gaming machines

The gaming machine implements detection and display mechanisms to manage game operations and provide advance notifications, addressing the lack of control and interest during forced terminations, enhancing player satisfaction with varied presentations.

JP7827681B2Active Publication Date: 2026-03-10FUJI SHOJI CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-12-05
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Existing gaming machines do not adequately control the game immediately before or after termination and lack sufficient presentation interest during forced termination.

Method used

Incorporating an out number detection means, winning number detection means, counting counter, game operation stopping means, pre-notification means, and display means to manage game operations, provide advance notifications, and display expected winnings during a winning game, allowing for controlled game transitions and varied presentations.

Benefits of technology

Enhances player satisfaction by providing varied and engaging game presentations, including pre-notification of game stops and potential winnings, ensuring a satisfying gaming experience.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine imparted with functions desired by players so as to make game contents enable the users to be satisfied, thereby providing a variety of performances.SOLUTION: After game stop notice information is notified, a number counter is not counted, so that a value of the number counter does not become smaller than a predetermined value. Then, the game state is shifted to a game operation stop state without allowing a player to acquire all of the game values indicated by the game value acquisition schedule display, which indicates that there is a high possibility that a winning game is executed again after the end of the winning game.SELECTED DRAWING: Figure 9
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (controlled gaming machines) that circulate enclosed gaming balls inside, and more specifically to gaming machines that are equipped with functions desired by players, thereby providing gaming content that satisfies players and thus offering gaming machines with a variety of presentations. [Background technology]

[0002] Known gaming machines such as conventional pachinko machines include, for example, the gaming machine described in Patent Document 1. This gaming machine is equipped with a stop function that forcibly ends a game when the number of prize balls (game value number) acquired by a player reaches a certain number. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2014-217645 Summary of the Invention [Problem to be solved by the invention]

[0004] However, the above gaming machines have the problem that they do not take sufficient measures to control the game immediately before or after the game is forcibly terminated. Also, there is a problem that the presentation of the game up until the game is forcibly terminated does not provide sufficient interest.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that is equipped with the functions desired by players, thereby providing a gaming machine with a variety of presentations that will satisfy players. [Means for solving the problem]

[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate reference symbols of embodiments to be described later, but the present invention is not limited to these.

[0007] According to the gaming machine of the invention of claim 1, there is provided an out number detection means (for example, an outlet switch 50a shown in FIG. 3) for detecting game balls that are launched into a game area (for example, the game area 40 shown in FIG. 2) or that are discharged from the game area to the outside of the game area; A winning number detection means (for example, special symbol 1 start port switch 44a, special symbol 2 start port switch 45a1, upper right general prize port switch 49a1, upper left general prize port switch 49b1, left middle general prize port switch 49c1, lower left general prize port switch 49d1, and large prize port switch 46c shown in FIG. 3) for detecting game balls that have passed through the winning ports (for example, special symbol 1 start port 44, special symbol 2 start port 45a, upper right general prize port 49a, upper left general prize port 49b, left middle general prize port switch 49c, lower left general prize port switch 49d, and large prize port switch 46c shown in FIG. 2); a counting counter (for example, a difference ball counter) that counts the number of outs based on the detection result of the out number detection means and the number of game values ​​based on the detection result of the win number detection means; A game operation stopping means (for example, a main control CPU 600a shown in FIG. 3) that stops a game operation when the counting counter exceeds a predetermined value; When the counting counter exceeds a specific value before exceeding a predetermined value, a pre-notification means (for example, a main control CPU 600a shown in FIG. 3) for notifying game stop pre-information regarding a game operation stop state; When the counting counter exceeds a predetermined value during a winning game in which the advance notification means is notifying game stop advance information regarding the game operation stop state, a stop notification means (for example, a main control CPU 600a shown in FIG. 3) notifies game stop advance notice information (for example, see FIG. 9(b)) indicating that the game operation will be stopped when the winning game ends; and a display means (for example, a liquid crystal display device 41 shown in FIG. 2) for displaying the number of winnings that changes according to the number of winning game values ​​during a winning game. If the counting counter exceeds a predetermined value during a winning game, the game operation is stopped by the game operation stopping means when the winning game ends, while during the winning game, after the counting counter exceeds the predetermined value, a new winning number The player can acquire a gaming value based on the detection result of the detection means (for example, see the example screen shown in FIG. 9 ); The display means can display a game value acquisition schedule indicating that there is a high possibility that a winning game will be executed again after the winning game has ended (for example, see the screen examples shown in Figures 11 and 12), When the number of game values ​​indicated by the acquisition number display displayed on the display means becomes greater than the number of game values ​​up to the game operation stop state indicated by the game stop advance information, the game operation may be transitioned to a state in which the game operation is stopped by the game operation stop means, and in this case, it is possible to transition to a state in which the game operation is stopped before the player acquires the game value indicated by the game value expected acquisition display (for example, see the screen examples shown in Figures 11(b) and (c) and Figures 12(b) and (c)), The display means (for example, the liquid crystal display device 41 shown in FIG. 2) Even if the stop notification means notifies the user that the game operation is to be stopped, the display of the expected game value to be acquired, which indicates that there is a high possibility that a winning game will be executed again after the winning game ends, is not changed, and the display of the number of winnings acquired by the player is changed (for example, see the screen examples shown in Figures 11(b) and 12(b)). It is characterized by the following. [Effects of the Invention]

[0008] According to the present invention, by incorporating functions desired by players, game content that satisfies players can be achieved, and thus a gaming machine with a variety of presentations can be provided. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view showing the appearance of a gaming machine according to one embodiment of the present invention; [Figure 2] FIG. 2 is a front view of the game board according to the embodiment. [Figure 3] 2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Figure 4] 1A shows the memory area of ​​the main control RAM according to the embodiment, and FIG. 1B is an explanatory diagram illustrating a memory map showing the memory area of ​​the main control ROM according to the embodiment. [Figure 5] (a) to (e) are diagrams showing example screens to explain what happens when the difference in balls exceeds 90,000 during fluctuation and a suppression device activation warning command is sent to the sub-control board. [Figure 6](a) to (c) are diagrams showing example screens to explain what happens when the difference in balls exceeds 95,000 during fluctuation and a game stop command is sent to the sub-control board. [Figure 7] (a) to (d) are diagrams showing example screens to explain what happens when the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command is sent to the sub-control board. [Figure 8] 10(a) to 10(e) are diagrams showing example screens for explaining a case where two big wins are displayed together as one effect. [Figure 9] 10(a) to 10(c) are diagrams showing example screens for explaining the processing contents when the difference in balls exceeds 95,000 during one of two jackpots. [Figure 10] (a) to (d) are diagrams showing example screens to explain the processing contents when the difference in balls exceeds 95,000 during the fluctuation of the special pattern between the first jackpot and the second jackpot of two jackpots. [Figure 11] (a) to (d) are diagrams showing example screens for explaining the processing contents when the difference in balls exceeds 95,000 during a jackpot game in a game that enters a special state after a jackpot game. [Figure 12] (a) to (d) are diagrams showing example screens to explain the processing contents when the difference in balls exceeds 95,000 during a jackpot in a game in which there is a start-up reserved ball (first start-up reserved ball or second start-up reserved ball) that will result in a jackpot, and after the jackpot game, a reserved consecutive effect occurs in which a jackpot will result when the start-up reserved ball is consumed. [Figure 13] (a) is an explanatory diagram explaining the layer structure of an image to be displayed on a liquid crystal display device, (b-1) is an explanatory diagram showing the state in which an error display layer is superimposed on a normal game screen layer, (b-2) is an example screen when an error display layer is superimposed on a normal game screen layer, (c-1) is an explanatory diagram showing the state in which a suppression device (saving function) operation display layer is superimposed on an error display layer, and (c-2) is a diagram showing an example screen when a suppression device (saving function) operation display layer is superimposed on an error display layer. [Figure 14] (a-1) is an explanatory diagram showing an example of drawing a specific error on the layer displaying the operation of the suppression device (saving function); (a-2) is an explanatory diagram showing the state in which the layer displaying the error is overlaid on the layer displaying the operation of the suppression device (saving function); (b) is an example screen showing a specific error displayed together with the display of the operation of the suppression device (saving function); and (c) is a diagram showing an example screen for an enclosed pachinko machine (controlled gaming machine) that circulates enclosed gaming balls inside. [Figure 15] This is a simple explanatory diagram of when a start-up pending ball number display device is installed on the front right side of the liquid crystal display device, where (a) shows the start-up pending ball number display device when it is lit, and (b) shows the start-up pending ball number display device when it is turned off. [Figure 16] 10A to 10D are diagrams showing example screens for explaining how to change the number of balls to be acquired. [Figure 17] (a-1) to (e-1) are diagrams showing example screens where a dialogue preview effect occurs during normal play, (a-2) to (e-2) are diagrams showing example screens where a treasure chest button preview effect occurs during normal play, and (a-3) to (e-3) are diagrams showing example screens where a step-up preview effect occurs during normal play. [Figure 18] The following shows examples of the screen after a reach, where (a-1) is an example of the screen displayed when the reach (tenpai) state is reached, and (a-2) to (c-3) are examples of screens showing the developmental stimulation effect that develops into a strong SP reach and the title preview effect when a strong SP reach develops. [Figure 19] (a-1) to (d-2) are example screens showing the cut-in preview effect of a strong SP reach. [Figure 20] The figures show examples of screens for the change effect during the RUSH state, where (a-1) to (d-1) are examples of screens when a unique pattern appears in the preview effect during normal change, (a-2) to (c-2) are examples of screens when a unique pattern appears in the title preview effect of the SP reach, and (a-3) to (e-3) are examples of screens when a unique pattern appears in the cut-in preview effect during the SP reach. [Figure 21]10(a) to 10(b) are timing charts illustrating that a unique pattern does not appear in the weak SP reach effect. [Figure 22] (a-1) to (c-1) are diagrams showing examples of screens when the variable icon changes to a unique pattern during normal fluctuation, (a-2) to (c-2) are diagrams showing examples of screens when the variable icon changes to a unique pattern when in tenpai (reach), and (a-3) to (c-3) are diagrams showing examples of screens when the variable icon changes to a unique pattern when the title is displayed during the development of a strong SP reach. [Figure 23] (a) is a diagram showing an example of a screen with a dialogue preview effect in which gold appears, (b) is a diagram showing an example of a screen with a step-up preview effect in which gold appears, and (c) is a diagram showing an example of a screen with a cut-in preview effect during a reach in which gold appears. [Figure 24] 1A shows the probability of winning a jackpot in the gaming machine according to the embodiment, FIG. 1B shows a symbol allocation table, and FIG. 1C shows a normal time variable pattern allocation table. [Figure 25] FIG. 10 is a diagram showing a RUSH fluctuation pattern allocation table. [Figure 26] A figure showing the basic selection table for normal fluctuation forecasts. [Figure 27] 10A shows a line preview lottery table, FIG. 10B shows a treasure chest button preview lottery table, and FIG. 10C shows a step-up preview lottery table. [Figure 28] 10A shows a first ready-to-win prediction lottery table, and FIG. 10B shows a second ready-to-win prediction lottery table. [Figure 29] A diagram showing a weak SP reach title preview lottery table. [Figure 30] 10A shows a first strong SP reach title advance notice lottery table, and FIG. 10B shows a second strong SP reach title advance notice lottery table. [Figure 31] 10A shows a first strong SP reach cut-in notice lottery table, and FIG. 10B shows a second strong SP reach cut-in notice lottery table. [Figure 32]10A shows a RUSH dialogue notice lottery table, FIG. 10B shows a RUSHSP reach title notice lottery table, and FIG. 10C shows a RUSHSP reach cut-in notice lottery table. [Figure 33] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 34] FIG. 34 is a flowchart illustrating the continuation of the main processing of the main control shown in FIG. 33. [Figure 35] FIG. 34 is a flowchart illustrating the setting switching process shown in FIG. 33. [Figure 36] FIG. 10 is a flowchart illustrating a power supply abnormality check process. [Figure 37] FIG. 35 is a flowchart illustrating the process of clearing the RAM from the used area shown in FIG. 34. [Figure 38] FIG. 35 is a flowchart illustrating the setting of the game start processing outside the use area shown in FIG. 34. [Figure 39] 35 is a flowchart illustrating the prize ball winning number management process 1 shown in FIG. 34. [Figure 40] FIG. 40 is a flowchart illustrating the initial setting of the RAM area outside the used area shown in FIG. 39. [Figure 41] FIG. 10 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Figure 42] FIG. 42 is a flowchart illustrating the normal symbol processing shown in FIG. 41. [Figure 43] FIG. 42 is a flowchart illustrating the special symbol processing shown in FIG. 41. [Figure 44] FIG. 44 is a flowchart illustrating the start port check process 1(2) shown in FIG. 43. [Figure 45] A flowchart explaining the special pattern variation start processing shown in Figure 43. [Figure 46] A flowchart explaining the processing during the special pattern change shown in Figure 43. [Figure 47] FIG. 44 is a flowchart illustrating the processing during the special symbol confirmation time shown in FIG. 43. [Figure 48] FIG. 42 is a flowchart illustrating the out-of-use area process shown in FIG. 41. [Figure 49] FIG. 49 is a flowchart illustrating the suppression device counting process shown in FIG. 48. [Figure 50] FIG. 49 is a flowchart illustrating the suppression device operation management process shown in FIG. 48. [Figure 51] FIG. 49 is a flowchart illustrating suppression device operation management processing 2 shown in FIG. 48. [Figure 52] 10A shows an example of a program for a suppression device activation determination table according to the embodiment, and FIG. 10B shows an example of a program for a suppression device activation advance notice command table according to the embodiment. [Figure 53] FIG. 10 is a flowchart showing main processing of sub-control according to the embodiment. [Figure 54] FIG. 54 is a flowchart showing the data analysis process shown in FIG. 53. [Figure 55] FIG. 10 is a flowchart showing a command reception process of sub-control according to the embodiment. [Figure 56] FIG. 10 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Figure 57] 10A shows a flowchart illustrating an initial command list for moving images, FIG. 10B shows a flowchart illustrating a regular command list for moving images, and FIG. 10C shows a flowchart illustrating a command list for still images. DETAILED DESCRIPTION OF THE INVENTION

[0010] An embodiment of a gaming machine according to the present invention will be described below in detail with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left, and right are indicated, they refer to up, down, left, and right as viewed from the front of the illustration.

[0011] <Explanation of the external structure of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to FIGS.

[0012] <Explanation of the external appearance of the front of the pachinko machine>

[0013] As shown in Figure 1, a pachinko gaming machine 1 has a rectangular front frame 3 attached to the front of a wooden outer frame 2 so that it can be opened and closed, and a gaming board 4 mounted in a gaming board storage frame (not shown) attached to the back of the front frame 3. The gaming board 4 is mounted with a gaming area 40 shown in Figure 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this gaming area 40 as shown in Figure 1. The gaming area 40 is an area surrounded by a ball guide rail 6 (see Figure 2) arranged on the surface of the gaming board 4.

[0014] On the other hand, as shown in FIG. 1, the pachinko gaming machine 1 has a front operation panel 7 disposed below the glass door frame 5, an upper tray 8 provided on the front operation panel 7, and a lower tray 9 provided below the upper tray 8 for storing game balls that do not fit in the upper tray 8. The front operation panel 7 also has a ball lending button 11 and a prepaid card ejection button 12 (card return button 12). The upper tray surface of the upper tray 8 is provided with a push-button effect button device 13 that the player can press to change the effect when a built-in lamp (not shown) is lit. The upper tray 8 also has a ball ejection button 14 for ejecting game balls stored in the upper tray 8 downward, and a setting button 15 consisting essentially of a cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the illustration, a triangular left key 15c located to the left of the decision key 15a in the illustration, a triangular right key 15d located to the right of the decision key 15a in the illustration, and a triangular down key 15e located below the decision key 15a in the illustration.

[0015] 1, a launch handle 16 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting background music, sound effects, etc. are provided on both upper side surfaces of the front frame 3 and near the launch handle 16. In addition, decorative lamps such as full-color LED lamps that create dramatic effects with light decoration are arranged around the periphery of the front frame 3.

[0016] <Explanation of the appearance of the game board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is located approximately in the center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas, left, center, and right, and can independently display numbers, characters, letters (such as character conversations and lyrics captions), or patterns (special and normal patterns). Decorative top ornaments 42a, left ornaments 42b, and right ornaments 42c are provided around the liquid crystal display device 41, and movable gadget devices 43 are located on the backsides of the top ornaments 42a, left ornaments 42b, and right ornaments 42c. Decorative lamps such as full-color LED lamps that create dramatic effects through lighting are located in the top ornaments 42a, left ornaments 42b, and right ornaments 42c.

[0017] As shown in Fig. 2, this movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, and an upper-left movable accessory 43d, which perform predetermined performance operations as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives each of the upper, left, right, and upper-left movable accessories 43a to 43d. In addition, decorative lamps such as full-color LED lamps that create performance effects with light decoration are arranged on these upper, left, right, and upper-left movable accessories 43a to 43d.

[0018] Meanwhile, a special symbol 1 start hole 44 is located directly below the LCD display 41, and a special symbol 1 start hole switch 44a (see FIG. 3) is provided inside the special symbol 1 start hole switch 44a to detect winning balls. The number of valid winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 3), i.e., the first start reserved ball count, is displayed on the LCD display 41 as a predetermined number (e.g., four). The first reserved ball count is incremented (+1) when a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 3). It is decremented (-1) when the display of a special symbol, such as a number, character, or symbol (decorative symbol), begins. Decorative lamps, such as full-color LED lamps, are located around the special symbol 1 start hole 44 to create decorative lighting effects.

[0019] On the other hand, as shown in Fig. 2, a special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41. This special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can change between an "open state" in which the special symbol 2 start port 45a is in an open state where a gaming ball can enter, and a "closed state" in which a gaming ball cannot enter, a ball entry guide section 45c that can change between a "guiding state" in which the gaming ball is guided toward the special symbol 2 start port 45a and a "non-guiding state" in which the gaming ball is not guided, and a special symbol 2 start port switch 45a1 (see Fig. 3) that detects a gaming ball that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start hole 45a opens almost sideways toward the right side of the front in the left-right direction in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 3) that detects winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), i.e., the number of second start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (e.g., four). Note that when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 3), the number of second start reserved balls is incremented by one (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decremented by one (-1).

[0021] The opening / closing section 45b is provided with an opening / closing member (not shown) that can move left and right relative to the special symbol 2 starting opening 45a, and a normal electric role solenoid 45b2 (see FIG. 3) that drives and controls the opening / closing member (not shown). When the opening / closing section 45b is in a closed state, the opening / closing member (not shown) protrudes into the special symbol 2 starting opening 45a to prevent game balls from entering the special symbol 2 starting opening 45a, and when in an open state, it retracts to allow game balls to enter the special symbol 2 starting opening 45a.

[0022] The ball entry guide section 45c is provided with a guide member (not shown) that slopes downward from the right side to the left side as shown in Fig. 2 (sloping downward toward the special symbol 2 starting hole 45a side). This guide member (not shown) is driven and controlled by the normal electric role solenoid 45b2 (see Fig. 3).

[0023] When this ball entry guide section 45c is in the guide state, a guide member (not shown) slides and protrudes toward the front of the play area 40 (toward the glass door frame 5 shown in FIG. 1) to guide a game ball placed on its top to the special symbol 2 start opening 45a. When in the non-guide state, the guide member (not shown) slides backward (toward the rear of the play area 40) to retract. As a result, even if a game ball lands on the guide member (not shown) when it is in the guide state, if the guide member (not shown) changes to the non-guide state and slides backward before the game ball enters the special symbol 2 start opening 45a, the game ball will flow downstream without entering the special symbol 2 start opening 45a. The guide member (not shown) and the opening / closing member (not shown) are designed to operate in conjunction with each other.

[0024] In the following, the special symbol 2 starting device 45 as described above may be referred to as a normal electric device. In addition, the special symbol 2 starting device 45 is equipped with a decorative lamp such as a full-color LED lamp that produces a dramatic effect by means of light decoration.

[0025] On the other hand, as shown in Fig. 2, a prize winning device 46 is disposed to the right of the special symbol 1 starting hole 44. When a special symbol lottery described below is won, that is, during a winning game state, this prize winning device 46 is controlled by a special electric accessory solenoid 46b (see Fig. 3) so that a large prize opening (not shown) that is closed by an opening / closing door 46a is opened, allowing a gaming ball to enter the large prize opening (not shown). Note that a gaming ball that enters the large prize opening (not shown) is detected as a winning ball by a large prize opening switch 46c (see Fig. 3) provided inside the large prize opening (not shown).

[0026] On the other hand, when the special symbol is not selected, i.e., when the game is not in a winning state, the special electric device solenoid 46b (see FIG. 3) drives and controls the opening / closing door 46a, closing the large prize opening (not shown). This prevents the game ball from entering the large prize opening (not shown). Note that, hereinafter, the device combining the opening / closing door 46a and the special electric device solenoid 46b may be referred to as the "special electric device." The winning device 46 is also equipped with decorative lamps, such as full-color LED lamps, that create decorative lighting effects.

[0027] Incidentally, a sorting device 47, which has a conventionally well-known structure, is provided within the winning device 46. As shown in Fig. 2, this sorting device 47 has a V region 47a and an outlet 47b, and when a gaming ball enters a large winning opening (not shown), the gaming ball is sorted into either the V region 47a or the outlet 47b. Note that the sorting device 47 does not sort gaming balls that enter the large winning opening (not shown) into the V region 47a, but sorts them into the outlet 47b, unless a predetermined gaming state is reached.

[0028] On the other hand, as shown in Fig. 2, a normal symbol start opening 48 consisting of a gate is disposed in the upper right portion of the liquid crystal display device 41, and a normal symbol start opening switch 48a (see Fig. 3) that detects the passage of the gaming ball is provided inside the normal symbol start opening. In addition, normal prize openings 49 are disposed on the right side of the winning device 46 and on the left side of the special symbol 1 start opening 44. The general prize openings 49 are composed of an upper right general prize opening 49a disposed on the right side of the winning device 46, an upper left general prize opening 49b disposed on the left side of the special symbol 1 start opening 44, a middle left general prize opening 49c, and a lower left general prize opening 49d. An upper right general winning opening switch 49a1 (see FIG. 3) that detects the passage of game balls is provided inside the upper right general winning opening 49a, an upper left general winning opening switch 49b1 (see FIG. 3) that detects the passage of game balls is provided inside the upper left general winning opening 49b, a middle left general winning opening switch 49c1 (see FIG. 3) that detects the passage of game balls is provided inside the middle left general winning opening 49c, and a lower left general winning opening switch 49d1 (see FIG. 3) that detects the passage of game balls is provided inside the lower left general winning opening 49d. Decorative lamps such as full-color LED lamps that create a dramatic effect with decorative light are provided in the general winning openings 49.

[0029] Meanwhile, directly below the special symbol 1 starting hole 44 is an outlet 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning are admitted. Game balls that enter this outlet 50 are detected as non-winning balls by an internal outlet switch 50a (see FIG. 3). Furthermore, the winning balls described above also flow down to the lowest part of the game area 40 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 3). Therefore, the outlet switch 50a (see FIG. 3) detects the total number of outs, i.e., the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the ball guide rail 6 enters the game area 40 to count the number of balls.

[0030] On the other hand, three 7-segment displays are arranged in the lower right periphery of the game area 40 of the game board 4, two of which are special symbol display devices 51, and the remaining 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, advantageous game status, etc.). As shown in Figure 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b, and to the left of the special symbol 1 display device 51a is provided a normal symbol display device 52 consisting of one LED, and further provided are a round lamp 53b that indicates the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies right hits.

[0031] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left ornament 43b.

[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost. The first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is changing, the first identification lamp 51Aa flashes; when special symbol 1 is a win, the first identification lamp 51Aa is lit; when special symbol 1 is a loss, the first identification lamp 51Aa is extinguished. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a win, the second identification lamp 51Ab is lit; and when special symbol 2 is a loss, the second identification lamp 51Ab is extinguished.

[0033] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.

[0034] <Control device description> Next, the control device that performs electronic control according to the progress of the game and is provided in the pachinko gaming machine 1 having the external configuration described above will be explained using Fig. 3. As shown in Fig. 3, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0035] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b that stores a game program that describes a series of game control procedures, and a main control RAM 600c that functions as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information such as the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state), and also displays the setting contents of the probability that will create a game state that is advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0036] The main control board 60 configured in this manner is connected to a payout / launch control board 70 that controls the payout motor M to pay out game balls. Furthermore, there are connected a special pattern 1 start port switch 44a which detects winnings in the special pattern 1 start port 44, a special pattern 2 start port switch 45a1 which detects winnings in the special pattern 2 start port 45a, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winnings in the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winnings in a large prize port (not shown) which is opened or closed by the opening / closing door 46a, and an outlet switch 50a which can detect the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, a normal electric accessory solenoid 45b2 that drives and controls the opening and closing member (not shown) and the guide member (not shown), a special electric accessory solenoid 46b that controls the operation of the opening and closing door 46a, a distribution device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right-hit notification lamp 53c are connected. Furthermore, a cheating detection board 55 that detects cheating by the player is connected.

[0037] When the main control board 60 configured in this manner receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a at the main control CPU 600a, it conducts a lottery and determines the special symbol variation pattern and the display content of the stop symbol or normal symbol based on the winning / losing information that is the lottery result, and sends the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Then, the main control board 60, i.e., the main control CPU 600a, generates a performance control command DI_CMD including the determined information and sends it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.

[0038] Furthermore, if the result of the lottery is that the normal pattern is won, the normal electric role solenoid 45b2 is controlled to keep the opening / closing member (not shown) in the open state and the guide member (not shown) in the guiding state for a predetermined time, and if the lottery is won for the special pattern, the special electric role solenoid 46b is controlled to open the big prize opening (not shown).

[0039] In a type 1 / type 2 mixed gaming machine, when a small win game state is reached, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.

[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, counts the number of prize balls each time it receives a signal from the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a1, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, the lower left general prize gate switch 49d1, and the large prize gate switch 46c, and counts the total number of dispensed game balls each time it receives a signal from the outlet switch 50a. Based on the counted number of prize balls and the total number of dispensed game balls, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of prize balls dispensed during low probability to the measurement / setting display device 610. This causes the measurement / setting display device 610 to display information (performance display) regarding the ratio of prize balls dispensed during low probability.

