Gaming machine

JP7898215B2Active Publication Date: 2026-07-31KYORAKU IND CO LTD
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KYORAKU IND CO LTD
Filing Date
2025-08-07
Publication Date
2026-07-31

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、遊技者の興趣を向上できる。

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game.SOLUTION: A game machine 1 performs determination on the basis of satisfaction of a start condition in which game balls enter a first start pocket 45 or a second start pocket 47, and can execute a special game advantageous to a player when a variation display of a pattern executed based on the determination becomes a predetermined, special result. The game machine 1 performs a game by shifting among multiple kinds of game states such as a game state executable after execution of a special game and a game state executable on the basis of satisfaction of a predetermined condition for displaying a predetermined losing pattern.SELECTED DRAWING: Figure 1
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Description

Technical Field

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

Background Art

[0002] In conventional gaming machines, based on determination information obtained based on winning of a game medium in a start area, it is generally determined whether to execute a jackpot game advantageous to the player, and a game effect corresponding to the result of the determination is executed (see, for example, Patent Document 1).

[0003] Among such gaming machines, there are those provided with a main control board that controls the progress of the game and a sub-control board that controls the game effects based on signals (commands) from the main control board.

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] It is required that a gaming machine improves the interest of the game by effects executed on a liquid crystal screen.

[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the interest of the game.

Means for Solving the Problems

[0007] The gaming machine 1 disclosed herein is a gaming machine capable of performing special games (jackpot games), comprising: a main control means (main control board 110) capable of controlling the progress of the game; an effect control means (effect control board 130) capable of controlling effects in accordance with predetermined signals from the main control means; and a variation display execution means (main control board) capable of acquiring judgment information based on the fulfillment of start conditions (entry into the first start gate, entry into the second start gate, entry into special 1, entry into special 2) and executing a variation display of symbols based on the judgment of the judgment information. A pre-determination means (main control board) that pre-determines the determination information before the aforementioned determination, The system includes a predetermined game state (normal game state) and a state control means (main control board) capable of controlling the game state to a specific game state (first advantageous game state, second advantageous game state, third advantageous game state) that is more advantageous to the player than the predetermined game state, wherein when the performance control means receives a specific signal (special symbol hold number specification command when increasing) from the main control means that will increase the amount of hold information that has not yet been displayed, it is possible to increase the amount of hold information displayed on the display means (increase the number of hold icons), and when the performance control means successfully receives one of the specific signals (special symbol hold number specification commands when increasing) from the main control means and increases the amount of hold information by one, it is possible to increase the amount of hold information displayed in the first time (for example, 10 frames), and when a communication error occurs between the main control means and the performance control means, the performance control means cannot successfully receive multiple specific signals from the main control means. If, after the communication anomaly is resolved and the specific signal 1 that increases the number of pending information is successfully received, at least predetermined pending information is displayed in a second time (e.g., 1 frame) shorter than the first time, and the specific game state includes a first specific game state (first advantageous game state) that is more advantageous to the player than the predetermined game state, and a second specific game state (second advantageous game state, third advantageous game state) that is more advantageous to the player than the predetermined game state and different from the first specific game state, and when the specific game state ends, predetermined information (result screen) related to the game result can be displayed, and when the first specific game state (first advantageous game state) ends, the predetermined information can be displayed, while when the second specific game state (second advantageous game state, third advantageous game state) ends, the predetermined information can be displayed If the performance control means successfully receives the specific signal 1 from the main control means which increases the number of held information by one, the increase display performance is executed once. If the performance control means fails to successfully receive the specific signal 1 from the main control means which increases the number of held information by one, but subsequently successfully receives the specific signal 1 which increases the number of held information by multiple times, the increase display performance based on the specific signal 1 is executed without being executed multiple times. If a signal indicating the result of the pre-determination is received, a pre-read performance that makes the user anticipate the execution of the special game can be executed. If the performance control means successfully receives the specific signal 1 and the number of held information increases by multiple times, the execution of the pre-read performance targeting the held information for which the specific signal was not successfully received among the increased held information is restricted, while the execution of the pre-read performance targeting the held information for which the specific signal was successfully received among the increased held information is possible. It is characterized by the following: [Effects of the Invention]

[0008] According to the present invention, the enjoyment of the game can be enhanced. [Brief explanation of the drawing]

[0009] [Figure 1] This is a diagram showing an example of a front view of a gaming machine. [Figure 2] This is a diagram showing an example of a block diagram of an entire gaming machine. [Figure 3] This diagram shows the main processing on the main control board. [Figure 4] This diagram shows the timer interrupt processing on the main control board. [Figure 5] This diagram shows the input control processing on the main control board. [Figure 6] This diagram shows the input processing for the first start port detection switch on the main control board. [Figure 7] This diagram shows the special electrical control processing on the main control board. [Figure 8] This diagram shows the types of commands transmitted from the main control board to the performance control board. [Figure 9] This diagram shows the types of commands transmitted from the main control board to the performance control board. [Figure 10] This diagram shows the main processing in the performance control unit. [Figure 11] This diagram shows the timer interrupt processing in the performance control unit. [Figure 12] This diagram shows the customer waiting animation processing in the performance control unit. [Figure 13] This figure shows an example of a demo waiting time determination table. [Figure 14] This diagram shows the pre-reading-based performance processing in the performance control unit. [Figure 15] This diagram shows the icon change animation determination process in the performance control unit. [Figure 16] This figure shows an example of a table for determining the final display mode of icons. [Figure 17]It is a diagram showing an example of a change scenario determination table. [Figure 18] It is a diagram showing the icon display mode update process in the production control unit. [Figure 19] It is a diagram showing an example of a change pattern determination table for the hold icon. [Figure 20] It is a diagram showing an example of a one-step change pattern determination table for the icon. [Figure 21] It is a diagram showing an example of a two-step change pattern determination table for the icon. [Figure 22] It is a diagram showing an example of the icon change pattern determination table for power failure. [Figure 23] (a) is a diagram showing the relationship between the hold icon display mode and the occurrence frequency of the change production occurrence timing, (b) is a diagram showing the relationship 1 between the change production type and the occurrence frequency of the change production occurrence timing, (c) is a diagram showing the relationship 2 between the change production type and the occurrence frequency of the change production occurrence timing, and (d) is a diagram showing the relationship between the icon display mode and the notification sound at the time of icon occurrence (change). [Figure 24] It is a diagram showing the continuous notice production determination process in the production control unit. [Figure 25] It is a diagram showing an example of a notice scenario determination table. [Figure 26] It is a diagram showing the continuous notice production execution process in the production control unit. [Figure 27] It is a diagram showing an example of an alternative notice pattern determination table. [Figure 28] It is a diagram showing the lamp change production execution process in the production control unit. [Figure 29] It is a diagram showing the jackpot notice production determination process in the production control unit. [Figure 30] It is a diagram showing an example of a jackpot notice determination table. [Figure 31] It is a diagram showing the main process in the overall control unit. [Figure 32] It is a diagram showing the command reception interrupt process in the overall control unit. [Figure 33]This diagram shows the V-blank interrupt processing in the central control unit. [Figure 34] This is the timing chart 1 for the change animation when a prize is won. [Figure 35] This is the timing chart 2 for the change animation when a prize is won. [Figure 36] This diagram shows an example of the animation that changes when a prize is won. [Figure 37] This is timing chart 1 for normal change pattern 01. [Figure 38] This is timing chart 2 for normal change pattern 01. [Figure 39] This diagram shows an example of the Normal Change Pattern 01. [Figure 40] This is timing chart 1 for character action change pattern 01. [Figure 41] This is the timing chart 2 for character action change pattern 01. [Figure 42] This diagram shows an example of the character behavior change pattern 01. [Figure 43] This figure is a continuation of Figure 42. [Figure 44] This figure shows the timing chart 1 for pattern change 01. [Figure 45] This figure shows the timing chart 2 for pattern change 01. [Figure 46] This figure shows an example of the effect of pattern 01, where the pattern changes. [Figure 47] This figure is a continuation of Figure 46. [Figure 48] This is a timing chart showing when the variation animation starts from the customer waiting state. [Figure 49] This diagram shows an example of a gameplay sequence where a variation animation begins from a waiting state. [Figure 50] This figure is a continuation of Figure 49. [Figure 51] This is a timing chart showing when the number of reserved balls increases during the fluctuation animation. [Figure 52] This figure shows an example of a performance where the number of reserved balls increases during a variation performance. [Figure 53] This chart shows the timing of the increase in the number of pending items immediately after a decrease. [Figure 54] This figure shows an example of a presentation where the number of pending items decreases and then immediately increases. [Figure 55] This is a timing chart showing when the number of reserved balls increases during specific reach animations. [Figure 56] This figure shows an example of a sequence where the number of reserved balls increases during a specific reach sequence. [Figure 57] This is a timing chart showing how the number of reserved balls increases or decreases before and after the end of a specific game state. [Figure 58] This diagram shows an example of a gameplay sequence where the number of reserved balls increases or decreases before and after the end of a specific game state. [Figure 59] This figure is a continuation of Figure 58. [Figure 60] This diagram shows the initial processing of the special feature in the lamp / drive control unit. [Figure 61] This diagram shows the origin return process in the lamp / drive control unit. [Figure 62] This diagram shows the initial operation process in the lamp / drive control unit. [Figure 63] This figure shows an example of a table for determining the initial operation pattern of the game board's special features. [Figure 64] This figure shows an example of a table for determining the initial operation pattern of a frame mechanism. [Figure 65] This figure shows a timing chart for a specific example of when commands cannot be received correctly. [Figure 66] This figure shows an example of the visual presentation in specific case 1 where a command cannot be received successfully. [Figure 67] This figure shows timing charts for specific examples 2-4 of cases where commands cannot be received correctly. [Figure 68] This figure shows an example of the presentation in specific example 2 of when a command cannot be received successfully. [Figure 68-1] This figure shows a modified example of the presentation in Specific Example 2, which illustrates the case where a command cannot be received successfully. [Figure 69]This figure shows an example of the presentation in specific example 3 of when a command cannot be received successfully. [Figure 69-1] This figure shows a modified example of the presentation in Specific Example 3, which illustrates the case where a command cannot be received successfully. [Figure 70] This figure shows an example of the presentation in specific example 4, where a command cannot be received successfully. [Figure 70-1] This figure shows a modified example of the presentation in Specific Example 4, which illustrates the case where a command cannot be received successfully. [Figure 71] This figure shows timing charts for specific examples 5-7 of cases where commands cannot be received correctly. [Figure 72] This figure shows an example of the presentation in specific example 5, where a command cannot be received successfully. [Figure 72-1] This figure shows a modified example of the presentation in Specific Example 5, which illustrates the case where a command cannot be received successfully. [Figure 73] This figure shows an example of the presentation in specific example 6, where a command cannot be received successfully. [Figure 73-1] This figure shows a modified example of the presentation in specific example 6, which illustrates the case where a command cannot be received successfully. [Figure 74] This figure shows an example of the presentation in specific example 7, where a command cannot be received successfully. [Figure 74-1] This figure shows a modified example of the presentation in Specific Example 7, which illustrates the case where a command cannot be received successfully. [Figure 75] This figure shows a timing chart for specific example 8 where commands cannot be received correctly. [Figure 76] This figure shows an example of the presentation in specific example 8, where a command cannot be received successfully. [Figure 76-1] This figure shows a modified example of the presentation in Specific Example 8, which illustrates the case where a command cannot be received successfully. [Figure 77] This figure shows a timing chart for specific example 9 of when commands cannot be received correctly. [Figure 78] This figure shows an example of the presentation in specific example 9, where a command cannot be received successfully. [Figure 79] This figure shows timing charts for specific examples 10-12 of cases where commands cannot be received correctly. [Figure 80] This figure shows an example of the presentation in specific example 10 of when a command cannot be received successfully. [Figure 81] This figure shows an example of the presentation in specific example 11 of when a command cannot be received successfully. [Figure 82] This figure shows an example of the presentation in specific example 12 of when a command cannot be received successfully. [Figure 83] This figure shows timing charts for specific examples 13-15 of cases where commands cannot be received correctly. [Figure 84] This figure shows an example of the presentation in specific example 13 of when a command cannot be received successfully. [Figure 85] This figure shows an example of the presentation in specific example 14 of when a command cannot be received successfully. [Figure 86] This figure shows an example of the presentation in specific example 15 of when a command cannot be received successfully. [Figure 87] This figure shows a timing chart for specific example 16 of when commands cannot be received correctly. [Figure 88] This figure shows an example of the presentation in specific example 16 of when a command cannot be received successfully. [Figure 89] This figure shows a timing chart for specific example 17 of when commands cannot be received correctly. [Figure 90] This figure shows an example of the presentation in specific example 17 of when a command cannot be received successfully. [Figure 91] This figure shows a timing chart for specific example 18 of when commands cannot be received correctly. [Figure 92] This figure shows an example of the presentation in specific example 18 of when a command cannot be received successfully. [Figure 93] This figure shows the timing chart for specific example 1 of the image change effect. [Figure 94]This figure shows an example of the image change effect, specifically example 1. [Figure 95] This figure shows the timing chart for example 2 of the image change effect. [Figure 96] This figure shows an example of the second specific example of an image change effect. [Figure 97] This figure shows the timing chart for specific example 3 of the image change effect. [Figure 98] This diagram shows an example of the third specific example of an image change effect. [Figure 99] This figure shows the timing chart for specific example 4 of the image change effect. [Figure 100] This figure shows an example of the image change effect, specifically example 4. [Figure 101] This figure shows an example of an image change effect. [Figure 102] This figure shows an example of an image change effect. [Figure 103] This figure shows an example of an image change effect. [Figure 104] This figure shows an example of an image change effect. [Figure 105] This figure shows an example of an image change effect. [Figure 106] This figure shows an example of an image change effect. [Figure 107] This figure shows an example of an image change effect. [Figure 108] This figure shows the timing chart for specific example 1 when the conditions are not met in the performance control unit. [Figure 109] This diagram shows an example of the animation when the conditions are not met in the animation control unit. [Figure 110] This figure shows the timing chart for specific example 2 when the conditions are not met in the performance control unit. [Figure 111] This figure shows the timing chart for specific example 3, where the conditions are not met in the performance control unit. [Figure 112] This figure shows the timing chart for specific example 4, where the conditions are not met in the performance control unit. [Figure 113]This figure shows the timing chart for specific example 5, where the conditions are not met in the performance control unit. [Figure 114] This figure shows the timing chart for specific example 6, where the conditions are not met in the performance control unit. [Figure 115] This figure shows the timing chart for specific example 7, where the conditions are not met in the performance control unit. [Figure 116] This figure shows the timing chart for specific example 8, where the conditions are not met in the performance control unit. [Figure 117] This figure shows the timing chart for specific example 9 when the conditions are not met in the performance control unit. [Figure 118] This figure shows a timing chart for specific example 10 when the conditions are not met in the performance control unit. [Figure 119] This figure shows the timing chart for specific example 11 when the conditions are not met in the performance control unit. [Figure 120] This is timing chart 1 for when commands cannot be received successfully. [Figure 121] These are examples of visual effects for various timings in Timing Chart 1. [Figure 122] This is timing chart 2 for when commands cannot be received correctly. [Figure 123] This is example 1 of the effects at various timings in Timing Chart 2. [Figure 124] This is example 2 of the visual effects for various timings in Timing Chart 2. [Figure 125] This is timing chart 3 for when commands cannot be received successfully. [Figure 126] This is example 1 of the presentation at various timings in Timing Chart 3. [Figure 127] This is example 2 of the presentation at various timings in Timing Chart 3. [Figure 128] This is timing chart 4 for when commands cannot be received successfully. [Figure 129] These are examples of visual effects for various timings in Timing Chart 4. [Figure 130] This is timing chart 5 for when commands cannot be received successfully. [Figure 131] These are examples of visual effects for various timings in Timing Chart 5. [Figure 132] This is timing chart 6 for when commands cannot be received successfully. [Figure 133] These are examples of visual effects for various timings in Timing Chart 6. [Figure 134] This is timing chart 7 for when commands cannot be received correctly. [Figure 135] These are examples of visual effects for various timings in Timing Chart 7. [Figure 136] This is timing chart 8 for when commands cannot be received successfully. [Figure 137] These are examples of visual effects for various timings in Timing Chart 8. [Figure 138] This is timing chart 9 for when commands cannot be received successfully. [Figure 139] These are examples of visual effects for various timings in Timing Chart 9. [Figure 140] This is timing chart 10 for when commands cannot be received successfully. [Figure 141] These are examples of visual effects for various timings in Timing Chart 10. [Figure 142] This is variation 1 of the case where commands cannot be received successfully. [Figure 143] This is variation 2 of the case where commands cannot be received correctly. [Figure 144] This is variation 3 of the case where commands cannot be received successfully. [Figure 145] This is variation 4 of the case where commands cannot be received properly. [Figure 146] This is variation 5 of the case where commands cannot be received correctly. [Figure 147] This is variation 6 of the case where commands cannot be received properly. [Figure 148] This is variation 7 of the case where the command cannot be received properly. [Figure 149] This is example 13 of cases where commands cannot be received correctly. [Figure 150] This is example 14 of cases where commands cannot be received correctly. [Figure 151] This is example 15 of cases where commands cannot be received correctly. [Figure 152] This is example 16 of cases where commands cannot be received correctly. [Figure 153] This is example 17 of cases where commands cannot be received correctly. [Figure 154] This is example 18 of cases where commands cannot be received correctly. [Figure 155] This is example 19 of cases where commands cannot be received correctly. [Figure 156] This is 20 specific examples of when commands cannot be received correctly. [Figure 157] This figure shows an example of a front view of a gaming machine in the second embodiment. [Figure 158] This figure shows an example of a table for determining the winning performance pattern in the second embodiment. [Figure 159] This figure shows an example of a table for determining the initial operation pattern of the frame mechanism in the second embodiment. [Figure 160] This figure shows a timing chart for specific example 12 when the conditions are not met in the performance control unit. [Figure 161] This figure shows the timing chart for specific example 13 when the conditions are not met in the performance control unit. [Figure 162] This figure shows the timing chart for specific example 14 when the conditions are not met in the performance control unit. [Figure 163] This figure shows the timing chart for specific example 15 when the conditions are not met in the performance control unit. [Figure 164] This figure shows the relationship between an anomaly between the main control unit and the performance control unit and the anomaly notification (Figure 1). [Figure 165]This figure shows the relationship between an anomaly between the main control unit and the performance control unit and the anomaly notification (Figure 2). [Figure 166] This figure shows the relationship between an anomaly between the main control unit and the performance control unit and the anomaly notification. [Figure 167] This diagram shows the relationship between abnormalities between the main control unit and the production control unit and the demo screen. [Figure 168] This diagram shows the transition relationship between game states in Embodiment I. [Figure 169] This is a diagram showing examples of winning patterns. [Figure 170] This is a diagram showing examples of winning patterns. [Figure 171] This diagram shows an example of a losing combination of symbols. [Figure 172] This diagram shows an example of a losing combination of symbols. [Figure 173] This diagram shows the transition relationship between game states in Embodiment I. [Figure 174] This diagram shows the conditions related to the standard patterns. [Figure 175] This diagram shows the relationship between losing combinations and the destination. [Figure 176] This diagram shows the relationship between the game state and the base rate. [Figure 177] This diagram shows the relationship between the opening and closing of the prize slot and the notification. [Figure 178] This diagram shows the relationship between the opening and closing of the prize slot and the notification. [Figure 179] This diagram shows an example of a special production. [Figure 180] This diagram shows an example of a special production. [Figure 181] This diagram shows the relationship between the number of possible variations and the predetermined performance. [Figure 182] This diagram shows an example of the presentation in the first advantageous game state. [Figure 183] This diagram shows an example of the presentation in the first advantageous game state. [Figure 184] This diagram shows an example of the presentation in the first advantageous game state. [Figure 185] This diagram shows an example of the presentation in the first advantageous game state. [Figure 186]This diagram shows an example of the presentation in the first advantageous game state. [Figure 187] This diagram shows the transition relationship between game states in Embodiment II. [Figure 188] This diagram shows the relationship between a low-probability game state and a favorable state. [Figure 189] This diagram shows the relationship between losing combinations and the destination. [Figure 190] This diagram shows the flow of the game. [Figure 191] This diagram shows the relationship between the occurrence of losing symbols and the number of possible spins. [Figure 192] This diagram shows the relationship between the number of possible variations and the predetermined performance. [Figure 193] This diagram shows the relationship between the number of possible variations and the predetermined performance. [Figure 194] This diagram shows the relationship between the number of possible variations and the predetermined performance. [Figure 195] This figure shows examples of the presentation for the first low-probability game state and the second low-probability game state. [Figure 196] The figure shows an example of the initial roll of the dice. [Figure 197] This diagram shows the state when the power is off and when the power is turned on. [Modes for carrying out the invention]

