern is continued and the specific performance is not executed, If a communication error occurs between the game control means and the performance control means during the display of the customer waiting demo screen, and even if a new variable display of the pattern is started on the first display means, the second display means does not start a variable display of the new performance pattern corresponding to the variable display of the pattern, the display of the customer waiting demo screen can be continued, When the communication abnormality is resolved and the predetermined signal is normally received while the customer waiting demo screen is being displayed, the customer waiting demo screen is ended and the performance pattern is made visible, When the winning signal is normally received when the number of stored pending information items becomes one more than the predetermined number while the predetermined number of pending displays are being displayed, one more pending display is displayed in a normal additional mode, and the winning performance is executed once. A gaming machine characterized in that if a communication abnormality occurs while a predetermined number of the pending displays are being displayed, and the winning signal cannot be received normally when the number of stored pending information items becomes one more than the predetermined number, and then the communication abnormality is resolved and the winning signal is received normally when the number of stored pending information items becomes several times more than the predetermined number, multiple additional pending displays are displayed so that at least one of the pending displays has a special additional appearance, but the winning performance is performed only once rather than multiple times.

Citation Information

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