[0041] Furthermore, the measurement / setting display device 610 can display the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6." Therefore, when changing such a setting, a dedicated key is inserted into the setting key switch 630 and turned ON, and the RAM clear switch 620 can be used to change the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6" (for example, a setting of "6" has the highest probability of generating a game state advantageous to the player, and a setting of "1" has the lowest probability of generating a game state advantageous to the player). The setting change is then displayed on the measurement / setting display device 610, and when the setting change is confirmed, a dot on the lower right side of the 7-segment display lights up, indicating that the setting has been confirmed.

[0042] On the other hand, when the RAM clear switch 620 is pressed, the entire memory area of ​​the main control RAM 600c is not cleared, but only a portion of the memory area is cleared, except when a dedicated key is inserted into the setting key switch 630 and turned on. That is, as shown in Figure 4(a), the main control RAM 600c has memory space addresses 0000H to 0200H, of which memory space addresses 0000H to 0100H are a RAM area 600ca in a used area used as a work area during game processing such as lottery processing, memory space addresses 0100H to 0110H are an unused area 600cb, memory space addresses 0110H to 0130H are a stack area 600cc in a used area used during game processing such as lottery processing, and memory space addresses 0130H to 0150H are an unused area 600cb. In the unused area 600cd, the memory space addresses 0150H to 0190H are an out-of-use RAM area 600ce that stores the total number of game balls fired into the game area 40, including the number of prize balls and non-winning balls, measured by the main control board 60, i.e., the main control CPU 600a; the memory space addresses 0190H to 01E0H are an unused area 600cf; and the memory space addresses 01E0H to 0200H are an out-of-use stack area 600cg that is used when measuring the total number of game balls fired into the game area 40, including the number of prize balls and non-winning balls, etc.

[0043] On the other hand, as shown in FIG. 4(b), the main control ROM 600b has memory space addresses 8000H to A800H, and includes a program area 600ba within the used area where programs used during game processing such as lottery processing are stored from memory space addresses 8000H to 8B90H, an unused area 600bb from memory space addresses 8B90H to 9000H, a data area 600bc within the used area where data used during game processing such as lottery processing is stored from memory space addresses 9000H to 9A00H, an unused area 600bd from memory space addresses 9A00H to 9C00H, and an unused area 600bd from memory space addresses 9C00H to A010H. The area up to A010H is an out-of-use program area 600be in which programs used to measure the total number of game balls fired into the game area 40, including the number of prize balls and the number of non-winning balls, are stored; the area from memory space addresses A010H to A200H is an unused area 600bf; the area from memory space addresses A200H to A320H is an out-of-use data area 600bg in which data used to measure the total number of game balls fired into the game area 40, including the number of prize balls and the number of non-winning balls, are stored; the area from memory space addresses A320H to A780H is an unused area 600bh; and the area from memory space addresses A780H to A800H is a vector table area 600bi.

[0044] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraud detection signal that is mounted on the fraud detection board 55, or that detects a player's fraudulent behavior using a radio wave sensor or a vibration sensor, it generates a fraud error command (presentation control command DI_CMD) and sends it to the sub-control board 80.

[0045] <Explanation about the Dispense and Firing Control Board> The payout / launch control board 70 receives a payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. The generated payout motor signal controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to a player's operation, based on a prize ball count signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.

[0046] Meanwhile, a touch sensor is provided on the periphery of the launch handle 16 shown in FIG. 1, and when a player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in FIG. 3. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a presentation control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.

[0047] The payout / launch control board 70 also performs the process of lending balls to the player. That is, when the ball lending button 11 shown in FIGS. 1 and 3 is pressed, a ball lending signal is sent to a CR unit (not shown) located adjacent to the pachinko gaming machine 1. In response to this, the CR unit sends a ball lending request signal to the payout / launch control board 70. Then, in response to this signal, the payout / launch control board 70 pays out game balls to the player, and when the payout is complete, it sends a ball lending completion signal to the CR unit. Thus, in this way, the payout / launch control board 70 performs the process of lending balls to the player.

[0048] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub-one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores control programs that describe performance control procedures, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.

[0049] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the LCD display device 41 based on instructions from the sub-single-chip microcomputer 800, a DDR2 SDRAM 804 that includes a work area for decompressing compressed video data and a frame buffer area for temporarily storing image data to be displayed on the LCD display device 41, and a game ROM 805 that pre-stores CG data for compressed still images and compressed video data, as well as sound data such as background music and sound effects. Note that a still image is a so-called sprite image, which represents a single image such as text data, a background image, or a special design. Note that a moving image is a collection of multiple (multiple frames) continuously changing still images, and smooth movement is reproduced by continuously displaying multiple still images on the LCD display device 41.

[0050] The sub-control board 80 thus configured is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and further connected to a push-button effect button device 13 that the player can press to change the effect when the built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. Furthermore, the sub-control board 80 is connected to a movable accessory device 43 that performs predetermined effect operations as the game progresses, an identification lamp device 51A that notifies the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41.

[0051] Thus, the sub-control board 80 configured in this manner receives, at the sub-control CPU 800a, an effect control command DI_CMD transmitted from the main control board 60 (main control CPU 600a) and including basic information required for the special symbol variation pattern based on the lottery result, the current game status, the number of balls on hold for starting, the decorative symbols to be stopped based on the lottery result, etc. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a large number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal that instructs the execution of the determined effect pattern.

[0052] The sub-control CPU 800a transmits a sound-related control signal, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802, and outputs it to the speaker 17. As a result, the speaker 17 produces background music and sound effects corresponding to the effect pattern that has been determined.

[0053] The sub-control CPU 800a also transmits light-related control signals, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps, such as full-color LED lamps, that produce lamp effect effects, and thus a lamp effect corresponding to the determined effect pattern is executed.

[0054] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images, among the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c. The VDP 803 then generates image data for displaying an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby displaying an image corresponding to the determined effect pattern on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, and the VDP 803 transmits a VSYNC (vertical synchronization signal) shown in FIG. 3 as an interrupt signal to the sub-control CPU 800a so that the sub one-chip microcomputer 800 (sub-control CPU 800a) can know that the display operation for one frame has ended. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33 ms.

[0055] Furthermore, the sub-control CPU 800a transmits, among the control signals that instruct the execution of the performance pattern stored in the sub-control RAM 800c, a control signal related to the movable role object to the movable role object device 43. As a result, the movable role object device 43 moves in accordance with the determined performance pattern.

[0056] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 3. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a voltage transformer (not shown) installed in the gaming establishment, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).

[0057] The voltage monitoring unit 1310 monitors the AC 24V voltage, and when it detects a voltage abnormality due to a cutoff of this voltage or the occurrence of a power outage, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.

[0058] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when power is turned on, and the generated system reset signal RST is output to each board.

[0059] <Explanation of the suppression device (saving function)> The above-described pachinko gaming machine 1 is equipped with a suppression device (saving function) that stops the game when a player acquires a certain number of prize balls. This suppression device (saving function) will be described below.

[0060] <Outline of the suppression device (saving function)> The suppression device (saving function) stops gameplay when the difference in balls exceeds 95,000. The difference in balls is calculated by subtracting the number of game balls paid out to the player from the number of game balls the player fired into the game area 40 using the firing handle 16, which equals the number of prize balls actually won by the player (the number of prize balls actually in the player's possession). The main control CPU 600a counts this difference in balls using a difference in ball counter, which is initially set to 0. If the difference in ball counter is 0 and there are game balls fired into the game area 40, the counter remains at 0 rather than being counted as a negative number. This allows the game to be stopped even if the player continues to have a negative difference in balls, as long as the player's winnings increase dramatically.

[0061] Thus, when the result of counting using such a difference ball counter shows that the difference balls exceed 95,000, the game is stopped. This game-stopped state can be released by pressing the RAM clear switch 620 (see FIG. 3) and clearing the main control RAM 600c. Note that if the pachinko gaming machine 1 is powered back on without pressing the RAM clear switch 620 and clearing the main control RAM 600c, the game-stopped state will remain.

[0062] By the way, when the difference in balls exceeds 95,000, the process of stopping the game is different depending on whether it is in normal game mode or in jackpot game mode. That is, during normal game mode (a state in which symbol changes are possible without a jackpot, including probability change states and symbol changes during time-saving modes), the game is stopped immediately when the difference in balls exceeds 95,000.

[0063] On the other hand, if a big win game is in progress, the game is stopped when the big win game ends.

[0064] The above is an overview of the suppression device (saving function).

[0065] <Explanation of the control of the suppression device (saving function)> Next, the control of the suppression device (saving function) will be described.

[0066] The control of this suppression device (saving function) is set up in stages according to the state of the difference ball before the suppression device (saving function) is activated, and when a change occurs to each state, the main control board 60 (main control CPU 600a) sends a performance control command DI_CMD to the sub-control board 80 to notify the sub-control board 80 of the state. Specifically, the following four basic states will be notified.

[0067] (1) When the suppression device (saving function) is not activated This state indicates that there is still time until the game is stopped, and the player cannot know how much time is left until the game is stopped.

[0068] (2) When the suppression device (saving function) is in an operation warning state In this state, the difference in balls exceeds 90,000 and there are less than 5,000 balls remaining until the game is stopped. At this time, the main control board 60 (main control CPU 600a) will send a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80.

[0069] In this case, as the difference balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits a corresponding performance control command DI_CMD to the sub-control board 80. Therefore, a judgment value (threshold) for transmitting the performance control command DI_CMD is set for each increase of 1,000 balls from 90,000. Note that 90,000 is expressed in hexadecimal as 015F90H, 91,000 is expressed in hexadecimal as 016378H, 92,000 is expressed in hexadecimal as 016760H, 93,000 is expressed in hexadecimal as 016B48H, and 94,000 is expressed in hexadecimal as 016F30H.

[0070] Here, when the difference ball counter is compared with the judgment value (threshold), three-byte values ​​are compared. That is, the difference ball counter needs to count up to 95000, and since 95000 is expressed as 017318H in hexadecimal, the size of the difference ball counter needs to be three bytes. Therefore, three-byte values ​​are compared. However, because the main control CPU 600a only has instructions for comparing one-byte or two-byte values, the processing content for comparing three-byte values ​​becomes complicated.

[0071] Therefore, in this embodiment, instead of comparing the three-byte values, it is determined whether the third byte of the ball difference counter is 00H or 01H. In other words, if the third byte of the ball difference counter is 00H, the maximum value of the ball difference counter is 65535 (00FFFFH), which is far less than 90,000 balls. Therefore, there is no need to do anything to prepare for the suppression device (saving function) to activate. On the other hand, if the third byte is 01H and the value is 65536 (010000H) or greater, the value of the lowest two bytes can determine whether the number of balls is 90,000 or greater, so it is sufficient to compare only the lowest two bytes.

[0072] To explain this point using a specific example, when the difference ball counter exceeds 90,000, a suppression device activation warning command (presentation control command DI_CMD) will be sent to the sub-control board 80, and at this time, the above-mentioned judgment value (threshold value) 90,000 will be compared with the difference ball counter.

[0073] By the way, if this difference ball counter has a value exceeding 90000 (015F90H), the third byte is already 01H. In other words, if the third byte is not 01H, it is 65535 (00FFFFH) or less, so without comparing it with the judgment value (threshold) of 90000, if the third byte of the difference ball counter is 00H, it can be determined that the difference balls has not exceeded 90000.

[0074] Incidentally, when such a comparison process is performed in a program, it is determined whether the "difference ball counter - judgment value (threshold)" exceeds 0. Therefore, in the above specific example, since the third byte of both the difference ball counter and the judgment value (threshold) is 01H, subtraction results in 00H, which does not affect the judgment. Therefore, it is sufficient to subtract the lower two bytes and determine whether the result exceeds 0. To explain this point using a specific example, if the difference ball counter is 65535 (00FFFFH), a simple comparison would result in the calculation of 65535 (00FFFFH) - 90000 (015F90H). However, since the judgment value (threshold) has 01H in the third byte, unless the third byte of the difference ball counter is 01H, the "difference ball counter - judgment value (threshold)" will not exceed 0. Therefore, if the third byte of the difference ball counter is not 01H, there is no need to perform the comparison process in the first place. Also, if the ball difference counter is 70000 (011170H), a simple comparison would result in the calculation of 70000 (011170H) - 90000 (015F90H), but because the third byte of both the ball difference counter and the judgment value (threshold) is 01H, it is sufficient to subtract only the lower two bytes.In addition, to determine whether 1170H - 5F90H exceeds 0, the comparison can be performed using a two-byte register (BC register, DE register, HL register) in the main control CPU 600a.

[0075] Therefore, by using the above processing, it is possible to reduce the control load. Furthermore, even if the number of game values ​​acquired by the player exceeds a certain amount and the game is forced to end, the above processing can appropriately process the control up to the forced end and the control after the forced end without affecting the control related to other games. The processing content of the suppression device (saving function) using this processing will be described later.

[0076] The above states (1) and (2) alternate back and forth. Therefore, each time the state transitions from (1) to (2), the main control board 60 (main control CPU 600a) sends a suppression device activation notice command (performance control command DI_CMD) to the sub-control board 80.

[0077] On the other hand, when the difference in balls decreases and the state transitions from the state (2) above to the state (1) above, the main control board 60 (main control CPU 600a) will send a suppression device inactive state command (presentation control command DI_CMD) to the sub-control board 80.

[0078] Incidentally, even if the difference ball changes by even one ball and the state fluctuates back and forth between the above states (1) and (2), the main control board 60 (main control CPU 600a) will send a suppression device activation notice command (presentation control command DI_CMD) or a suppression device inactive state command (presentation control command DI_CMD) to the sub-control board 80 according to that state. Therefore, even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device inactive state command (presentation control command DI_CMD) or a suppression device activation notice command (presentation control command DI_CMD) within a predetermined period after receiving the suppression device activation notice command (presentation control command DI_CMD), it will not issue an alert (or erase the alert) according to the command.

[0079] (3) When the suppression device (saving function) is in an operating warning state This state is the state before the game is stopped, when the difference in balls exceeds 95,000. If the player is in a state where he or she can gain profits, such as during a jackpot, the game is not stopped immediately, but is stopped after the state where the player can gain profits, such as during a jackpot, ends. Therefore, when the game transitions to this state, the main control board 60 (main control CPU 600a) will send a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80.

[0080] The transition from (2) to (3) above is one-way; there is no transition from the (3) state to the (2) or (1) state above.

[0081] (4) When the suppression device (saving function) is activated This state indicates that the difference in balls has exceeded 95,000 and gameplay has stopped. This state indicates a state in which gameplay has stopped due to the difference in balls exceeding 95,000, generated by winning balls generated when game balls launched during a fluctuation or fluctuation stoppage other than a jackpot enter the winning slots (special symbol 1 starting slot 44, special symbol 2 starting slot 45a, upper right general winning slot 49a, upper left general winning slot 49b, center left general winning slot 49c, lower left general winning slot 49d, and large winning slot (not shown) shown in FIG. 2). This state also indicates a state in which gameplay has stopped due to the difference in balls exceeding 95,000, or a state in which a player's profitable status, such as a jackpot, has ended and gameplay has stopped after transitioning from state (3) above. Therefore, when this state is entered, the main control board 60 (main control CPU 600a) sends a game stop command (presentation control command DI_CMD) to the sub-control board 80.

[0082] Furthermore, if the difference in balls exceeds 95,000 during the fluctuation, the state will transition from state (2) above to state (4) without passing through state (3) above.

[0083] <Explanation of the process leading up to the activation of the suppression device (saving function)> Next, we will explain the operation of the suppression device (saving function). Figure 5 shows the case where the difference in balls exceeds 90,000 during fluctuation and a suppression device operation notice command (performance control command DI_CMD) is sent to the sub-control board 80.

[0084] First, as shown in Figure 5(a), the liquid crystal display device 41 displays a stopped decorative pattern (see image P1, shown as "767"), and then a stopped resident pattern (see image P2, shown as "767").

[0085] Next, the liquid crystal display device 41 shown in FIG. 5(b) displays a decorative symbol that fluctuates rapidly (see image P1), and further displays a resident symbol that fluctuates rapidly (see image P2). At this time, if the player wins a prize ball and the difference in balls exceeds 90,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that will display the suppression device activation notice on the liquid crystal display device 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the liquid crystal display device 41, whereupon the liquid crystal display device 41 displays, as shown in FIG. 5(c), a message saying, "5,000 to 4,001 balls remaining until the saving function is activated" (see image P3).

[0086] Next, when the decorative symbols stop fluctuating and the resident symbols stop fluctuating, as shown in FIG. 5(d), the LCD display device 41 displays the stopped decorative symbol (see image P1, "567" in the figure) and the stopped resident symbol (see image P2, "567" in the figure). At this time, even if the decorative symbols stop fluctuating and the resident symbols stop fluctuating, if the LCD display device 41 is in the (2) suppression device (saving function) activation notice state, it will continue to display "5000 to 4001 balls remaining until the saving function is activated" (see image P3). At this time, a voice announcement may be given in parallel, or the announcement may be made simultaneously with the sound effects of the fluctuating effects and the notice effects.

[0087] Next, when the decorative symbols start to vary and then the resident symbols start to vary, as shown in Fig. 5(e), the liquid crystal display device 41 displays the decorative symbols varying at high speed (see image P1) and the resident symbols varying at high speed (see image P2). At this time, if the liquid crystal display device 41 is in the (2) suppression device (saving function) activation notice state, it will continue to display "5000 to 4001 balls remaining until the saving function is activated" (see image P3). As mentioned above, in order to deal with cases where the state changes back and forth between (1) and (2), even if the sub-control board 80 (sub-control CPU 800a) receives a suppression device inactive state command (performance control command DI_CMD) or a suppression device activation notice command (performance control command DI_CMD) within a predetermined period after receiving a suppression device activation notice command (performance control command DI_CMD), the display "5000 to 4001 remaining until the saving function is activated" (see image P3) will be erased or will not be displayed. Note that rather than erasing or not displaying the display "5000 to 4001 remaining until the saving function is activated" (see image P3), the size of the display "5000 to 4001 remaining until the saving function is activated" (see image P3) may be reduced or its display position changed. Specifically, since a player is sufficiently informed of the possibility of the saving function being activated if the predetermined period of time has passed, the display may be reduced in size so as not to interfere with play, or the display position may be moved to a corner of the LCD display device 41, etc. Furthermore, after the display is reduced in size or the display position is changed, when the player finishes playing and enters the waiting state via the fluctuation stop state and customer waiting state, the display "5000 to 4001 balls remaining until the saving function is activated" (see image P3) may be restored to its original size or displayed as a demo for customer waiting. This is to ensure that the next player does not miss the fact that there are 5000 to 4001 balls remaining until the saving function is activated.

[0088] 6 shows a case where, during fluctuation, the difference in balls exceeds 95,000 and a game stop command (presentation control command DI_CMD) is sent to the sub-control board 80. Note that FIG. 6 assumes a case where the display content displayed on the liquid crystal display device 41 changes as the difference in balls approaches 95,000. In other words, it is assumed that each time the difference in balls increases to 91,000, 92,000, 93,000, and 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device operation notice command (presentation control command DI_CMD) to the sub-control board 80 in accordance with the operation status status described below.

[0089] As shown in FIG. 6(a), the LCD display device 41 displays a stopped decorative symbol (see image P1, "567" in the figure) and a stopped resident symbol (see image P2, "567" in the figure). At this time, the difference balls exceed 94,000, and the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (performance control command DI_CMD) to the sub-control board 80 according to its operation status. In response, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the suppression device activation notice to be displayed on the LCD display device 41. The VDP 803 then generates image (video) data to display an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, resulting in the LCD display device 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P4), as shown in FIG. 6(a).

[0090] Next, the decorative symbols begin to change, and then the resident symbols begin to change. As shown in FIG. 6(b), the LCD display 41 displays the decorative symbols changing at high speed (see image P1) and the resident symbols changing at high speed (see image P2). Furthermore, the message "1000-1 balls remaining until the saving function is activated" (see image P4) continues to be displayed. At this time, if the player wins a prize ball and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for displaying an image (video) indicating that the game is stopped on the LCD display 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, causing the liquid crystal display device 41 to display the message "The saving function has been activated. Today's play will end" (see image P5), as shown in Figure 6(c).

[0091] However, if the game is stopped during such a change, the game is stopped without informing the player of the lottery result. Furthermore, no pattern change effects are performed to stop the decorative pattern change, and the output port of the main control CPU 600a that outputs signals to the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a is also cleared, so the special pattern display device 51, the normal pattern display device 52, and the 7-segment display device 53a turn off, and the display of the number of balls reserved for starting is also hidden. This is because if the pattern change in progress is a jackpot, announcing this fact would cause the player to feel disadvantaged and could even cause trouble with the hall (game parlor).

[0092] FIG. 7 shows a case where the difference in balls exceeds 95,000 during a jackpot and a suppression device activation warning command (performance control command DI_CMD) is transmitted to the sub-control board 80.

[0093] As shown in Figure 7(a), the words "Jackpot!" (see image P6) are displayed in the center of the screen of the liquid crystal display device 41, indicating that the game is in a jackpot state, and the words "Right Hit" (see image P7) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the game ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4).

[0094] Next, a jackpot game is initiated, and as the jackpot game progresses, when the difference balls exceed 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notice command (presentation control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that causes the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby, as shown in FIG. 7(b), a message appears on the liquid crystal display device 41 saying, "1,000 to 1 balls remaining until the saving function is activated" (see image P8). At this time, as shown in Fig. 7(b), the liquid crystal display device 41 displays a character saying "Good job!" (see image P9), and the top left corner of the screen of the liquid crystal display device 41 displays "Round 2" (see image P10), which indicates the round of the jackpot game. Furthermore, as shown in Fig. 7(b), the liquid crystal display device 41 displays "Total 20150" (see image P11), which is the series of balls that the player has won in the RUSH state since the jackpot that initiated the RUSH state, on the bottom right side of the screen.

[0095] As shown in Figure 7(c), when the round of the jackpot game progresses (shown as "Round 4" (see image P10) in the figure), the player wins a prize ball, and the total number of balls won by the player becomes "Total 21,500" (see image P11) as shown in Figure 7(c), exceeding 95,000 balls in difference, the main control board 60 (main control CPU 600a) determines that the game is in a jackpot game and sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays a message, as shown in Fig. 7(c), saying, "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends." (See image P12) Note that at this time, in order to let the player know that the saving function is being activated, the message "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends." (See image P12) is displayed with a higher display priority than the display during the round.

[0096] Therefore, the jackpot game continues with the message "You have won the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P12) displayed. When the jackpot game ends, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop message. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, whereby the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P13), as shown in FIG. 7(d) .

[0097] <Explanation of the suppression device (saving function) in games where two jackpots are confirmed> Incidentally, in the case of a jackpot game, if two jackpot games, the current one and the next one, are confirmed and furthermore, if the RUSH state (right-hit state), which is an advantageous state for the player compared to the normal game state, continues, the two jackpots may be displayed together as one effect. This point will be explained below.

[0098] FIG. 8 shows an example in which two jackpots are displayed together as a single effect, with FIGS. 8(a)-(b) showing the first jackpot, FIG. 8(c) showing the variable display of special symbols, and FIG. 8(d) showing the second jackpot. Specifically, as shown in FIG. 8(a), the liquid crystal display device 41 displays a character saying "You did it!" (see image P14), and the words "Right Hit" (see image P15) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 8(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17) is displayed. In this "150 / 3000," the denominator "3000" indicates the number of balls expected to be acquired in two jackpots (display of expected game value acquisition), and the numerator "150" indicates the number of prize balls actually acquired out of "3000." Furthermore, as shown in Figure 8(a), the LCD display device 41 does not display the number of jackpot game rounds, and instead displays "HYPER BONUS!" (see image P18) in the upper left corner of the screen.

[0099] Thus, as the jackpot game progresses, as shown in FIG. 8(b), the liquid crystal display device 41 displays the balls won by the player as "Total 21,500" (see image P16), and the number of prize balls won out of "3,000" as "1,500" (see image P17). Here, the number of balls expected to be won in the first jackpot is "1,500," which is half of the denominator "3,000." Therefore, the first jackpot ends at this point. In this type of jackpot game, the number of balls expected to be won in the first jackpot is "1,500," which is half of the denominator "3,000." This is because the maximum number of prize balls that can be won in the jackpot slot (not shown) is 10, and 15 prize balls are awarded for each prize. Therefore, the total number of prize balls that can be won in one round is 150, and a maximum of 10 rounds can be played in one jackpot game. This is a well-known fact to players.

[0100] Next, as shown in Figure 8(c), the first jackpot game ends with the LCD display device 41 still displaying the jackpot game screen, that is, the character (see image P14), "right hit" (see image P15), the balls won by the player (see image P16), and "1500 / 3000" (see image P17), and the pattern starts to change, resulting in a jackpot, and a decorative pattern of the same number (see image P19, "777" in the illustration) and further a permanent pattern of the same number (see image P20, "777" in the illustration) are displayed.

[0101] Thus, after the display shown in Fig. 8(c) is made, the second jackpot game starts, and as shown in Fig. 8(d), instead of the decorative pattern of the same number and the permanent pattern of the same number, a character saying "You did it!" (see image P14) is displayed on the liquid crystal display device 41. Then, as shown in Fig. 8(d), the number of balls won by the player changes to "Total 21650" (see image P16), and the number of winning balls won out of "3000" is counted up from "1500" to "1650" (see image P17).

[0102] In this way, two big wins may be displayed together as one effect.

[0103] In such a case, if the difference in balls exceeds 95,000 during the first jackpot game, the following processing will be performed.

[0104] That is, as shown in FIG. 9(a), the liquid crystal display device 41 displays a character saying "Good job!" (see image P14), and the words "Right Hit" (see image P15) are displayed in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the ball to the right side of the play area 40 of the play board 4). Furthermore, as shown in FIG. 9(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17). In this case, if the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation notice command (presentation control command DI_CMD) to the sub-control board 80 according to its operation status. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list relating to an image (video) that will cause the suppression device activation notice to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data that will cause an image based on the command list to be displayed, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 9(a), "1000-1 remaining until the saving function is activated" (see image P21).

[0105] Next, when the player wins a prize ball, and the total number of balls won by the player is "21,500 in total" (see image P16) as shown in Figure 9(b), and the number of balls that can be won in the first jackpot game is "1,500" (see image P17), and the difference in balls exceeds 95,000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 9(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P22). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P22) is displayed so that it has a higher display priority than the display during the jackpot game.

[0106] Next, when the first jackpot game ends, the main control board 60 (main control CPU 600a) will transmit a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a will transmit to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a game stop. As a result, the VDP 803 will generate image (video) data to display an image based on the command list, and will transmit the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 will display, as shown in Figure 9(c), "The saving function has been activated. Today's game will end" (see image P23).