[0010] (First Embodiment) The first embodiment of the present invention will be described in detail below with reference to the drawings.

[0011] (Composition of a gaming machine) First, the configuration of the gaming machine 1 will be explained using Figure 1. Figure 1 is an example of a front view of the gaming machine 1 in this embodiment.

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

[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, to which a decorative plate 2b is attached to the lower front surface, and is fixed to the island equipment of the amusement parlor via fastening members (for example, nails or fasteners).

[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 via a first hinge mechanism 6 at one end in the horizontal direction, and is rotatably supported with the first hinge mechanism 6 as the pivot point. Therefore, when the game board mounting frame 3 is rotated relative to the outer frame 2 like a door, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.

[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge mechanism 7 at one end in the horizontal direction, and is rotatably supported with the second hinge mechanism 7 as the pivot point. Therefore, by rotating the glass frame 4 relative to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed.

[0016] An opening 8 (window) is formed in the upper, approximately central part of the glass frame 4, opening in the front-to-back direction. A transparent member 8a (such as a glass plate or acrylic plate) is attached to cover the opening 8 from the rear, allowing the game area 5a to be viewed through the opening 8 and the transparent member 8a.

[0017] Around the opening 8 of the glass frame 4 are an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative lamps (LEDs), and a game ball dispensing device 100 which will be described later. The machine is equipped with an upper tray 11 for storing multiple game balls, such as those that have been played, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball channel described later, and a launching device 13 that allows for the operation of launching game balls.

[0018] The audio output devices 9 are installed at two points on the upper part of the glass frame 4 with gaps in between, and are designed to provide sound effects (music, voice) by outputting BGM (background music), SE (sound effects), etc. In addition, multiple frame lighting devices 10 are installed around the opening 8, and provide lighting effects by changing the direction of illumination and the color of light emitted by each lamp (LED). Furthermore, the frame lighting devices 10 are equipped with notification LEDs 10a that are controlled to light up / flash when the glass frame 4 is opened or when a dispensing abnormality, described later, occurs.

[0019] The upper tray 11 has a bottom surface of the game ball storage section 11a that slopes downward toward the direction of the launching device 13 (to the right), and a ball feeding solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feeding solenoid 11b, the ball feeding solenoid 11b operates to send the game balls out one by one toward the game board mounting frame 3.

[0020] Furthermore, on the front center of the upper tray 11, there are two sets of buttons, one on the left and one on the right, which function as input devices for making decisions and selections related to various effects described later: an effects button device 16 and a selection button device 18 (see Figure 1).

[0021] The performance button device 16 includes a performance button 17 (not shown) on which a decision operation (operation input) can be performed, a performance button detection switch 17a (see Figure 2) for detecting operations on the performance button 17, and a button drive device 17b (see Figure 2) for driving the performance button 17, allowing the player to input predetermined information to the gaming machine 1.

[0022] The effect button 17 is capable of performing effect illumination by lighting up the effect button LED (full color), which is part of the frame lighting device 10 (see Figure 2), in a predetermined light emission pattern. It is capable of performing effect operations by moving vertically between a standby position (origin position) located below and an effect position located above, by the driving force of the button drive motor, which is part of the button drive device 17b, and / or by vibrating in a predetermined vibration pattern, by the driving force of the button vibration motor, which is part of the button drive device 17b. The origin position is detected by a button position detection sensor (not shown).

[0023] The selection button device 18 is equipped with a directional pad 19 (not shown) that can be used to perform selection operations and other operations, and a directional pad detection switch 19a (see Figure 2) connected to the directional pad 19 for detecting operations performed on the directional pad 19, allowing the player to input predetermined information to the gaming machine 1.

[0024] Furthermore, a lending and returning operation unit 20 is provided on the right side of the upper tray 11, which allows for the lending of game balls and the return of storage media such as cards that store the remaining balance. When the lending button (not shown) on the lending and returning operation unit 20 is operated, the remaining balance stored in the storage media received by the ball dispensing machine (not shown), which is attached to the game machine 1, is deducted and game balls are lent out. When the return button (not shown) on the lending and returning operation unit 20 is operated, the storage media is returned from the ball dispensing machine (not shown).

[0025] Between the upper tray 11 and the lower tray 12, there is an overflow ball channel (not shown) that receives game balls that do not fit in the upper tray 11 and guides them to the lower tray 12. In addition, a tray full detection switch 32a (see Figure 2) is provided in the middle of the overflow ball channel to detect when the lower tray 12 is full of game balls, and when the tray full detection switch 32a detects that the lower tray 12 is full, While the player is present, the payout of game balls by the game ball dispensing device 100, described later, is stopped.

[0026] The launching device 13 includes a base 14 fixed to the glass frame 4, a launching handle 15 rotatably mounted on the base 14, a touch sensor 15a (see Figure 2) that detects when the player's hand is touching the launching handle 15, a launching volume 15b (see Figure 2) consisting of a variable resistor whose resistance changes depending on the rotation angle of the launching handle 15, and a handle light-emitting device 15c for illuminating the launching handle 15 in a predetermined manner. When the touch sensor 15a detects that the player's hand is touching the launching handle 15, the ball-feeding solenoid 11b is activated and game balls are dispensed one by one.

[0027] The handle light-emitting device 15c forms the front part of the firing handle 15 and is formed in a dome shape that bulges forward. Multiple LEDs are arranged in an internal space defined by a light-transmitting lens member. When these LEDs emit light, it is possible to perform a lighting effect that illuminates the firing handle 15 in a predetermined manner.

[0028] The game board mounting frame 3 is provided with a game board mounting section 25 for mounting the game board 5, a launching device 26 for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a for detecting the opening (opening and closing) of the glass frame 4.

[0029] The game board mounting section 25 is formed as a recessed chamber with an opening at the front, located approximately in the center near the top of the game board mounting frame 3, allowing the game board 5 to be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting section 25, and various devices and other equipment installed on the back side of the game board 5 face the rear of the game machine 1 through this opening.

[0030] The launching device 26 includes a launching member 28 for launching game balls, a launching solenoid 28b (see Figure 2) for driving the launching member 28, a launching rail 29 that slopes upward from the launching member 28 toward the lower left end of the game board, and a stopper 30 that holds the game ball A at the launching position, which is the lower end of the inclined launching rail 29. When the game ball sent out by the ball feeding solenoid 11b is received at the launching position, the game ball A is launched toward the game area 5a by the operation of the launching member 28.

[0031] The locking mechanism 27 is located on the right side of the game board mounting section 25, with the front end of the cylinder, where the keyhole is formed, exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the lock on the game board mounting frame 3 is released, allowing the game board mounting frame 3 to be opened and closed. When rotated in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.

[0032] Near the outer edge of the game board 5, there is a curved inner rail 35, a curved outer rail 36 located outside the inner rail 35, and a guide member 37 that guides the game balls toward the center of the game area 5a. Between the inner rail 35 and the outer rail 36, there is a launch ball guide path 38 that guides the game balls launched by the launching device 26 to the upstream part of the game area 5a. In addition, at the downstream end of the game area 5a, there is an outlet 39 that guides the game balls that have flowed down to the outside of the game area (the collection section of the game board mounting frame 3).

[0033] Approximately in the center of the game area 5a, a frame-shaped decorative frame 40, known as a center case, is provided to restrict the entry of game balls into the interior, and a performance space 40a is formed inside the decorative frame 40. Furthermore, a warp device 41 is provided on the side of the decorative frame 40 to introduce game balls flowing down the game area 5a into the decorative frame 40, and a stage section is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the decorative frame 40 by the warp device 41 and cause them to flow downwards from the decorative frame 40. 42 is provided.

[0034] At the bottom of the game area 5a, there are several (four in this embodiment) general prize slots 43 into which game balls can be entered at any time, spaced apart from each other. When a game ball that has entered one of these general prize slots 43 is detected by the general prize slot detection switch 43a (see Figure 2), a predetermined number of game balls (for example, 10) are dispensed as prize balls from the game ball dispensing device 100 (not shown) into the upper tray 11.

[0035] On both sides of the game area 5a (left area and right area), there are regular symbol gates 44 (regular symbol starting areas) through which game balls can pass. When a game ball that has passed through one of these regular symbol gates 44 is detected by the gate detection switch 44a (see Figure 2), a regular symbol winning lottery (auxiliary game determination) is conducted. The regular symbol winning lottery will be described later.

[0036] Below the game area 5a, directly beneath the stage area 42, is a first start opening 45 (special symbol start area) into which game balls can be entered at any time. When a game ball that has entered this first start opening 45 is detected by the first start opening detection switch 45a (see Figure 2), a predetermined number of game balls (for example, 3 balls) are dispensed as prize balls from the game ball dispensing device 100 into the upper tray 11. In addition to the dispensing of prize balls, a jackpot lottery (special game determination) for the first special symbol (identification information), which will be described later, is also performed.

[0037] Below the first starting opening 45, there is a variable starting unit 46 that, based on the fulfillment of predetermined conditions (winning the lottery for a regular symbol), is converted from a closed state (basic state) in which it is impossible or difficult for the game ball to enter (enter), to an open state (special state) in which it is possible or easy for the game ball to enter (enter).

[0038] The variable starting unit 46 is provided with a second starting port 47 (special starting area) into which a game ball can be entered, a second starting port detection switch 47a (see Figure 2) for detecting when a game ball enters the second starting port 47, a movable member 48 for converting (variably changing) the second starting port 47 between a closed state and an open state, and a second starting port opening / closing solenoid 48b (see Figure 2) for converting the movable member 48 between open and closed states. When the second starting port 47 is in the closed state, it is impossible or difficult for a game ball to enter, and when the second starting port 47 is in the open state, it is possible or easy for a game ball to enter.

[0039] Furthermore, when a game ball that has entered the second starting port 47 is detected by the second starting port detection switch 47a, a predetermined number of game balls (for example, 3 balls) are dispensed from the game ball dispensing device 100 as prize balls into the upper tray 11. In addition to the dispensing of prize balls, a jackpot lottery (special game determination) for the second special symbol (identification information), which will be described later, is also performed.

[0040] Between the first start port 45 and the variable start unit 46, there is a prize port lamp NR (not shown) for illuminating the area around the first start port 45 and the variable start unit 46 in a predetermined manner. By illuminating this lamp with a panel lighting device 76 having multiple lamps (full-color LEDs, etc.), it is possible to perform a lighting effect.

[0041] Above the guide member 37 and downstream of the right-side general gate 44, there is a variable prize entry section 49 that, based on the fulfillment of predetermined conditions (winning the special prize lottery), is converted from a closed state (basic state) in which game balls cannot be entered (entered) to an open state (special state) in which game balls can be entered (entered).

[0042] The variable prize section 49 includes a large prize opening 50 into which game balls can be awarded (entered), and a large prize opening detection switch 50a (see Figure 2) for detecting when a game ball enters the large prize opening 50. An opening / closing member 51 is provided to convert (variably) the prize entry opening 50 between a closed state and an open state, and a large prize entry opening opening / closing solenoid 51b is provided to convert the opening / closing of the opening / closing member 51. When the large prize entry opening 50 is in the closed state, it is impossible or difficult for the game ball to enter, and when the large prize entry opening 50 is in the open state, it is possible or easy for the game ball to enter.

[0043] Furthermore, when a game ball that has entered the large prize slot 50 is detected by the large prize slot detection switch 50a, a predetermined number of game balls (for example, 15 balls) are dispensed from the game ball dispensing device 100 as prize balls into the upper tray 11.

[0044] On the back of the game board 5, there is an out ball channel that receives and collects game balls that enter the general prize entry port 43, the first start port 45, the second start port 47, and the large prize entry port 50 and are detected by the general prize entry port detection switch 43a, the first start port detection switch 45a, the second start port detection switch 47a, and the large prize entry port detection switch 50a, as well as game balls that flow into the out port 39, and allows them to flow down. An out ball detection switch 52a is provided at the downstream end of the out ball channel. Game balls that flow down this out ball channel and are detected by the out ball detection switch 52a are discharged from the discharge port on the back of the game machine 1 to the outside of the game machine 1 (island equipment).

[0045] Outside the game area 5a, there is a main information display device 59 consisting of a first special symbol indicator 60, a second special symbol indicator 61, a regular symbol indicator 62, a first special symbol hold indicator 63, a second special symbol hold indicator 64, a regular symbol hold indicator 65, a round number indicator 66 (see Figure 2) that displays the number of rounds when a jackpot game (special game mode), described later, is executed, a right-shoot indicator 67 (see Figure 2) that prompts the player to shoot game balls towards the right side of the game area 5a during a jackpot game (special game) or a time-saving game mode, and a status confirmation indicator 68 (see Figure 2) that indicates whether the game is set to a setting change mode or a setting confirmation mode, described later.

[0046] Furthermore, a sticker displaying the probability of winning is affixed near the main information display device 59 (not shown). This sticker displays the probability of winning a jackpot (1 / 285 to 1 / 300) and the setting value (4 to 1) for the gaming machine 1 of this embodiment. Note that the placement of this sticker 200 is just an example and is not limited to the vicinity of the main information display device 59; it can be placed anywhere on the front (surface) of the gaming machine 1.

[0047] The first special symbol indicator 60 is a variable indicator for displaying (notifying) the result of the first special symbol jackpot lottery, which is conducted on the condition that a game ball enters the first start opening 45; the second special symbol indicator 61 is a variable indicator for displaying (notifying) the result of the second special symbol jackpot lottery, which is conducted on the condition that a game ball enters the second start opening 47; and the regular symbol indicator 62 is a variable indicator for displaying (notifying) the result of the regular symbol winning lottery, which is conducted on the condition that a game ball enters the regular symbol gate 44.

[0048] The jackpot lottery for the first special symbol involves obtaining a random value for jackpot determination (determination information) when a game ball enters the first start opening 45, and comparing the obtained random value for jackpot determination with the jackpot determination value to determine whether or not it is a "jackpot." When the jackpot lottery for the first special symbol is conducted, the first special symbol indicator 60 displays the variation of the first special symbol, and after a predetermined time has elapsed, the first special symbol is displayed as stopped to indicate the lottery result. In other words, the display of the first special symbol as stopped indicates the lottery result.

[0049] The second special symbol jackpot lottery refers to the process of obtaining a random value for jackpot determination (determination information) when a game ball enters the second start gate 47, and comparing the obtained random value for jackpot determination with the jackpot determination value to determine whether or not it is a "jackpot". When the second special symbol jackpot lottery is conducted, the second special symbol display 61 will show the fluctuation table for the second special symbol. The display is shown, and after a predetermined time has elapsed, the second special symbol indicating the lottery result is displayed. In other words, the display of the second special symbol indicates the lottery result.

[0050] The first special symbol indicator 60 and the second special symbol indicator 61 are each composed of multiple LEDs, and the LEDs of the corresponding indicators flash at predetermined intervals or in a predetermined sequence when displaying the variation of each special symbol. When a special symbol is stopped, the LEDs light up in a manner that indicates the result of each jackpot lottery (jackpot manner, losing manner).

[0051] In this embodiment, "jackpot" refers to the state in which the right to perform a jackpot game (special game) is acquired in the jackpot lottery (special game determination) for the first special symbol or the jackpot lottery (special game determination) for the second special symbol. "Jackpot game" refers to the state in which a round game in which the large prize pocket 50 is opened in a predetermined manner is performed a predetermined number of times (for example, 4 times or 15 times).

[0052] In this game, the maximum number of times the large prize slot 50 opens and the maximum opening time for each round are predetermined. However, even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 9 balls) enter the large prize slot 50, one round of game ends. In other words, a "jackpot game (special game)" is a game state that is advantageous to the player, making it easier for the player to win prize balls. In this embodiment, it is possible to generate any of several types of jackpot games, each with a different degree of advantage for the player, which will be explained in more detail later.

[0053] The lottery for winning with a regular symbol involves obtaining a random value for determining a win when a game ball passes through the regular symbol gate 44, and comparing the obtained random value with the win determination value to determine whether or not it is a "win". When a lottery for winning with a regular symbol is held, the regular symbol display unit 62 displays the regular symbol in a changing pattern, and after a predetermined time has elapsed, the regular symbol stops to indicate the lottery result. In other words, the display of the regular symbol stops serves as notification of the lottery result.

[0054] The regular symbol display unit 62 is composed of one or more LEDs, and the LEDs flash at predetermined intervals or in a predetermined sequence when displaying the variation of the regular symbols. When the regular symbols are stopped, the LEDs light up in a manner that indicates the result of the winning lottery (winning pattern or losing pattern).

[0055] In this embodiment, "winning" refers to the state in which the right to execute a winning state (auxiliary game) is acquired in the lottery for winning with a normal symbol. "Winning game (auxiliary game)" refers to the game state in which the second start opening 47 is opened in a predetermined manner.

[0056] In addition, the maximum number of times the second starting port 47 opens and the maximum opening time in a winning game (auxiliary game) are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 9 balls) enter the second starting port 47, the winning game (auxiliary game) ends. In other words, a "winning game (auxiliary game)" is a game state in which the variation display of the second special symbol is more likely to be executed (the conditions for starting the variation display are more likely to be met). In this embodiment, there are multiple types of winning games (auxiliary games) that are advantageous to the player to different degrees, which will be described in detail later.

[0057] The first special symbol reserve indicator 63 is composed of multiple LEDs and is used to display the number of rights (first reserve memory) to conduct a jackpot lottery (display of the first special symbol variation) for the first special symbol, which is stored when a game ball enters the first start opening 45. It lights up or flashes in a manner that indicates the number of first reserve memories. Up to four first reserve memories can be stored, but it may be less than or more than four.

[0058] The second special symbol reserve indicator 64 is composed of multiple LEDs and is used to display the number of rights (second reserve memory) to conduct a jackpot lottery (display of the second special symbol variation) for the second special symbol, which is stored when a game ball enters the second start opening 47. It lights up or flashes in a manner that indicates the number of second reserve memories. Up to four second reserve memories can be stored, but it may be less than or more than four.

[0059] The regular symbol hold indicator 65 is composed of multiple LEDs and is used to display the number of rights (regular symbol hold memories) for conducting a regular symbol winning lottery (display of regular symbol variations) when a game ball enters (passes through) the regular symbol gate 44. It lights up or flashes in a manner that indicates the number of regular symbol hold memories. Up to 4 regular symbol hold memories can be stored, but it may be less than or more than 4.

[0060] The first special symbol indicator 60 and / or the second special symbol indicator 61 can also be constructed using 7-segment LEDs. For example, if the special symbol jackpot lottery is won, the display should stop at "7", and if it is a loss, it should stop at "-", and during the variation display, it should alternate between off and "-". Before the start of the variation display of the special symbols, the result of the previous variation display is displayed by the LED being lit, so starting the variation display with the LED turned off makes it easier to understand that the variation display has started.

[0061] The round number indicator 66 is composed of multiple LEDs and is used to display the number of rounds when a jackpot state (special game state) occurs. The LEDs start lighting up in a predetermined manner indicating the number of rounds at the start of the jackpot game, remain lit during the jackpot game, and turn off at the end of the jackpot game. For example, if the jackpot game has 2 rounds, only the fourth LED from the left will light up, and if the jackpot game has 16 rounds, all LEDs will light up.

[0062] The right-hand shooting indicator 67 consists of a single LED and is used to display a right-hand shooting indicator that encourages shooting the game ball towards the right-hand game area (so-called right-hand shooting) during the jackpot state (special game state) and the time-saving game state. The LED lights up during the jackpot state (special game state) and the time-saving game state.

[0063] The status indicator 68 consists of a single LED and is used to indicate whether the machine is set to the setting change mode or the setting confirmation mode, which will be described later. When the machine switches to the setting change mode or the setting confirmation mode, the LED lights up, and when the setting change mode or the setting confirmation mode ends, the LED turns off. In this way, the status indicator 68, which indicates whether the machine is set to the setting change mode or the setting confirmation mode, is provided on the front (surface) of the gaming machine, making it easy to check whether the machine is set to the setting change mode or the setting confirmation mode.

[0064] Note that the installation location of the status indicator 68 is just an example and is not limited to the installation location in this embodiment; it can be on the front (surface) of the gaming machine 1.

[0065] Furthermore, in this embodiment, the display was the same regardless of whether the setting was in setting change mode or setting confirmation mode, but it is also possible to display in a way that makes it recognizable which mode is set to. For example, when the setting is set to setting change mode, the status confirmation indicator 68 may be illuminated, and when the setting is set to setting confirmation mode, the status confirmation indicator 68 may be blinked, or when the setting is set to setting change mode, the status confirmation indicator 68 and either the indicator of the second game information display device 69 may be illuminated, and when the setting is set to setting confirmation mode, only the status confirmation indicator 68 may be illuminated.

[0066] Furthermore, in this embodiment, a status confirmation indicator 68 is provided as a dedicated indicator to show that the system is set to setting change mode or setting confirmation mode, but it may also be used in conjunction with other indicators. For example, in setting change mode and setting confirmation mode, the main information display device 59 and the second game information display device 69 (described later) are turned off, so these display devices may be used. Specifically, one LED on either the main information display device 59 or the second game information display device 69 may be lit, or all LEDs on the main information display device 59 or the second game information display device 69 may be lit.

[0067] In the lower right corner inside the game area 5a, there is a sub-information display device 80 consisting of a sub-first variation indicator 81, a sub-second variation indicator 82, a sub-first hold indicator 83, a sub-second hold indicator 84, a sub-normal diagram variation indicator 85, a sub-normal diagram hold indicator 86, and a sub-right-shoot indicator 87 that prompts the player to shoot the game ball towards the right side of the game area 5a (so-called right-shooting). The sub-information display device 80 does not have an indicator to show whether the player is in a setting change mode or setting confirmation mode, as described later, such as the status confirmation indicator 68 mentioned above.

[0068] Sub-first variable display 81 is for displaying (notifying) the result of the jackpot lottery for the first special symbol, and sub-second variable display 82 is for displaying (notifying) the result of the jackpot lottery for the second special symbol, and each is composed of one LED. When the variable display of the corresponding special symbol starts, the LED blinks at a predetermined interval (variable display), and when the corresponding special symbol is displayed as stopped, the result of the jackpot lottery (lit up in the case of a jackpot, off in the case of a loss) is displayed as stopped.

[0069] Furthermore, in the sub-first variable display 81 and the sub-second variable display 82, it may be possible to determine whether or not a special symbol is being displayed in a variable state by having them blink when a special symbol is being displayed in a variable state, and then have them light up or turn off when a stop is indicated.

[0070] The sub-first hold indicator 83 is for displaying the number of first hold memories, and the sub-second hold indicator 84 is for displaying the number of second hold memories; each is composed of two LEDs, one on the left and one on the right. When the number of hold memories is "0", both LEDs on the left and right are off; when the number of hold memories is "1", the left LED lights up and the right LED turns off; when the number of hold memories is "2", both LEDs on the left and right are on; when the number of hold memories is "3", the left LED blinks and the right LED lights up; and when the number of hold memories is "4", both LEDs blink.

[0071] The sub-symbol variation indicator 85 is used to display (notify) the result of the winning lottery and is composed of a single LED. When the variation display of the regular symbols begins, the LED blinks (variation display) at predetermined intervals. When the regular symbols are displayed to stop, the mode indicating the result of the winning lottery (lit up for a win, off for a loss) is displayed to stop.

[0072] Furthermore, the sub-normal symbol variation indicator 85 may be configured to blink when the normal symbol is being displayed and to light up or turn off when it stops, so that only whether or not the normal symbol variation is being displayed can be determined.

[0073] The sub-normal-number-of-use indicator 86 is used to display the number of normal-number-of-use

[0074] A first image display device 70 (main LCD), consisting of a liquid crystal display, is provided at the back of the performance space 40a. A second image display device 71 (sub-LCD), consisting of a liquid crystal display with a smaller display area than the first image display device 70 (main LCD), is provided at the bottom of the performance space 40a and in front of the first image display device 70 (main LCD). A first movable member 73, modeled after a character's face, is provided at the top of the performance space 40a, and a circular second movable member 74 is provided on the right side of the performance space 40a.

[0075] The image display device, consisting of a first image display device 70 (main LCD) and a second image display device 71 (sub-LCD), displays various effects according to the progress of the game. These effects include a waiting demo effect that is executed when the special symbols are not changing (a waiting state where the game is not progressing) and a variation effect that is executed when the special symbols are changing, which involves the display of the effect symbols 70a changing.

[0076] The display area (effective display area) of the first image display device 70 (main liquid crystal) has three variable display areas: a left area, a central area, and a right area. The variable display of the performance symbols 70a is achieved by scrolling the performance symbols 70a displayed in each variable display area vertically (from top to bottom in this embodiment).

[0077] The performance symbols 70a are composed of symbols representing numbers from "1" to "9", for example, and the performance symbols 70a are displayed in response to (synchronized with) the display of special symbols performed by the first special symbol indicator 60 and the second special symbol indicator 61. In other words, the performance symbols 70a begin to display in response to the start of the display of special symbols, are temporarily stopped (oscillating) before the display of special symbols stops, and the display of performance symbols 70a is stopped (static) in response to the stop display of special symbols. In addition to symbols representing numbers, the performance symbols 70a may also include symbols representing letters such as "A" to "F".

[0078] "Temporary stop display" refers to a state in which the performance symbol 70a shakes slightly or deforms slightly, giving the player the impression that the performance symbol 70a is stopped (but is not completely stopped).

[0079] In the display of the performance symbol 70a, the performance symbol 70a is set to stop for a predetermined time (for example, 0.5 seconds) in a predetermined manner (losing manner, winning manner, etc.) that indicates the result of the jackpot lottery. The jackpot manner (special result manner) is a combination of identical performance symbols such as "777" or a combination of performance symbols with a regular pattern such as "357", while the losing manner is any other manner. The manner of display of the variation of the performance symbol 70a is not limited to these, and it may scroll horizontally or rotate in place.

[0080] Furthermore, while the display of the animation symbols 70a is fluctuating, various animation images and movies such as reach animations, background images, and characters are displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) according to the result of the jackpot lottery, thereby increasing the player's expectation that a jackpot (special game) will be executed (hereinafter referred to as "jackpot winning expectation").

[0081] Here, "reach effect" refers to a variation that makes the player expect a jackpot to be played, such as when some of the combination of effect symbols 70a that announce a jackpot temporarily stop, and the other effect symbols 70a continue to change. For example, if the combination of effect symbols 70a that announces a jackpot (jackpot result pattern) is set to the three-digit combination of effect symbols 70a "777", then two effect symbols 70a in the left and right areas temporarily stop at "7". This refers to a state in which the remaining performance symbols 70a in the central area are changing.

[0082] Furthermore, in this embodiment, there are five types of reach animations: "normal reach animation," "SP reach animation," "SPSP reach animation," and "full rotation reach animation."

[0083] The "Normal Reach Effect" refers to a reach effect that is executed in a state where two effect symbols 70a temporarily stop in the left and right regions and the remaining one effect symbol 70a fluctuates in the central region, with the background image before the normal reach effect being displayed.

[0084] The "SP Reach Effect" is a reach effect that is executed after the normal reach effect. In this effect, the effect symbol 70a in the reach state is reduced and displayed at the corner of the screen, and a movie (video, animation, etc.) with a higher effect (higher expectation of a big win) than the normal reach effect is played.

[0085] The "SPSP Reach Effect" is a reach effect that is executed after the normal reach effect or the SP reach effect, and a movie (video, animation, etc.) with a higher effect (higher expectation of a big win) than the normal reach effect or the SP reach effect is played.

[0086] The "Full Rotation Reach Effect" is a reach effect in which the combinations of a plurality of effect symbols 70a that notify a big win fluctuate slowly in a state where all are aligned. In the present embodiment, it is a reach effect that is executed only when winning in a big win lottery.

[0087] In the present embodiment, as the expectation of winning a big win for the reach effect, it increases in the order of Normal Reach Effect < SP Reach Effect < SPSP Reach Effect < Full Rotation Reach Effect (big win confirmed).

[0088] Furthermore, the display section of the first image display device 70 (main liquid crystal) includes a first hold icon display area 70B for displaying a number of first hold icons corresponding to the current number of first hold memories, which is the number of first special symbol hold memories (U1); a second hold icon display area 70D for displaying a number of second hold icons corresponding to the current number of second special symbol hold memories, which is the number of second special symbol hold memories (U2); and an icon display area 70C for displaying icons corresponding to (related to) the variable display of the special symbol (performance symbol 70a) that is currently being executed.

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

[0090] Specifically, the first display unit 70B1 displays the first hold icon H11, which indicates the first hold memory in which the variation display of the first special symbol will be executed first; the second display unit 70B2 displays the first hold icon H12, which indicates the first hold memory in which the variation display of the first special symbol will be executed second; the third display unit 70B3 displays the first hold icon H13, which indicates the first hold memory in which the variation display of the first special symbol will be executed third; and the fourth display unit 70B4 displays the first hold icon H14, which indicates the first hold memory in which the variation display of the first special symbol will be executed fourth.

[0091] The second hold icon display area 70D consists of the first display section 70D1, the second display section 70D2, the third display section 70D3, and the fourth display section 70D4, starting from the side closest to the icon display area 70C. The display is divided into sections, and each display section 70D1 to 70D4 displays a number of second-reserve icons corresponding to the number of second-reserve symbols (U2). In other words, the number of second-reserve icons increases or decreases in accordance with the increase or decrease in the number of second-reserve symbols (U2).

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

[0093] The icon display area 70C is displayed when the first reserved icon, which was displayed in the first display section 70B1 of the first reserved icon display area 70B, or the second reserved icon, which was displayed in the first display section 70D1 of the second reserved icon display area 70D, moves (shifts) to the icon TH, which is displayed when the variation display of the special symbol (performance symbol 70a) ends. The icon TH disappears (is erased) when the variation display of the special symbol (performance symbol 70a) ends. The icon may also be erased in the middle of the variation display of the special symbol (performance symbol 70a). In this embodiment, the "first reserved icon," the "second reserved icon," and "the icon in question" may be collectively referred to as "the icon."