[0107] That is, the second big win game as shown in FIG. 8(d) will not be executed.

[0108] Therefore, even in this way, the player can know that the suppression device (saving function) will be activated during a jackpot. That is, as shown in FIG. 9(a), the message "1000-1 remaining until the saving function is activated" (see image P21) is displayed, so the player knows that the maximum number of balls remaining until the suppression device (saving function) will be activated is 1000. Furthermore, as shown in FIG. 9(a), the message "150 / 3000" (see image P17) is displayed, so the player knows that he can win 1500 balls in the first jackpot. Therefore, as shown in FIG. 9(a), since "150" of "3000" balls have been won, the player knows that he can win 1350 balls in this first jackpot. Furthermore, since this value exceeds the maximum of 1000 balls, the player knows that the suppression device (saving function) will be activated once the first jackpot ends. Therefore, the player knows that the suppression device (saving function) is activated during the big win, that is, the player knows that the second big win game will not be executed.

[0109] 9(a) and (b), even if the number of balls to be acquired in two jackpots is displayed as "3000," the number of balls remaining until the suppression device (saving function) is activated is displayed, and from the various numerical information, the player can determine that the number of balls that can actually be acquired is only the number for the first jackpot. Therefore, it is possible to make the player easily understand that the game will end without acquiring all of the "3000" number of balls to be acquired in two jackpots.

[0110] Furthermore, when the suppression device (saving function) is activated, as shown in Figures 9(a) and (b), the display of "3000" (see image P17), which is the number of balls expected to be won in two jackpots, remains unchanged, and only the number of prize balls won by the player is changed. In this way, the same processing as when the suppression device (saving function) is not activated can be performed, thereby reducing the control burden.

[0111] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0112] Next, in the case where two jackpots are displayed together as one presentation, we will explain what happens when the difference in balls exceeds 95,000 during the display of the changing patterns after the first jackpot game shown in Figure 8(c) has ended and before the second jackpot starts.

[0113] As shown in FIG. 10(a), the liquid crystal display device 41 displays a character saying "Good job!" (see image P14), and also displays the words "Right Hit" (see image P15) in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 10(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), at the bottom right of the screen, and above that, "150 / 3000" (see image P17) is displayed. Furthermore, as shown in FIG. 10(a), the liquid crystal display device 41 does not display the number of rounds of the jackpot game, and instead displays "HYPER BONUS!" (see image P18) at the top left of the screen.

[0114] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P16) as shown in Figure 10(b), the number of balls that can be won in the first jackpot game is "1500" (see image P17), and the difference in balls exceeds 94000, the main control board 60 (main control CPU 600a) will send a suppression device operation notice command (presentation control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response to this, the sub-control CPU 800a will send to the VDP 803 a command list related to an image (video) that will cause the suppression device operation notice to be displayed on the liquid crystal display device 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to LCD display device 41, causing LCD display device 41 to display the message "1000-1 remaining until saving function activation" (see image P21), as shown in Figure 10(b).

[0115] Next, when the first jackpot game ends with the message "1000-1 balls remaining until the saving function is activated" (see image P21) still displayed, as shown in Figure 10(c), the liquid crystal display device 41 remains in the jackpot game screen state, that is, the character (see image P14), "right hit" (see image P15), the balls won by the player (see image P16), and "1500 / 3000" (see image P17) are still displayed, the first jackpot game ends, the pattern starts to change, a jackpot occurs, and a decorative pattern with the same number (see image P19, "777" in the illustration) and further a permanent pattern with the same number (see image P20, "777" in the illustration) are displayed. Then, during the display of the varying symbols before the start of the second jackpot, if a ball enters the upper right general winning slot 49a, the upper left general winning slot 49b, the center left general winning slot 49c, or the lower left general winning slot 49d (shown in FIG. 2) and wins a prize ball, the difference in balls exceeds 95,000. As a result, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, whereupon the LCD display device 41 displays the message "The saving function has been activated. Today's game will end" (see image P23), as shown in FIG. 10(d) .

[0116] In other words, except during a jackpot game, the moment the difference in balls reaches 95,000, the suppression device (saving function) is activated and the game is stopped. Needless to say, a second jackpot game as shown in Figure 8(d) will not be executed.

[0117] Therefore, in this embodiment, as shown in Fig. 10(c), the number of balls won (see image P16) and "1500 / 3000" (see image P17) are displayed, and further, a decorative symbol of the same number (see image P19, "777" in the figure) indicating that the first jackpot game has ended, and further, a permanent symbol of the same number (see image P20, "777" in the figure) are displayed. This makes it easier for the player to recognize that the suppression device (saving function) will be activated when the difference in balls reaches 95,000 after the jackpot game.

[0118] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0119] <Explanation of the suppression device (saving function) in games that enter a probability variable state after a jackpot game> Next, we will explain what happens when the suppression device (saving function) is activated in a game that enters a probability variable state after a jackpot game.

[0120] As shown in FIG. 11(a), the LCD display device 41 displays a character (see image P30) saying the phrase "GET! (probably a bonus!)" (indicating the expected game value acquisition), and the words "Right Hit" (see image P31) are displayed in small letters at the top right of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 11(a), the LCD display device 41 displays the number of balls won by the player (see image P32) in the lower right corner of the screen, with "150 / 1500" (see image P33) displayed above it. Furthermore, as shown in FIG. 11(a), the LCD display device 41 displays "Round 1" (see image P34) in the top left corner of the screen, indicating the round of the jackpot game. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P35), as shown in FIG. 11(a). Note that the denominator "1,500" in "150 / 1,500" represents the expected number of balls to be won in the current jackpot, and the numerator "150" represents the number of balls actually won out of the "1,500."

[0121] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P32) as shown in Figure 11(b), the number of balls that can be won in this jackpot game is "1500" (see image P33), and if the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 11(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P36). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P36) is displayed so that it has a higher display priority than the display during the jackpot game.

[0122] Next, when the jackpot game ends with the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P36) still displayed, the jackpot game shown in FIG. 11 enters a probability variable state after the jackpot game, so as shown in FIG. 11(c), the LCD display device 41 displays "Probability variable mode continues!" (display of expected game value acquisition) (see image P37) in the center of the screen instead of the display indicating the round of the jackpot game (see image P34). However, since the suppression device (saving function) is activated when the jackpot game ends, the message "Probability variable mode continues!" (see image P36) is displayed with a higher priority than the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P37) to make it easier for the player to recognize that they will no longer be able to play in the probability variable state after the jackpot game. In other words, in order to make it easier for players to recognize that they will not be able to play in the special mode after hitting the jackpot, the visibility of the message "Special mode continues!" (see image P37) is intentionally made poor.

[0123] Thus, when the jackpot game ends in this manner, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits to the VDP 803 a command list for an image (video) that will cause the LCD display device 41 to display a game stop command. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, causing the LCD display device 41 to display, as shown in FIG. 11(d), "The saving function has been activated. Today's game will end" (see image P38). At this time, as shown in FIG. 11(d), the LCD display device 41 displays the number of balls won by the player, "Total 21500" (see image P32), and "1500 / 1500" (see image P33).

[0124] Therefore, even if the player enters the probability variable state after winning a jackpot, he or she will not be able to play in the probability variable state. That is, as shown in FIG. 11(a), the message "1000-1 remaining until the saving function is activated" (see image P35) is displayed, so the player knows that the maximum number of balls remaining until the suppression device (saving function) is activated is 1000. Furthermore, as shown in FIG. 11(a), the message "150 / 1500" (see image P33) is displayed, so the player knows that he or she can win 1500 balls with this jackpot. Therefore, as shown in FIG. 11(a), since "150" of "1500" has been won, the player knows that he or she can win 1350 balls with this jackpot. Furthermore, since this value exceeds the maximum of 1000 balls, the player knows that the suppression device (saving function) will be activated once the jackpot ends. Therefore, by doing this, the player can easily understand that he can only acquire the balls that come out in the current big win game, and the player can understand that he cannot play in the big win state even if the big win state occurs after the big win game.

[0125] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0126] <Explanation of the suppression device (saving function) when a consecutive hold effect occurs> Next, we will explain what happens when the suppression device (saving function) is activated in a game where there is a start-up reserved ball (first start-up reserved ball or second start-up reserved ball) that will result in a jackpot, and after the jackpot game, a consecutive reserved effect occurs that will result in a jackpot when the start-up reserved ball is consumed.

[0127] As shown in FIG. 12(a), the LCD display 41 displays a character (see image P40) saying "GET RETAINS!" (indicating the expected game value acquisition), and also displays the small text "RIGHT HIT" (see image P41) in the upper right corner of the screen, encouraging the player to "HIT RIGHT" (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 12(a), the LCD display 41 displays the number of balls won by the player (see image P42) in the lower right corner of the screen, with "150 / 1500" (see image P43) displayed above it. Furthermore, as shown in FIG. 12(a), the LCD display 41 displays "Round 1" (see image P44) in the upper left corner of the screen, indicating the round of the jackpot game, and displays "V" (see image P45) in the center right corner of the screen. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P46), as shown in FIG. 12(a). Note that the denominator "1,500" in "150 / 1,500" represents the expected number of balls to be won in the current jackpot, and the numerator "150" represents the number of balls actually won out of the "1,500."

[0128] Next, when the player wins a prize ball, and the total number of balls won by the player is "Total 21500" (see image P42) as shown in Figure 12(b), the expected number of balls to be won in this jackpot game is "1500" (see image P43), and the difference in balls exceeds 95000, the main control board 60 (main control CPU 600a) will transmit a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 because the game state is a jackpot game. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a warning of the suppression device activation. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 displays, as shown in Fig. 12(b), "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P47). At this time, in order to let the player know that the saving function is being activated, the display "You are hitting the jackpot. Please continue playing. The saving function will be activated after the win ends" (see image P47) is displayed so that it has a higher display priority than the display during the jackpot game.

[0129] Next, when the jackpot game ends with the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P47) still displayed, in the jackpot game shown in Figure 12, as shown in Figure 12(c), the LCD display device 41 displays "Probability mode continues!" (a display of the expected game value acquisition) (see image P48) in rainbow-colored letters in place of the display indicating the round of the jackpot game (see image P44) in the center of the screen because a consecutive hold effect is occurring. However, since the suppression device (saving function) is activated when the jackpot game ends, the message "You're hitting the jackpot, please continue playing. The saving function will be activated after the jackpot ends" (see image P47) is displayed with a higher priority than the message "Probability mode continues!" (see image P48) to make it easier for the player to recognize that they will not be able to win another jackpot game after the jackpot game. In other words, in order to make it easier for the player to recognize that he or she cannot win another jackpot game after winning the jackpot game, the visibility of the message "Probable jackpot mode continues!" (see image P48) is intentionally made poor.

[0130] Thus, when the jackpot game ends in this manner, the main control board 60 (main control CPU 600a) transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80. In response, the sub-control CPU 800a transmits to the VDP 803 a command list for an image (video) that will cause the LCD display device 41 to display a game stop command. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display device 41, causing the LCD display device 41 to display, as shown in FIG. 12(d), "The saving function has been activated. Today's game will end" (see image P49). At this time, as shown in FIG. 12(d), the LCD display device 41 displays the player's winnings, "Total 21500" (see image P42), and "1500 / 1500" (see image P43).

[0131] Therefore, even if the reserved consecutive win effect occurs, the player knows that he or she will not be able to win another jackpot after the jackpot. That is, as shown in FIG. 12(a), the message "1000-1 remaining until the saving function is activated" (see image P46) is displayed, so the player knows that the maximum number of wins until the suppression device (saving function) will be activated is 1000. Furthermore, as shown in FIG. 12(a), the message "150 / 1500" (see image P43) is displayed, so the player knows that he or she can win 1500 with this jackpot. Therefore, as shown in FIG. 12(a), since "150" of "1500" has been won, the player knows that he or she can win 1350 with this jackpot. Furthermore, since this value exceeds the maximum of 1000, the player knows that the suppression device (saving function) will be activated once the jackpot ends. Therefore, by doing this, the player can easily understand that he can only get the balls that come out in the current big win game, so the player can understand that he cannot get another big win game after the big win game even if the reserved consecutive performance occurs.

[0132] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0133] In this embodiment, as shown in Figures 9(c) and 10(d), when the LCD display 41 displays the message "You are hitting a jackpot. Please continue playing. The saving function will be activated after the jackpot ends.", the expected number of balls to be acquired differs from the actual number of winning balls. Therefore, the LCD display 41 does not display (delete or hide) the balls acquired by the player (see image P16) and "1500 / 3000" (see image P17). On the other hand, as shown in Figures 11(d) and 12(d), when the expected number of balls to be acquired and the actual number of winning balls are the same, the LCD display 41 displays the balls acquired by the player (see images P32 and P42) and "1500 / 1500" (see images P33 and P43) when the LCD display 41 displays the message "You are hitting a jackpot. Please continue playing. The saving function will be activated after the jackpot ends." This prevents unnecessary misunderstandings from occurring to beginner players. However, in the cases of Figures 9(c) and 10(d), the display may be made as shown in Figures 11(d) and 12(d). Also, in the cases of Figures 11(d) and 12(d), the display may not be made as shown in Figures 9(c) and 10(d).

[0134] On the other hand, in the case of an enclosed pachinko machine (controlled gaming machine) in which enclosed gaming balls are circulated internally, the balls held by the player and managed by the gaming machine are displayed using a display device (not shown) such as multiple 7-segment LEDs on the front operation panel 7 shown in Figure 1. Therefore, even if the suppression device (saving function) is activated and the number of winning balls is not displayed on the LCD display device 41, the player can still check the balls held, including the balls won during a jackpot.

[0135] <Explanation of the error message displayed when the suppression device (saving function) is activated> Next, the error display when the suppression device (saving function) is activated will be described.

[0136] As shown in Figure 13(a), when displayed on the liquid crystal display device 41, the error display layer L2 is higher, i.e., has a higher priority, than the normal game screen layer L1, and furthermore, the suppression device (saving function) operation display layer L3 has a higher priority than the error display layer L2.

[0137] Therefore, when the cheating detection board 55 shown in FIG. 3 detects a cheating act by a player, the content of the error is displayed on the liquid crystal display device 41, as shown in FIGS. 13(b-1) and (b-2). Specifically, as shown in FIG. 13(b-1), a character saying "Good job!" (see image P14) is displayed on layer L1 of the normal game screen, and the words "Right Hit" (see image P15) are displayed in small letters at the top right corner of the screen, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4). Furthermore, as shown in FIG. 13(b-1), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20150" (see image P16), on the bottom right side of the screen, and displays "150 / 3000" (see image P17) above it. Furthermore, as shown in FIG. 13(b-1), the words "HYPER BONUS!" (see image P18) are drawn on the upper left side of the screen. At this time, when, for example, magnetism is detected on the fraud detection board 55 shown in FIG. 3, an error display layer L2 on which "Magnetic field has been detected" (see image P50) is drawn is superimposed from above, as shown in FIG. 13(b-1). As a result, as shown in FIG. 13(b-2), the display of "Magnetic field has been detected" (see image P50) is displayed on the liquid crystal display device 41 with a higher display priority.

[0138] Therefore, in such a case, when the suppression device (saving function) is activated, layer L3 of the suppression device (saving function) activation display, which displays "The saving function has been activated. Today's game will end" (see image P51), is superimposed on top, as shown in Figure 13(c-1). At this time, layer L3 of the suppression device (saving function) activation display is displayed on the entire screen of the liquid crystal display device 41, so that, as shown in Figure 13(c-2), only "The saving function has been activated. Today's game will end" (see image P51) is displayed on the liquid crystal display device 41, and the error display "Magnetic field detected" (see image P50) shown in Figure 13(c-1) is not visible.

[0139] However, certain errors such as magnetism being detected need to be recognized by the hall even if the suppression device (saving function) is activated, so it is desirable to continue displaying them on the LCD display device 41.

[0140] Therefore, in this embodiment, when a specific error such as "Magnetic field detected" occurs and the suppression device (saving function) is activated, the following processing is performed. That is, as shown in FIG. 14(a-1), when a specific error occurs, "Magnetic field detected" (see image P50) is not displayed on the error display layer L2, but "Saving function activated. Today's game will end" (see image P51) and "Magnetic field detected" (see image P50) are displayed on the suppression device (saving function) activation display layer L3. As a result, as shown in FIG. 14(b), the LCD display device 41 displays "Saving function activated. Today's game will end" (see image P51) and also displays the error message "Magnetic field detected" (see image P50).

[0141] On the other hand, as shown in Figure 14(a-2), when a specific error occurs, a new error display layer L4 with a higher priority than the suppression device (saving function) operation display layer L3 may be provided, and the error display layer L4 may display "Magnetic field detected" (see image P50). As a result, as shown in Figure 14(b), the LCD display device 41 will display "Saving function has been activated. Today's game will end" (see image P51) along with the error display "Magnetic field detected" (see image P50).

[0142] Therefore, in this way, a specific error such as magnetism has been detected can continue to be displayed on the liquid crystal display device 41 even if the suppression device (saving function) is activated.

[0143] Specific errors include an error that occurs when magnetism is detected by the magnetic sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Magnetic field has been detected"), an error that occurs when radio waves are detected by the radio wave sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Radio waves have been detected"), an error that occurs when vibrations are detected by the vibration sensor mounted on the fraud detection board 55 shown in FIG. 3 (the liquid crystal display device 41 displays "Vibration has been detected"), an error that occurs when vibrations are detected by the front frame 3 or glass shown in FIG. 1, and Examples of such errors include an error that occurs when it is detected that the game door frame 5 has been opened (the LCD display device 41 displays "Door is open"), an error that occurs when there is an excessive number of wins (more than a specified number of wins per unit time, such as detecting 10 balls in one second) in the large prize winning port (not shown) or the special pattern 2 starting port 45a (the LCD display device 41 displays "Anomalous winning has been detected"), and a ball removal error that instructs the player to remove the balls when the number of game balls stored in the upper tray 8 and / or lower tray 9 exceeds a certain amount (the LCD display device 41 displays "Please remove the balls").

[0144] On the other hand, examples of errors other than specific errors include an error when a firing direction of the game ball is detected that does not correspond to the current game state (right hit / left hit warning notification), and an error when a broken wire is detected in the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a1 (see Figure 3), the normal pattern start port switch 48a (see Figure 3), the upper right general prize port switch 49a1 (see Figure 3), the upper left general prize port switch 49b1 (see Figure 3), the middle left general prize port switch 49c1 (see Figure 3), the lower left general prize port switch 49d1 (see Figure 3), the outlet switch 50a (see Figure 3), or the large prize port switch 46c (see Figure 3) (broken wire detection error).

[0145] However, if an error other than such a specific error occurs, the above-described processing shown in FIGS. 14(a-1) and 14(a-2) is not performed.

[0146] On the other hand, in sealed-type pachinko machines (controlled gaming machines) in which enclosed game balls are circulated internally, the player's balls, managed by the gaming machine, are transmitted to a dedicated unit outside the gaming machine, and the ball information is counted on a card. Therefore, since forgetting to remove a counted card would result in a significant loss for the player, the display of a forgotten card is information that must be communicated to the player. Therefore, in this embodiment, as shown in Figure 14(c), the LCD display 41 displays "Counting complete. Please be careful not to forget to remove your card" (see image P52), which has a higher priority than the display of "Saving function activated. Today's game is over" (see image P51), which indicates that the suppression device (saving function) has been activated. This ensures that the player is alerted to not forget to remove their card.

[0147] <Explanation of command reception and processing after the suppression device (saving function) is activated> Next, command reception and processing after the suppression device (saving function) is activated will be described.

[0148] In this embodiment, after the suppression device (saving function) is activated, the main control board 60 (main control CPU 600a) does not send commands (presentation control command DI_CMD) related to the game, such as fluctuation patterns and jackpots, to the sub-control board 80. However, after receiving a game stop command (presentation control command DI_CMD), the sub-control CPU 800a may receive command data that is the same as a command (presentation control command DI_CMD) related to the game, such as fluctuation patterns and jackpots, due to noise or the like.

[0149] Therefore, in this embodiment, even if the sub-control CPU 800a receives command data identical to a game-related command (presentation control command DI_CMD) such as a variation pattern or a jackpot due to noise, etc., after receiving the game stop command (presentation control command DI_CMD), the sub-control CPU 800a invalidates the command data. As a result, the symbol variation corresponding to the variation pattern and the jackpot presentation corresponding to the command related to the jackpot are not executed.

[0150] As described above, when a game stop command (presentation control command DI_CMD) is received, the liquid crystal display device 41 displays a display as shown in FIG. 14(b). In other words, the contents of layer L1 (see FIG. 13(a)) of the normal game screen become invisible. Therefore, it seems that there is no problem with displaying a display according to the command. However, when a symbol change corresponding to a variation pattern or a jackpot effect corresponding to a command related to a jackpot is executed, not only is a display on the liquid crystal display device 41 performed, but also sounds are emitted from the speaker 17, decorative lamps are turned on, and the movable accessory device 43 is operated. Therefore, in this embodiment, even if the sub-control CPU 800a receives command data identical to a game-related command (presentation control command DI_CMD) such as a variation pattern or a jackpot due to noise or the like after receiving the game stop command (presentation control command DI_CMD), the command data is invalidated.

[0151] However, as shown in Fig. 14(b), in order to display specific errors on the liquid crystal display device 41, if the sub-control CPU 800a receives a specific error command (presentation control command DI_CMD) after receiving a game stop command (presentation control command DI_CMD), it does not invalidate the command but executes processing to display an error on the liquid crystal display device 41. Note that if an error command other than a specific error is received, the error command is invalidated and processing to display an error is not executed.

[0152] <Explanation of the main control process when the difference in balls reaches 95,000 during a jackpot game> Next, the main control processing when the difference in balls reaches 95,000 during a jackpot game will be explained.

[0153] In this embodiment, if the difference ball counter reaches 95,000 balls during a jackpot game, the difference ball counter is not counted. In other words, if this processing is not performed, when the difference ball counter reaches 95,000 and the player then uses the launch handle 16 to launch game balls into the game area 40, the difference ball counter will count down by the number of balls launched. In this case, the difference ball counter will become less than 95,000, and the operation of the suppression device (saving function) will be canceled. If the player subsequently wins a prize ball and the difference ball counter reaches 95,000, the suppression device (saving function) will be activated again.

[0154] However, if such a situation occurs, the player will be very confused, so in order to avoid such a situation, in this embodiment, when the difference ball counter reaches 95,000 during a jackpot game, the difference ball counter is not counted. Specifically, when the difference ball counter reaches 95,000, the suppression device activation flag is set to 5AH, that is, the suppression device activation flag is turned ON, and the difference ball counter is not counted from that point on.

[0155] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0156] <Explanation of how the start-up reserved ball is handled when the suppression device (saving function) is activated after a jackpot game> Next, we will explain how to handle the starting reserved ball when the suppression device (saving function) is activated after a jackpot game.

[0157] If the difference in balls reaches 95,000 during a jackpot game, the same processing is performed as before the difference in balls reached 95,000. In other words, even if the suppression device (saving function) is activated after a jackpot game, the prize balls resulting from game balls entering the special symbol 1 start slot 44 and the special symbol 2 start slot 45a shown in Figure 2 will be paid out. Therefore, the random number update processing by the random number circuit, the random number acquisition processing, and the update of the start reserved ball count are all performed the same as before the difference in balls reached 95,000. This eliminates the need to separate processing for when the difference in balls reaches 95,000 during a jackpot game and when it does not, thereby reducing the processing burden.

[0158] On the other hand, when the suppression device (saving function) is activated after a jackpot game, the change to the winning start reserved ball is not executed, and the display of the number of start reserved balls is also hidden. This allows the player to recognize that the reserved change has been invalidated.

[0159] As explained above, the display of the number of start-up reserved balls is displayed on the segment display device 53a shown in FIG. 15, which is controlled by the main control board 60 (main control CPU 600a). In addition, as shown in FIG. 15, a start-up reserved ball number display device 56 can be provided on the right side of the LCD display device 41. As shown in FIG. 15, this start-up reserved ball number display device 56 is provided with four round LED lamps 56a. By combining the lighting and blinking of two round LED lamps 56a (two round LED lamps 56a are lit in FIG. 15(a)), the number of start-up reserved balls corresponding to special symbols 1 and 2 is displayed. Also, as shown in FIG. 15, the start-up reserved ball display device 56 is provided with a star-shaped LED lamp 56b, which, when lit, indicates a jackpot (FIG. 15(a) shows an example in which it is lit). This start-up reserved ball display device 56 is controlled by the sub-control board 80 (sub-control CPU 800a).

[0160] Therefore, as shown in Fig. 15(a), the LCD display 41 displays "You are hitting the jackpot, please continue playing. The saving function will be activated after the win ends" (see image P36), and then, as shown in Fig. 15(b), the LCD display 41 displays "The saving function has been activated. Today's game will end" (see image P38), and when the suppression device (saving function) is activated, all LED lamps (round LED lamp 56a, star-shaped LED lamp 56b) of the start-hold ball display device 56 are turned off, as shown in Fig. 15(b). At the same time, the segment display device 53a shown in Fig. 15 is also turned off.

[0161] While this embodiment illustrates an example in which both the start-hold ball display device 56 and the segment display device 53a are turned off, this is not a limitation, and only one of them may be turned off. Furthermore, while this embodiment illustrates an example in which only the segment display device 53a is turned off, this is not a limitation, and the special symbol display device 51, the normal symbol display device 52, the round lamp 53b, and the right-hit notification lamp 53c may all be turned off in conjunction with the turning off of the segment display device 53a. Furthermore, since the random number update process by the random number circuit is executed by a hardware random number circuit built into the main control CPU 600a shown in FIG. 3, stopping the update process may lead the main control CPU 600a to determine that the random number circuit is in an error state. Therefore, the random number update process by the random number circuit may be continued without being stopped even after the suppression device (saving function) is activated.

[0162] <Explanation of when to change the number of pitches to be acquired> Next, we will explain how to change the number of balls expected to be acquired.