[0094] The first movable member 73 is capable of performing special effects by lighting up the first movable member LED (full color), which is part of the panel lighting device 76 (see Figure 2), in a predetermined light emission pattern. It is capable of performing special effects by moving vertically between a standby position (origin position) located above and a special effect position located below, driven by the driving force of the first movable member drive motor, which is part of the panel drive device 75 (see Figure 2). The origin position is detected by a first position detection sensor (not shown).

[0095] The second movable member 74 is capable of performing special effects by lighting up the second movable member LED (full color), which is part of the panel lighting device 76 (see Figure 2), in a predetermined light emission pattern. It is capable of performing special effects by moving diagonally up and down between a standby position (origin position) located in the upper right and a special effect position located in the lower left, driven by the second movable member drive motor, which is part of the panel drive device 75 (see Figure 2). The origin position is detected by a second position detection sensor (not shown).

[0096] The first movable member 73 and the second movable member 74 are designed so that their performance positions partially overlap, and therefore, they do not collide with each other by not operating simultaneously.

[0097] Furthermore, if the first movable member 73 and the second movable member 74 do not collide with each other, the other movable member may be moved to the performance position only after one movable member has moved to the performance position and returned to a position that does not overlap with the performance position of the other movable member.

[0098] On the back of the game board mounting frame 3 and the game board 5 are a game ball dispensing device 100 for dispensing game balls based on predetermined payout conditions (prize balls, ball lending), a game ball storage unit (not shown) for storing game balls supplied from island equipment etc. and supplying them to the game ball dispensing device 100, a main control device 110A (not shown) which incorporates a main control board 110 for comprehensively controlling the progress of the game, and a payout control device 120A (not shown) which incorporates a payout control board 120 that controls the game ball dispensing device 100 in response to payout control commands from the main control board 110, and the main control board 110 The game machine includes a game control device 130A (not shown) which incorporates a game control board 130 that controls the game's effects in response to the game control commands, a power supply device 160A (not shown) which incorporates a power supply board 160 that supplies power voltage to the various control devices, and a game information output terminal board 90 (see Figure 2) for outputting game information (game signals) to the outside of the game machine.

[0099] The main control device 110A includes a main control board 110 on which various electronic components are mounted on its surface, a transparent resin board case for housing the main control board 110, a sealing seal 104 for restricting the opening of the board case, and a transparent resin seal cover member 105 attached to the board case so as to cover the sealing seal 104.

[0100] On the front surface of the main control board 110 are the main control unit 110m, which consists of a one-chip microcontroller for controlling the game; the RWM clear switch 111a, which inputs a signal to clear the contents of the main RAM 110c of the main control unit 110m or to update the setting value which is the level of advantage in the game (to make the game more advantageous); the setting key switch 112a, which inputs a signal to switch to a state in which the setting value can be changed or the setting value can be checked by using the setting key; and the information display 113, which displays performance information and setting values ​​so that the actual performance of the game machine 1 can be understood.

[0101] The information display unit 113 is for displaying set values ​​and performance information (normal base values, described later), and consists of four 7-segment displays (113a to 113d) with decimal points DP arranged side by side. Two of the 7-segment displays corresponding to the upper two digits are configured as identification segments to display identification information indicating the type of performance information (data type), and two of the 7-segment displays corresponding to the lower two digits are configured as numeric segments to display numeric information indicating the numerical value of the set value or performance information.

[0102] The circuit board case comprises a recessed lower case member with an open portion facing the back side of the main control board 110, and a recessed upper case member with an open portion facing the front side of the main control board 110. When the lower and upper case members are closed together, a housing space for housing the main control board 110 is formed.

[0103] On the top surface of the upper case member, a model name sticker printed with the model name (model name) of the gaming machine 1 and a management number sticker printed with the management number of the main control board 110 are affixed side by side, so as not to overlap with the information display unit 113 in the front or back. In addition, an operating member 108 for pressing (turning on) the actuator of the RWM clear switch 111a is loosely fitted in the position corresponding to the RWM clear switch 111a. When the operating member 108 is pressed, the RWM clear switch 111a is turned ON.

[0104] Furthermore, an insertion portion (not shown) is formed at the position corresponding to the setting key switch 112a for inserting the setting key into the keyhole of the setting key switch 112a. This insertion portion has an opening for exposing the keyhole of the setting key switch 112a to the outside, and a cylindrical portion that extends rearward from the edge of the opening so as to cover the periphery of the setting key switch 112a. When the setting key is inserted into the keyhole of the setting key switch 112a through the opening and turned to the right from the initial position, the setting key switch 112a turns ON and the setting key becomes stuck in the keyhole. When turned to the left and returned to the initial position, the setting key switch 112a turns OFF and the setting key becomes stuck in the keyhole.

[0105] The management number sticker has a colorless, transparent base sticker on which, on the left and right sides, are sections for recording the name of the person who opened the main control board 110 and a section for recording the date the main control board 110 was opened.

[0106] The section for opening the package to be written on has four colored (white) writing areas (1st to 4th writing areas) arranged vertically with spacing between them, and a transparent window area is provided between each writing area to allow the electronic components mounted on the surface of the main control board 110 to be visually inspected.

[0107] The section for recording the opening date has four colored (white) recording areas (1st to 4th recording areas) arranged vertically with spacing between them, and transparent window areas are provided between each recording area to allow visual confirmation of the electronic components mounted on the surface of the main control board 110.

[0108] Furthermore, the first to fourth entry areas of the opener entry section are adjacent to the first to fourth entry areas of the open date entry section, with a gap between them, and a transparent window area is provided between each entry area to allow visual inspection of the electronic components mounted on the surface of the main control board 110.

[0109] Alternatively, a performance display unit consisting of four 7-segment displays and a circuit board may be mounted on the main control board as the information display unit 113. Even in this case, it is desirable to position the model name sticker and management number sticker so that they do not overlap front to back, so that their visibility is not restricted (obscured) by them.

[0110] Alternatively, instead of mounting the RWM clear switch 111a, setting key switch 112a, and information display 113 on the main control board 110, at least one of the RWM clear switch 111a, setting key switch 112a, and information display 113 may be mounted on a dedicated board and connected to the main control board 110 via a board-to-board connection so that it is enclosed within the board case of the main control board 110.

[0111] Furthermore, the RWM clear switch 111a does not need to be mounted on the main control board 110 or a dedicated board enclosed within the board case of the main control board 110. Instead, it may be placed on the power supply board 160, on the back side of the game board mounting frame 3, or on the back side of the glass frame 4, if it is in a location that cannot be operated by the player. Even in this case, it is preferable to ensure that the signal from the RWM clear switch 111a is input to the main control unit 110m.

[0112] Alternatively, instead of having the RWM clear switch 111a trigger a signal to clear the contents of the main RAM 110c or update the setting value, a dedicated setting switch may be provided that inputs a signal to update the setting value separately from the RWM clear switch 111a. In this case, the RWM clear switch 111a and the setting switch may be mounted on the main control board 110 or on a dedicated board enclosed within the board case of the main control board 110, or they may be placed on the power supply board 160, on the back side of the game board mounting frame 3, or on the back side of the glass frame 4 in a location that cannot be operated by the player.

[0113] Alternatively, instead of displaying both performance information and set values ​​on the information display 113, another display may be implemented on the main control board 110 or a dedicated board enclosed within the board case of the main control board 110, with performance information displayed on one of the displays and set values ​​displayed on the other.

[0114] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically explained using Figure 2. Figure 2 is an overall block diagram of the gaming machine 1 in this embodiment.

[0115] The main control board 110 comprehensively controls the progress of the game (basic operation). The main control board 110 is a one-chip microcontroller consisting of a main control unit 110m equipped with a main CPU 110a for calculation processing, a main ROM 110b for storing game control programs, etc., and a main RAM 110c (corresponding to volatile memory means) which serves as a work area during calculation processing, and input for main control It is equipped with power ports and output ports. The main CPU 110a receives an operating clock from a crystal oscillator, reads a program stored in the main ROM 110b, and performs calculation processing related to the game while utilizing the main RAM 110c as a work area. This allows it to control controlled devices (various solenoids and various displays) and transmit predetermined commands based on the results of the calculation processing to the payout control board 120, the performance control board 130, etc.

[0116] Here, communication between the main control board 110 and the payout control board 120 is configured to allow bidirectional communication of commands (data), while communication between the main control board 110 and the performance control board 130 is configured to allow unidirectional communication of commands (data) from the main control board 110 to the performance control board 130.

[0117] The input ports of the main control board 110 are connected to a general prize winning slot detection switch 43a, a gate detection switch 44a, a first start slot detection switch 45a, a second start slot detection switch 47a, a large prize winning slot detection switch 50a, an out ball detection switch 52a, a magnetic detection sensor 53a, a radio wave detection sensor 54a, an RWM clear switch 111a, a setting key switch 112a, an information display 113, and a payout control board 120, among others. When detection signals from various detection switches and sensors are input to the main control board 110 via the input ports, control processing is performed according to the detection signals.

[0118] The output ports of the main control board 110 are connected to the second start gate opening / closing solenoid 48b, the big prize gate opening / closing solenoid 51b, the first special symbol display 60, the second special symbol display 61, the main information display device 59, the game information output terminal board 90, the payout control board 120, and the performance control board 130, among others. Drive control signals for controlling the various solenoids, display control signals for controlling the various displays, and game information to be notified to the outside of the game machine (such as the hall computer) from the game information output terminal board are output via the output ports.

[0119] The memory area of ​​the main control unit 110m includes a memory area allocated to the main ROM 110b and a memory area allocated to the main RAM 110c.

[0120] The memory area of ​​the main ROM 110b is arranged in the following order: a game ROM area where programs and data related to the progress of the game are stored; an information ROM area where programs and data related to the performance display of the game machine are stored; an unused area of ​​16 bytes or more where access is prohibited and "0" is stored; a ROM comment area where data such as the program title and version is stored; a vector table area where the starting address of the timer interrupt processing described later is set; and a HW parameter area where parameters such as the start address and end address of the access prohibited area are set.

[0121] The ROM area for gameplay consists of a gameplay program area where programs related to the progress of the game are stored, a first unused area where access is prohibited and "0" is stored, a gameplay data area where data related to the progress of the game is stored, and a second unused area where access is prohibited and "0" is stored, arranged in that order.

[0122] The information ROM area consists of an information program area where programs related to the performance display of the gaming machine are stored, an unused area where access is prohibited and "0" is stored, and an information data area where data related to the performance display of the gaming machine is stored, arranged in that order.

[0123] The memory area of ​​the main RAM 110c is arranged in the following order: a game RWM area used as a work area when executing game programs, and an information RWM area used as a work area when executing information programs.

[0124] The RWM area for gameplay consists of, in order: a gameplay work area used by the gameplay program as work; a first unused area where access is prohibited and "0" is stored; a gameplay stack area for temporarily saving data being processed by the gameplay program; and a second unused area where access is prohibited and "0" is stored.

[0125] The gaming work area contains, in order, a setting value area for storing setting values, a judgment information area for storing judgment information (checksum, described later) for determining abnormalities in the RWM area, and a gaming data area for storing gaming data that changes as the game progresses.

[0126] The information RWM area consists of, in order, an information work area used by the information program as work, an unused area where access is prohibited and "0" is stored, and an information stack area for temporarily saving data being processed by the information program.

[0127] The information work area contains, in order, a performance information area for storing information related to the performance of the gaming machine 1, and an error information area for storing information related to various error judgments.

[0128] The following explains the relationship between the game area (game ROM area, game RWM area) which processes based on game programs, and the information area (information ROM area, information RWM area) which processes based on information programs.

[0129] When the main CPU 110a performs processing based on a game program, it basically refers to the game data area and also refers to and updates the contents of the game RWM area while using the game RWM area as a workpiece. Similarly, when performing processing based on an information program, it basically refers to the information data area and also refers to and updates the contents of the information RWM area while using the information RWM area as a workpiece.

[0130] However, while processing based on the game program cannot update the contents of the RWM area for information, it is possible to access them.

[0131] Furthermore, when processing based on the information program, the flag register is saved to the game RWM area during processing based on the game program, the information program is called to execute processing based on the information program, and immediately after processing based on the information program is completed and the game program returns, the flag register is restored from the game RWM area.

[0132] Furthermore, immediately after the start of the information program, the stack pointer of the game stack area is saved to the information RWM area, the stack pointer of the information stack area is set, all registers used by the game program are saved to the information RWM area, and immediately before the end of the information program, all registers used by the game program are restored from the information RWM area and the stack pointer of the game stack area is restored.

[0133] By doing this, data used by the game program can be protected when processing based on the information program, and problems will not occur when switching back from the information program to the game program.

[0134] The payout control board 120 controls the payout of game balls based on the receipt of payout commands from the main control board 110, and also acts as a secondary control board that controls the launch of game balls. The circuit board 120 includes a payout control unit 121 that drives the game ball dispensing device 100 to control the dispensing of game balls, and a launch control unit 122 that drives the launching device 26 to control the launching of game balls.

[0135] The payout control unit 121 includes a payout CPU 121a that performs calculation processing, a payout ROM 121b that stores the payout program, etc., a payout RAM 121c that serves as a work area during calculation processing, input ports for payout control, and output ports. The payout CPU 121a receives an operating clock from a crystal oscillator (not shown), reads the payout control program stored in the payout ROM 121b, and performs calculation processing related to the payout of game balls while utilizing the payout RAM 121c as a work area, controls the game ball payout device 100, and transmits predetermined commands based on the results of the calculation processing to the main control board 110, the performance control board 130, etc.

[0136] The input port of the payout control unit 121 is connected to an open detection switch 31a, a tray full detection switch 32a, a ball dispensed detection switch 100a provided in the game ball dispenser 100, and a ball presence detection switch 101a provided in the game ball storage unit, and the output port of the payout control unit 121 is connected to a payout motor 100b provided in the game ball dispenser 100.

[0137] When the payout control unit 121 receives a payout command from the main control board 110, it drives the payout motor 100b provided in the game ball payout device 100 to dispense a predetermined number of game balls. When the payout ball detection switch 100a detects that the predetermined number of game balls have been dispensed, the control to dispense game balls is terminated.

[0138] The launch control unit 122 includes a control circuit (not shown), input ports, and output ports. A touch sensor 15a and a launch volume 15b are connected to the input port of the launch control unit 122, and a ball feed solenoid 11b and a launch solenoid 28b are connected to the output port of the launch control unit 122.

[0139] The launch control unit 122 detects when the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, and allows power to be supplied to the ball feeding solenoid 11b and the launch solenoid 28b. When it detects that the rotation angle of the launch handle 15 has changed based on a detection signal from the launch volume 15b, it drives the ball feeding solenoid 11b and drives the launch solenoid 28b to launch a game ball with a launch intensity corresponding to the rotation angle of the launch handle 15.

[0140] The launching solenoid 28b is composed of a rotary solenoid, with the launching member 28 directly connected to the pivot shaft. As the pivot shaft rotates, the launching member 28 rotates and launches the game ball A. The operation of the launching solenoid 28b is set to approximately 99.9 (times / minute) based on the frequency derived from the output period of the crystal oscillator provided in the launching control unit 122, so the number of game balls launched per minute is approximately 99.9 (balls / minute). In other words, a game ball is launched approximately every 0.6 seconds.

[0141] The performance control board 130 is a subordinate control board (subordinate control means) that controls the performances related to the game (performed in the game machine 1) based on the reception of performance commands from the main control board 110. The performance control board 130 includes a performance control unit 130m equipped with a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, and a sub-RAM 130c which serves as a work area during calculation processing; a display / sound control unit 140 for controlling the first image display device 70 (main LCD), the second image display device 71 (sub-LCD), and the sound output device 9 (speaker); a lamp / drive control unit 150 for controlling the frame lighting device 10, the handle lighting device 15c, the button drive device 17b, the panel lighting device 76, the panel drive device 75, etc., and input ports and output ports for performance control.

[0142] The sub-CPU 130a receives an operating clock from the crystal oscillator, reads the game program stored in the sub-ROM 130b, and performs calculations related to the effects while utilizing the sub-RAM 130c as a work area. In response to commands received from the main control board 110 and input signals from the effect button detection switch 17a and the directional key detection switch 19a, it controls various control units (display / sound control unit 140, lamp / drive control unit 150) to execute various effects (outputting data and commands).

[0143] The input ports of the performance control board 130 are connected to a performance button detection switch 17a, a directional pad detection switch 19a, and a button position detection sensor (not shown). When the performance control board 130 receives a performance button detection signal from the performance button detection switch 17a indicating that the performance button 17 has been operated, or when it receives a directional pad detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) from the directional pad detection switch 19a indicating that the directional pad 19 has been operated, it performs processing to execute a performance corresponding to the detected signal.

[0144] The display / sound control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display predetermined images, and controls the sound output device 9 to output predetermined sounds.

[0145] The display / sound control unit 140 includes a control unit 141 equipped with a control CPU 142 for calculation processing, a control ROM 143 for storing a control program, and a control RAM 144 which serves as a work area during calculation processing; an image control unit 145 consisting of a VDP (Video Display Processor) as an image processor; a CGROM 146 for storing image data, etc.; a VRAM 147 provided inside the image control unit 145 and having a frame buffer, etc. for temporarily storing drawing data generated from image data; an audio control unit 148 as an audio processor; an audio ROM 149 for storing audio data, etc.; and input / output ports, etc.

[0146] The central CPU 142 receives the operating clock from the crystal oscillator, reads the display control program stored in the central ROM 143, and performs calculations related to the effects while utilizing the central RAM 144 as a work area. In response to the effects instruction commands received from the effects control unit 130m, it controls the image control unit 145 and the sound control unit 148 to execute various effects (outputting data and commands).

[0147] The main ROM 143 consists of a mask ROM and other components, and stores display control programs for displaying images, a display list generation program for generating a display list composed of drawing control commands, animation patterns for displaying animation patterns, and animation scene information.

[0148] This animation pattern is referenced when displaying animations that constitute the specific content of the image-based presentation, and the animation pattern is associated with animation scene information and the display order of each animation scene. The animation scene information includes various information such as the wait frame (display time), target data (sprite identification number, source address, etc.), drawing parameters (sprite display position, display magnification, transparency, etc.), drawing method, and duty cycle, which is a parameter for the brightness of the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD).

[0149] The image control unit 145 (VDP) is connected to a CGROM 146 in which various types of image data are stored, and generates rendering data that serves as the basis for a video signal (RGB signal, etc.) based on commands (display lists, drawing commands, etc.) from the overall control unit 141 (overall CPU 142) and the image data stored in the CGROM 146. The image data is material data representing individual images such as images (frames) to be displayed on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), for example, production symbol images, background images constituting the background of the production symbol, character images, and dialogue images. On the other hand, the rendering data is composite data representing the image of the entire frame formed by combining (overlaying) individual images. The CGROM 146 is composed of a flash memory, EEPROM, EPROM, mask ROM, etc., and stores compressed image data (sprites, movies, etc.) consisting of a collection of pixel information in a predetermined range of pixels (for example, 32×32 pixels). Note that the pixel information is composed of color number information that specifies a color number for each pixel and an α value indicating the transparency of the image. This CGROM 146 is read out in units of image data by the image control unit 145 (VDP), and image processing is performed in units of the image data of this frame.

[0150]

[0151] In addition, the CGROM 146 stores palette data in which color number information specifying a color number and display color information for actually displaying a color are associated without compression. Note that the CGROM 146 may be configured to compress only a part of the image data instead of compressing all of it. Also, as a compression method for movies, various known compression methods such as MPEG4 can be used.

[0152] VRAM 147 is composed of SRAM with high-speed write and read capabilities for image data. This VRAM 143 has a display list storage area that temporarily stores the display list output from the overall control unit 141 (overall CPU 142), frame buffer areas corresponding to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal), etc.

[0153] This frame buffer area is a storage area for drawing or displaying images, and further has a first frame buffer area and a second frame buffer area. The first frame buffer area and the second frame buffer area alternately switch between the "drawing frame buffer" and the "display frame buffer" every time drawing starts.

[0154] Therefore, based on the instructions (display list) from the overall control unit 141 (overall CPU 142), the image control unit 145 (VDP) draws the drawing data stored in the CGROM 146 into the "drawing frame buffer" of the frame buffer area of the VRAM 147, reads the drawing data from the "display frame buffer" of the frame buffer area, generates a video signal (RGB signal, etc.) based on the read drawing data, and outputs it to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display various images.

[0155] Note that an operation clock is supplied to the image control unit 145 (VDP) from a crystal oscillator. By dividing this operation clock, synchronization signals (horizontal synchronization signal, vertical synchronization signal) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) are generated and output to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30 fps (1 / 30 seconds = approximately 33 ms) so that drawing (image display) is performed 30 times per second, but it may also be set to 60 fps (1 / 60 seconds = approximately 16.6 ms) so that drawing (image display) is performed 60 times per second.

[0156] Furthermore, a general-purpose board 72 is connected between the image control unit 145 and the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), which converts and outputs image data in a predetermined image format. The general-purpose board 72 has a bridge function that converts the image data into an image format that corresponds to the performance of the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), which display the image data. For example, it absorbs the difference in resolution between connecting a 19-inch LCD display with SXGA (1280 dots x 1080 dots) resolution and a 17-inch LCD display display with XGA (1024 dots x 768 dots).

[0157] The audio control unit 148 is connected to the audio output device 9 and controls the audio output device 9 to output audio data and music data (BGM, SE), etc., in accordance with the display on the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), based on various performance data (including commands) transmitted from the performance control unit 130m.

[0158] The lamp / drive control unit 150 includes a lamp CPU 150a that performs calculation processing, a lamp ROM 150b that stores the lamp / drive control program, a lamp RAM 150c that serves as a work area during calculation processing, and input / output ports, etc.

[0159] The lamp CPU 150a receives an operating clock from the crystal oscillator, reads the lamp drive control program stored in the lamp ROM 150b, and performs calculation processing related to the effects while utilizing the lamp RAM 150c as a work area. In response to the effects instruction commands received from the effects control unit 130m, it controls the controlled devices, such as various lighting devices and various drive devices, to perform predetermined effects (outputting data and commands).

[0160] The input / output ports of the lamp / drive control unit are connected to the frame lighting device 10, the handle light-emitting device 15c, the button drive device 17b, the panel lighting device 76, and the sub-information display device 80. Based on various performance data (including commands) transmitted from the performance control unit 130m (sub-CPU 130a), the unit controls the lighting of various LEDs in the frame lighting device 10, the handle light-emitting device 15c, the panel lighting device 76, and the sub-information display device 80, as well as controlling the drive sources such as motors and solenoids of the button drive device 17b and the panel drive device 75.

[0161] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies this main power supply to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components). The power supply board 160 includes a power outage detection circuit 162 that detects whether or not a power outage has occurred and outputs a power outage detection signal to the main control board 110 based on the occurrence of a power outage, and a backup power supply circuit 163 that supplies backup power to the main control board 110 in the event of a power outage.

[0162] Furthermore, the power supply board 160 is equipped with a power switch that can be operated by a game parlor employee to switch between an ON state, which supplies main power to the game machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply. When the power switch is turned ON, the supply of main power begins and the game machine 1 starts operating. Even when the power switch is OFF, the supply of backup power to the main control board 110 is maintained.

[0163] The power outage detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1 and outputs a power outage detection signal to the main control board 110 when the power supply voltage falls below a predetermined value. More specifically, when the power outage detection signal reaches a high level, the main CPU 110a becomes operational, and when the power outage detection signal reaches a low level, the main CPU 110a becomes inoperable.

[0164] The backup power supply circuit 163 is equipped with a capacitor that stores energy when power is supplied to the gaming machine. When a power outage occurs, it supplies the backup power voltage stored in the capacitor to the main RAM 110c of the main control board 110. This ensures that the contents of the main RAM 110c and payout RAM 121c are retained even during a power outage, and the game control state can be restored to its state before the power outage after power is restored. Alternatively, backup power may be supplied to the payout control board 120 and the performance control board 130.

[0165] (Explanation of game state) Next, the game states during gameplay will be described. In this embodiment, there are two states related to the lottery for special symbols: a "low probability game state" and a "high probability game state," and there are two states related to the movable member 48 of the second start port 47: a "non-time-saving game state" and a "time-saving game state."

[0166] In this embodiment, the following three game states are provided. (1) Low probability non-time-saving game state, which is both a "low probability game state" and a "non-time-saving game state" (2) Low probability time-saving game state, which is both a "low probability game state" and a "time-saving game state" (3) A high-probability time-saving game state which is both a "high-probability game state" and a "time-saving game state"

[0167] In this embodiment, the game state at the start of play, that is, the initial game state of the gaming machine 1, is set to the "low probability non-time-saving game state," and this game state will be referred to as the "normal game state." In this embodiment, the "low probability time-saving game state" and the "high probability time-saving game state" are game states that are more advantageous to the player than the normal game state, and are therefore sometimes referred to as "specific game states."

[0168] In this embodiment, "low probability game state" refers to a game state in which, for example, when the setting value (the probability of winning a jackpot in the jackpot lottery), which is the level of advantage in the game, is "1", the probability of winning a jackpot in the special symbol jackpot lottery, which is performed on the condition that a game ball enters the first start port 45 or the second start port 47, is set to a low level of approximately 1 / 300. In contrast, "high probability game state" refers to a game state in which the probability of winning a jackpot is improved compared to the low probability game state, and when the setting value is "1", the probability of winning a jackpot is set to a high level of approximately 1 / 60.

[0169] Specifically, there are four setting values, from "1" to "4". When the setting value is "1", the probability of winning a jackpot in low-probability gameplay is approximately 1 / 300, and in high-probability gameplay it is approximately 1 / 60. When the setting value is "2", the probability of winning a jackpot in low-probability gameplay is approximately 1 / 295, and in high-probability gameplay it is approximately 1 / 59. When the setting value is "3", the probability of winning a jackpot in low-probability gameplay is approximately 1 / 290, and in high-probability gameplay it is approximately 1 / 58. When the setting value is "4", the probability of winning a jackpot in low-probability gameplay is approximately 1 / 285, and in high-probability gameplay it is approximately 1 / 57.

[0170] Therefore, in the "high probability game state," it is easier to win a jackpot than in the "low probability game state." Also, the change from the low probability game state to the high probability game state occurs after the jackpot game, which will be described later, has ended. For this reason, in this embodiment, the jackpot that triggers the transition to the high probability game state is called a "probability-changing jackpot," and the jackpot that triggers the transition to the low probability game state is called a "normal jackpot."

[0171] In this embodiment, "non-time-saving game state" means that the game ball passes through the gate 44 shown in the diagram. In the winning lottery of the normal symbol that is carried out on the condition of the above, the average variation time of the normal symbol corresponding to the lottery result is set longer than that in the "short-time game state", and when winning a hit, the opening time of the second start port 47 is likely to be set short. For example, when a game ball passes through the general symbol gate 44, the winning lottery of the normal symbol is carried out, and the variable display of the normal symbol is performed on the normal symbol display 62. However, after the variable display of the normal symbol starts, it stops displaying, for example, after 30 seconds. And when the lottery result is a hit, after the stop display of the normal symbol, the second start port 47 is controlled to be in an open state, for example, for 0.2 seconds.

[0172] On the other hand, the "short-time game state" means that in the winning lottery of the normal symbol that is carried out on the condition that a game ball passes through the general symbol gate 44, the average variation time of the normal symbol corresponding to the lottery result is set shorter than that in the "non-short-time game state", and when winning a hit, the opening time of the second start port 47 is set longer than that in the "non-short-time game state", for example, 2.5 seconds. Furthermore, in the "non-short-time game state", the probability of winning a hit in the winning lottery of the normal symbol is set low, for example, 1 / 128, and in the "short-time game state", the probability of winning a hit in the normal symbol lottery is set high, for example, 127 / 128. Therefore, in the "short-time game state", when a game ball passes through the general symbol gate 44, the second start port 47 is more likely to be controlled to be in an open state than in the "non-short-time game state". As a result, in the "short-time game state", the player can advantageously progress the game without consuming game balls.

[0173] In the embodiment, the "short-time game state" is set so that the variation time of the normal symbol, the opening time of the second start port 47, and the winning probability of the normal symbol lottery are advantageous compared to the "non-short-time game state". However, the "short-time game state" may be set so that only any one of the variation time of the normal symbol, the opening time of the second start port 47, and the winning probability of the normal symbol lottery becomes advantageous. Also, in the non-short-time game state, the probability of winning a hit in the winning lottery of the normal symbol may be set to, for example, 0 / 128.

[0174] In this embodiment, the probability of winning a jackpot when in a high-probability game state is five times (common regardless of the setting value) the probability of winning a jackpot when in a low-probability game state is not limited to five times; any value up to ten times, such as three times or eight times, may be set.

[0175] Furthermore, in this embodiment, the system is designed so that players do not win minor prizes, which are less advantageous to the player than the jackpot. However, for example, the probability of winning a minor prize could be set to approximately 1 / 100. In this case, it is preferable that the probability of winning a minor prize be the same regardless of whether the setting value is "1" to "4".

[0176] Furthermore, while a higher setting value is advantageous to the player (higher probability of winning the jackpot), the opposite could also be made: a lower setting value would be advantageous to the player (higher probability of winning the jackpot).

[0177] Furthermore, the probability of hitting a jackpot in the low-probability game state and / or high-probability game state may be the same for all setting values ​​(1 to 4), or for example, the probability of hitting a jackpot in the low-probability game state and / or high-probability game state may be the same for two or three setting values ​​(1 and 2, 1 to 3, etc.).

[0178] Furthermore, while the setting values ​​in this embodiment are set to four levels from 1 to 4, they are not limited to four levels; there may be more or fewer levels than four.

[0179] (Types of jackpot games) Next, I will explain the different types of jackpot games.

[0180] In this embodiment, the types of jackpot games that can be won in the jackpot lottery based on the entry of a game ball into the first starting port 45 are "first jackpot game", "second jackpot game", and "third jackpot game", and the types of jackpot games that can be won in the jackpot lottery based on the entry of a game ball into the second starting port 47 are "first jackpot game" and "second jackpot game".

[0181] In the "First Jackpot Game," a round game is played up to 10 times in which the large prize slot 50 is opened for a maximum of 29.5 seconds, and then closed for 2 seconds. Note that in a round game, if a predetermined number of game balls (for example, 10 balls) enter the large prize slot 50, even before the opening time has elapsed, one round game will end.

[0182] After the first jackpot game ends, the game enters a high-probability time-saving game state until the special symbols (first special symbol, second special symbol) are displayed 10,000 times. Therefore, given the jackpot winning probability in the high-probability game state, the next jackpot is practically guaranteed.

[0183] "Second Jackpot Game" involves playing up to 10 rounds of gameplay. After the Second Jackpot Game ends, the game enters a low-probability time-saving game state until the special symbols (First Special Symbol, Second Special Symbol) are displayed 100 times.

[0184] A "Third Jackpot" allows for up to four rounds of gameplay. After the Third Jackpot ends, the game enters a high-probability time-saving game state until the special symbols (First Special Symbol, Second Special Symbol) are displayed 10,000 times. Therefore, given the jackpot winning probability in the high-probability game state, the next jackpot is practically guaranteed.

[0185] Furthermore, the number of times a specific game state (high probability time-saving game state, low probability time-saving game state) is displayed after a big win (in this embodiment, 100 times or 10,000 times as mentioned above) is sometimes referred to as the "high probability count" or the "time-saving count."

[0186] In this embodiment, there are three types of jackpot games, but the number of types is not limited to three; there may be fewer or more types. Also, the opening time of the opening / closing member 51 is set to 29.5 seconds for all jackpot games (first jackpot game to third jackpot game), but the opening time does not have to be 29.5 seconds, and the opening time may differ depending on the round game.

[0187] (Types of winning games) Next, I will explain the different types of winning tickets.

[0188] In this embodiment, the types of winning games that can be won in the winning lottery based on the passage of a game ball through the regular gate 44 are "first winning game" and "second winning game". If the game is not in a time-saving game state when the winning lottery is executed, it becomes the "first winning game", and if the game is in a time-saving game state when the winning lottery is executed, it becomes the "second winning game".

[0189] "First winning game" means opening the second starting opening 47 for a maximum of 0.2 seconds. In other words, it is a winning game that opens the movable member 48 once.

[0190] "Second winning game" means opening the second starting opening 47 for 2.6 seconds, then closing it for 1.5 seconds, and then opening it again for 2.6 seconds. In other words, it is a winning game in which the movable member 48 is opened twice. It is a game.

[0191] In addition, during the first and second winning games, the winning game ends if a specified number of game balls (for example, 10 balls) enter the large prize slot 50, even before the opening time has elapsed.

[0192] Thus, in the "time-saving game state," it is easier for game balls to enter the second starting opening 47, allowing players to progress through the game more advantageously without consuming game balls compared to the "non-time-saving game state."

[0193] Next, we will explain the progression of the game in gaming machine 1 using a flowchart.

[0194] (Main processing on the main control board) The main processing of the main control board 110 will be explained using Figure 3. Figure 3 is a flowchart of the main processing of the main control board 110. This main processing is performed when a system reset, which occurs when power voltage is supplied from the power supply board 160, is input to the main CPU 110a.

[0195] First, in step S1, the main CPU 110a disables all interrupts, in step S2, it performs initial CPU settings such as configuring internal registers, and in step S3, it waits for other boards to start up. Specifically, to ensure that no commands from the main control board 110 are missed, it waits for 1 second for the payout control board 120 and the performance control board 130 to start up.

[0196] In step S4, the main CPU 110a grants access to the RWM area of ​​the main RAM 110c, and in step S5, it sends a launch permission command to the payout control board 120. This causes the payout control unit 121 to perform processing to allow the launcher 26 to launch the game balls.

[0197] In step S6, the main CPU 110a determines whether a backup flag indicating power restoration is saved in the game RWM area of ​​the main RAM 110c. If the backup flag is saved, the process moves to step S7 as it is power restoration; if the backup flag is not saved, the process moves to step S8 as it is the first power-on.

[0198] In step S7, the main CPU 110a calculates the checksum (abnormality detection data) of the RWM area (excluding the setting value area) of the main RAM 110c.