[0163] As shown in FIG. 16(a), the liquid crystal display device 41 displays a character saying "GET the jackpot!" (see image P60), and in the upper right corner of the screen, a small "Right Hit" (see image P61) message is displayed, encouraging the player to hit the ball to the right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 on the game board 4). Furthermore, as shown in FIG. 16(a), the liquid crystal display device 41 displays the number of balls won by the player, "Total 20015" (see image P62), in the lower right corner of the screen, and above that, "15 / 1500" (see image P63) is displayed. Furthermore, as shown in FIG. 16(a), the liquid crystal display device 41 displays "Round 1" (see image P64), indicating the round of the jackpot game, in the upper left corner of the screen. If the difference in balls exceeds 94,000, the main control board 60 (main control CPU 600a) transmits a suppression device activation notification command (effect control command DI_CMD) corresponding to the operation status to the sub-control board 80. In response, the sub-control CPU 800a transmits a command list to the VDP 803 for an image (video) that displays the suppression device activation notification on the LCD display 41. The VDP 803 then generates image (video) data for displaying an image based on the command list. The generated image (video) data is then transmitted to the LCD display 41, resulting in the LCD display 41 displaying the message "1,000 to 1 balls remaining until the saving function is activated" (see image P65), as shown in Figure 16(a). Note that the denominator "1,500" in "15 / 1,500" indicates the expected number of balls to be won in the current jackpot, and the numerator "15" indicates the number of balls actually won out of the "1,500."

[0164] The expected number of balls to be won, "1500," is based on the following relationship: When one game ball enters the big prize slot (not shown), 15 balls are awarded, with a limit of 10 balls per round. Since there are 10 rounds in this big prize game, the expected number of balls to be won is 1 ball x 15 balls x 10 balls x 10 rounds = 1500 balls.

[0165] However, if the maximum number of balls per round, 10, is reached and the large prize opening (not shown) is closed by the door 46a shown in Fig. 2, an extra game ball may enter the large prize opening (not shown) before the door 46a closes. In this case, 15 extra balls will be awarded, so the expected number of balls to be won will be 1515.

[0166] Therefore, in this embodiment, as shown in Fig. 16(b), the number of balls to be acquired displayed on the liquid crystal display device 41 is changed to "1515" (see image P63). If the jackpot game continues and one extra game ball enters the big prize opening (not shown) in the second round or later, making a total of 11 balls, the number of balls to be acquired displayed on the liquid crystal display device 41 is changed to "1530" (see image P63) as shown in Fig. 16(d). In this case, as shown in Figure 16(c), if the difference in balls exceeds 95,000 during a jackpot game, even if the LCD display device 41 displays the message "You are in a jackpot, please continue playing. The saving function will be activated after the win ends" (see image P66), if one extra game ball enters the jackpot opening (not shown), making a total of 11 balls, the number of balls expected to be won displayed on the LCD display device 41 will be changed to "1,530" (see image P63) as shown in Figure 16(d).

[0167] Therefore, in this way, the player can grasp the exact number of balls to be acquired. However, after the sub-control CPU 800a receives the game stop command (presentation control command DI_CMD), the number of balls to be acquired displayed on the liquid crystal display device 41 does not change.

[0168] <Explanation of the unique patterns and gold coloring that indicate a high reliability of the jackpot in the preview performance> Next, we will explain the unique patterns and gold display that indicate a high reliability of a big win in the preview performance.

[0169] <Explanation of normal fluctuations> First, we will explain the normal variation. During the normal variation, which is a variation state in which the decorative symbols start to vary from a stopped state and before they stop again or before they reach a reach state, there are many preview effects in which unique patterns appear, and there are multiple times when they are displayed on the liquid crystal display device 41. Below, we will show three specific examples.

[0170] 17(a-1) to (e-1) show examples of screens where a dialogue preview effect occurs. Specifically, as shown in FIG. 17(a-1), the liquid crystal display device 41 displays decorative patterns (see image P70, stopped at "545" in the illustration) in which the left decorative pattern P70a, the center decorative pattern P70b, and the right decorative pattern P70c are stopped, and also displays resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) stopped at the same number ("545" in the illustration) as the decorative pattern (see image P70). Furthermore, as shown in FIG. 17(a-1), the liquid crystal display device 41 displays a second reserved image (see image P72) in the lower left corner of the screen, indicating that two start reserved balls are reserved.

[0171] Next, when the pattern change for the first start-up reserved ball in the second reserved image (see image P72) shown in Fig. 17(a-1) starts and a line preview performance occurs, a screen such as that shown in Fig. 17(b-1) is displayed on the liquid crystal display device 41. That is, as shown in Fig. 17(b-1), the liquid crystal display device 41 displays an image of a decorative pattern (see image P70) that is changing at high speed, and also displays an image of the resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) that are changing at high speed. Furthermore, in the second reserved image (see image P72) shown in Fig. 17(a-1), the first start-up reserved ball is changed to a changing icon (see image P72a) indicating that it is currently changing, and is displayed on the liquid crystal display device 41 shown in Fig. 17(b-1), and next to it, the first reserved image (see image P72b) indicating that one start-up reserved ball is being reserved is displayed. 17(b-1), a character saying "It's super hot!" (see image P73) is displayed on the liquid crystal display device 41, and the characters saying "It's super hot!" (see image P73a) have a unique pattern consisting of horizontal stripes. In this embodiment, the unique pattern appears for three seconds.

[0172] Next, among the decorative patterns (see image P70) that are fluctuating at high speed, as shown in Fig. 17(c-1), the left decorative pattern P70a changes from a fast fluctuating state to a slow fluctuating state, and this state is displayed on the liquid crystal display device 41. Next, the left decorative pattern P70a changes from a slow fluctuating state to a stopped state (stopped at "3" in the figure) as shown in Fig. 17(d-1), and this state is displayed on the liquid crystal display device 41, and furthermore, the right decorative pattern P70c changes at a slow fluctuating state.

[0173] Next, the right decorative symbol P70c changes from a state where it is fluctuating at a slow speed to a stopped state (in the illustration, it stops at "3") as shown in Fig. 17(e-1) and is displayed on the liquid crystal display device 41, and the left decorative symbol P70a and the right decorative symbol P70c stop as the same symbol, and the center decorative symbol P70b is fluctuating, resulting in a reach (tenpai) state. Furthermore, as shown in Fig. 17(e-1), the liquid crystal display device 41 displays the word "REACH" (see image P74) slightly below the center of the screen.

[0174] Thus, in the dialogue preview performance in this embodiment, a unique pattern appears, as described above.

[0175] 17(a-2) to (e-2) show examples of screens in which the treasure box button notice effect occurs. Specifically, as shown in FIG. 17(a-2), the liquid crystal display device 41 displays decorative patterns in which the left decorative pattern P70a, the center decorative pattern P70b, and the right decorative pattern P70c are stopped (see image P70, stopped at "545" in the illustration), and also displays resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) stopped at the same number ("545" in the illustration) as the decorative pattern (see image P70). Furthermore, as shown in FIG. 17(a-2), the liquid crystal display device 41 displays a second reserved image (see image P72) in the lower left corner of the screen, indicating that two start reserved balls are reserved.

[0176] Next, when the pattern change for the first start-up reserved ball in the second reserved image (see image P72) shown in Fig. 17(a-2) starts and the treasure box button notice performance occurs, a screen as shown in Fig. 17(b-2) is displayed on the liquid crystal display device 41. That is, as shown in Fig. 17(b-2), the liquid crystal display device 41 displays an image of the decorative pattern (see image P70) that is changing at high speed, and also displays an image of the resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) that are changing at high speed. Furthermore, in the second reserved image (see image P72) shown in Fig. 17(a-2), the first start-up reserved ball is changed to a changing icon (see image P72a) indicating that it is currently changing, and is displayed on the liquid crystal display device 41 shown in Fig. 17(b-2), and next to it, the first reserved image (see image P72b) indicating that one start-up reserved ball is being reserved is displayed. Furthermore, as shown in Figure 17 (b-2), the liquid crystal display device 41 displays a treasure chest (see image P75) in the center of the screen, and below the treasure chest (see image P75) a button labeled "PUSH" (see image P76) that prompts the player to press the effect button device 13 shown in Figure 1.

[0177] Next, among the decorative symbols (see image P70) that are fluctuating at high speed, as shown in Fig. 17(c-2), the left decorative symbol P70a changes from a high speed fluctuating to a low speed fluctuating, and is displayed on the liquid crystal display device 41. Furthermore, as shown in Fig. 17(c-2), a treasure chest (see image P75) opens in the center of the screen of the liquid crystal display device 41, and the words "Super Hot!" (see image P75a) appear from inside the treasure chest. The words "Super Hot!" (see image P75a) are a unique pattern consisting of horizontal stripes, and the appearance time of this unique pattern is 2.5 seconds in this embodiment.

[0178] Next, the left decorative pattern P70a changes from a slowly fluctuating state to a stopped state (as shown, stopped at "3") as shown in Figure 17 (d-2), and is displayed on the liquid crystal display device 41, and then the right decorative pattern P70c is displayed on the liquid crystal display device 41 as a slowly fluctuating state.

[0179] Next, the right decorative symbol P70c changes from a state where it is fluctuating at a slow speed to a stopped state (in the illustration, it stops at "3") as shown in Fig. 17(e-2) and is displayed on the liquid crystal display device 41, and the left decorative symbol P70a and the right decorative symbol P70c stop as the same symbol, and the center decorative symbol P70b is fluctuating, resulting in a reach (tenpai) state. Furthermore, as shown in Fig. 17(e-2), the liquid crystal display device 41 displays the word "REACH" (see image P74) slightly below the center of the screen.

[0180] Thus, in the treasure chest button preview performance in this embodiment, a unique pattern appears, as described above.

[0181] 17(a-3) to (e-3) show examples of screens where a step-up notice effect occurs. Specifically, as shown in FIG. 17(a-3), the liquid crystal display device 41 displays decorative patterns (see image P70, stopped at "545" in the illustration) in which the left decorative pattern P70a, the center decorative pattern P70b, and the right decorative pattern P70c are stopped, and also displays resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) stopped with the same number ("545" in the illustration) as the decorative pattern (see image P70). Furthermore, as shown in FIG. 17(a-3), the liquid crystal display device 41 displays a second reserved image (see image P72) in the lower left corner of the screen, indicating that two start reserved balls are reserved.

[0182] Next, when the pattern change for the first start-up reserved ball in the second reserved image (see image P72) shown in FIG. 17(a-3) starts and a step-up notice effect occurs, a screen as shown in FIG. 17(b-3) is displayed on the liquid crystal display device 41. That is, as shown in FIG. 17(b-3), an image of a decorative pattern (see image P70) that is changing at high speed is displayed on the liquid crystal display device 41, and an image of the resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) that are changing at high speed is displayed. Furthermore, in the second reserved image (see image P72) shown in FIG. 17(a-3), the first start-up reserved ball is changed to a changing icon (see image P72a) indicating that it is currently changing, and is displayed on the liquid crystal display device 41 shown in FIG. 17(b-3), and next to it, the first reserved image (see image P72b) indicating that one start-up reserved ball is being reserved is displayed. Furthermore, as shown in Figure 17 (b-3), the liquid crystal display device 41 displays a character indicating the first step-up preview performance (see image P77; in the illustration, the character's clothing is blue) in the center of the screen.

[0183] Next, among the decorative symbols (see image P70) that are fluctuating at high speed, as shown in FIG. 17(c-3), the state in which the left decorative symbol P70a has changed from a high speed fluctuation to a low speed fluctuation is displayed on the liquid crystal display device 41. Furthermore, as shown in FIG. 17(c-3), a character (see image P78; in the illustration, the color of the character's clothing is "blue" and the color of the helmet stand is "white") indicating that the transition has been made to the second step-up notice performance is displayed in the center of the screen of the liquid crystal display device 41. Note that the character shown in FIG. 17(c-3) (see image P78) is displayed larger than the character shown in FIG. 17(b-3) (see image P77).

[0184] Next, the left decorative pattern P70a changes from a slowly fluctuating state to a stopped state (stopped at "3" in the illustration) as shown in FIG. 17(d-3) on the liquid crystal display device 41, and the right decorative pattern P70c changes from a slowly fluctuating state to a stopped state (stopped at "3" in the illustration) on the liquid crystal display device 41. Furthermore, as shown in FIG. 17(d-3), a character indicating that the transition to the third step-up notice performance has occurred is displayed in the center of the screen of the liquid crystal display device 41 (see image P79; in the illustration, the character's clothing is "yellow," the helmet stand is "yellow," the shield frame is "white," and the background is a unique pattern consisting of horizontal stripes). Note that the character shown in FIG. 17(d-3) (see image P79) is displayed larger than the character shown in FIG. 17(c-3) (see image P78). In this case, the appearance time of this unique pattern is 2.5 seconds in this embodiment.

[0185] Next, the right decorative symbol P70c changes from a state where it is fluctuating at a slow speed to a stopped state (in the illustration, it stops at "3") as shown in Fig. 17(e-3) and is displayed on the liquid crystal display device 41, and the left decorative symbol P70a and the right decorative symbol P70c stop as the same symbol, and the center decorative symbol P70b is fluctuating, resulting in a reach (tenpai) state. Furthermore, as shown in Fig. 17(e-3), the liquid crystal display device 41 displays the word "CHANCE" (see image P80) slightly below the center of the screen.

[0186] Thus, in the step-up preview in this embodiment, a unique pattern appears, as described above.

[0187] Therefore, during normal fluctuations, there are many preview effects in which unique patterns appear, and there are multiple times when they are displayed on the liquid crystal display device 41.

[0188] <Explanation of what happens after reaching> Next, we will explain what happens after a win has been reached. After a win has been reached, the timing at which the preview effect appears is less frequent than during the normal fluctuation described above, and therefore the timing at which the unique pattern appears is also less frequent. Below, we will show three specific examples.

[0189] Fig. 18(a-1) is what is displayed when a reach (tenpai) state is reached. That is, when a reach (tenpai) state is reached, the word "REACH" (see image P74) is displayed as shown in Fig. 17(e-1) and (e-2), and the word "CHANCE" (see image P80) is displayed as shown in Fig. 17(e-3), but instead, as shown in Fig. 18(a-1), a unique pattern consisting of horizontal stripes (see image P85) with the word "Super Hot!" displayed in the center may be displayed across the entire screen. In this case, in this embodiment, the display time of the unique pattern is 3 seconds, and the display area on the liquid crystal display device 41 is larger than the unique patterns that appear during normal fluctuations (for example, the unique pattern of the dialogue text "It's super hot!" (see image P73a) shown in Figure 17 (b-1), the unique pattern of the text "It's super hot!" (see image P75a) shown in Figure 17 (c-2), and the unique pattern of the background color of the character (see image P79) indicating that the transition has been made to the third step-up preview performance).

[0190] 18(a-2) to 18(c-3) are example screens showing the development prompt effect and the title preview effect when the game progresses to a strong SP reach. Specifically, the liquid crystal display device 41 displays a reduced left decorative symbol P70a in the upper left corner of the screen and a reduced right decorative symbol P70c in the upper right corner of the screen. Furthermore, the display shows a state in which the permanent symbol (see image P71) is changing, with a change icon (see image P72a) indicating the current change. At this time, as shown in FIG. 18(a-2), the liquid crystal display device 41 displays a faint left-sloping boundary line (see image P86) in the center of the screen, and to the right of it, a character (see image P87) is displayed, showing its entire body wearing a helmet and holding a shield and sword. Furthermore, to the left of the character (see image P87), a development symbol (see image P88) and a loss symbol (see image P89, in the illustration, a "6" are displayed) are displayed, and a development prompt effect is executed to determine which one will occur.

[0191] Next, when a development symbol (see image P88) is selected, as shown in Fig. 18(b-2), the development symbol (see image P88) is displayed in the center of the screen of the liquid crystal display device 41, and behind it is displayed content indicating that the character (see image P87) has gone to the fortress (see image P90). As a result, as shown in Fig. 18(c-2), the liquid crystal display device 41 displays the words "Final Battle Reach" (see image P91) instead of the character (see image P87), the fortress (see image P90), and the development symbol (see image P88), and a title preview effect that develops into a strong SP reach is executed. In this way, the effect develops into a strong SP reach effect.

[0192] Incidentally, at this time, instead of the "Final Battle Reach" (see image P91) shown in Fig. 18(c-2), it is also possible to display the words "Final Battle Reach" (see image P92) in a unique pattern with a background color consisting of horizontal stripes, as shown in Fig. 18(c-3). In this case, in this embodiment, the display time of the unique pattern is 5 seconds, which is longer than the display time of the unique pattern that appears during normal fluctuations (for example, the unique pattern of the dialogue characters "It's super hot!" (see image P73a) shown in Fig. 17(b-1), the unique pattern of the characters "It's super hot!" (see image P75a) shown in Fig. 17(c-2), and the unique pattern of the background color of the character (see image P79) indicating that the transition has been made to the third step-up notice performance). Furthermore, the display area on the liquid crystal display device 41 is larger than the unique patterns that appear during normal fluctuations (for example, the unique pattern of the dialogue characters "It's super hot!" (see image P73a) shown in Figure 17(b-1), the unique pattern of the characters "It's super hot!" (see image P75a) shown in Figure 17(c-2), and the unique pattern of the background color of the character (see image P79) indicating that the transition to the third step-up preview performance has occurred).

[0193] 19(a-1) to (d-2) are example screens showing the cut-in notice effect of a strong SP reach. That is, the liquid crystal display device 41 displays a reduced left decorative symbol P70a in the upper left corner of the screen and a reduced right decorative symbol P70c in the upper right corner of the screen. Furthermore, the liquid crystal display device 41 displays a state in which the resident symbol (see image P71) is changing, and a change icon (see image P72a) indicating that the symbol is currently changing is displayed in the lower right corner of the screen. At this time, as shown in FIG. 19(a-1), the liquid crystal display device 41 displays an effect in which a character (see image P95) wearing a helmet and holding a shield and sword is shouting "Fight!" and challenging an enemy character (see image P96) to a fight in the center of the screen.

[0194] Next, a cut-in preview of a strong SP reach occurs, and as shown in Figure 19 (b-1), a cut-in preview (see image P97) is displayed in the center of the screen of the liquid crystal display device 41, showing a character with half of his body wearing a helmet and holding a shield and sword shouting ``Yaaa!'', with the background shown with green diagonal lines.

[0195] Next, if the character loses the battle, as shown in Figure 19(c-1), the liquid crystal display device 41 will display an image of the character (see image P98) being defeated by the enemy character (see image P96) while the character shouts "I lost," and then, as shown in Figure 19(d-1), the liquid crystal display device 41 will display in the center of the screen the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c all stopping at a losing pattern (in the figure, "767").

[0196] On the other hand, when a cut-in notice effect for a strong SP reach occurs, as shown in Fig. 19(b-2), a cut-in notice (see image P99) of a unique pattern with a background of horizontal stripes may be displayed in the center of the screen of the liquid crystal display device 41, along with a character shown with half of his body wearing a helmet and holding a shield and sword shouting, "I got it!" In this case, in this embodiment, the display time of the unique pattern is 6 seconds, which is longer than the display time of the unique pattern that appears during normal fluctuations (for example, the unique pattern of the dialogue characters "It's super hot!" (see image P73a) shown in Fig. 17(b-1), the unique pattern of the characters "Super hot!" (see image P75a) shown in Fig. 17(c-2), and the unique pattern of the background color of the character (see image P79) indicating that the transition to the third step-up notice effect has occurred). Furthermore, the display area on the liquid crystal display device 41 is larger than the unique patterns that appear during normal fluctuations (for example, the unique pattern of the dialogue characters "It's super hot!" (see image P73a) shown in Figure 17(b-1), the unique pattern of the characters "It's super hot!" (see image P75a) shown in Figure 17(c-2), and the unique pattern of the background color of the character (see image P79) indicating that the transition to the third step-up preview performance has occurred).

[0197] Next, if the player wins the battle, as shown in Figure 19(c-2), the liquid crystal display device 41 will display an image of the character (see image P100) defeating the enemy character (see image P101) while the character (see image P100) shouts "Win!", and then, as shown in Figure 19(d-2), the liquid crystal display device 41 will display an image in the center of the screen in which the left decorative pattern P70a, the middle decorative pattern P70b, and the right decorative pattern P70c stop on the winning pattern (in the illustration, "777"), and the resident pattern (see image P71) also stops on the same number, indicating that the player has won the jackpot.

[0198] Therefore, after a reach, the timing at which the preview performance appears is less than during the normal fluctuations described above, and therefore the timing at which the unique pattern appears is also less.

[0199] The unique pattern described above indicates a high reliability of the big win in the advance notice performance. Therefore, in this embodiment, in the case of a miss, even if a unique pattern appears during the normal variation shown in Fig. 17, an advance notice with a low reliability of the big win (for example, a cut-in advance notice (see image P97) shown in Fig. 19(b-1) in which a character wearing a helmet and holding a shield and sword is displayed with a half-body figure shouting "Yaaa!" and a background of green diagonal lines) appears, thereby suppressing the player's expectation of the big win.

[0200] However, the unique pattern that appears in the cut-in preview of a reach (for example, the cut-in preview of a strong SP reach shown in Figure 19) (for example, the unique cut-in preview of a character wearing a helmet, holding a shield and sword, and shown with a background of horizontal stripes as shown in Figure 19 (b-2) and half of his body shouting "I got it!") is the final preview that determines whether or not a jackpot will be awarded, so the expectation of a jackpot cannot be reduced after that.

[0201] Therefore, in this embodiment, in the first half of the pattern variation such as during normal variation, the reliability of the unique pattern in winning the jackpot is low, but the appearance rate is increased, and in the second half of the pattern variation such as during SP reach, the reliability of the unique pattern in winning the jackpot is high, but the appearance rate is decreased. Details of this point will be described later.

[0202] Furthermore, during normal fluctuations, the reliability of a jackpot for a unique pattern is lower than in the latter half of the period, such as in the SP reach, so in this embodiment, as shown in Figures 17 to 19, the display area of ​​the unique pattern on the liquid crystal display device 41 is made smaller than the display area of ​​the unique pattern in the latter half of the period, such as in the SP reach.

[0203] Furthermore, during normal fluctuations, there are many types of preview effects, many of which have unique pattern variations, so in this embodiment, there are many opportunities for unique patterns to appear.

[0204] Furthermore, during normal fluctuations, there are many opportunities for preview effects to be executed and many opportunities for unique patterns to be displayed. Therefore, in this embodiment, as explained with reference to Figures 17 to 19, the display time of the unique pattern on the liquid crystal display device 41 is made shorter than the display time of the unique pattern in the latter half of the SP reach, etc.

[0205] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0206] Incidentally, in the example shown in FIG. 19, since it is a pre-announcement effect in the normal gaming state (the state of low probability and no short time in the left-handed state), even if a cut-in announcement (see image P99) with a unique pattern consisting of horizontal stripes as the background is displayed on the liquid crystal display device 41 together with the character wearing a helmet shouting "Got it!" and having a shield and a sword as shown in FIG. 19(b-2), there is a possibility of a miss. However, in the RUSH state (the probability change state or the time-saving state), which is a more advantageous state for the player than the normal gaming state, the symbol variation time is short and the expectation of a big win is also higher than in the normal gaming state. Therefore, in the present embodiment, a big win is determined when the unique pattern appears. That is, in the variation effect during the RUSH state, the reliability of a big win for the unique pattern is the same whether it is during normal variation or during reach. This point will be described in detail below.

[0207] <Explanation of the RUSH state> In the variation effect during the RUSH state (the probability change state or the time-saving state), which is a more advantageous state for the player than the normal gaming state, a big win is determined when the unique pattern appears. That is, in the variation effect during the RUSH state, the reliability of a big win for the unique pattern is the same whether it is during normal variation or during reach. Hereinafter, three specific examples will be shown.

[0208] In FIGS. 20(a-1) to (d-1), screen examples when a unique pattern appears during the pre-announcement effect during normal variation are shown. As shown in FIG. 20(a-1), on the liquid crystal display device 41, an image of a decorative symbol (see image P70) that is rapidly changing is displayed, and at the same time, an image of the resident symbols (left resident symbol, middle resident symbol, right resident symbol) (see image P71) that is rapidly changing is displayed. Further, as shown in FIG. 20(a-1), on the liquid crystal display device 41, a variation icon (see image P72a) is displayed, and at the same time, the first hold image (see image P72b) indicating that one start hold ball is held is displayed.

[0209] [[ID=?]] Next, as shown in FIG. 20(b-1), the left decorative symbol P70a is displayed on the liquid crystal display device 41 as it changes to a stopped state (in the illustration, it stops at "3"), and a character saying the words "It's super hot!" (see image P110) is displayed. This "It's super hot!" character (see image P110a) has a unique pattern consisting of horizontal stripes. Therefore, the appearance of the unique pattern confirms a jackpot.

[0210] Next, as shown in Figure 20 (c-1), when the right decorative pattern P70c is about to stop fluctuating, the liquid crystal display device 41 displays the right decorative pattern P70c with a lightning effect (see image P111) added to it.

[0211] Next, as shown in Fig. 20(d-1), the left decorative symbol P70a and the right decorative symbol P70c stop as the same symbol, and the center decorative symbol P70b is fluctuating, indicating a reach (tenpai) state, is displayed on the liquid crystal display device 41. Then, an image indicating that a jackpot has been won is displayed.

[0212] 20(a-2) to (c-2) show examples of screens when a unique pattern appears in the title preview performance of SP Reach. As shown in FIG. 20(a-2), the liquid crystal display device 41 displays a Reach (Tenpai) state in which the left decorative pattern P70a and the right decorative pattern P70c stop as the same pattern and the center decorative pattern P70b is fluctuating, and also displays an image in which the resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) are fluctuating at high speed. Furthermore, as shown in FIG. 20(a-2), the liquid crystal display device 41 displays a fluctuating icon (see image P72a) and a first reserved image (see image P72b) indicating that one start reserved ball is reserved.

[0213] Next, the SP Reach title preview effect occurs, and as shown in Figure 20 (b-2), the LCD display device 41 displays a reduced left decorative pattern P70a in the upper left corner of the screen and a reduced right decorative pattern P70c in the upper right corner of the screen, and further displays the words "Treasure Box Reach" (see image P112) in a unique pattern with a background color consisting of horizontal stripes across almost the entire screen. At this time, since the unique pattern has appeared, a jackpot is confirmed.

[0214] Next, as shown in Fig. 20(c-2), instead of the "Treasure Chest Reach" (see image P112) with a unique horizontal striped background color, a character (see image P113) with a half-body display of a person wearing a helmet and holding a shield and sword shouting "Treasure Chest!" is displayed on the liquid crystal display device 41, along with a treasure chest (see image P114) to the left of the character (see image P113). After that, an image indicating that a jackpot has been won is displayed.

[0215] 20(a-3) to (e-3) show examples of screens when a unique pattern appears in a cut-in preview during a SP reach. As shown in FIG. 20(a-3), the liquid crystal display device 41 displays a reduced left decorative pattern P70a in the upper left corner of the screen and a reduced right decorative pattern P70c in the upper right corner of the screen, and further displays an image of high-speed fluctuations of permanent patterns (left permanent pattern, center permanent pattern, right permanent pattern) (see image P71). Furthermore, as shown in FIG. 20(a-3), the liquid crystal display device 41 displays, in the center of the screen, a character (see image P113) whose half-body is wearing a helmet and holding a shield and sword shouting, "It's a treasure chest!", and a treasure chest (see image P114) to the left of the character (see image P113).

[0216] Next, a cut-in notice of a strong SP reach occurs, and as shown in FIG. 20(b-3), a cut-in notice (see image P115) with a unique pattern of horizontal stripes on the background is displayed in the center of the screen of the liquid crystal display device 41, along with a character shown wearing a helmet, holding a shield and sword, shouting, "There's treasure inside!" At this time, the appearance of the unique pattern confirms a jackpot. At this time, as shown in FIG. 20(b-3), a variable icon (see image P72a) is displayed on the liquid crystal display device 41.

[0217] Next, as shown in Fig. 20(c-3), the liquid crystal display device 41 displays an image (see image P116) indicating whether or not treasure is found in the treasure chest and the reach effect will be successful. Then, if the reach effect is successful, as shown in Fig. 20(d-3), the liquid crystal display device 41 displays a success effect (see image P117) in which the red letters "Treasure Found!" are displayed superimposed on an image of treasure emerging from the treasure chest. Then, as shown in Fig. 20(e-3), the liquid crystal display device 41 displays an image in the center of the screen in which the left decorative pattern P70a, the center decorative pattern P70b, and the right decorative pattern P70c stop on the winning pattern (in the illustration, "777"), and the resident pattern (see image P71) also stops on the same number, indicating that a jackpot has been won.

[0218] Thus, in this embodiment, as explained above, in the RUSH state (probability change state or time-saving state), which is a state that is more advantageous to the player than the normal game state, the jackpot is confirmed when a unique pattern appears. In other words, in the RUSH state, the reliability of the jackpot for the unique pattern is the same whether it is during normal change or during reach.

[0219] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0220] <Explanation about the appearance of unique patterns during weak SP reach in normal game mode> Incidentally, in the weak SP reach, there is almost no chance of a jackpot at that point, and the main role is to determine whether or not it will develop into a strong SP reach. Therefore, in this embodiment, the unique pattern does not appear in the weak SP reach presentation. This point will be specifically explained with reference to FIG.

[0221] Figure 21(a) shows a timing chart when a weak SP reach effect develops into a strong SP reach effect and results in a win, and Figure 21(b) shows a timing chart when a weak SP reach effect develops into a strong SP reach effect and results in a miss. As shown in Figures 21(a) and 21(b), during the period from timing T1 to timing T2, a normal variable effect is executed. Then, during the period from timing T2 to timing T3, a normal reach effect is executed. During this period from timing T1 to T3, a preview effect including a unique pattern consisting of horizontal stripes as described above appears.

[0222] On the other hand, as shown in Figures 21(a) and 21(b), a weak SP reach effect is executed during the period from timing T3 to timing T4. Then, a development flurry effect is executed during the period from timing T4 to timing T5, and a development success effect is executed during the period from timing T5 to timing T6. Note that during this period from timing T3 to T6, the preview effect itself appears, but the preview effect including the unique pattern consisting of horizontal stripes as explained above does not appear.

[0223] On the other hand, as shown in Figures 21(a) and 21(b), a strong SP reach effect is executed during the period from timing T6 to timing T7. Then, at timing T7, a winning effect is executed in Figure 21(a), and a losing effect is executed in Figure 21(b). During this period from timing T6 to T7, a notice effect including a unique pattern consisting of horizontal stripes as described above appears.

[0224] Therefore, in this embodiment, in the weak SP reach effect, the preview effect itself appears, but the unique pattern does not appear.

[0225] <Explanation about the changes in unique patterns in variable icons> The variable icon described above (see image P72a) may change into a unique pattern. The variable icon may change into a unique pattern at various times, such as during normal variation, when the player is ready (reach), during a weak SP reach, or during a strong SP reach. However, in this embodiment, the reliability of the unique pattern in winning a jackpot is the same regardless of when the variable icon changes into a unique pattern. This is because if the variable icon changes into a unique pattern early and the reliability of winning a jackpot is different, the reliability of winning a jackpot will differ for the same effect, the variable icon, simply due to differences in timing, which may confuse the player. Therefore, in this embodiment, the reliability of winning a jackpot is the same regardless of when the variable icon changes into a unique pattern. Three specific examples will be shown below.

[0226] 22(a-1) to (c-1) show examples of screens when the variable icon changes to a unique pattern during normal variation. As shown in FIG. 22(a-1), the liquid crystal display device 41 displays decorative patterns (see image P70, stopped at "545" in the illustration) in which the left decorative pattern P70a, the center decorative pattern P70b, and the right decorative pattern P70c are stopped, and also displays resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) stopped at the same number ("545" in the illustration) as the decorative pattern (see image P70). Furthermore, as shown in FIG. 22(a-1), the liquid crystal display device 41 displays a second reserved image (see image P72) in the lower left corner of the screen, indicating that two start reserved balls are reserved.

[0227] Next, when the pattern change for the first start-up reserved ball in the second reserved image (see image P72) shown in FIG. 22(a-1) starts and a step-up notice effect occurs, a screen as shown in FIG. 22(b-1) is displayed on the liquid crystal display device 41. That is, as shown in FIG. 22(b-1), an image of a decorative pattern (see image P70) that is changing at high speed is displayed on the liquid crystal display device 41, and an image of the resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) that are changing at high speed is displayed. Furthermore, in the second reserved image (see image P72) shown in FIG. 22(a-1), the first start-up reserved ball is changed to a changing icon indicating that it is currently changing, and is changed to a state covered with smoke (see image P72aA), and is displayed on the liquid crystal display device 41 shown in FIG. 22(b-1), and next to it, the first reserved image (see image P72b) indicating that one start-up reserved ball is being reserved is displayed. Furthermore, as shown in Figure 22 (b-1), the liquid crystal display device 41 displays a character indicating the first step-up preview performance (see image P77; in the illustration, the character's clothing is "blue") in the center of the screen.

[0228] Next, among the decorative symbols (see image P70) that are fluctuating at high speed, as shown in FIG. 22(c-1), the state in which the left decorative symbol P70a has changed from a high speed fluctuation to a low speed fluctuation is displayed on the liquid crystal display device 41. Furthermore, as shown in FIG. 22(c-1), a character (see image P78; in the illustration, the color of the character's clothing is "blue" and the color of the helmet stand is "white") indicating that the second step-up notice performance has been entered is displayed in the center of the screen of the liquid crystal display device 41. Furthermore, as shown in FIG. 22(c-1), a fluctuating icon (see image P72aA) that has changed into a unique pattern consisting of horizontal stripes is displayed on the liquid crystal display device 41.

[0229] Thus, in this way, the variable icon changes to a unique pattern during normal variation.

[0230] 22(a-2) to (c-2) show examples of screens in which the variable icon changes to a unique pattern when the player is in tenpai (reach). As shown in FIG. 22(a-2), the liquid crystal display device 41 displays the left decorative pattern P70a changed to a stopped state (in the illustration, it stops at "3"), and further displays the state in which the middle decorative pattern P70b is fluctuating at high speed and the right decorative pattern P70c is fluctuating at low speed on the liquid crystal display device 41. Furthermore, as shown in FIG. 22(a-2), the liquid crystal display device 41 displays a variable icon (see image P72a) indicating that the pattern is currently fluctuating, and also displays the first reserved image (see image P72b) indicating that one start reserved ball is being reserved.

[0231] Next, as shown in FIG. 22(b-2), the right decorative symbol P70c changes from a slowly fluctuating state to a stopped state (in the illustration, it stops at "3"), and is displayed on the liquid crystal display device 41. The left decorative symbol P70a and the right decorative symbol P70c stop as the same symbol, and the center decorative symbol P70b is fluctuating, resulting in a reach (tenpai) state. Furthermore, as shown in FIG. 22(b-2), the liquid crystal display device 41 displays the word "REACH" (see image P74) slightly below the center of the screen. Then, as shown in FIG. 22(b-2), the liquid crystal display device 41 changes the display of the variable icon to a state covered in smoke (see image P72aA). Thereafter, as shown in FIG. 22(c-2), the liquid crystal display device 41 displays the variable icon (see image P72aA) that has changed to a unique pattern consisting of horizontal stripes.

[0232] Thus, in this way, when a hand is in a tenpai state (reach), the variable icon changes to a unique pattern.

[0233] 22(a-3) to (c-3) show examples of screens in which the variable icon changes to a unique pattern when the title is displayed during the development of a strong SP reach. As shown in FIG. 22(a-3), the liquid crystal display device 41 displays a reduced left decorative pattern P70a in the upper left corner of the screen and a reduced right decorative pattern P70c in the upper right corner of the screen. Furthermore, the state in which the resident pattern (see image P71) is changing is displayed in the lower right corner of the screen, and a variable icon (see image P72a) indicating that the pattern is currently changing is displayed. At this time, as shown in FIG. 22(a-3), the development pattern (see image P88) is displayed in the center of the screen of the liquid crystal display device 41, and behind it, content indicating that the character (see image P87) has gone to the fortress (see image P90) is displayed. As a result, as shown in Fig. 22(b-3), the liquid crystal display device 41 displays the words "Final Battle Reach" (see image P91) instead of the character (see image P87), fortress (see image P90), and development symbol (see image P88), and a title preview performance that develops into a strong SP Reach is executed. At this time, as shown in Fig. 22(b-3), the liquid crystal display device 41 displays the variable icon, which has been changed to a state covered in smoke (see image P72aA). Then, as shown in Fig. 22(c-3), the liquid crystal display device 41 displays the variable icon (see image P72aA), which has changed to a unique pattern consisting of horizontal stripes.

[0234] Thus, when the title is displayed during the development of a strong SP reach, the variable icon will change to a unique pattern.

[0235] Therefore, although the variable icon will change into a unique pattern at various times, in this embodiment, regardless of when the variable icon changes into a unique pattern, the reliability of that unique pattern in winning the jackpot is the same.

[0236] In this embodiment, it has been explained with reference to Fig. 21 that the unique pattern does not appear in the weak SP reach effect, but this only refers to what appears during the weak SP reach effect. In other words, it does not apply to what has been displayed on the liquid crystal display device 41 since before the weak SP reach effect, such as the variable icon described above.

[0237] <Explanation of the gold display that indicates a high reliability of the jackpot in the preview performance> In this embodiment, only the unique pattern indicating the high reliability of the big win in the preview performance has been described, but instead of the unique pattern, a gold color may be displayed. Three specific examples will be shown below.

[0238] 23(a) shows a line preview performance, in which the liquid crystal display device 41 displays an image of a rapidly changing decorative pattern (see image P70), as well as an image of a rapidly changing permanent pattern (left permanent pattern, center permanent pattern, right permanent pattern) (see image P71). Furthermore, as shown in FIG. 23(a), the liquid crystal display device 41 displays a changing icon (see image P72a) indicating that a current change is occurring, and next to it, a first reserved image (see image P72b) indicating that one start-up reserved ball is reserved. Furthermore, as shown in FIG. 23(a), the liquid crystal display device 41 displays a character (see image P120) saying the line, "This is a great chance!" The line text (see image P120a) of "This is a great chance!" is rendered gold by adding a gold-like color, highlighting, and effects.

[0239] Figure 23(b) shows a step-up preview performance, in which the liquid crystal display device 41 displays an image of a rapidly changing decorative pattern (see image P70), as well as an image of rapidly changing permanent patterns (left permanent pattern, middle permanent pattern, right permanent pattern) (see image P71). Furthermore, as shown in Figure 23(b), a character indicating that the transition to the third step-up preview performance has occurred is displayed in the center of the screen of the liquid crystal display device 41 (see image P121; in the illustration, the color of the character's clothing, the color of the helmet stand, the color of the shield frame, and the background color are all expressed as gold by adding a gold-like color and highlighting and effects).

[0240] 23(c) shows a cut-in preview effect during a reach, in which a reduced left decorative pattern P70a is displayed in the upper left corner of the screen and a reduced right decorative pattern P70c is displayed in the upper right corner of the screen on the liquid crystal display device 41, and furthermore, an image of the resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P71) fluctuating at high speed is displayed. Furthermore, as shown in FIG. 23(c), a cut-in preview (see image P122) is displayed in the center of the screen of the liquid crystal display device 41, in which a character with half of his body wearing a helmet and holding a shield and sword shouting "I got it!" is displayed, together with a background that is gold-like in color and has highlights and effects added to it to represent gold.

[0241] In this way, gold can be displayed instead of the unique pattern. Therefore, even in this way, the same effect as the unique pattern can be achieved. In the above explanation, an example was shown in which highlighting and effects were added to express the gold color, but this is not limiting, and gold may be expressed by either a gold-like color and highlighting or effects.

[0242] <Explanation of the appearance of unique patterns and gold colors that indicate a high reliability of jackpots in pseudo-consecutive wins> In this embodiment, in pseudo consecutive fluctuations (pseudo consecutive fluctuations), which appear as if multiple fluctuation effects (pseudo fluctuations) are being executed within the same reserve during normal fluctuations, the later in the pseudo consecutive fluctuations (the second and third fluctuation effects of the pseudo consecutive fluctuations) the more likely a unique pattern or gold color will appear. Therefore, when comparing only within the pseudo consecutive fluctuations, the appearance rate of the unique pattern or gold color is lower in the first half of the pseudo consecutive fluctuations, but the reliability of the jackpot is higher. This is because, in pseudo consecutive fluctuations, players expect the reliability of the jackpot in the advance notice effect to increase with each execution of the pseudo consecutive fluctuations. Therefore, by making the unique pattern or gold color more likely to appear in the second half of the pseudo consecutive fluctuations, the player's sense of anticipation is maintained. Meanwhile, when the unique pattern or gold color appears in the first half of the pseudo consecutive fluctuations, the appearance rate is lowered to increase the reliability of the jackpot, thereby maintaining the player's sense of anticipation until the end of the fluctuation.

[0243] <Explanation on what happens if a unique pattern or gold color appears twice in one fluctuation> In this embodiment, if a unique pattern or gold color appears twice in one variation, it is determined that a jackpot has been confirmed. Therefore, if a preview effect that has a high expectation of a jackpot appears multiple times and ends in a miss, it will significantly damage the player's expectations. Therefore, in this embodiment, in the case of a miss, the unique pattern or gold color will not appear twice as follows.

[0244] That is, if a unique pattern or a gold variation is selected in a notice lottery at the time of a loss, a subsequent notice lottery will be drawn using a distribution table that does not allow the selection of a unique pattern or gold.

[0245] In addition, when a unique pattern or a gold color variation is selected in a notice lottery at the time of losing, even if a unique pattern or a gold color is selected in another notice lottery thereafter, the variation is changed to a predetermined variation.

[0246] Therefore, in this way, if you lose, the unique pattern or gold color will not appear twice.

[0247] <Explanation of the lottery method that produces unique patterns and gold colors that indicate a high reliability of a jackpot during preview performance> Here, a specific description will be given of a lottery method for determining whether or not to make the unique pattern or gold color, which indicates a high reliability of a big win in the preview performance described above, appear.

[0248] First, when the special symbol starts to vary, the main control CPU 600a performs a lottery with the jackpot probability shown in Fig. 24(a), and then, depending on the result of the lottery, performs a lottery for the special symbol by referring to the symbol allocation table M_ZF_TBL shown in Fig. 24(b). Specifically, if the lottery result is a miss, the player will win either Miss A or Miss B with the probability shown in the figure. Also, if the player wins, the player will win either a small payout (for example, 450 balls in 3 rounds) or a large payout (for example, 1500 balls in 10 rounds) with the probability shown in the figure.

[0249] On the other hand, during normal play, the variation pattern of the special symbol is selected by referring to the normal variation pattern allocation table M_THP_TBL shown in FIG. 24(c) according to the result of the lottery. Specifically, if "Miss A" is selected by the lottery described above and zero start-up reserved balls are reserved, the player will win either a normal variation 12-second variation (miss) or a normal reach (miss) with the probability shown in the figure. Also, if "Miss A" is selected and one start-up reserved ball is reserved, the player will win either a normal variation 8-second variation (miss) or a normal reach (miss) with the probability shown in the figure. Furthermore, if "Miss A" is selected and two to three start-up reserved balls are reserved, the player will win either a normal variation 5-second variation (miss) or a normal reach (miss) with the probability shown in the figure. On the other hand, if "Miss B" is selected through the lottery described above, the probability of winning will be as shown in the figure: normal reach (miss), weak SP reach (miss), or weak SP reach ⇒ strong SP reach (miss).

[0250] On the other hand, if "small payout ball" is selected by the lottery described above, the probability of winning is shown in the figure for either a normal reach (win), a weak SP reach (win), or a weak SP reach ⇒ strong SP reach (win). On the other hand, if "large payout ball" is selected by the lottery described above, the probability of winning is shown in the figure for either a normal reach (win), a weak SP reach (win), or a weak SP reach ⇒ strong SP reach (win).

[0251] On the other hand, during RUSH, depending on the result of the lottery, a lottery is conducted to determine the variation pattern of the special symbol by referring to the RUSH variation pattern allocation table M_RHP_TBL shown in FIG. 25. Specifically, if "Miss A" is selected by the lottery described above and zero start-up reserved balls are reserved, the probability of winning is shown in the figure, either a normal variation 8-second variation (miss) or a Tenpai Aori Gase (miss). Also, if "Miss A" is selected and one to three start-up reserved balls are reserved, the probability of winning is shown in the figure, either a normal variation 3-second variation (miss) or a Tenpai Aori Gase (miss). On the other hand, if "Miss B" is selected by the lottery described above, the probability of winning is shown in the figure, either a Tenpai Aori Gase (miss) or a SP Reach (miss).

[0252] On the other hand, if "small payout" is selected by the lottery described above, SP reach (win) is selected. On the other hand, if "large payout" is selected by the lottery described above, either SP reach (win) or sudden win (win) will be won with the probability shown in the figure.

[0253] Thus, the main control CPU 600a transmits the lottery result thus drawn to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD. The symbol allocation table M_ZF_TBL, the normal time fluctuation pattern allocation table M_THP_TBL, and the RUSH time fluctuation pattern allocation table M_RHP_TBL are stored in the main control ROM 600b (see FIG. 3).

[0254] Next, the sub-control CPU 800a refers to the normal variation notice core selection table SB_YK_TBL shown in Figure 26 to perform a lottery to determine which notice effect will appear. Specifically, the items arranged on the vertical axis of the normal variation notice core selection table SB_YK_TBL shown in Figure 26 indicate the lottery results during normal play transmitted from the main control CPU 600a. The normal variation notice core selection table SB_YK_TBL is stored in the sub-control ROM 800b (see Figure 3).

[0255] Thus, the sub-control CPU 800a refers to the normal fluctuation notice core selection table SB_YK_TBL shown in FIG. 26 and performs the lottery as follows.

[0256] That is, as shown in FIG. 26, in the case of normal fluctuation (miss) or normal reach (miss), the sub-control CPU 800a draws lots based on the allocation value (probability) shown in the figure to win either no preview effect, dialogue preview effect, treasure chest button preview effect, step-up preview effect, conversation preview effect, or button rapid-fire preview effect.

[0257] In addition, as shown in Figure 26, in the case of weak SP reach (miss), weak SP reach ⇒ strong SP reach (miss), normal reach (hit), weak SP reach (hit), weak SP reach ⇒ strong SP reach (hit), the sub-control CPU 800a will draw lots to win either the dialogue preview effect, treasure chest button preview effect, step-up preview effect, conversation preview effect, or button rapid-press preview effect using the allocation value (probability) shown in the figure.

[0258] Thus, in this way, the sub-control CPU 800a refers to the normal fluctuation notice core selection table SB_YK_TBL shown in Figure 26 to perform a lottery to determine which notice effect will appear. Note that the dialogue notice effect is an effect such as that shown in Figures 17(a-1) to (e-1), the treasure chest button notice effect is an effect such as that shown in Figures 17(a-2) to (e-2), and the step-up notice effect is an effect such as that shown in Figures 17(a-3) to (e-3). Also, the conversation notice effect is an notice effect in which two characters appear and have a conversation, although a specific example is not shown. Furthermore, the button rapid-press notice effect is an notice effect in which a treasure chest is opened by rapid button press, although a specific example is not shown.

[0259] In this embodiment, the lottery results during normal play have been described, but of course, in the case of the lottery results during RUSH, although not shown, the sub-control CPU 800a will also use a table different from the normal fluctuation notice core selection table SB_YK_TBL shown in Figure 26 to perform a lottery to determine which notice effect will appear.

[0260] Next, the sub-control CPU 800a refers to the normal variation notice core selection table SB_YK_TBL shown in Figure 26 to determine which notice effect will appear, and then refers to the line notice lottery table SUB_SRY_TBL shown in Figure 27(a) to determine which variation will appear in the notice effect, i.e., whether or not to display a unique pattern or gold, which indicates a high reliability of a jackpot. Specifically, if the line notice effect is selected, the sub-control CPU 800a refers to the line notice lottery table SUB_SRY_TBL shown in Figure 27(a) to determine which variation will appear, i.e., whether or not to display a unique pattern such as that shown in Figure 17(b-1). Also, if the treasure chest button notice effect is selected, the sub-control CPU 800a refers to the treasure chest button notice lottery table SUB_TBY_TBL shown in Figure 27(b) to determine which variation will appear, i.e., whether or not to display a unique pattern such as that shown in Figure 17(c-2). Furthermore, if the step-up notice effect is won, the sub-control CPU 800a refers to the step-up notice lottery table SUB_SUY_TBL shown in Fig. 27(c) to perform a lottery to determine which variation will appear, that is, whether or not a unique pattern such as that shown in Fig. 17(d-3) will appear. Note that the items arranged on the vertical axis of the line notice lottery table SUB_SRY_TBL shown in Fig. 27(a), the treasure chest button notice lottery table SUB_TBY_TBL shown in Fig. 27(b), and the step-up notice lottery table SUB_SUY_TBL shown in Fig. 27(c) indicate the lottery results during normal play transmitted from the main control CPU 600a. In addition, the line preview lottery table SUB_SRY_TBL shown in Figure 27(a), the treasure chest button preview lottery table SUB_TBY_TBL shown in Figure 27(b), and the step-up preview lottery table SUB_SUY_TBL shown in Figure 27(c) are stored in the sub-control ROM 800b (see Figure 3).

[0261] Thus, the sub-control CPU 800a uses a table corresponding to the results of the lottery conducted by referring to the normal fluctuation notification core selection table SB_YK_TBL shown in Figure 26 to determine which variation will appear, i.e., whether or not to display a unique pattern or gold color, which indicates a high reliability of a jackpot.

[0262] That is, when the line preview effect is won, the sub-control CPU 800a, in the case of a normal variation (miss), draws lots to determine whether the result will be either no line preview effect or normal, using the allocation value (probability) shown, as shown in Fig. 27(a). Note that when there is no line preview effect, the line preview effect as exemplified in Fig. 17(b-1) does not appear, and in the case of normal, the line text "It's super hot!" (see image P73a) exemplified in Fig. 17(b-1) becomes the white text "Go for it!"

[0263] On the other hand, as shown in Fig. 27(a), in the case of a normal reach (miss), the sub-control CPU 800a draws the winning result to be either no line preview, normal, or blue, based on the allocation value (probability) shown in the figure. In the case of blue, the line text "It's super hot!" (see image P73a) shown as an example in Fig. 17(b-1) becomes blue, meaning "chance."

[0264] On the other hand, as shown in Fig. 27(a), in the case of a weak SP reach (miss), the sub-control CPU 800a draws a lottery to win either normal, blue, or red according to the allocation value (probability) shown in the figure. In the case of red, the dialogue text "It's super hot!" (see image P73a) shown as an example in Fig. 17(b-1) becomes "It's hot!" in red.

[0265] On the other hand, as shown in Fig. 27(a), when the weak SP reach is changed to the strong SP reach (miss), the sub-control CPU 800a draws a lottery to win either blue, red, gold, or a unique pattern using the allocation value (probability) shown in the figure. In the case of gold, the display shown in Fig. 23(a) will be displayed, and in the case of a unique pattern, the display shown in Fig. 17(b-1) will be displayed.

[0266] On the other hand, as shown in Fig. 27(a), in the case of a normal reach (win), the sub-control CPU 800a draws the winning combination of no dialogue preview, normal, blue, red, gold, unique pattern, or rainbow color with the allocation value (probability) shown in the figure. In the case of rainbow color, the dialogue text "It's super hot!" (see image P73a) exemplified in Fig. 17(b-1) turns rainbow colored, indicating that a jackpot has been confirmed.

[0267] On the other hand, as shown in Figure 27(a), in the case of a weak SP reach (win), the sub-control CPU 800a draws a lottery to win either normal, blue, red, gold, unique pattern, or rainbow color using the allocation value (probability) shown.

[0268] On the other hand, as shown in Figure 27(a), when weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a draws lots to win either blue, red, gold, unique pattern, or rainbow color using the allocation value (probability) shown.

[0269] Thus, if the line preview performance is won in this way, the sub-control CPU 800a will refer to the line preview lottery table SUB_SRY_TBL shown in Figure 27(a) and conduct a lottery to determine which variation will appear, i.e., whether or not to appear a unique pattern or gold color, which indicates a high reliability of a jackpot.

[0270] On the other hand, if the treasure chest button preview effect is won, the sub-control CPU 800a will draw lots to win either no treasure chest button preview effect or normal, in the case of a normal variation (miss), as shown in Fig. 27(b), using the allocation value (probability) shown. Note that if there is no treasure chest button preview effect, the treasure chest button preview effect as exemplified in Figs. 17(b-2) and (c-2) will not appear, and in the normal case, the word "Super Hot!" (see image P75a) exemplified in Fig. 17(c-2) will be replaced with the white word "Go for it!"

[0271] On the other hand, as shown in Fig. 27(b), in the case of a normal reach (miss), the sub-control CPU 800a draws the winning result to be either no treasure chest button preview, normal, or blue, based on the allocation value (probability) shown in the figure. In the case of blue, the dialogue text "Super hot!" (see image P75a) shown in Fig. 17(c-2) becomes blue and reads "Chance."

[0272] On the other hand, as shown in Fig. 27(b), in the case of a weak SP reach (miss), the sub-control CPU 800a draws a lottery to win either normal, blue, or red according to the allocation value (probability) shown in the figure. In the case of red, the dialogue text "Super hot!" (see image P75a) exemplified in Fig. 17(c-2) becomes "Hot!" in red.