[0199] In step S8, the main CPU 110a determines whether or not a setting change operation has occurred. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has occurred, the process moves to step S9 to enter setting change mode; if no setting change operation has occurred, the process moves to step S10.

[0200] In step S9, the main CPU 110a performs a setting change process. Specifically, it displays a status confirmation indicator on the status confirmation indicator 68 indicating that a setting change is being made or the setting is being confirmed, and displays the current setting value saved in the setting value area of ​​the game RWM area on one of the 7-segment LEDs of the information display 113, and sends a setting change specification command to the performance control board 130.

[0201] Furthermore, each time the RWM clear switch 111a is operated, the setting value will be changed within the range of "1" to "4". When a setting is changed (updated) within the enclosure, the updated setting value is displayed on the 7-segment LED. When the setting key switch 112a changes from the ON state to the OFF state, the setting confirmation operation is performed, and the changed (updated) setting value is saved to the setting value area as the setting value is confirmed. The display of the setting value on the information display 113 ends, and the status confirmation display on the status confirmation display 68 ends, and processing is performed to end the setting change mode.

[0202] Furthermore, upon receiving the setting change command, the performance control board 130 will perform processing to execute a setting change notification to inform the user that the setting value is being changed. Specifically, it will display a setting change screen on the image display devices 70 and 71 to indicate that the setting value is being changed, or it will fully illuminate the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (e.g., white) while the setting change is being changed. In addition, the audio output device 9 may output a setting change notification sound ("Settings are being changed") to indicate that the setting change is in progress.

[0203] In step S10, the main CPU 110a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the game RWM area matches the checksum calculated in step S7. If the checksum is valid (there are no abnormalities in the data in the game RWM area), the process moves to step S11. If the checksum is not valid (there are abnormalities in the data in the game RWM area), the process moves to step S12, assuming that the control state before the power out cannot be restored normally.

[0204] Furthermore, if the backup flag has not been saved, i.e., during the initial power-on, the checksum will be judged as abnormal.

[0205] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (in this case, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process moves to step S13. If it is determined that the set value in the set value area is not within the appropriate range, the process moves to step S12.

[0206] In step S12, the main CPU 110a performs recovery error processing. Specifically, it displays error information "E" indicating a recovery error on the information display unit 113, sends a recovery error designation command to the performance control board 130 indicating that a recovery error has occurred, sets an interrupt disable to disable timer interrupts, clears the output port, outputs a recovery error signal (security signal) indicating the occurrence of a recovery error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to announce the recovery error.

[0207] An "unrecoverable error" is an error state in which game control is lost (the game control process is not initiated), and it will not be resolved unless a setting change process is performed. Therefore, if an unrecoverable error occurs, even if the power switch on the power supply board 160 is turned OFF and then ON without performing a setting change operation, the error will not be resolved. The power switch must be turned ON after performing a setting change operation. During an unrecoverable error, the system does not monitor the presence or absence of signals from various input devices (various switches, various sensors).

[0208] Previously, the "unrecoverable error" was only resolved when a configuration change process was performed. However, it may be possible to also resolve it when an RWM clear is performed without any configuration change process.

[0209] "Unrecoverable Error Notification" is a notification that alerts the user that an unrecoverable error has occurred. This notification involves displaying an irrecoverable error screen ("Irrecoverable error. Please change the settings") on the image display devices 70 and 71, fully illuminating the frame lighting device 10 and the panel lighting device 76 in a predetermined light color (e.g., red) until the power is cut off, and outputting an irrecoverable error sound ("Irrecoverable error" + buzzer sound) from the audio output device 9 until the power is cut off. Note that these audio output device 9, frame lighting device 10, image display devices 70 and 71, and panel lighting device 76 are sometimes collectively referred to as the "performance device."

[0210] In step S13, the main CPU 110a determines whether or not an RWM clear operation has occurred. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has occurred, the process moves to step S14 to execute the RWM clear; if no RWM clear operation has occurred, the process moves to step S16.

[0211] In step S14, the main CPU 110a performs RWM clearing. Specifically, it performs processing to initialize the game control state (initializing everything except the setting value area of ​​the game RWM area).

[0212] In step S15, the main CPU 110a sends a power-on command to the payout control board 120 and the performance control board 130 indicating that the game control state has been initialized and that the current game state is a low probability non-time-saving game state as a normal game state, and then proceeds to step S21. As a result, the performance control board 130 performs the processing necessary to announce the power-on state.

[0213] "Power-on notification" is a notification to recognize that the control state of the game has been initialized. This notification may include displaying the initial screen (background image and initial performance symbol "135") on the image display devices 70 and 71, fully illuminating the frame lighting device 10 and the panel lighting device 76 in a predetermined color (e.g., red) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the RWM area has been initialized. In addition, when powering on, instead of displaying the initial screen on the image display devices 70 and 71, the image display devices 70 and 71 may be configured to display a message indicating that the RWM has been cleared.

[0214] In step S16, the main CPU 110a determines whether or not a setting confirmation operation has been performed. Specifically, it determines whether or not the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process moves to step S17 to transition to the setting confirmation mode. If no setting confirmation operation has been performed, the process moves to step S18 to restore the game control state to the state before the power was cut off.

[0215] In step S17, the main CPU 110a performs a setting confirmation process. Specifically, it displays a status confirmation indicator on the status indicator 68 indicating that the setting is being changed or the setting is being confirmed, and displays the current setting value saved in the setting value area of ​​the game RWM area on one of the 7-segment LEDs of the information indicator 113, and sends a setting confirmation command to the performance control board 130.

[0216] Furthermore, when the setting key switch 112a changes from the ON state to the OFF state, the display of the setting value on the information display unit 113 ends, the status confirmation display on the status confirmation display unit 68 ends, and processing is performed to terminate the setting confirmation mode.

[0217] Furthermore, upon receiving the setting confirmation command, the performance control board 130 will perform processing to execute a setting confirmation notification to inform the audience that setting confirmation is being performed. Specifically, it will display a setting confirmation screen on the image display devices 70 and 71 to indicate that setting confirmation is in progress, or it will fully illuminate the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (e.g., white) while setting confirmation is being performed. In addition, the audio output device 9 may output a setting confirmation notification sound ("Checking setting values") to indicate that setting confirmation is in progress.

[0218] In step S18, the main CPU 110a clears (sets to 0) the backup flag and checksum saved in the game RWM area and sets the game RWM area for power restoration. This restores the game progress (control state) to the state before the power outage, making it possible to resume gameplay from the state before the power outage.

[0219] In step S19, the main CPU 110a sends a power restoration command to the performance control board 130 indicating that the game control state has been restored and the game state before the power outage occurred. As a result, the performance control board 130 terminates the setting confirmation notification and other processes described later and performs the power restoration notification.

[0220] A "power restoration notification" is a notification to recognize that the control state of the game has returned to the state it was in before the power outage. This notification may include displaying the initial screen (background image and initial animation symbol "135") on the image display devices 70 and 71, fully illuminating the frame lighting device 10 and the panel lighting device 76 with a predetermined light color (for example, blue) for a predetermined period (for example, 60 seconds), or outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the sound output device 9 for a predetermined period (for example, 30 seconds) to indicate that power has been restored (from a power outage). In addition, when notifying the restoration of power, instead of displaying the initial screen on the image display devices 70 and 71, the image display devices 70 and 71 may be configured to display a notification that power has been restored.

[0221] In step S20, the main CPU 110a transmits other commands (special symbol memory specification commands indicating the number of first special symbols to be held (U1) and the number of second special symbols to be held (U2), and a normal symbol memory specification command indicating the number of normal symbols to be held (G), etc.) to the performance control board 130. This allows the performance control board 130 to grasp the number of special symbols and normal symbols to be held, and also enables processing to display the first and second symbols on the first image display device 70.

[0222] In step S21, the main CPU 110a sends a setting value specification command to the performance control board 130. This allows the performance control board 130 to know the current setting value. This setting value specification command may be sent to the performance control board 130 before the power-on specification command or power-restoration specification command is sent. The setting value specification command may also be sent each time the special symbol variation display starts, or each time a jackpot game starts.

[0223] In step S22, the main CPU 110a activates the CTC (Counter Timer Circuit) to generate a timer interrupt (4 milliseconds), and in step S23, enables all interrupts.

[0224] In step S24, the main CPU 110a performs a process to update the random values ​​for determining a reach and the random values ​​for determining the special symbols, which are used to determine the variation pattern (variation time) of the special symbols. In step S25, it performs an initial random value update process to update the initial random values ​​for determining the jackpot, the initial random values ​​for determining the special symbols, the initial random values ​​for determining the win, and the initial random values ​​for determining the normal symbols.

[0225] Next, in step S26, the main CPU 110a determines whether or not a power outage has occurred. Specifically, it determines whether or not a power outage detection signal has been input from the power outage detection circuit of the power supply board 160. If no power outage detection signal has been input, the process proceeds to step S24. If a power outage detection signal has been input, the process proceeds to step S27.

[0226] In step S27, the main CPU 110a sets an interrupt disable to disable timer interrupts, in step S28 it clears the output ports, in step S29 it calculates the checksum (abnormality detection data) of the game RWM area (excluding the setting value area) of the main RAM 110c and saves it to the game RWM area, in step S30 it saves a backup flag to the game RWM area of ​​the main RAM 110c, in step S31 it disables RAM access and waits until the power supply voltage is completely cut off.

[0227] Thus, because multiple conditions (operations) are set for changing settings, it becomes difficult to easily change settings, which helps to deter fraudulent activity and improves the security of the gaming machine.

[0228] Furthermore, by having more conditions (operations) set for setting change operations than for RWM clear operations or setting confirmation operations, the security of setting changes, which are the most susceptible to fraudulent activity, can be enhanced, making it possible to effectively prevent fraudulent activity.

[0229] Furthermore, by executing an irreversible error handling process if the checksum is abnormal and stopping the game from progressing, the game machine will not malfunction unexpectedly, preventing inconvenience to the arcade and players, and thus improving the reliability of the game machine.

[0230] Furthermore, if the value in the setting range is outside the appropriate range, meaning that the previous power outage may have occurred while the settings were being changed, the system will execute an unrecoverable error process and stop the game even if the checksum is normal. This prevents the game from proceeding with settings that were not intended by the arcade operator, thereby improving the reliability of the arcade machine.

[0231] Furthermore, during setting changes (setting change mode) or setting confirmation (setting confirmation mode), it is possible to recognize that settings are being changed by checking the status confirmation display 68, image display devices 70 and 71, frame lighting device 10, and panel lighting device 76 on the front (front) side of the gaming machine 1, and by checking the information display 113 on the back (back) side. In other words, it is possible to determine whether or not settings are being changed from either the front (front) or back (back) side of the gaming machine 1.

[0232] Furthermore, the conditions for setting change operations, RWM clear operations, and setting confirmation operations may include the condition that the open detection switch 31a is in the ON state. By doing so, the number of conditions increases, which can deter fraudulent activities and further improve the security of the gaming machine.

[0233] Furthermore, if it is determined that there is no backup flag (it is the first power-on) and that no setting change operation has been performed, then in the subsequent step S10, if the checksum is determined to be abnormal, an unrecoverable error processing is executed. However, as soon as it is determined that there is no backup flag, the game program initializes (clears to 0) the game RWM area and saves the initial value "1" in the setting value area, and then moves the process to step S13. That's good too.

[0234] Furthermore, if it is determined that a backup flag exists (indicating power restoration) and that no setting change operation has occurred, then in the subsequent step S10, if the checksum is determined to be abnormal, recovery error processing will be executed. However, it is also possible to initialize (clear to 0) the game RWM area in the game program at the point when the checksum is determined to be abnormal, save the initial value "1" in the setting value area, and then proceed to step S13.

[0235] Furthermore, while the power-on command and power-restore command are designed to include information indicating the current game state, it is also possible to send a game state specification command indicating the current game state after sending the power-on command or power-restore command.

[0236] Furthermore, while the game program calculates the checksum of the game RWM area (excluding the setting value area) of the main RAM 110c when the power is lost or when the power is turned on, it is also possible to have the information program calculate the checksum instead. In this case, it is advisable to save the calculated checksum to the information RWM area.

[0237] Furthermore, while the system calculates a checksum for the game-use RWM area (excluding the setting value area) when a power outage occurs or when the power is turned on, it is also possible to calculate a checksum for all RWM areas, or to calculate the checksum for the game-use RWM area and the information-use RWM area separately, and if either checksum is abnormal, the system will proceed to an unrecoverable error handling procedure.

[0238] Furthermore, while the system currently sends a setting change specification command at the start of the setting change process and a power-on specification command after the completion of the setting change process, it is also possible to send a setting change start specification command instead of the setting change specification command, and a setting change end specification command instead of the power-on specification command. In this case, the setting change end specification command may be sent at the end of the setting change process or after the completion of the setting change process.

[0239] Furthermore, while the RWM clear process was previously performed after any configuration changes were made, it is now also acceptable to perform the RWM clear process before any configuration changes are made.

[0240] (Timer interrupt processing on the main control board) The timer interrupt processing of the main control board 110 will be explained using Figure 4. Figure 4 is a flowchart showing the timer interrupt processing that is executed at predetermined intervals (4 milliseconds) on the main control board 110.

[0241] First, in step S100, the main CPU 110a saves the information stored in the registers to the stack area, and in step S110, it performs time control processing to update various timer counters, such as the special symbol time counter update process, the special game timer counter update process for special electric mechanism opening time etc., the normal symbol time counter update process, and the opening and closing time update process for movable member 48. Specifically, it performs processing to subtract 1 from counters such as the special symbol time counter, special game timer counter, normal symbol time counter, start gate opening timer counter, and start gate closing timer counter.

[0242] In step S120, the main CPU 110a performs a specific random number update process to update the random numbers used for determining jackpots, special symbols, special symbol variation patterns, wins, normal symbols, and normal symbol variation patterns. Specifically, it updates each random number and the random number counter by adding +1. If the generated random number counter exceeds the maximum value of the random number range (i.e., the random number counter completes one cycle), the random number counter is reset to 0. If the random number counter returns to the initial value of the cycle, the corresponding initial random value is set as the new initial value for the cycle, and the random value is updated.

[0243] In step S130, the main CPU 110a performs an initial random value update process, similar to step S30, to update the initial random values ​​for determining the jackpot, the initial random values ​​for determining the special symbols, the initial random values ​​for determining the win, and the initial random values ​​for determining the normal symbols.

[0244] In step S200, the main CPU 110a determines whether there is input to various switches such as the general prize entry detection switch 43a, the large prize entry detection switch 50a, the first start entry detection switch 45a, the second start entry detection switch 47a, the gate detection switch 44a, and the out ball detection switch 52a, and performs input control processing to set predetermined data if there is input. Details will be described later with reference to Figure 5.

[0245] In step S300, the main CPU 110a performs special symbol memory determination (such as jackpot determination), special symbol display control, opening and closing control of the large prize slot 50 (opening / closing member 51), and control of the game state, etc. For details, please refer to Figure 7 below.

[0246] In step S400, the main CPU 110a performs normal symbol memory determination (such as hit determination), normal symbol display control, and opening and closing control of the second start port 47 (movable member 48), etc., which are normal symbol normal power control processes.

[0247] Furthermore, the types of winning and losing regular symbols determined as a result of the regular symbol judgment information performed in the regular symbol control processing remain the same regardless of the setting value. This prevents the gameplay from becoming too complex, allowing players to play with peace of mind.

[0248] Furthermore, the selection ratios for various winning and losing symbols, which are determined as a result of the judgment of the regular symbol judgment information performed in the regular symbol control processing, remain constant regardless of the setting value. This prevents the degree of advantage for the player from changing drastically depending on the setting value, allowing players to play with peace of mind.

[0249] Next, in step S500, the main CPU 110a performs payout control processing, such as sending a payout status confirmation command to the payout control board 120 to check the payout status of the payout control board 120, and referring to the prize ball counters (3-ball prize ball counter, 10-ball prize ball counter, 15-ball prize ball counter) described later, and sending a payout quantity specification command corresponding to each prize entry point to the payout control board 120. As a result, the payout control board 120 executes control to pay out prize balls from the game ball payout device 100.

[0250] In step S600, the main CPU 110a determines the occurrence of magnetic anomalies and radio wave anomalies based on input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs magnetic / radio wave anomaly determination processing to send a magnetic anomaly error specification command and a radio wave anomaly error specification command to the performance control board 130. When the performance control board 130 receives a magnetic anomaly error specification command or a radio wave anomaly error specification command, it performs control to notify the magnetic anomaly error and the radio wave anomaly error.

[0251] In step S700, the main CPU 110a outputs external information data (game information) from the game information output terminal board 90, start gate opening / closing data to the second start gate opening / closing solenoid 48b, big prize gate opening / closing data to the big prize gate opening / closing solenoid 51b, special symbol display data to the first special symbol display unit 60 and the second special symbol display unit 61, and normal symbols. The system performs data creation processing to produce data such as normal symbol display data to be output to display unit 62, special symbol hold display data to be output to the first special symbol hold display unit 63 and the second special symbol hold display unit 64, and normal symbol hold display data to be output to normal symbol hold display unit 65.