[0273] On the other hand, as shown in Fig. 27(b), when the result is a weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a draws a lottery to select one of blue, red, gold, or a unique pattern based on the allocation value (probability) shown. In the case of gold, the dialogue "Super hot!" (see image P75a) shown in Fig. 17(c-2) becomes "Great chance!" in gold, expressed by adding a gold-like color, highlighting, and effects. In the case of a unique pattern, the display shown in Fig. 17(c-2) is displayed.

[0274] On the other hand, as shown in Fig. 27(b), in the case of a normal reach (win), the sub-control CPU 800a draws the winning combination of no treasure chest button preview, normal, blue, red, gold, unique pattern, or rainbow color with the allocation value (probability) shown in the figure. In the case of rainbow color, the dialogue text "Super hot!" (see image P75a) shown in Fig. 17(c-2) will be rainbow colored, indicating that a jackpot has been confirmed.

[0275] On the other hand, as shown in Figure 27(b), in the case of a weak SP reach (win), the sub-control CPU 800a draws a lottery to win either normal, blue, red, gold, unique pattern, or rainbow color using the allocation value (probability) shown.

[0276] On the other hand, as shown in Figure 27(b), when weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a draws lots to win either blue, red, gold, unique pattern, or rainbow color using the allocation value (probability) shown.

[0277] Thus, if the treasure chest button preview performance is won in this way, the sub-control CPU 800a will refer to the treasure chest button preview lottery table SUB_TBY_TBL shown in Figure 27(b) and conduct a lottery to determine which variation will appear, i.e., whether or not to appear a unique pattern or gold color, which indicates a high reliability of a jackpot.

[0278] On the other hand, when the step-up notice effect is won, the sub-control CPU 800a, as shown in Fig. 27(c), in the case of normal variation (miss) and normal reach (miss), draws lots to win either no step-up notice effect, normal (first step-up), or normal (second step-up) using the allocation value (probability) shown. In the case of no step-up notice effect, the step-up notice effect as exemplified in Fig. 17(b-3) and (c-3) does not appear, and in the case of normal (first step-up), the second step-up notice effect as exemplified in Fig. 17(c-3) does not appear, but the first step-up notice effect as exemplified in Fig. 17(b-3) appears. In the case of normal (second step-up), the step-up notice effect as exemplified in Fig. 17(b-3) and (c-3) appears.

[0279] On the other hand, as shown in Fig. 27(c), in the case of a weak SP reach (miss), the sub-control CPU 800a draws lots to win either normal (first step up), normal (second step up), normal (third step up), or red (third step up) using the allocation value (probability) shown in the figure. In the case of normal (third step up), instead of the character indicating that the transition has been made to the third step up notice performance exemplified in Fig. 17(d-3) (see image P79, in the figure, the color of the character's clothes is "yellow", the color of the helmet stand is "yellow", the color of the shield frame is "white", and the background color is a unique pattern consisting of horizontal stripes), a character indicating that the transition has been made to the third step up notice performance consisting of the color of the character's clothes is "yellow", the color of the helmet stand is "white", the color of the shield frame is "white", and the background color is a black frame is displayed. In the case of red (third step up), instead of the character indicating that the transition has been made to the third step up preview performance illustrated in Figure 17 (d-3) (see image P79, in the illustration, the character's clothing color is "yellow", the helmet stand color is "yellow", the shield frame color is "white", and the background color is a unique pattern consisting of horizontal stripes), a character indicating that the transition has been made to the third step up preview performance is displayed, with the character's clothing color being "red", the helmet stand color being "red", the shield frame color being "red", and the background color being a red frame.

[0280] On the other hand, as shown in Fig. 27(c), when the weak SP reach is changed to the strong SP reach (miss), the sub-control CPU 800a performs a lottery to win either the normal (second step up), the normal (third step up), the red (third step up), the gold (third step up), or the unique pattern (third step up) using the allocation value (probability) shown in the figure. In the case of the gold (third step up), the display shown in Fig. 23(b) is displayed. In the case of the unique pattern, the display shown in Fig. 17(d-3) is displayed.

[0281] On the other hand, as shown in Fig. 27(c), in the case of a normal reach (win), the sub-control CPU 800a draws a lottery to win one of the following colors based on the allocation value (probability) shown: no step-up notice performance, normal (first step-up), normal (second step-up), normal (third step-up), red (third step-up), gold (third step-up), unique pattern (third step-up), or rainbow (third step-up). In the case of rainbow, the character (see image P79, in the figure, the color of the character's clothes is "yellow," the color of the helmet stand is "yellow," the color of the shield frame is "white," and the background color is a unique pattern consisting of horizontal stripes) indicating that a jackpot has been confirmed.

[0282] On the other hand, as shown in Figure 27(c), in the case of a weak SP reach (win), the sub-control CPU 800a draws lots to win either normal (2nd step up), normal (3rd step up), red (3rd step up), gold (3rd step up), unique pattern (3rd step up), or rainbow (3rd step up) using the allocation value (probability) shown.

[0283] On the other hand, as shown in Figure 27(c), when weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a will draw lots to win either normal (3rd step up), red (3rd step up), gold (3rd step up), unique pattern (3rd step up), or rainbow (3rd step up) using the allocation value (probability) shown.

[0284] Thus, if the step-up preview performance is won in this way, the sub-control CPU 800a will refer to the step-up preview lottery table SUB_SUY_TBL shown in Figure 27(c) and conduct a lottery to determine which variation will appear, i.e., whether or not to appear a unique pattern or gold color, which indicates a high reliability of a jackpot.

[0285] In this embodiment, the lottery tables for the conversation preview effects and button press preview effects described above are not shown, but like the lottery table shown in Figure 27, they have variations of none, normal, blue, red, gold, unique pattern, and rainbow color.

[0286] In this embodiment, the line preview lottery table SUB_SRY_TBL shown in Fig. 27(a), the treasure chest button preview lottery table SUB_TBY_TBL shown in Fig. 27(b), and the step-up preview lottery table SUB_SUY_TBL shown in Fig. 27(c) have the allocation values ​​(probabilities) shown in the figures increased so that unique patterns and gold are more likely to appear in the preview performance that develops into a strong SP reach (weak SP reach ⇒ strong SP reach). In this way, although the reliability of the unique patterns and gold in winning a jackpot decreases, the player understands that the game will develop into a strong SP reach and can maintain the player's expectations for it, so the appearance rate of unique patterns and gold is increased in the preview performance during normal fluctuations.

[0287] Next, as shown in Figures 17(e-1) to (e-3) and Figure 18(a-1), the lottery tables when a hand is ready (reach) will be described. In this embodiment, two lottery tables are prepared as the lottery tables: a first ready-to-win notice lottery table SUB_TPY1_TBL as shown in Figure 28(a) and a second ready-to-win notice lottery table SUB_TPY2_TBL as shown in Figure 28(b). These are two lottery tables prepared so that when a unique pattern is selected in the lottery table exemplified in Figure 27 for a losing variation pattern during normal variation, the unique pattern will not be selected thereafter. This point will be specifically described below. The items arranged on the vertical axis of the first ready-to-win notice lottery table SUB_TPY1_TBL shown in Figure 28(a) and the second ready-to-win notice lottery table SUB_TPY2_TBL shown in Figure 28(b) indicate the lottery results during normal game play transmitted from the main control CPU 600a. In addition, the first ready-to-win notice lottery table SUB_TPY1_TBL shown in FIG. 28(a) and the second ready-to-win notice lottery table SUB_TPY2_TBL shown in FIG. 28(b) are stored in the sub-control ROM 800b (see FIG. 3).

[0288] In the case of a losing fluctuation pattern during normal fluctuation, when the unique pattern is not selected (won) in the lottery table exemplified in Fig. 27, the sub-control CPU800a refers to the first ready-to-win notice lottery table SUB_TPY1_TBL shown in Fig. 28(a) and performs a ready-to-win notice lottery. Specifically, as shown in Fig. 28(a), the sub-control CPU800a selects no ready-to-win notice in the case of normal fluctuation (losing). Note that in the case of no ready-to-win notice performance, the ready-to-win notice performance as exemplified in Figs. 17(e-1) to (e-3) and Fig. 18(a-1) does not appear.

[0289] On the other hand, the sub-control CPU 800a selects REACH in the case of a normal reach (miss), as shown in Fig. 28(a). In the case of REACH, the display will be as shown in Fig. 17(e-1) and (e-2).

[0290] On the other hand, as shown in Fig. 28(a), in the case of a weak SP reach (miss), the sub-control CPU 800a draws a lottery to win either REACH or CHANCE with the allocation value (probability) shown in the figure. In the case of CHANCE, the display shown in Fig. 17(e-3) is displayed.

[0291] On the other hand, as shown in Fig. 28(a), in the case of weak SP reach -> strong SP reach (miss), normal reach (win), weak SP reach (win), weak SP reach -> strong SP reach (win), the sub-control CPU 800a draws to win either REACH, CHANCE, or a unique pattern using the allocation value (probability) shown in the figure. In the case of a unique pattern, the display shown in Fig. 18(a-1) will be displayed.

[0292] Thus, in the case of a losing fluctuation pattern during normal fluctuation, if the unique pattern is not selected (won) in the lottery table illustrated in Figure 27, as described above, the tenpai time prediction lottery will be conducted by referring to the first tenpai time prediction lottery table SUB_TPY1_TBL shown in Figure 28(a).

[0293] On the other hand, in the case of a losing fluctuation pattern during normal fluctuation, when a unique pattern is selected (won) in the lottery table exemplified in Fig. 27, a winning time notice lottery is performed with reference to the second winning time notice lottery table SUB_TPY2_TBL shown in Fig. 28(b). Specifically, the sub-control CPU800a selects no winning time notice in the case of normal fluctuation (losing), as shown in Fig. 28(a).

[0294] On the other hand, the sub-control CPU 800a selects REACH in the case of a normal reach (miss), as shown in FIG. 28(b).

[0295] On the other hand, as shown in Fig. 28(b), in the case of weak SP reach (miss) or weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a draws a lottery to win either REACH or CHANCE with the allocation value (probability) shown in the figure. As a result, in the case of a losing fluctuation pattern during normal fluctuation, if a unique pattern is selected (won) in the lottery table exemplified in Fig. 27, the unique pattern will always not be selected.

[0296] On the other hand, as shown in Figure 28(b), in the case of a normal reach (win), a weak SP reach (win), or a weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a will draw lots to win either REACH, CHANCE, or a unique pattern using the allocation value (probability) shown in the figure.

[0297] Thus, when a unique pattern is selected (won) in the lottery table illustrated in Figure 27 in a losing fluctuation pattern during normal fluctuation, as described above, the Tenpai time prediction lottery will be conducted by referring to the second Tenpai time prediction lottery table SUB_TPY2_TBL shown in Figure 28(b).

[0298] In addition, even if a unique pattern is selected (won) in the lottery table exemplified in Figure 27 in a losing variation pattern during normal variation, the lottery may be conducted using only the first tenpai time notice lottery table SUB_TPY1_TBL, and if a unique pattern is selected (won), the selected (won) content may be rewritten to REACH.

[0299] Furthermore, in this embodiment, when a unique pattern is selected (winning) in the lottery table exemplified in Figure 27 in a losing variation pattern during normal variation, as described above, the lottery is conducted by referring to the second ready-to-win notification lottery table SUB_TPY2_TBL shown in Figure 28(b), and REACH or CHANCE, which are less reliable than the unique pattern, are selected (winning), thereby suppressing the player's expectations of a jackpot.

[0300] Therefore, by doing as described above, it is possible to prevent a player's expectations from being significantly damaged by a miss occurring after a preview effect with a high expectation of a jackpot appears multiple times. Note that in this embodiment, in a miss variation pattern during normal variation, when a unique pattern is selected (won) in the lottery table exemplified in Fig. 27, an example is shown in which the second ready-to-win preview lottery table SUB_TPY2_TBL shown in Fig. 28(b) is referenced, but in the case of a win variation pattern during normal variation, the second ready-to-win preview lottery table SUB_TPY2_TBL shown in Fig. 28(b) may be referenced without reference to the first ready-to-win preview lottery table SUB_TPY1_TBL shown in Fig. 28(a).

[0301] Next, although not shown, a lottery table will be described for the case where, when a weak SP reach is executed, the title characters "SP reach" are displayed in the center of the screen of the liquid crystal display device 41. In this embodiment, as shown in FIG. 29, a weak SP reach title notice lottery table SUB_ZSRT_TBL is used as this lottery table. The items arranged on the vertical axis of the weak SP reach title notice lottery table SUB_ZSRT_TBL shown in FIG. 29 indicate the lottery results during normal play transmitted from the main control CPU 600a. In addition, the weak SP reach title notice lottery table SUB_ZSRT_TBL shown in FIG. 29 is stored in the sub-control ROM 800b (see FIG. 3).

[0302] When a weak SP reach is executed, the sub-control CPU800a refers to the weak SP reach title notice lottery table SUB_ZSRT_TBL shown in Fig. 29 and performs a lottery for the weak SP reach title notice effect. Specifically, as shown in Fig. 29, the sub-control CPU800a selects no weak SP reach title notice effect in the case of normal variation (miss), normal reach (miss), or normal reach (win). Note that if there is no weak SP reach title notice effect, the title characters "SP reach" do not appear on the liquid crystal display device 41.

[0303] On the other hand, as shown in FIG. 29, in the case of a weak SP reach (miss), the sub-control CPU 800a draws a lottery to win either the normal or blue title using the allocation value (probability) shown. In the normal case, the title text "SP reach" is black. In the case of a blue title, the title text "SP reach" is blue.

[0304] On the other hand, as shown in Fig. 29, in the case of weak SP reach -> strong SP reach (miss), weak SP reach (win), or weak SP reach -> strong SP reach (win), the sub-control CPU 800a draws the winning combination to win either the normal, blue title, or red title according to the allocation value (probability) shown in the figure. In the case of red, the title "SP reach" will be written in red.

[0305] Thus, when a weak SP reach is executed in this manner, the weak SP reach title notice lottery table SUB_ZSRT_TBL shown in FIG. 29 is referenced to determine the weak SP reach title notice performance.

[0306] It has been explained that unique patterns do not appear in the weak SP reach effects with reference to Fig. 21. Therefore, the weak SP reach title notice lottery table SUB_ZSRT_TBL shown in Fig. 29 does not have unique patterns as variations.

[0307] Next, we will explain the lottery tables used to determine whether a strong SP reach title notice effect will appear, as shown in Figures 18(c-2) and (c-3). In this embodiment, two lottery tables are provided: a first strong SP reach title notice lottery table SUB_KSRT1_TBL as shown in Figure 30(a) and a second strong SP reach title notice lottery table SUB_KSRT2_TBL as shown in Figure 30(b). These tables are used for a losing variation pattern during normal variation. These two lottery tables are provided so that if a unique pattern is selected in the lottery table exemplified in Figure 27, the unique pattern will not be selected thereafter. This point will be explained in detail below. The items arranged along the vertical axis of the first strong SP reach title notice lottery table SUB_KSRT1_TBL shown in Figure 30(a) and the second strong SP reach title notice lottery table SUB_KSRT2_TBL shown in Figure 30(b) indicate the lottery results during normal game play transmitted from the main control CPU 600a. In addition, the first strong SP reach title notice lottery table SUB_KSRT1_TBL shown in FIG. 30(a) and the second strong SP reach title notice lottery table SUB_KSRT2_TBL shown in FIG. 30(b) are stored in the sub-control ROM 800b (see FIG. 3).

[0308] In the case of a losing fluctuation pattern during normal fluctuation, when a unique pattern is not selected (won) in the lottery table exemplified in Fig. 27, the sub-control CPU 800a refers to the first strong SP reach title notice lottery table SUB_KSRT1_TBL shown in Fig. 30(a) and performs a lottery for a strong SP reach title notice effect. Specifically, as shown in Fig. 30(a), the sub-control CPU 800a selects no strong SP reach title notice effect in the case of normal fluctuation (loss), normal reach (loss), weak SP reach (loss), normal reach (win), and weak SP reach (win). Note that in the case of no strong SP reach title notice effect, the strong SP reach title notice effect as exemplified in Figs. 18(c-2) and (c-3) does not appear.

[0309] On the other hand, as shown in FIG. 30(a), when the result is Weak SP Reach ⇒ Strong SP Reach (miss), the sub-control CPU 800a performs a lottery to select one of the following patterns based on the allocation value (probability) shown in the figure: normal, green, red, gold, or unique pattern. In the normal case, the display shown in FIG. 18(c-2) is displayed. In addition, in the case of green, instead of the "Final Battle Reach" (see image P91) shown in FIG. 18(c-2) as an example, the text "Final Battle Reach" is displayed against a green background. In the case of red, instead of the "Final Battle Reach" (see image P91) shown in FIG. 18(c-2) as an example, the text "Final Battle Reach" is displayed against a red background. Furthermore, in the case of gold, instead of the "Final Battle Reach" (see image P91) shown in Figure 18(c-2), the background color will be gold with a gold-like color, highlights, and effects added, and the words "Final Battle Reach" will be displayed. Furthermore, in the case of a unique pattern, the display will be as shown in Figure 18(c-3).

[0310] On the other hand, as shown in Fig. 30(a), when the weak SP reach is changed to a strong SP reach (win), the sub-control CPU 800a draws a lottery to select one of the following colors based on the allocation value (probability) shown: normal, green, red, gold, unique pattern, or rainbow. In the case of rainbow color, instead of the "final battle reach" (see image P91) exemplified in Fig. 18(c-2), the word "final battle reach" is displayed on a rainbow background, indicating that a big win has been confirmed.

[0311] Thus, in the case of a losing fluctuation pattern during normal fluctuation, if the unique pattern is not selected (won) in the lottery table illustrated in Figure 27, as described above, the lottery for the strong SP reach title preview performance will be conducted by referring to the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in Figure 30(a).

[0312] On the other hand, in the case of a loss fluctuation pattern during normal fluctuation, when a unique pattern is selected (won) in the lottery table exemplified in Fig. 27, a lottery for the SP reach title notice performance is performed with reference to the second strong SP reach title notice lottery table SUB_KSRT2_TBL shown in Fig. 30(b). Specifically, as shown in Fig. 30(b), the sub-control CPU800a selects no strong SP reach title notice performance in the case of normal fluctuation (loss), normal reach (loss), weak SP reach (loss), normal reach (win), and weak SP reach (win).

[0313] On the other hand, as shown in Figure 30(b), when weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a draws a lottery to win either normal, green, red, or gold using the allocation value (probability) shown.

[0314] On the other hand, as shown in Figure 30(b), when weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a draws a lottery to win either normal, green, red, gold, unique pattern, or rainbow color using the allocation value (probability) shown.

[0315] Thus, when a unique pattern is selected (won) in the lottery table illustrated in Figure 27 in a losing fluctuation pattern during normal fluctuation, as described above, the lottery for the strong SP reach title preview performance will be conducted by referring to the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in Figure 30(b).

[0316] In addition, even if a unique pattern is selected (won) in the lottery table illustrated in Figure 27 in a losing variation pattern during normal variation, the lottery may be conducted using only the 1st Strong SP Reach Title Prediction Lottery Table SUB_KSRT1_TBL, and if a unique pattern is selected (won), the selected (won) content may be rewritten to "normal".

[0317] Furthermore, in this embodiment, when a unique pattern is selected (won) in the lottery table illustrated in Figure 27 in a losing variation pattern during normal variation, as described above, the lottery is conducted by referring to the second strong SP reach title prediction lottery table SUB_KSRT2_TBL shown in Figure 30(b), and normal, green, and red, which have lower reliability than the unique pattern, are selected (won), thereby suppressing the player's expectations of a jackpot.

[0318] Therefore, by following the above explanation, it is possible to prevent the unique pattern from appearing multiple times. Also, in this embodiment, for ease of understanding, the focus is only on the unique pattern, and an example is shown in which gold may be displayed multiple times, but the same can be done for gold by preparing a lottery table that prevents gold from appearing multiple times, or by rewriting the content to something other than gold, such as normal gold.

[0319] Therefore, by doing this, it is possible to prevent the player's expectations from being significantly damaged by the occurrence of a miss after a preview effect with a high expectation of a jackpot appears multiple times. In this embodiment, in the case of a miss variation pattern during normal variation, when a unique pattern is selected (won) in the lottery table exemplified in Fig. 27, an example is shown in which the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in Fig. 30(b) is referenced, but in the case of a win variation pattern during normal variation, the second strong SP reach title preview lottery table SUB_KSRT2_TBL shown in Fig. 30(b) may be referenced without reference to the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in Fig. 30(a).

[0320] In addition, in this embodiment, the first strong SP reach title preview lottery table SUB_KSRT1_TBL shown in Figure 30(a) has a lower appearance rate of unique patterns and gold in the preview performance during a strong SP reach in a miss variation that develops into a strong SP reach (weak SP reach ⇒ strong SP reach (miss)) compared to the appearance rate of unique patterns and gold in the preview performance that appears during a normal variation.

[0321] In this embodiment, the first strong SP reach title advance notice lottery table SUB_KSRT1_TBL shown in FIG. 30(a) and the second strong SP reach title advance notice lottery table SUB_KSRT2_TBL shown in FIG. 30(b) show that the appearance rates of unique patterns and gold are lower in advance notice effects during strong SP reach in winning fluctuations that develop into strong SP reach (weak SP reach ⇒ strong SP reach (win)) than in advance notice effects that appear during normal fluctuations. However, the appearance rates of unique patterns and gold in winning fluctuations (weak SP reach ⇒ strong SP reach (win)) are higher than the appearance rates of unique patterns and gold when the losing fluctuations that develop into strong SP reach (weak SP reach ⇒ strong SP reach (loss)) and winning fluctuations (weak SP reach ⇒ strong SP reach (win)) are combined. Therefore, the reliability of unique patterns and gold in jackpots is improved accordingly. This is because if the appearance rate of unique patterns and gold is increased in the event of a win, the appearance rate of red in the event of a win will relatively decrease, and the appearance rate of red in the event of a loss will relatively increase. Therefore, when red appears, the player may determine that the possibility of a jackpot is low, which may significantly damage the player's expectations. Therefore, in this embodiment, in order to reduce this situation, the appearance rate of unique patterns and gold is set lower in the preview performance during a strong SP reach in a win variation that develops into a strong SP reach (weak SP reach ⇒ strong SP reach (win)) than in the preview performance that appears during a normal variation.

[0322] Next, we will explain the lottery tables used to determine whether or not a strong SP reach cut-in notice effect will appear, as shown in Figures 19(b-1), (b-2), and 23(c). In this embodiment, two lottery tables are provided: a first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL as shown in Figure 31(a), and a second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL as shown in Figure 31(b). These are miss fluctuation patterns during normal fluctuation, and two lottery tables are provided so that if a unique pattern is selected in the lottery table exemplified in Figure 27, the unique pattern will not be selected thereafter. This point will be explained in detail below. The items arranged on the vertical axis of the first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL shown in Fig. 31(a) and the second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL shown in Fig. 31(b) indicate the lottery results during normal play transmitted from the main control CPU 600a. In addition, the first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL shown in Fig. 31(a) and the second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL shown in Fig. 31(b) are stored in the sub-control ROM 800b (see Fig. 3).

[0323] In the case of a losing fluctuation pattern during normal fluctuation, when a unique pattern is not selected (won) in the lottery table exemplified in Fig. 27, the sub-control CPU 800a refers to the first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL shown in Fig. 31(a) and performs a lottery for a strong SP reach cut-in notice effect. Specifically, as shown in Fig. 31(a), the sub-control CPU 800a selects no strong SP reach cut-in notice effect in the case of normal fluctuation (miss), normal reach (miss), weak SP reach (miss), normal reach (win), and weak SP reach (win). Note that in the case of no strong SP reach cut-in notice effect, the strong SP reach cut-in notice effect as exemplified in Figs. 19(b-1), (b-2), and Fig. 23(c) does not appear.

[0324] On the other hand, when the result is a weak SP reach ⇒ a strong SP reach (miss), the sub-control CPU 800a draws a lottery to select one of the following colors: green, red, gold, or a unique pattern, based on the allocation value (probability) shown in the figure. In the case of green, the display shown in FIG. 19(b-1) will be displayed. In the case of red, the cut-in notice (see image P97) shown in FIG. 19(b-1) with a diagonal green background will be displayed in red. In the case of gold, the display shown in FIG. 23(c) will be displayed. Furthermore, in the case of a unique pattern, the display shown in FIG. 19(b-2) will be displayed.

[0325] On the other hand, as shown in Fig. 31(a), when the weak SP reach is changed to the strong SP reach (win), the sub-control CPU 800a draws the winning combination of green, red, gold, unique pattern, or rainbow color with the allocation value (probability) shown in the figure. In the case of rainbow color, the background shown in Fig. 19(b-2) becomes rainbow color, indicating that a big win has been confirmed.

[0326] Thus, in the case of a losing fluctuation pattern during normal fluctuation, if the unique pattern is not selected (won) in the lottery table illustrated in Figure 27, as described above, the lottery for the strong SP reach cut-in notice performance will be conducted by referring to the first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL shown in Figure 31(a).

[0327] On the other hand, in the case of a loss fluctuation pattern during normal fluctuation, when a unique pattern is selected (won) in the lottery table exemplified in Fig. 27, a lottery for the SP reach cut-in notice performance is performed by referring to the second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL shown in Fig. 31(b). Specifically, as shown in Fig. 31(b), the sub-control CPU800a selects no strong SP reach cut-in notice performance in the case of normal fluctuation (loss), normal reach (loss), weak SP reach (loss), normal reach (win), and weak SP reach (win).

[0328] On the other hand, as shown in Figure 31 (b), when the weak SP reach changes to strong SP reach (miss), the sub-control CPU 800a draws a lottery to win either green, red, or gold using the allocation value (probability) shown in the figure.

[0329] On the other hand, as shown in Figure 31(b), when weak SP reach ⇒ strong SP reach (win), the sub-control CPU 800a draws lots to win either green, red, gold, unique pattern, or rainbow color using the allocation value (probability) shown.

[0330] Thus, when a unique pattern is selected (won) in the lottery table illustrated in Figure 27 during a losing variation pattern during normal variation, as described above, the lottery for the strong SP reach cut-in preview performance will be conducted by referring to the second strong SP reach cut-in preview lottery table SUB_KSRC2_TBL shown in Figure 31(b).

[0331] In addition, even if a unique pattern is selected (won) in the lottery table exemplified in Figure 27 in a losing fluctuation pattern during normal fluctuation, the lottery may be conducted using only the 1st Strong SP Reach Cut-in Notice Lottery Table SUB_KSRC1_TBL, and if a unique pattern is selected (won), the selected (won) content may be rewritten to "green".

[0332] Furthermore, in this embodiment, when a unique pattern is selected (won) in the lottery table illustrated in Figure 27 in a losing fluctuation pattern during normal fluctuation, as described above, the lottery is conducted by referring to the second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL shown in Figure 31(b), and green or red, which are less reliable than the unique pattern, are selected (won), thereby suppressing the player's expectations of a jackpot.

[0333] Therefore, by following the above explanation, it is possible to prevent the unique pattern from appearing multiple times. Also, in this embodiment, for ease of understanding, the focus is only on the unique pattern, and an example is shown in which gold may be displayed multiple times, but similarly, a lottery table can be prepared to prevent gold from appearing multiple times.

[0334] Therefore, by doing this, it is possible to prevent the player's expectations from being significantly damaged by the occurrence of a miss after a preview effect with a high expectation of a jackpot appears multiple times. In this embodiment, in a miss variation pattern during normal variation, when a unique pattern is selected (won) in the lottery table exemplified in Fig. 27, an example is shown in which the second strong SP reach-cut preview lottery table SUB_KSRC2_TBL shown in Fig. 31(b) is referenced, but in the case of a win variation pattern during normal variation, the second strong SP reach-cut preview lottery table SUB_KSRC2_TBL shown in Fig. 31(b) may be referenced without reference to the first strong SP reach-cut-in preview lottery table SUB_KSRC1_TBL shown in Fig. 31(a). In addition, in this embodiment, as shown in the first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL shown in Figure 31(a) and the second strong SP reach cut notice lottery table SUB_KSRC2_TBL shown in Figure 31(b), there is no ``normal'' variation, and at least the ``green'' variation is selected.

[0335] On the other hand, in this embodiment, the first strong SP reach cut-in preview lottery table SUB_KSRC1_TBL shown in Figure 31(a) has a lower appearance rate of unique patterns and gold in the preview performance during a strong SP reach in a miss variation that develops into a strong SP reach (weak SP reach ⇒ strong SP reach (miss)) compared to the appearance rate of unique patterns and gold in the preview performance that appears during a normal variation.

[0336] In this embodiment, the first strong SP reach cut-in notice lottery table SUB_KSRC1_TBL shown in FIG. 31(a) and the second strong SP reach cut-in notice lottery table SUB_KSRC2_TBL shown in FIG. 31(b) show that the appearance rates of unique patterns and gold are lower in the notice performance during a strong SP reach in a winning variation (weak SP reach → strong SP reach (win)) that develops into a strong SP reach than in the notice performance that appears during a normal variation. However, the appearance rates of unique patterns and gold in the winning variation (weak SP reach → strong SP reach (win)) are higher than the appearance rates of unique patterns and gold when the losing variation (weak SP reach → strong SP reach (loss)) that develops into a strong SP reach and the winning variation (weak SP reach → strong SP reach (win)) are combined. Therefore, the reliability of the unique patterns and gold in a jackpot is improved accordingly. This is because if the appearance rate of unique patterns and gold is increased in the event of a win, the appearance rate of red in the event of a win will relatively decrease, and the appearance rate of red in the event of a loss will relatively increase. Therefore, when red appears, the player may determine that the possibility of a jackpot is low, which may significantly damage the player's expectations. Therefore, in this embodiment, in order to reduce this situation, the appearance rate of unique patterns and gold is set lower in the preview performance during a strong SP reach in a win variation that develops into a strong SP reach (weak SP reach ⇒ strong SP reach (win)) than in the preview performance that appears during a normal variation.

[0337] Next, the lottery table for the preview effect during RUSH will be explained. That is, the sub-control CPU 800a performs a lottery to determine which preview effect will appear based on the lottery result during RUSH. Thereafter, a lottery is performed to determine which variation will appear in the preview effect, that is, whether or not to cause the unique pattern or gold color to appear, since as explained above, when a unique pattern or gold color appears during RUSH, a jackpot is confirmed. Specifically, when a line preview effect is won, the sub-control CPU 800a refers to the RUSH line preview lottery table SUB_RUSR_TBL shown in FIG. 32(a) to perform a lottery to determine which variation will appear, that is, whether or not to cause the unique pattern shown in FIG. 20(b-1) to appear. Also, if the SP reach title preview effect is won, the sub-control CPU800a refers to the RUSHSP reach title preview effect lottery table SUB_RUST_TBL shown in Fig. 32(b) to determine which variation will appear, i.e., whether or not the unique pattern exemplified in Fig. 20(b-2) will appear. Furthermore, if the SP reach cut-in preview effect is won, the sub-control CPU800a refers to the RUSHSP reach cut-in preview lottery table SUB_RUSC_TBL shown in Fig. 32(c) to determine which variation will appear, i.e., whether or not the unique pattern exemplified in Fig. 20(b-3) will appear. The items arranged on the vertical axis of the RUSH line notice lottery table SUB_RUSR_TBL shown in Fig. 32(a), the RUSHSP reach title notice effect lottery table SUB_RUST_TBL shown in Fig. 32(b), and the RUSHSP reach cut-in notice lottery table SUB_RUSC_TBL shown in Fig. 32(c) indicate the lottery results during the RUSH transmitted from the main control CPU 600a. The RUSH line notice lottery table SUB_RUSR_TBL shown in Fig. 32(a), the RUSHSP reach title notice effect lottery table SUB_RUST_TBL shown in Fig. 32(b), and the RUSHSP reach cut-in notice lottery table SUB_RUSC_TBL shown in Fig. 32(c) are stored in the sub-control ROM 800b (see Fig. 3).

[0338] Thus, the sub-control CPU 800a, based on the lottery results during RUSH, draws a lottery to determine which preview effect will appear, and then draws a lottery to determine which variation will appear in that preview effect, i.e., whether or not to display a unique pattern or gold color that will confirm a jackpot during RUSH.

[0339] That is, when the line preview effect is won, the sub-control CPU 800a draws lots to win either no line preview effect, normal, or blue, in the case of normal variation (miss) or Tenpai Aori Fake (miss), as shown in Fig. 32(a), using the allocation value (probability) shown. Note that when there is no line preview effect, the line preview effect as exemplified in Fig. 20(b-1) does not appear, and in the normal case, the line text "It's super hot!" (see image P110a) exemplified in Fig. 20(b-1) becomes white and reads "Ganbare!". Also, in the case of blue, the line text "It's super hot!" (see image P110a) exemplified in Fig. 20(b-1) becomes blue and reads "Chance."

[0340] On the other hand, as shown in Fig. 32(a), in the case of SP reach (miss), the sub-control CPU 800a draws a lottery to win either normal, blue, or red according to the allocation value (probability) shown in the figure. In the case of red, the dialogue text "It's super hot!" (see image P110a) shown in Fig. 20(b-1) becomes red and reads "It's hot!"

[0341] On the other hand, as shown in Fig. 32(a), in the case of an SP reach (miss), the sub-control CPU 800a draws for a winning result of either normal, blue, red, gold, a unique pattern, or rainbow color using the allocation value (probability) shown. In the case of gold, the display shown in Fig. 23(a) is displayed, and in the case of a unique pattern, the display shown in Fig. 20(b-1) is displayed. In the case of rainbow color, the dialogue text "It's super hot!" (see image P110a) shown in Fig. 20(b-1) is displayed in rainbow colors, indicating that a jackpot has been confirmed.

[0342] On the other hand, the sub-control CPU 800a selects no line preview performance in the case of a sudden win (win), as shown in FIG. 32(a).

[0343] Therefore, as shown in FIG. 32(a), no unique patterns or gold colors are displayed except for winning.

[0344] Thus, if a player wins the dialogue preview during RUSH, the sub-control CPU 800a will refer to the RUSH dialogue preview lottery table SUB_RUSR_TBL shown in Figure 32(a) to determine which variation will appear, i.e., whether or not a unique pattern or gold color that will confirm a jackpot will appear during RUSH.

[0345] On the other hand, when the SP reach title notice performance is won, the sub-control CPU 800a selects no SP reach title notice performance in the case of normal fluctuation (miss), tenpai aori false (miss), or sudden win (win), as shown in Fig. 32 (b). In addition, when there is no SP reach title notice performance, the SP reach title notice performance as exemplified in Fig. 20 (b-2) does not appear.

[0346] On the other hand, as shown in Fig. 32(b), in the case of an SP reach (miss), the sub-control CPU 800a draws lots to win either the normal or red title using the allocation value (probability) shown. In the normal case, instead of the "treasure chest reach" (see image P112) with a unique pattern consisting of horizontal stripes as exemplified in Fig. 20(b-2), the background color is white and the "treasure chest reach" is black. In the case of red, instead of the "treasure chest reach" (see image P112) with a unique pattern consisting of horizontal stripes as exemplified in Fig. 20(b-2), the background color is red and the "treasure chest reach" is white.

[0347] On the other hand, as shown in Fig. 32(b), in the case of SP reach (win), the sub-control CPU 800a draws to win either the normal, red title, or unique pattern according to the allocation value (probability) shown in the figure. In the case of the unique pattern, the display shown in Fig. 20(b-2) will be displayed.

[0348] Therefore, as shown in FIG. 32(b), no unique patterns or gold color are displayed except for winning.

[0349] Thus, if the SP Reach Title Preview performance is won during RUSH, the sub-control CPU 800a will refer to the RUSH SP Reach Title Preview performance lottery table SUB_RUST_TBL shown in Figure 32(b) to determine which variation will appear, i.e., whether or not to display a unique pattern or gold color that will confirm a jackpot during RUSH.

[0350] On the other hand, when the SP reach cut-in notice performance is won, the sub-control CPU 800a selects no SP reach cut-in notice performance in the case of normal fluctuation (miss), tenpai aori false (miss), or sudden win (win), as shown in Fig. 32 (c). In addition, when there is no SP reach cut-in notice performance, the SP reach cut-in notice performance as exemplified in Fig. 20 (b-3) does not appear.

[0351] On the other hand, as shown in Fig. 32(c), in the case of an SP reach (miss), the sub-control CPU 800a draws lots to win either green or red using the allocation value (probability) shown. In the case of green, there is no treasure chest, but the display is as shown in Fig. 19(b-1). In the case of red, there is no treasure chest, but the cut-in notice (see image P97) displayed with a green diagonal line background as shown in Fig. 19(b-1) is red.

[0352] On the other hand, as shown in FIG. 32(c), in the case of an SP reach (win), the sub-control CPU 800a draws for a winning combination of green, red, gold, a unique pattern, or rainbow color based on the allocation value (probability) shown. In the case of gold, the display shown in FIG. 23(c) is displayed. In the case of a unique pattern, the display shown in FIG. 20(b-3) is displayed. Furthermore, in the case of rainbow color, the background shown in FIG. 20(b-3) is displayed in rainbow color, indicating that a jackpot has been confirmed.

[0353] Therefore, as shown in FIG. 32(c), no unique patterns or gold colors are displayed except for winning.

[0354] Thus, if the SP reach cut-in preview performance is won during RUSH, the sub-control CPU 800a will refer to the RUSH SP reach cut-in preview lottery table SUB_RUSC_TBL shown in Figure 32(c) to determine which variation will appear, i.e., whether or not to display a unique pattern or gold color that will confirm a jackpot during RUSH.

[0355] <Main control: Program description> Here, the processing method of the various contents explained above will be explained in detail below. First, the program stored in the main control ROM 600b (see FIG. 3) processed by the main control board 60 will be outlined with reference to FIGS. 33 to 52.

[0356] When the power is turned on to the pachinko gaming machine 1, a power-on signal is sent to indicate that the DC voltage generated by the voltage generating unit 1300 of the power supply board 130 (see Fig. 3) has been applied to each control board, and upon receiving this signal, the main control CPU 600a (see Fig. 3) reads out the program stored in the program area 600ba in the use area of ​​the main control ROM 600b shown in Fig. 4(b), and performs the main control main processing shown in Fig. 33. At this time, the main control CPU 600a first sets itself to an interrupt-prohibited state (step S1).

[0357] Next, the main control CPU 600a performs a stack pointer setting process to set the value of the stack pointer inside the main control CPU 600a to correspond to the final address of the stack area 600cc within the used area of ​​the main control RAM 600c shown in Figure 4(a) (step S2).

[0358] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3), and clears the output port that outputs the launch control signal (step S4).

[0359] Next, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears a watchdog timer (WDT) not shown (step S7).

[0360] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8), and if it has not become "0" (step S8: ≠ 0), it returns to processing of step S7, and if it has become "0" (step S8: = 0), it proceeds to processing of step S9.

[0361] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) twice, checks whether the levels of the voltage abnormality signal ALARM acquired twice match, stores the signal in an internal register (not shown) of the main control CPU 600a, and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is "L" level (step S10: YES), the process returns to step S9. If the level of the voltage abnormality signal ALARM is "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process (steps S9 to S10) until the voltage abnormality signal ALARM changes to a normal level (i.e., "H" level). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0362] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the working area of ​​the RAM area 600ca (see FIG. 4(a)) in the main control RAM 600c (step S12). Specifically, the power supply abnormality confirmation counter is set to 00H and the system operation status is set to 01H.

[0363] Next, the main control CPU 600a transmits a processing command (performance control command DI_CMD) to the sub-control board 80 to cause the liquid crystal display device 41 to display a standby screen (step S13).

[0364] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14), and checks whether a signal indicating that power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14, and if the power-on signal has been received (step S15: ON), the process proceeds to step S16.

[0365] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the RAM area 600ca (see FIG. 4(a)) in the used area of ​​the main control RAM 600c (step S16).

[0366] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open, the signal of the RAM clear switch 620 saved in the RAM area 600ca (see Fig. 4(a)) in the used area of ​​the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs setting switching processing (step S19).

[0367] <Main control: Main processing: Explanation of setting switching processing> Here, this setting switching process will be specifically described with reference to FIG.

[0368] First, the main control CPU 600a transmits a setting change start command (performance control command DI_CMD) indicating that a setting change is being performed to the sub-control board 80 (step S60).

[0369] Next, the main control CPU 600a clears the backup flag (step S61). This backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power outage or the like is detected in the power supply abnormality check processing shown in Fig. 36. The backup flag is cleared in order to detect in step S21 shown in Fig. 34, which will be described later, a case in which power is interrupted for some reason during the setting switching processing and the main control RAM 600c has not been backed up properly.

[0370] Next, the main control CPU 600a sets the system operation status to 02H (step S62), acquires the set value of the probability of generating a special game state advantageous to the player stored in the RAM area 600ca (see FIG. 4(a)) in the used area of ​​the main control RAM 600c, and sets it in the W register (step S63). Specifically, if the set value is, for example, "1" to "6", the set values ​​"1" to "6" will be set in the W register in the program in correspondence with values ​​"00H" to "05H".

[0371] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S64). If the value set in the W register is greater than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S65: YES), the main control CPU 600a determines that the value is an abnormal value and sets 00H to the W register (step S66).

[0372] On the other hand, if the value set in the W register is smaller than the maximum set probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S65: NO), it is determined to be a normal value and the process proceeds to step S67.

[0373] Next, the main control CPU 600a sets a security signal to ON via an external terminal (not shown) that is output to a hall computer (not shown) used to manage the game island of the hall (amusement facility), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) (step S67).

[0374] Next, the main control CPU 600a sets 00H to the LED common port (step S68).

[0375] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S69).

[0376] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S70).

[0377] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a 4 ms wait is applied, and then performs a countdown process (step S71). Note that this process is a process in which, when checking for changes in the level data of the RAM clear switch 620 (see FIG. 3) and the setting key switch 630 (see FIG. 3), a time interval of at least 4 ms is allowed from the previous acquisition of the switch level to ensure that the change in the level data is not due to an irregularity such as noise. Furthermore, when checking for changes in the voltage abnormality signal in the subsequent power abnormality check process and counting the power abnormality confirmation counter, a time interval of 4 ms is allowed to ensure that the "L" level of the voltage abnormality signal is not due to an irregularity such as noise.

[0378] Next, the main control CPU 600a performs a power supply abnormality check process (step S72). This power supply abnormality check process will be specifically described with reference to FIG.

[0379] <Main control: Main processing: Explanation of power supply abnormality check processing> 36, the main control CPU 600a acquires twice the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) (step S80), and checks whether the levels of the voltage abnormality signal ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), the process returns to step S80.

[0380] Next, if the level of the voltage abnormality signal ALARM is "H" level (step S82: OFF), the main control CPU 600a clears the power abnormality confirmation counter (step S83) and ends the power abnormality check process.

[0381] On the other hand, if the level of the voltage abnormality signal ALARM is "L" (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.

[0382] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut-off command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).

[0383] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it determines that the setting change process is in progress (step S87: YES), does not set the backup flag to ON, and proceeds to the processing of step S89. In this way, a case where power is interrupted for some reason during the setting change process and the main control RAM 600c is not backed up properly can be detected in step S21 shown in Figure 34, which will be described later.

[0384] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0385] Next, the main control CPU 600a disables writing data to the main control RAM 600c (step S89), clears the output data of all output ports (step S90), and disables timer interrupts (step S91), repeating an infinite loop process to wait for the voltage to drop.

[0386] <Main control: Main processing: Explanation of setting switching processing> Thus, after completing the power supply abnormality check process (step S72) through the above-described processes, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the previous and current level data of the RAM clear switch 620 and the level data of the setting key switch 630 (step S73).The main control CPU 600a stores the created edge data in the main control RAM 600c.

[0387] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c, and if the setting key switch 630 is ON (step S74: NO), proceeds to processing of step S75, and if the setting key switch 630 is OFF (step S74: YES), proceeds to processing of step S77.

[0388] Next, if the RAM clear switch 620 is ON (step S75: YES), the main control CPU 600a increments (+1) the value of the W register (step S76) and returns to the processing of step S64.

[0389] On the other hand, if the RAM clear switch 620 is OFF (step S75: NO), the process returns to step S77.

[0390] Thus, the above process is repeated until the setting key switch 630 is turned OFF, and when the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a special game state advantageous to the player (for example, the setting value "00H" to "05H" corresponding to "1" to "6") stored in the RAM area 600ca (see Figure 4(a)) within the used area of ​​the main control RAM 600c, and stores it (step S77).

[0391] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S78).

[0392] Next, the main control CPU 600a transmits a setting switching end command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S79).

[0393] <Main control: Explanation of main processing> Thus, after the above-described processing and the setting switching processing (step S19) shown in FIG. 33 is completed, the main control CPU 600a proceeds to the processing of step S26 shown in FIG.

[0394] On the other hand, the main control CPU 600a checks whether the signal of the RAM clear switch 620 and the signal of the setting key switch 630 are all ON (step S18), and if they are not all ON (step S18: NO), the main control CPU 600a performs the processing of step S20 shown in Figure 34.

[0395] That is, the main control CPU 600a acquires the set value (e.g., set value "00H" to "05H" corresponding to "1" to "6") of the probability of generating a special game state advantageous to the player, which is stored in the RAM area 600ca in the used area of ​​the main control RAM 600c (see FIG. 4(a)), and checks whether it is equal to or less than the set maximum value (e.g., "05H" corresponding to "6") (step S20). If it is equal to or less than the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0396] <Main control: Main processing: Explanation of RAM error processing> If the value is not below the set maximum value (step S20: NO) or the backup flag is not set to ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating a RAM error (step S22).

[0397] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).

[0398] Next, the main control CPU 600a performs a power supply abnormality check process (step S24), returns to the process of step S23, and repeats the process. Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0399] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is checked (step S25).

[0400] <Main control: Main processing: Explanation of RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process (step S19) shown in Fig. 33 is performed, the main control CPU 600a does not clear the RAM area 600cf outside the usage area of ​​the main control RAM 600c (see Fig. 4(a)) or the stack area 600cg outside the usage area of ​​the main control RAM 600c (see Fig. 4(a)), but clears the RAM area 600ca inside the usage area of ​​the main control RAM 600c (see Fig. 4(a)) and the stack area 600cc inside the usage area (see Fig. 4(a)) (step S26). Note that since the RAM area 600ca inside the usage area of ​​the main control RAM 600c (see Fig. 4(a)) and the stack area 600cc inside the usage area (see Fig. 4(a)) are cleared, the game state becomes the normal game state. Therefore, at this time, the game stop flag, which indicates that the game will be stopped due to the operation of the suppression device (saving function), is cleared, and the game stop state is released. Also, if the game is stopped due to an illegal error, the illegal game stop flag is also cleared.

[0401] Next, the main control CPU 600a executes a save process to save the contents of the registers in the main control CPU 600a to the stack area 600cc in the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S27).

[0402] Next, the main control CPU 600a reads out a program stored in the out-of-use area program area 600be of the main control ROM 600b shown in FIG. 4(b), and executes out-of-use area processing when clearing RAM (step S28).

[0403] <Main control: Explanation of processing outside the used area when clearing RAM> Here, the processing outside the used area when clearing RAM will be explained in detail using Figure 37. As shown in Figure 37, the main control CPU 600a saves the stack pointer within the used area (during normal processing) to the RAM area 600ca within the used area of ​​the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for outside the used area to the stack pointer inside the main control CPU 600a (step S100).

[0404] Next, the main control CPU 600a sets (clears) the suppression device activation flag stored in the out-of-use RAM area 600ce of the main control RAM 600c to 0 (step S101), and restores the stack pointer used during normal processing that was saved to the out-of-use stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S102).The main control CPU 600a then ends the out-of-use area processing when the RAM is cleared.The suppression device activation flag is a flag that indicates whether the suppression device (saving function) has been activated.

[0405] <Main control: Explanation of main processing> After completing this RAM clear out-of-use area processing, the main control CPU 600a reads out the program stored in the in-use program area 600ba of the main control ROM 600b shown in Fig. 4(b), and restores the contents of the registers in the main control CPU 600a that were saved in the in-use stack area 600cc (see Fig. 4(a)) of the main control RAM 600c in step S27 shown in Fig. 34 (step S29). Then, the main control CPU 600a sets a RAM clear notification timer to 30 seconds (30 s) (step S30), and sets a timer to 30 seconds (30 s) that outputs a security signal to a hall computer (not shown) used to manage the game island in the hall (amusement facility) via an external terminal (not shown) (step S31).

[0406] Next, the main control CPU 600a sets initial values ​​in part of the main control RAM 600c (step S32), and proceeds to the processing of step S44.

[0407] <Main control: Explanation of main processing> On the other hand, if the signal from the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Figure 1 is open or not, and a signal from the setting key switch 630 (step S33), and checks whether all are ON or not (step S34). If all are not ON (step S34: NO), the process proceeds to step S43.

[0408] <Main control: Main processing: Explanation of setting confirmation processing> On the other hand, if all are ON (step S34: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S35).

[0409] Next, the main control CPU 600a sets a timer to 30 seconds (30s) to output a security signal to a hall computer (not shown) used to manage the game island of the hall (amusement facility) via an external terminal (not shown) (step S36).

[0410] Next, the main control CPU 600a sets the security signal to ON via an external terminal (not shown) to be output to a hall computer (not shown) used to manage the game island in the hall (amusement facility), and outputs the security signal to the hall computer (not shown) via an external terminal (not shown) for the 30 seconds (30s) set by the timer (step S37).

[0411] Next, the main control CPU 600a outputs the set value to the LED data port (step S38).

[0412] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so that a wait of 4 ms is applied, and performs a countdown process (step S39).

[0413] Next, the main control CPU 600a performs a power supply abnormality check process (step S40). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0414] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the previous and current level data of the setting key switch 630 (step S41). The main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).

[0415] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S42), and if the setting key switch 630 is ON (step S42: NO), returns to the processing of step S38.

[0416] <Main control: Explanation of main processing> On the other hand, if the setting key switch 630 is OFF (step S42: YES), initial values ​​for the backup flag, error detection timer, etc. are set in part of the main control RAM 600c (step S43). At this time, if the game is stopped due to an illegal error, the initial value is set (cleared) in the illegal game stop flag. Therefore, even if the pachinko gaming machine 1 is powered back on without pressing the RAM clear switch 620 and clearing the main control RAM 600c, the game stop state due to the illegal error will be resolved.

[0417] Thus, in this embodiment, the main control RAM 600c is cleared due to a backup abnormality, or the setting contents of the probability for generating a game state advantageous to the player are changed as a result of an abnormality in the main control RAM 600c, and the main control RAM 600c is cleared and the game program is started. This reduces the situation in which the hall (game parlor) suffers a disadvantage even if the value related to the prize balls stored in the main control RAM 600c is rewritten due to the occurrence of an illegal error, and thereby allows appropriate processing to be performed for control up to and after the forced termination without affecting control related to other games.

[0418] Next, the main control CPU 600a transmits to the sub-control board 80 a command (performance control command DI_CMD) indicating whether power is to be restored by clearing RAM or by a backup (step S44).

[0419] Next, the main control CPU 600a performs a game status notification information update process to update the game status notification information (step S45).

[0420] Next, the main control CPU 600a executes a save process to save the contents of the registers in the main control CPU 600a to the stack area 600cc in the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S46).

[0421] Next, the main control CPU 600a reads out a program stored in the out-of-use area program area 600be of the main control ROM 600b shown in FIG. 4(b), and executes the out-of-use area game start setting (step S47).

[0422] <Main control: Explanation of setting to start playing outside the usage area> Here, the setting to start play outside the usage area will be explained in detail using Figure 38. As shown in Figure 38, the main control CPU 600a saves the stack pointer within the usage area (during normal processing) to the RAM area 600ca within the usage area of ​​the main control RAM 600c (see Figure 4(a)), and sets the stack pointer address for outside the usage area to the stack pointer inside the main control CPU 600a (step S110).

[0423] Next, the main control CPU 600a sets (clears) the difference ball counter stored in the RAM area 600ce outside the used area of ​​the main control RAM 600c to 0 (step S111), and sets (clears) the operating status stored in the RAM area 600ce outside the used area of ​​the main control RAM 600c to 0 (step S112).

[0424] Next, the main control CPU 600a restores the stack pointer during normal processing that was saved to the out-of-use area stack area 600cg (see FIG. 4(a)) of the main control RAM 600c (step S113). Then, the main control CPU 600a completes the out-of-use area game start setting.