[0252] In step S750, the main CPU 110a performs output control processing, which includes port output processing to output signals such as external information data, start gate opening / closing data, and big prize gate opening / closing data created in step S700; display output processing to output signals such as special symbol display data, normal symbol display data, special symbol hold display data, and normal symbol hold display data; payout command transmission processing to send commands set in the payout transmission data storage area of ​​the main RAM 110c to the payout control board 120; and performance command transmission processing to send commands set in the performance transmission data storage area of ​​the main RAM 110c to the performance control board 130.

[0253] In step S800, the main CPU 110a performs processing when an information program is called. Specifically, after disabling interrupts, it saves the flag register to the game RWM area and performs processing to call the target information program using the CALL instruction.

[0254] In step S810, the main CPU 110a performs game ball counting processing (information program). Specifically, it performs processing to count the number of prize balls dispensed during normal gameplay, which is the number of prize balls dispensed based on game balls entering various prize slots (general prize slot, large prize slot start slot); the number of outs during normal gameplay, which is the number of game balls detected by the out ball detection switch 52a during normal gameplay; and the total number of outs, which is the number of game balls detected by the out ball detection switch 52a regardless of the game state.

[0255] Furthermore, the total number of outs, the number of payouts during normal play, and the number of outs during normal play are game information that are not affected by changes in the setting values ​​(they are unrelated to the setting values). Therefore, by counting these, it becomes possible to calculate performance information (the normal base value described later) that eliminates the influence of the setting values, which can be used to understand the performance of the gaming machine 1.

[0256] In step S830, the main CPU 110a performs performance information calculation processing (information program). Specifically, it calculates the normal base value ((normal payouts ÷ normal outs) × 100) for the current game section, which is divided by the total number of outs, and saves the normal base value, rounded to the first decimal place, to the first area of ​​the base memory area set in the information RWM area.

[0257] The game interval is updated every time the total number of payouts reaches 60,000. The base memory area consists of four sections: the first section which stores the normal base value for the current game interval, the second section which stores the normal base value for the previous game interval, the third section which stores the normal base value for the game interval two sections ago, and the fourth section which stores the normal base value for the game interval three sections ago. Base values ​​for four game intervals, including the current one, are saved in their respective sections.

[0258] In step S850, the main CPU 110a performs performance display data setting processing (information program). Specifically, it sets performance display data to be displayed on the information display unit 113, switching between the normal base values ​​(performance information) for four game sections, which are calculated in the performance information calculation process and saved in the base memory area, every 5 seconds.

[0259] In step S870, the main CPU 110a performs the test data creation process (information program). Specifically, it performs the process of creating test data (test information) to be output to the test equipment used when testing the gaming machine 1.

[0260] In step S880, the main CPU 110a performs output control processing (information program). Specifically, it performs display output processing to output signals such as performance display data (performance information) set in step S850 to various displays, and processing to output signals such as test data created in step S870.

[0261] In step S890, the main CPU 110a performs processing for the return of the game program. Specifically, it restores the flag register from the game RWM area, enables interrupts, and performs processing to return to the game program.

[0262] In step S900, the main CPU 110a restores the information saved in step S100 to its registers, and terminates the current timer interrupt process.

[0263] In this way, since timer interrupts are not executed during the setting change process, RWM clear process, and setting confirmation process, the counting of payouts and outs, the calculation of the gaming machine's performance information, and the display of the gaming machine's performance information are not performed, thus reducing the control burden on the main control board 110.

[0264] Although the performance information calculation process was performed in the timer interrupt processing of the main control board 110, it may also be performed in the main processing of the main control board 110. Similarly, the game ball counting process may also be performed in the main processing of the main control board 110. Specifically, it may be performed between step S25 and step S26.

[0265] (Input control processing on the main control board) The input control process of the main control board 110 will be explained using Figure 5. Figure 5 is a flowchart showing the input control process in the main control board 110.

[0266] In step S210, the main CPU 110a performs general prize-winning slot detection switch input processing. This general prize-winning slot detection switch input processing determines whether a detection signal has been input from the general prize-winning slot detection switch 43a, that is, whether or not a game ball has entered the general prize-winning slot 43. If no detection signal is input from the general prize-winning slot detection switch 43a, the process moves to step S220.

[0267] When a detection signal is input from the general prize slot detection switch 43a, the prize ball counter for the general prize slot (10-prize ball counter) used for prize balls is updated by adding data indicating 10 prize balls, and the prize ball counter (D) which indicates the number of game balls that have entered the prize slot is updated by adding "1" (D←D+1), after which the general prize slot detection switch input process is terminated.

[0268] In step S220, the main CPU 110a performs input processing for the large prize slot detection switch. This input processing determines whether a detection signal has been received from the large prize slot detection switch 50a, that is, whether a game ball has entered the large prize slot 50. If no detection signal is received from the large prize slot detection switch 50a, the process moves to step S230.

[0269] When a detection signal is received from the large prize slot detection switch 50a, the prize ball counter for the large prize slot (15 prize ball counter) used for prize balls is updated by adding data indicating 15 prize balls, and the prize ball counter (D) which shows the number of game balls that have entered the prize slot is updated by adding "1" (D←D+1), and it is determined whether or not a jackpot game (special game) is currently in progress. If a jackpot game is currently in progress, the round prize counter (C) for counting game balls that have entered the large prize slot 50 is updated by adding "1" (C←C+1), and the large prize slot detection switch End of input processing.

[0270] If the current game state is not a special game state, the fraudulent ball entry counter (E), which indicates the number of game balls that entered the specific entry slots (second start slot 47, large entry slot 50) outside the period in which balls can be entered, is updated by adding "1" (E←E+1). A determination is then made as to whether the value of the fraudulent ball entry counter (E) is greater than the specified number (for example, 10 balls). If the value of the fraudulent ball entry counter (E) is less than or equal to the specified number, the large entry slot detection switch input process is terminated.

[0271] If the value of the fraudulent winning ball counter (E) is greater than the specified number, a fraudulent winning (fraudulent ball entry) has occurred, which is considered to be a game ball entering outside the period during which winning is permitted, and a command to specify fraudulent winning is set in the performance transmission data storage area. As a result, the command to specify fraudulent winning is sent to the performance control board 130, and the performance control board 130 notifies that a fraudulent winning has occurred by issuing a fraudulent winning error notification.

[0272] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of ​​the main RAM 110c, the illegal winning ball counter (E) is cleared, and the big winning slot detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and an external device can detect (identify) that an illegal winning has occurred.

[0273] In step S230, the main CPU 110a performs input processing for the first start port detection switch. This input processing determines whether a detection signal from the first start port detection switch 45a has been received, that is, whether or not a game ball has entered the first start port 45. More details will be described later using Figure 6.

[0274] In step S240, the main CPU 110a performs the input processing for the second start port detection switch. This second start port detection switch input processing is substantially the same as the first start port detection switch input processing shown in Figure 6, which will be described later.

[0275] In step S250, the main CPU 110a performs gate detection switch input processing. This gate detection switch input processing determines whether a detection signal has been received from the gate detection switch 44a, that is, whether or not the game ball has passed through the regular gate 44. If no detection signal has been received from the gate detection switch 44a, the input control processing is terminated.

[0276] When a detection signal is input from the gate detection switch 44a, it is determined whether the number of normal symbol hold memories stored in the normal symbol hold memory area is less than 4. If the number of normal symbol hold memories is not less than 4, the input control process is terminated.

[0277] If the number of reserved symbols is less than 4, the number of reserved symbols is updated by adding "1", the reserved symbols judgment information (random value for hit determination, random value for determining the regular symbol, random value for determining the regular symbol variation pattern) is obtained, the available memory units are searched sequentially starting from the first memory unit in the regular symbol reserved memory area, the obtained reserved symbols judgment information is stored in an available memory unit, and the input control process is terminated.

[0278] (Input processing of the first start port detection switch on the main control board) The input processing for the first start port detection switch of the main control board 110 will be explained using Figure 6. Figure 6 is a flowchart showing the input processing for the first start port detection switch in the main control board 110.

[0279] First, in step S230-1, the main CPU 110a performs the first start port detection switch The system determines whether or not a detection signal has been received from switch 45a. If a detection signal has been received from the first start port detection switch 45a, the process moves to step S230-2. If no detection signal has been received from the first start port detection switch 45a, the current first start port detection switch input process is terminated.

[0280] In step S230-2, the main CPU 110a updates the 3-prize ball counter used for prize balls by adding data indicating 3 prize balls, and in step S230-3, it acquires special symbol judgment information (random values ​​for jackpot judgment, random values ​​for special symbol determination, random values ​​for reach judgment, and random values ​​for special symbol variation pattern determination).

[0281] In step S230-4, the main CPU 110a determines whether the number of first special symbol reserves (U1) stored in the first special symbol reserve memory area is less than 4. If the number of first special symbol reserves (U1) is less than 4, the process moves to step S230-5. If the number of first special symbol reserves (U1) is not less than 4, the current first start gate detection switch input process is terminated.

[0282] In step S230-5, the main CPU 110a updates the number of reserved first special symbols (U1) by adding "1" (U1←U1+1), and in step S230-6, sets a command to specify the first special symbol to be stored, corresponding to the updated number of reserved first special symbols (U1), in the transmission data storage area for performance. As a result, the command to specify the first special symbol to be stored is sent to the performance control board 130, which is then able to determine the number of reserved first special symbols.

[0283] In step S230-7, the main CPU 110a searches for available memory units in order from the first memory unit in the first special symbol hold memory area, and stores the acquired special symbol judgment information in the available memory unit.

[0284] As a result, the first reserve memory, consisting of special symbol judgment information (random values ​​for determining a jackpot, random values ​​for determining a special symbol, random values ​​for determining a reach, and random values ​​for determining a special symbol variation pattern, etc.), is stored in a predetermined memory unit of the first special symbol reserve memory area.

[0285] In step S230-8, the main CPU 110a performs a first pre-determination process. In this first pre-determination process, it refers to a pre-determination table (not shown) and determines the special symbol determination information (first reserved memory) acquired this time before the special symbol variation display based on the determination information is performed, and determines the planned variation pattern, which is the variation pattern that is scheduled to be executed.

[0286] In step S230-9, the main CPU 110a sets the first start gate prize designation command corresponding to the planned fluctuation pattern determined in the first pre-determination process in step S230-8 into the performance transmission data storage area, and then terminates the current first start gate detection switch input process.

[0287] This allows the planned variation pattern to be transmitted to the performance control board 130 as a first start-up prize-winning designation command. Upon receiving the first start-up prize-winning designation command, the sub-CPU 130a of the performance control board 130 analyzes the command and can execute a pre-announcement performance that runs across one or more variation displays that are executed before the variation display of the special symbol corresponding to the first start-up prize-winning designation command begins. The pre-announcement performance is performed using one or more of the following: the image display device, the sound output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the panel lighting device 76.

[0288] Furthermore, for the input processing of the second start gate detection switch, the first start gate detection switch 45a, the first special symbol hold memory area, the first hold memory, the number of first special symbols held (U1), the first special symbol memory specification command, the first pre-determination processing, and the first start gate entry specification command should be replaced with the second start gate detection switch 47a, the second special symbol hold memory area, the second hold memory, the number of second special symbols held (U2), the second special symbol memory specification command, the second pre-determination processing, and the second start gate entry specification command, respectively.

[0289] (Special electrical control processing of the main control board) The special electrical control processing of the main control board 110 will be explained using Figure 7. Figure 7 is a flowchart showing the special electrical control processing in the main control board 110.

[0290] First, in step S301, the main CPU 110a loads the special symbol special power processing data. In step S302, it refers to the branch destination address from the loaded special symbol special power processing data. If the special symbol special power processing data = 0, it moves to the special symbol memory determination process (step S310). If the special symbol special power processing data = 1, it moves to the special symbol variation process (step S320). If the special symbol special power processing data = 2, it moves to the special symbol stop process (step S330). If the special symbol special power processing data = 3, it moves to the jackpot game processing (step S340). If the special symbol special power processing data = 4, it moves to the jackpot game end process (step S350).

[0291] This "special feature and special electrical processing data" is set as needed within each subroutine of the special feature and special electrical control processing, as will be described later, so that the necessary subroutines for that game are processed accordingly.

[0292] In step S310, the main CPU 110a performs special symbol memory determination processing, which includes determining whether a jackpot has been hit, determining the type of special symbol to be stopped and displayed, and determining the variation time of the special symbol.

[0293] Specifically, the main CPU 110a first determines whether the number of reserved second special symbols (U2) is "1" or greater. If the number of reserved second special symbols (U2) is not "1" or greater, it determines whether the number of reserved first special symbols (U1) is "1" or greater. If the number of reserved first special symbols (U1) is not "1" or greater (i.e., "0"), it determines whether the customer waiting state determination flag, which determines whether the special symbols are not being displayed and whether a jackpot game is not being played, is "0".

[0294] If the customer waiting state determination flag is "0", the customer waiting state is considered to have started, the customer waiting state specification command is set in the performance transmission data storage area, and the special symbol memory determination process is terminated while maintaining the special symbol special electrical processing data = 0. If the customer waiting state determination flag is not "0", the special symbol memory determination process is terminated while maintaining the special symbol special electrical processing data = 0, considering that the customer waiting state has already started.

[0295] If the number of reserved second special symbols (U2) is "1" or greater, "1" is subtracted from the value stored in the second special symbol reserved memory area. Then, the various random values ​​(special symbol judgment information) stored in the first to fourth memory units in the second special symbol reserved memory area are shifted to the previous memory unit, and a second special symbol storage specification command corresponding to the subtracted second special symbol reserved number (U2) is set in the performance transmission data storage area. As a result, the second special symbol storage specification command is transmitted to the performance control board 130, which is able to determine the number of reserved second special symbols.

[0296] Then, the main CPU 110a makes a decision on whether or not to execute a jackpot game. The game performs a win determination (jackpot lottery). Specifically, it determines whether it is a "jackpot" or a "miss" that will result in a jackpot game, based on the random values ​​used to determine the special symbols among the various random values ​​(special symbol determination information) shifted from the first memory unit to the zero memory unit of the second special symbol reserve memory area, the setting values ​​(1 to 4 in this case) stored in the setting value area of ​​the game RWM area, and the current probability game state (low probability game state, high probability game state).

[0297] On the other hand, if the second special symbol reserve count (U2) is not "1" or greater, and the first special symbol reserve count (U1) is "1" or greater, then "1" is subtracted from the value stored in the first special symbol reserve memory area. After that, the various random values ​​stored in the first to fourth memory units in the first special symbol reserve memory area are shifted to the previous memory unit, and the first special symbol reserve designation command corresponding to the subtracted first special symbol reserve count (U1) is set in the performance transmission data storage area. As a result, the first special symbol reserve designation command is transmitted to the performance control board 130, and the performance control board 130 is able to determine the first special symbol reserve count.

[0298] The main CPU 110a then performs a jackpot determination (jackpot lottery) to decide whether or not to execute a jackpot game. Specifically, it determines whether it is a "jackpot" or a "miss" based on the random values ​​for determining the special symbols among the various random values ​​(special symbol determination information) shifted from the first memory unit to the zero memory unit of the first special symbol reserve memory area, the setting values ​​(1 to 4 in this case) stored in the setting value area of ​​the game RWM area, and the current probability game state (low probability game state, high probability game state).

[0299] The main CPU 110a then performs a special symbol determination process to determine the type of special symbol to be displayed. Specifically, if a jackpot is determined based on the random value for special symbol determination stored in the 0th memory section of the second special symbol hold memory area, the CPU determines whether it is a jackpot special symbol or a losing special symbol based on the random value for jackpot symbols stored in the 0th memory section, and sets a performance symbol specification command corresponding to the determined special symbol in the performance transmission data storage area. As a result, the performance symbol specification command is transmitted to the performance control board 130, which can then determine the type of special symbol to be displayed.

[0300] Furthermore, if a jackpot is determined based on the random value for special symbol determination stored in the 0th memory section of the first special symbol hold memory area, the special symbols (jackpot special symbols, losing special symbols) are determined based on the random value for jackpot symbols stored in the 0th memory section, and a performance symbol specification command corresponding to the determined special symbol is set in the performance transmission data storage area. As a result, the performance symbol specification command is transmitted to the performance control board 130, and the performance control board 130 can determine the type of special symbol to be stopped and displayed.

[0301] Next, the main CPU 110a performs a special symbol variation pattern determination process to determine the variation pattern (variation time) of the special symbols. Specifically, if a jackpot is determined based on the random value for special symbol determination stored in the 0th memory section of the second special symbol hold memory area, the CPU determines the variation pattern of the special symbols based on the random value for reach determination and the random value for special symbol variation stored in the 0th memory section, sets the variation time corresponding to the determined variation pattern in the special symbol time counter, and sets a variation pattern specification command corresponding to the determined variation pattern in the performance transmission data storage area. As a result, the variation pattern specification command is transmitted to the performance control board 130, which is able to grasp the variation pattern of the special symbols.