[0425] Incidentally, this operating status is a status for managing the status up to 95000 at which the suppression device (saving function) operates. Specifically, if the value of the difference ball counter is 0 to 89999, the operating status status is "0", if the value of the difference ball counter is 90000 to 90999, the operating status status is "1", if the value of the difference ball counter is 91000 to 91999, the operating status status is "2", if the value of the difference ball counter is 92000 to 92999, the operating status status is "3", if the value of the difference ball counter is 93000 to 93999, the operating status status is "4", and if the value of the difference ball counter is 94000 to 94999, the operating status status is "5".

[0426] <Main control: Explanation of main processing> Thus, after completing this setting to start playing outside the usage area, the main control CPU 600a reads out the program stored in the usage area program area 600ba of the main control ROM 600b shown in Figure 4(b), and in step S46 shown in Figure 34, restores the contents of the register group in the main control CPU 600a that were saved in the usage area stack area 600cc (see Figure 4(a)) of the main control RAM 600c (step S48).

[0427] Therefore, with this processing, if the RAM clear switch 620 is pressed, the suppression device operation flag is cleared in step S28, and the ball difference counter and operation status are cleared in step S47. Therefore, as explained above, when the RAM clear switch 620 is pressed, the contents related to the suppression device (saving function) are cleared from the RAM area outside the use area 600ce.

[0428] On the other hand, if the RAM clear switch 620 is not pressed and the backup return process is executed, step S28 is not executed and only step S47 is executed, so that the difference ball counter and the operating status are cleared during the backup return process. Therefore, as explained above, during backup return, part of the RAM area outside the used area 600ce related to the suppression device (saving function) is cleared.

[0429] Thus, as shown in Figure 34, after executing the process of step S48, the main control CPU 600a acquires the game stop flag stored in the RAM area 600ca in the used area and checks the value (step S49). If the game stop flag is not set to 5AH (step S49: ≠ 5AH), the main control CPU 600a determines that the game was not stopped before the power was cut off, and proceeds to the process of step S51.

[0430] On the other hand, if the game stop flag is set to 5AH (step S49:=5AH), the main control CPU 600a determines that game play had already been stopped before the power was shut off and sends a game stop command (presentation control command DI_CMD) to the sub-control board 80 (step S50). In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop. The VDP 803 then generates image (video) data for displaying an image based on the command list and sends the generated image (video) data to the LCD display device 41. As a result, the LCD display device 41 displays a message saying, "The saving function has been activated. Today's game will end," as shown in FIGS. 6(c), 7(d), 9(c), 10(d), 11(d), 12(d), 13(c-2), 14(b), 14(c), and 15(b).

[0431] Next, the main control CPU 600a acquires the suppression device activation flag stored in the out-of-use RAM area 600ce and checks the value (step S51). If the suppression device activation flag is not set to 5AH (step S51: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated, and proceeds to processing in step S54.

[0432] On the other hand, if the suppression device activation flag is set to 5AH (step S51:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, acquires the special symbol big win activation flag and the special symbol small win activation flag stored in the RAM area 600ca in the use area, and checks their values ​​(step S52). If neither the special symbol big win activation flag nor the special symbol small win activation flag is set to 5AH (step S52: NO), the main control CPU 600a determines that neither a big win game nor a small win game is in progress, and proceeds to the processing of step S54 without performing the processing of step S53 described below, even if the suppression device activation flag is set to 5AH.

[0433] On the other hand, if 5AH is set in either the special symbol big win activation flag or the special symbol small win activation flag (step S52: YES), the main control CPU 600a determines that a big win game or a small win game is in progress, and sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80 (step S53). That is, when 5AH is set in the suppression device activation flag and a big win game or a small win game is in progress, the main control CPU 600a sends a suppression device activation warning command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will cause the liquid crystal display device 41 to display a game stop. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby a message such as "You are in a big win, please continue playing. The saving function will be activated after the win ends" is displayed on the liquid crystal display device 41, as shown in Figures 7(c), 9(b), 11(b)-(c), 12(b)-(c), and 15(a). In the case of a small win, the message will be displayed as a small win.

[0434] After completing this processing, the main control CPU 600a sets the internal function register (step S54). Specifically, it sets the launch control signal to ON and sends it to the payout / launch control board 70. This causes the payout / launch control board 70 to control the start of the launch of the game balls. The main control CPU 600a also sets the CTC (Counter Timer Circuit), which is provided inside the main control CPU 600a and has functions such as generating pulse outputs at regular intervals and measuring time. In other words, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4 ms.

[0435] Next, the main control CPU 600a, with interrupts to itself set to a prohibited state (step S55), reads out a program stored in the out-of-use program area 600be of the main control ROM 600b shown in Fig. 4(b), and performs a prize ball winning number management process 1 that calculates performance such as the total number of game balls shot into the game area 40, including the number of winning balls and the number of non-winning balls (step S56).The main control CPU 600a then performs an update process for various random number counters based on the program stored in the in-use program area 600ba of the main control ROM 600b shown in Fig. 4(b) (step S57), returns to an interrupt permitted state (step S58), returns to step S55, and performs a loop process that repeatedly performs the processes of steps S55 to S58.

[0436] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Here, the winning ball number management process 1 will be described in detail with reference to FIGS.

[0437] As shown in Figure 39, the prize ball winning number management process 1 first executes a save process to save the contents of the register group in the main control CPU 600a to the stack area 600cg outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S120).

[0438] Next, the main control CPU 600a performs initial setting of the out-of-use RAM area 600ce (see FIG. 4(a)) of the main control RAM 600c (step S121).

[0439] <Main control: Explanation of initial settings for RAM area outside the used area> This will be explained in more detail with reference to Fig. 40. In this initial setting, as shown in Fig. 40, first, the main control CPU 600a (see Fig. 4) checks the RAM error flag (step S130). If the RAM error flag is set to ON, it is determined that the flag does not indicate any of the values ​​"1" to "6" (step S130: YES), and an abnormality has occurred in the main control RAM 600c (RAM error). The processes of steps S131 and S132 are not performed, and the process proceeds to step S133.

[0440] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that the flag indicates a value between "1" and "6" (step S130: NO), and acquires the value of the initialized flag (step S131). Next, the main control CPU 600a checks whether the acquired value of the initialized flag is 5AH (step S132). If it is not 5AH (step S132: NO), the main control CPU 600a sets the initialized flag to 5AH (step S133), initializes (clears) the out-of-use RAM area 600ce (see FIG. 4(a)) (step S134), and ends the initial setting process for the out-of-use RAM area. On the other hand, if it is 5AH (step S132: YES), the main control CPU 600a determines that the out-of-use RAM area 600ce has already been initialized, and ends the initial setting process for the out-of-use RAM area.

[0441] Therefore, if the acquired setting value does not indicate one of the values ​​"1" to "6", it is possible that the measurement (described later) according to the current setting value is not being performed correctly, so even if it has been initialized, the RAM area 600ce outside the used area of ​​the main control RAM 600c (see Figure 4(a)) should be cleared.

[0442] <Main Control: Explanation of Prize Ball Winning Number Management Process 1> Thus, as shown in Figure 39, the main control CPU 600a initializes the out-of-use RAM area 600ce of the main control RAM 600c (step S121), then executes counting processing (step S122), and executes counting processing (step S123).The main control CPU 600a then restores the contents of the registers that were saved in the out-of-use stack area 600cg (see Figure 4(a)) of the main control RAM 600c (step S124), and ends the prize ball winning count management processing 1.

[0443] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 41, a timer interrupt program that interrupts the above-described main processing and is started every 4 ms will be described.

[0444] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the stack area 600cc in the used area of ​​the main control RAM 600c (see FIG. 4(a)) (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same as the power supply abnormality check process shown in FIG.

[0445] Next, the main control CPU 600a acquires the game stop flag stored in the RAM area 600ca in the use area and checks the value (step S202). If the game stop flag is set to 5AH (step S202:=5AH), the main control CPU 600a determines that the game has been stopped and proceeds to the processing of step S208.

[0446] On the other hand, if the game stop flag is not set to 5AH (step S202: ≠ 5AH), the main control CPU 600a acquires the suppression device activation flag stored in the RAM area 600ce outside the use area and checks the value (step S203). If the suppression device activation flag is not set to 5AH (step S203: ≠ 5AH), the main control CPU 600a determines that the suppression device (saving function) is not activated, and proceeds to the processing of step S211.

[0447] On the other hand, if the suppression device activation flag is set to 5AH (step S203:=5AH), the main control CPU 600a determines that the suppression device (saving function) is activated, acquires the special symbol big win activation flag and the special symbol small win activation flag stored in the RAM area 600ca in the usage area, and checks their values ​​(step S204).If neither the special symbol big win activation flag nor the special symbol small win activation flag is set to 5AH (step S204:NO), the main control CPU 600a determines that neither a big win game nor a small win game is in progress, and sets the game stop flag stored in the RAM area 600ca in the usage area to 5AH (step S205).

[0448] On the other hand, if 5AH is not set in either the special symbol big win activation flag or the special symbol small win activation flag (step S204: YES), the main control CPU 600a determines that a big win game or a small win game is in progress, and proceeds to processing of step S211.

[0449] Thus, after executing the processing of step S205, the main control CPU 600a sets external output information (security information) (step S206) and transmits a game stop command (presentation control command DI_CMD) to the sub-control board 80 (step S207). In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) that will cause the LCD display device 41 to display a game stop command. As a result, the VDP 803 generates image (video) data to display an image based on the command list and transmits the generated image (video) data to the LCD display device 41. As a result, the LCD display device 41 displays the message "The saving function has been activated. Today's game will end," as shown in FIGS. 6(c), 7(d), 9(c), 10(d), 11(d), 12(d), 13(c-2), 14(b), 14(c), and 15(b).

[0450] Next, the main control CPU 600a turns OFF the solenoid port (step S208) and turns OFF the LED common port (step S209). As a result, as explained with reference to FIG. 15, no change is made to the winning start reserved ball, and the display of the number of start reserved balls can also be hidden. This allows the player to recognize that the reserved change has been invalidated. Note that even when game play is stopped upon detection of fraudulent activity, the main control CPU 600a can be made to check the fraudulent game stop flag used upon detection of fraudulent activity, and if 5AH is set, the main control CPU 600a can be made to perform the same processing.

[0451] Next, the main control CPU 600a transmits a command to the payout / launch control board 70 to stop the launch of game balls (step S210), and proceeds to the processing of step S221.

[0452] On the other hand, if 5AH is not set in the suppression device activation flag (step S203: ≠ 5AH), or if 5AH is not set in either the special symbol big win activation flag or the special symbol small win activation flag (step S204: YES), the main control CPU 600a activates the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), and the upper right general winning port switch 49a1 (see FIG. 3). 3), upper left general prize opening switch 49b1 (see FIG. 3), middle left general prize opening switch 49c1 (see FIG. 3), lower left general prize opening switch 49d1 (see FIG. 3), outlet switch 50a (see FIG. 3), and special prize opening switch 46c (see FIG. 3) are input, and the ON / OFF signal levels and their rising states are stored in RAM area 600ca (see FIG. 4(a)) in the use area of ​​main control RAM 600c (step S211). Note that this process is not performed if the game stop flag is set to 5AH (step S202:=5AH), as shown in FIG. 41. Therefore, if a game ball launched into the play area 40 using the launch handle 16 before game play was stopped is still present in the play area 40 after game play has stopped, the game ball will not be detected even if it enters the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a1, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, or the lower left general prize gate switch 49d1. This is because if fraud, such as radio wave cheating, affects the ON / OFF state of the switches and generates prize balls, executing this switch management process even after game play has stopped could result in fraudulent winning of prize balls while game play is stopped. Therefore, this reduces the risk of damage to the hall (game parlor).

[0453] Next, the main control CPU 600a performs timer subtraction processing of various timers (normal symbol fluctuation timer, normal symbol accessory timer, etc.) that manage the time of each game operation (step S212).

[0454] Next, the main control CPU 600a performs a random number management process (step S213). Specifically, the main control CPU 600a performs a process of updating random numbers for the normal symbols, special symbols, etc. used in the winning / losing lottery.

[0455] Next, the main control CPU 600a executes normal symbol processing (step S214). This normal symbol processing executes a lottery to determine whether the normal symbol will be selected, and determines the normal symbol variation pattern and the normal symbol stop display state based on the lottery result. Details of this processing will be described later.

[0456] Next, the main control CPU 600a executes a normal electric accessory management process (step S215). This normal electric accessory management process generates a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 3) required for the normal electric accessory release game to occur based on the lottery result of the normal symbol process (step S214).

[0457] Next, the main control CPU 600a executes special symbol processing (step S216). In this special symbol processing, a lottery is executed to determine whether the special symbol will be selected, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. The details of this processing will be described later.

[0458] Next, the main control CPU 600a executes a special electric accessory management process (step S217). In this special electric accessory management process, when the big win lottery result is a "big win" or a "small win", a setting process necessary for executing and controlling the winning game corresponding to that win is performed. At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 3) is also generated.

[0459] Next, the main control CPU 600a performs right-hit notification information management processing (step S218). This right-hit notification information management processing performs processing to display a "launch position guidance effect (right-hit notification effect)" that provides a right-hit instruction notification in situations where right-hit is advantageous, such as when the opening / closing member (not shown) of the electric chute (normal electric device) is in the open state, the time during which the guide member (not shown) is in the guide state is extended, or when the opening / closing door 46a is opened and the large prize opening (not shown) is opened. When a right-hit notification effect is performed, a command (effect control command DI_CMD) related to the right-hit notification effect is sent to the sub-control board 80 (sub-control CPU 800a) in this right-hit notification information management processing. In response to this, the sub-control CPU 800a sends to the VDP 803 a command list related to an image (video) that will display the determined stop pattern (normal pattern stop pattern) on the LCD display device 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to liquid crystal display device 41, causing liquid crystal display device 41 to display "Right hit" as shown in Figures 7(a)-(c), 8(a)-(d), 9(a)-(b), 10(a)-(c), 11(a)-(c), 12(a)-(c), 13(b-1), (b-2), (c-1), 14(a-1), (a-2), 15(a), and 16(a)-(d).

[0460] Next, the main control CPU 600a executes an LED management process (step S219).

[0461] Next, the main control CPU 600a performs solenoid management processing (step S222). At this time, the main control CPU 600a checks the signal related to the control of the normal electric role solenoid 45b2 (see FIG. 3) generated in the normal electric role management processing (step S215), and also checks the signal related to the control of the special electric role solenoid 46b (see FIG. 3) generated in the special electric role management processing (step S217). Then, based on this signal, the operation / stop of the normal electric role solenoid 45b2 or the special electric role solenoid 46b is controlled, and the opening / closing member (not shown) of the electric chute (normal electric role) is opened, and the time during which the guide member (not shown) is in the guide state is extended / not extended, or the opening / closing door 46a (see FIG. 2) is operated so that the large prize opening (not shown) is opened or closed.

[0462] Next, the main control CPU 600a performs an error management process (step S221). The error management process determines whether or not an abnormality has occurred inside the device, such as a stoppage of the supply of game balls, a jam of game balls, or a disconnection of the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a1 (see FIG. 3), the normal symbol start port switch 48a (see FIG. 3), the upper right general prize port switch 49a1 (see FIG. 3), the upper left general prize port switch 49b1 (see FIG. 3), the center left general prize port switch 49c1 (see FIG. 3), the lower left general prize port switch 49d1 (see FIG. 3), the outlet switch 50a (see FIG. 3), or the large prize port switch 46c (see FIG. 3). When an error occurs (including when the cheating detection board 55 detects cheating by a player), a command (presentation control command DI_CMD) corresponding to the error is sent to the sub-control board 80. In response to this, the sub-control CPU 800a sends a command list related to the image (video) to be displayed as an error display to the VDP 803. The VDP 803 then generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, causing the liquid crystal display device 41 to display an error as described with reference to FIG. 14. When an error other than the one detected by the cheating detection board 55 is cleared, the main control CPU 600a sends a command (presentation control command DI_CMD) corresponding to the error clearance to the sub-control board 80.

[0463] Incidentally, this error management process will be processed even if the game stop flag is set to 5AH (step S202:=5AH) as shown in Figure 41. This is because even if the game is stopped, it is necessary to notify about specific errors as explained with reference to Figure 14, so the error management process is executed.

[0464] Next, the main control CPU 600a executes a prize ball management process (step S222). This prize ball management process outputs a payout control command PAY_CMD to cause the payout control board 70 (see FIG. 3) to perform a payout operation. Also, in this prize ball management process, the main control CPU 600a transmits a planned number of balls to be acquired command (presentation control command DI_CMD) to the sub-control board 80. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) for displaying the planned number of balls to be acquired on the liquid crystal display device 41. As a result, the VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the expected number of balls to be acquired is displayed on the liquid crystal display device 41 as shown in Figures 8(a) to (d), 9(a) to (b), 10(a) to (c), 11(a) to (d), 12(a) to (d), 13(b-1), (b-2), (c-1), 15(a), and 16(a) to (d).

[0465] As shown in Figure 41, this prize ball management process is performed even if the game stop flag is set to 5AH (step S202: = 5AH). Therefore, even when game play is stopped, the payout / launch control board 70 executes the payout of game balls related to prize balls that have not yet been paid out. This prevents game play from being stopped due to a game stop, allowing appropriate processing to be performed before and after the forced termination without affecting other game-related control. Furthermore, this allows the random number update process by the random number circuit, the random number acquisition process, and the update of the start-up reserve ball count to be performed in the same way as before the difference balls reached 95,000. This eliminates the need to separate processing for when the difference balls reach 95,000 and when they do not during a jackpot game, thereby reducing the processing burden.

[0466] Next, the main control CPU 600a executes an external terminal management process (step S223). In this external terminal management process, predetermined game information such as the number of wins during a winning game, the number of times a special symbol changes, information on the detection of a winning ball entering a winning slot, information on the time-shortened game state, and security information is output from an external terminal (not shown) to a hall computer (not shown) used for managing the game island in the game parlor.

[0467] Next, the main control CPU 600a reads out a program stored in the out-of-use area program area 600be of the main control ROM 600b shown in FIG. 4(b), and performs out-of-use area processing (step S224).

[0468] <Main control: Explanation of processing outside the area of ​​use> Here, the processing outside the used area will be explained in detail using Figure 48. As shown in Figure 48, the main control CPU 600a saves all registers to the stack area 600cg outside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S500), and saves the stack pointer during normal processing to the RAM area 600ca inside the used area of ​​the main control RAM 600c (see Figure 4(a)) (step S501).

[0469] Next, the main control CPU 600a sets a stack pointer address for use outside the used area in the stack pointer inside the main control CPU 600a (step S502).

[0470] Next, the main control CPU 600a performs a prize ball winning number management process 2 (step S503). In this prize ball winning number management process 2, a process is performed to display the performance display value calculated in the prize ball winning number management process 1 in step S56 shown in Fig. 34 on the measurement / setting display device 610 (see Fig. 3).

[0471] Next, the main control CPU 600a performs out-of-use area LED update processing (step S504).

[0472] Next, the main control CPU 600a stores input flags, which are detection information for switches outside the usage area such as the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a1 (see Figure 3), the normal pattern start port switch 48a (see Figure 3), the upper right general prize port switch 49a1 (see Figure 3), the upper left general prize port switch 49b1 (see Figure 3), the middle left general prize port switch 49c1 (see Figure 3), the lower left general prize port switch 49d1 (see Figure 3), the outlet switch 50a (see Figure 3), and the large prize port switch 46c (see Figure 3), in the outside usage area RAM area 600ce (see Figure 4(a)) of the main control RAM 600c (step S505). The switches described above are the same switches detected in the switch input management process (S211) of the timer interrupt process shown in Figure 41, but in this process, they are stored in an out-of-use RAM area 600ce (see Figure 4(a)) of the main control RAM 600c, which is different from the main control RAM 600c within the use area for ball difference counts, etc. This is because the data used in the out-of-use area process must use the out-of-use main control RAM 600c prepared separately from the in-use main control RAM 600c.

[0473] Next, the main control CPU 600a executes suppression device counting processing (step S506).

[0474] <Main control: Explanation of suppression device counting process> Here, the suppression device counting process will be explained in detail with reference to Fig. 49. As shown in Fig. 49, the main control CPU 600a acquires the suppression device operation flag stored in the out-of-use RAM area 600ce and checks the value (step S600). If the suppression device operation flag is set to 5AH (step S600:=5AH), the main control CPU 600a determines that the suppression device (saving function) is operating and ends the suppression device counting process.

[0475] On the other hand, if the suppression device activation flag is not set to 5AH (step S600: ≠ 5AH), the main control CPU 600a sets the lower two bytes of the three-byte difference ball counter stored in the RAM area outside the use area 600ce to the two-byte BC register (step S601).

[0476] Next, the main control CPU 600a sets the third byte of the three-byte difference ball counter stored in the out-of-use RAM area 600ce to the one-byte A register (step S602).

[0477] Next, the main control CPU 600a checks the set values ​​of the BC register and the A register (step S603). If neither is 0 (step S603: NO), the main control CPU 600a subtracts the number of outs from the difference ball counter (step S604). Specifically, in the process of step S505 shown in FIG. 48, the main control CPU 600a reads the ON signal of the outlet switch 50a (see FIG. 3) stored in the extra-use RAM area 600ce (see FIG. 4(a)) of the main control RAM 600c, and subtracts the number from the difference ball counter. Note that, as shown in step S600 shown in FIG. 49, if the difference ball counter reaches 95,000 during a jackpot game, the difference ball counter is not counted. In other words, if this process is not performed, when the difference ball counter reaches 95,000 and the player then uses the launch handle 16 to launch game balls into the game area 40, the difference ball counter will perform a subtraction count for the number of balls launched. If this happens, the difference ball counter will fall below 95,000, and the suppression device (saving function) will be deactivated. If the player wins a prize ball again and the difference ball counter reaches 95,000, the suppression device (saving function) will be activated again.

[0478] However, if such a situation occurs, the player will be very confused, so in order to avoid such a situation, in this embodiment, when the difference ball counter reaches 95,000 during a jackpot game, the difference ball counter is not counted. Specifically, when the difference ball counter reaches 95,000, the suppression device activation flag is set to 5AH, that is, the suppression device activation flag is turned ON, and the difference ball counter is not counted from that point on.

[0479] Therefore, by doing this, it is possible to provide a gaming machine that is equipped with the functions that players desire, thereby providing gaming content that satisfies players, and thereby providing a gaming machine with a variety of presentations.

[0480] On the other hand, if both are 0 (step S603: YES), the main control CPU 600a determines that the value of the difference ball counter is 0, does not perform the processing of step S604 (does not subtract from the value of the difference ball counter), and proceeds to the processing of step S605.

[0481] Next, the main control CPU 600a adds the number of prize balls to the difference ball counter (step S605). Specifically, in the processing of step S505 shown in Fig. 48, the main control CPU 600a reads out the ON signals of the special symbol 1 start port switch 44a (see Fig. 3), the special symbol 2 start port switch 45a1 (see Fig. 3), the upper right general prize port switch 49a1 (see Fig. 3), the upper left general prize port switch 49b1 (see Fig. 3), the middle left general prize port switch 49c1 (see Fig. 3), the lower left general prize port switch 49d1 (see Fig. 3), and the large prize port switch 46c (see Fig. 3), which are stored in the RAM area 600ce outside the use area of ​​the main control RAM 600c (see Fig. 4(a)), calculates the number of prize balls corresponding to these switches, and then adds the number of prize balls to the difference ball counter.

[0482] Next, the main control CPU 600a checks whether the third byte of the difference ball counter is 00H (step S606). If the third byte of the difference ball counter is 00H (step S606: YES), the difference ball counter has clearly not reached 90000 (015F90H), so there is no need to perform a comparison process, and the main control CPU 600a ends the suppression device counting process.

[0483] On the other hand, if the third byte of the ball difference counter is not 00H (step S606: NO), the main control CPU 600a performs a subtraction process to compare the lowest two bytes of the ball difference counter with the lowest two bytes of the second reference value (95000 (017318H)) (step S607). At this time, if the "lowest two bytes of the ball difference counter - the lowest two bytes of the second reference value (95000 (017318H))" does not exceed 0, the main control CPU 600a determines that the ball difference counter is not equal to or greater than the second reference value (step S607: NO) and ends the suppression device counting process.

[0484] On the other hand, if the "lower two bytes of the difference ball counter - the lower two bytes of the second reference value (95000 (017318H))" exceeds 0, the main control CPU 600a determines that the difference ball counter is greater than or equal to the second reference value (step S607: YES), and sets the suppression device activation flag stored in the RAM area 600ce outside the used area to 5AH (step S608).

[0485] Next, the main control CPU 600a acquires the special symbol big win activation flag and the special symbol small win activation flag stored in the RAM area 600ca in the use area and checks the values ​​(step S609). If neither the special symbol big win activation flag nor the special symbol small win activation flag is set to 5AH (step S609: NO), the main control CPU 600a determines that neither a big win game nor a small win game is in progress, and ends the s...

Claims

[Claim 1] an out number detection means for detecting game balls that are launched into the game area or discharged from the game area to the outside of the game area; a winning number detection means for detecting game balls that have passed through the winning opening; a counter that counts the number of outs based on the detection result of the out number detection means and the number of game values ​​based on the detection result of the win number detection means; a game operation stopping means for stopping a game operation when the counting counter exceeds a predetermined value; an advance notification means for notifying advance information regarding a game operation stop state when the counting counter exceeds a specific value that is a stage before the counting counter exceeds a predetermined value; a stop notification means for notifying game stop advance information indicating that the game operation will be stopped when the winning game is finished when the counting counter exceeds a predetermined value during the winning game in which the advance notification means is notifying game stop advance information regarding the game operation stop state; and a display means for displaying the number of winnings that changes according to the number of winning game values ​​during a winning game; When the counting counter exceeds a predetermined value during a winning game, the game operation is stopped by the game operation stopping means when the winning game ends, while during the winning game, after the counting counter exceeds the predetermined value, the player can acquire a game value based on a new detection result of the winning number detection means; The display means is capable of displaying a game value acquisition forecast indicating that there is a high possibility that a winning game will be executed again after the winning game has ended, When the number of game values ​​represented by the acquisition number display displayed on the display means becomes greater than the number of game values ​​up to the game operation stop state represented by the game stop advance information, the game operation may be transitioned to a state in which the game operation is stopped by the game operation stop means, and in this case, it is possible to transition to a state in which the game operation is stopped before the player acquires the game value represented by the game value expected acquisition display, The display means Even if the stop informing means informs that the game operation is to be stopped, the game machine does not change the display of game value acquisition schedule indicating that there is a high possibility that a winning game will be executed again after the winning game ends, but changes the display of the number of acquisitions acquired by the player.

Citation Information

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