[0302] Furthermore, if a jackpot is determined based on the random value for determining the special symbol stored in the 0th memory section of the 1st special symbol hold memory area, the variation pattern of the special symbol is determined based on the random value for determining the reach and the random value for special symbol variation stored in this 0th memory section, the variation time corresponding to the determined variation pattern is set in the special symbol time counter, and the determined variation pattern A command specifying the variation pattern corresponding to the turn is set in the data storage area for performance transmission. This sends the variation pattern specification command to the performance control board 130, which then becomes able to understand the variation pattern of the special symbols.

[0303] The main CPU 110a then sets variable display data in a predetermined processing area to cause the first special symbol display unit 60 or the second special symbol display unit 61 to display the special symbols in a variable manner (flashing of LEDs).

[0304] As a result, when variable display data is set in a predetermined processing area, data for turning the LED on or off is appropriately created in step S600, and the created data is output in step S700, so that the variable special symbols are displayed on the first special symbol display 60 or the second special symbol display 61.

[0305] Then, the special symbol special electrical processing data is set from 0 to 1, preparing to move to the special symbol variation processing subroutine, and the special symbol memory judgment process ends.

[0306] In step S320, the main CPU 110a performs special symbol variation processing to determine whether the variation time for the special symbol has elapsed. Specifically, it determines whether the variation time for the special symbol set in step S310 has elapsed (special symbol time counter = 0). If the variation time has not elapsed, it terminates the current special symbol variation processing while maintaining the special symbol special electrical processing data = 1.

[0307] If the variable time has elapsed, the winning special symbol or losing special symbol determined in step S310 above is stopped and displayed on the first special symbol display 60 or the second special symbol display 61, and the predetermined stop time for the special symbol (0.5 seconds) is set on the special symbol time counter. This notifies the player of the result of the jackpot determination.

[0308] Then, the special symbol special electrical processing data is changed from 1 to 2, and preparations are made to move to the special symbol stop processing subroutine, thus ending this special symbol variation processing.

[0309] In step S330, the main CPU 110a performs a special symbol stop process to determine whether the special symbol's stop time (0.5 seconds) has elapsed. Specifically, it determines whether the special symbol's stop time set in step S320 has elapsed (special symbol time counter = 0). If the stop time has not elapsed, the special symbol stop process is terminated while maintaining the special symbol special electrical processing data = 2.

[0310] If the stop time has elapsed, if the number of time-saving rounds > 0, the time-saving rounds counter is updated by subtracting 1. If the number of time-saving rounds = 0, the time-saving game flag is cleared. If the number of high probability rounds > 0, the high probability rounds counter is updated by subtracting 1. If the number of high probability rounds = 0, the high probability game flag is cleared.

[0311] The main CPU 110a then determines whether the stopped special symbol is a jackpot special symbol. If it is a jackpot special symbol, it clears the time-saving game flag, the high-probability game flag, the time-saving game count counter, and the high-probability game count counter, and sets the special symbol special-electric processing data=2 to special symbol special-electric processing data=3, preparing to move to the jackpot game processing subroutine, and ends the special symbol stopping process.

[0312] On the other hand, if it is a losing special symbol, the special symbol special electrical processing data is set from 2 to 0, and preparations are made to move to the special symbol memory judgment processing subroutine, and the special symbol stop processing for this time is terminated.

[0313] In step S340, the main CPU 110a performs jackpot game processing to execute the first jackpot game, the second jackpot game, or the third jackpot game based on the type of jackpot special symbol (stop symbol data) set in step S310.

[0314] Specifically, the opening time of the opening / closing member 51 according to the type of jackpot game is set in the special game timer counter, and the drive data for the jackpot opening / closing solenoid 51b is output to open the opening / closing member 51. At this time, 1 is added to the round game count (R) memory area.

[0315] During this opening, if a specified number of game balls enter (win) or if the opening time of the large prize slot elapses (round win counter (C) = 10, or special game timer counter = 0), the output of the drive data for the large prize slot opening / closing solenoid 51b is stopped, and the opening / closing member 51 is closed. This ends one round of gameplay. The counter value of the round win counter (C) is also cleared.

[0316] When a predetermined number of rounds of gameplay (in this embodiment, 4 or 16 rounds) are completed, the data stored in the round game count (R) memory area is cleared, and the special symbol special electric processing data is set from 3 to 4, preparing to move to the jackpot game termination subroutine, and the jackpot game processing for this round is terminated.

[0317] In step S350, the main CPU 110a performs a jackpot game termination process that determines either a high-probability game state or a low-probability game state, as well as either a time-saving game state or a non-time-saving game state.

[0318] Specifically, based on the type of jackpot special symbol (stop symbol data) set in step S310 above, the high probability game flag is set, the number of high probability rounds is set, the time-saving game flag is set, and the number of time-saving rounds is set. The special symbol special electric processing data is then set from 4 to 0, and preparations are made to move to the special symbol memory judgment processing subroutine, thus ending the jackpot game termination process for this round.

[0319] (Explanation of commands involved in the performance control board) Figures 8 and 9 will be used to explain the types of commands transmitted from the main control board 110 to the performance control board 130. Figures 8 and 9 are diagrams showing the types of commands transmitted from the main control board 110 to the performance control board 130.

[0320] The "First Special Symbol Memory Designation Command" indicates the number of First Special Symbols to be held (U1). When the number of First Special Symbols held (U1) increases or decreases, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0321] The "Second Special Symbol Memory Designation Command" indicates the number of second special symbols to be held (U2). When the number of second special symbols held (U2) increases or decreases, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0322] In this embodiment, the "first special symbol memory designation command" and the "second special symbol memory designation command" may be collectively referred to as the "special symbol memory designation command."

[0323] The "specified special symbol command" indicates the type (kind) of special symbol to be displayed when the special symbol is stopped. When the type of special symbol is determined and the display of the special symbol variation begins, it is set in the transmission data storage area for special effects in the main RAM 110c and transmitted to the special effects control board 130.

[0324] Furthermore, since the type of special symbol ultimately determines the type of jackpot game and the game state after the jackpot game ends, the symbol selection command can also be said to indicate the type of jackpot and the game state after the jackpot ends.

[0325] The "First Special Symbol Variation Pattern Specification Command" indicates the variation time (variation pattern) of the special symbol on the first special symbol display unit 60. When the variation display of the special symbol on the first special symbol display unit 60 begins, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0326] The "specify variation pattern command for the second special symbol" indicates the variation time (variation pattern) of the special symbol on the second special symbol display 61. When the variation display of the special symbol on the second special symbol display 61 begins, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0327] In this embodiment, the "command to specify the variation pattern for the first special symbol" and the "command to specify the variation pattern for the second special symbol" may be collectively referred to as the "variation pattern specification command."

[0328] The "Special Symbol Confirmation Command" indicates that a special symbol has been stopped and displayed. When the special symbol is stopped and displayed on the first special symbol display unit 60 or the second special symbol display unit 61, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0329] The "Normal Symbol Confirmation Command" indicates that a normal symbol has stopped being displayed. When the normal symbol display unit 62 stops displaying a normal symbol, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0330] The "Starting Port Entry Designation Command" is used to notify the performance control board 130 in advance of the result of the jackpot determination (lottery). When a game ball enters the first starting port 45 or the second starting port 47, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0331] The "Opening Command for Jackpot" indicates the start of a jackpot game (special game). When various jackpot games begin, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0332] The "round specification command" indicates the number of rounds in a jackpot game. When the rounds of a jackpot game begin, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0333] The "jackpot ending designation command" indicates the end of a jackpot game. When any type of jackpot game ends, it is set in the main RAM 110c's performance transmission data storage area and transmitted to the performance control board 130.

[0334] The "normal symbol memory specification command" indicates the number of normal symbols to be held (G1). When the value stored in the normal symbol number of held (G1) memory area increases or decreases, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0335] The "Normal Symbol Specification Command" indicates the type of normal symbol to be stopped and displayed on the normal symbol display unit 62, and is used when various normal symbols are determined and the display of the normal symbols changes. The data is set in the performance transmission data storage area of ​​RAM110c and transmitted to the performance control board 130.

[0336] The "Normal Symbol Variation Specification Command" indicates the variation time of the normal symbols on the normal symbol display unit 62. When the variation display of the normal symbols begins, it is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0337] The "Opening Command for Winning" indicates that a winning game (auxiliary game) is about to begin. When a winning game starts, it is set in the main RAM 110c's data storage area for special effects and transmitted to the special effects control board 130.

[0338] The "winning ending specification command" indicates the end of various auxiliary games. When a winning game ends, it is set in the main RAM 110c's performance transmission data storage area and transmitted to the performance control board 130.

[0339] The "game state specification command" indicates whether the game is in a time-saving game state or a high-probability game state. It is set in the performance transmission data storage area of ​​the main RAM 110c at the start of the special symbol variation, at the end of the special symbol variation (start of the jackpot game), and at the end of the jackpot, and transmitted to the performance control board 130.

[0340] The "power-on specification command" and the "power-restore specification command" indicate whether or not powering on the gaming machine 1 involves the initialization of the main RAM 110c. When the power of the gaming machine 1 is turned ON, the power-on specification command or power-restore specification command corresponding to whether or not the main RAM 110c has been initialized, and the game state, is sent to the performance control board 130.

[0341] The "customer waiting state specification command" indicates that the machine is in a customer waiting state where no special symbol variations are displayed. When the machine enters this state, the command is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0342] The "error specification command" indicates that an error has occurred in the gaming machine 1 and the type of error. When the magnetic or radio wave anomaly is detected in the magnetic / radio wave anomaly detection process described above, or when an unauthorized win is detected in the large prize slot detection switch input process described above, or in the second start slot detection switch input process described above, the command is set in the performance transmission data storage area of ​​the main RAM 110c and transmitted to the performance control board 130.

[0343] Furthermore, when the payout control board 120 detects the opening of the game board mounting frame 3 or the glass frame 4, the fullness of the lower tray 12, or a payout abnormality, the data is set in the performance transmission data storage area of ​​the payout RAM 121c and transmitted to the performance control board 130.

[0344] The "error clearing command" indicates that an error that occurred in the gaming machine 1 has been resolved. When the resolution of various abnormalities is detected, it is set in the performance transmission data storage area of ​​the main RAM 110c or payout RAM 121c and transmitted to the performance control board 130.

[0345] The "setting value specification command" indicates the setting value set in the gaming machine 1, and is sent to the performance control board 130 after the power of the gaming machine 1 is turned ON, specifically after the power-on specification command and power-restoration specification command have been sent.

[0346] (Main processing of the production control unit) Next, the main processing of the performance control unit 130m will be explained using Figure 10. Figure 10 shows the performance This is a flowchart showing the main processing of the control unit 130m.

[0347] When power voltage is supplied from the power supply board 160, a system reset occurs in the sub-CPU 130a, and the sub-CPU 130a performs the following main processing.

[0348] In step E10, the sub-CPU 130a sets interrupt disable to disable timer interrupts, and in step E20, it performs initialization processing. Specifically, upon power-on, it reads the main processing program from the sub-ROM 130b, initializes flags and other data stored in the sub-RAM 130c, and performs initial setup processing.

[0349] In step E30, the sub-CPU 130a sets an interrupt enable to allow timer interrupts, and in step E40, it performs a sub-random number update process. Specifically, it updates the various random values ​​stored in the sub-RAM 130c. From there, the process in step E40 is repeated until a predetermined interrupt is processed.

[0350] (Timer interrupt processing in the performance control unit) The timer interrupt processing of the performance control unit 130m will be explained using Figure 11. Figure 11 is a flowchart of the timer interrupt processing that is executed every predetermined period (4 milliseconds) in the performance control unit 130m.

[0351] In step E100, the sub-CPU 130a saves the information stored in its registers to the stack area, and in step E120, it performs a timer update process. In this timer update process, the sub-CPU 130a performs a process to update various timers.

[0352] In step E130, the sub-CPU 130a performs input control processing. Specifically, it determines whether or not there is input to various switches such as the performance button detection switch 17a and the directional pad detection switch 19a, and if there is input, it sets predetermined data.

[0353] In step E150, the sub-CPU 130a performs command analysis processing. Specifically, it determines whether various commands have been sent from the main control board 110, and if various commands have been sent, it stores the received commands in the receive buffer of the sub-RAM 130c.

[0354] In step E170, the sub-CPU 130a performs the setting change / confirmation process. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether a setting change command or a setting confirmation command has been received. If a setting change command has been received, it performs the process to execute the setting change notification described above. If a setting confirmation command has been received, it performs the process to execute the setting confirmation notification described above.

[0355] In step E200, the sub-CPU 130a performs power-on processing. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether or not it has received a power-on specification command, and if it has received it, it performs processing to execute a power-on notification. More specifically, it sends a power-on notification command to the display / sound control unit 140, causing the power-on screen to be displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), and the power-on sound to be output from the sound output device 9.

[0356] Sub-CPU 130a performs power restoration processing in step E250. Specifically, it checks the receive buffer of sub-RAM 130c to determine whether a power restoration command has been received, and if it has been received, it performs processing to execute a power restoration notification. Further details are provided below. Then, a power recovery notification command is sent to the display / sound control unit 140, causing the power recovery screen to be displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), and a power recovery sound to be output from the sound output device 9.

[0357] In step E300, the sub-CPU 130a performs customer waiting animation processing. Specifically, it checks the receive buffer in the sub-RAM 130c to determine whether or not it has received a customer waiting state specification command, and if it has received it, it performs processing to perform a customer waiting demo animation after a predetermined time has elapsed. More specifically, it sends a customer waiting animation command to the display / sound control unit 140 to display a customer waiting demo screen on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD), and outputs a customer waiting demo sound from the sound output device 9. More details will be described later with reference to Figure 12.

[0358] In step E350, the sub-CPU 130a performs a game state update process. Specifically, it checks the receive buffer in the sub-RAM 130c to determine whether or not a game state specification command has been received, and if it has been received, it updates the game state information stored in the sub-RAM 130c.

[0359] In step E400, sub-CPU 130a performs a pending information update process. Specifically, it determines whether it has received a special symbol storage designation command or a normal symbol storage designation command by referring to the reception buffer of sub-RAM 130c. If it has received such a command, it performs a process of updating the first special symbol pending count, the second special symbol pending count, the normal symbol pending count, etc. stored in sub-RAM 130c.

[0360] In step E500, sub-CPU 130a performs a pre-reading type effect process. Specifically, it determines whether it has received a start port winning designation command or a variation pattern designation command by referring to the reception buffer of sub-RAM 130c. If it has received such a command, it performs processes related to icon change effect, continuous notice effect, and lamp change effect as pre-reading type effects. Details will be described later using FIG. 14.

[0361] The "icon change effect" is a type of pre-reading notice effect that makes the player expect that a big win game will be executed by changing the pending icon and the display mode of the icon. In this embodiment, the icon change effect for the pending icon may be referred to as the "pending icon change effect", and the icon change effect for the icon may be referred to as the "icon change effect".

[0362] The "continuous notice effect" is a type of pre-reading notice effect that makes the player expect that a big win game will be executed by executing a predetermined effect over one or more variation effects. The "lamp change effect" is a type of pre-reading notice effect that makes the player expect that a big win game will be executed by changing the light emission mode of the winning port lamp over one or more variation effects.

[0363] In step E600, the sub-CPU 130a performs special symbol and special electric effect processing. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether it has received the effect symbol specification command, the special symbol variation pattern specification command, the special symbol confirmation command, the jackpot opening specification command, the round specification command, and the jackpot ending specification command, etc. If it has received them, it performs processing to execute the effect corresponding to the received command.

[0364] Sub-CPU 130a performs the normal diagram and normal power display processing in step E800. Specifically, it refers to the receive buffer of sub-RAM 130c to receive the normal diagram specification command and the normal diagram variation specification command. The system determines whether it has received commands such as Mand, normal symbol confirmation commands, winning opening specification commands, and winning ending specification commands, and if it has received them, it performs processing to execute the effects corresponding to the received commands.

[0365] In step E850, the sub-CPU 130a performs error notification processing. Specifically, it checks the receive buffer of the sub-RAM 130c to determine whether or not it has received an error specification command or an error clear specification command. If it has received one, it performs processing to execute an error notification animation corresponding to the received error specification command, or to terminate the error notification animation corresponding to the received error clear specification command.

[0366] In step E900, the sub-CPU 130a performs output control processing. Specifically, it outputs signals such as predetermined data, and transmits various commands stored in the transmit buffer of the sub-RAM 130c to the display / audio control unit 140 and the lamp / drive control unit 150.

[0367] In step E950, the sub-CPU 130a restores the information saved in step E100 to its registers, and terminates the current timer interrupt process.

[0368] (Performance control unit's audience waiting performance processing) The customer waiting performance processing of the performance control unit 130m will be explained using Figure 12. Figure 12 is a flowchart of the customer waiting performance processing in the performance control unit 130m.

[0369] In step E300-1, the sub-CPU 130a determines whether or not it has received a customer waiting state specification command from the main control board 110. If it has not received a customer waiting state specification command, it proceeds to step E300-4. If it has received a customer waiting state specification command, in step E300-2, it selects a demo waiting time determination table (see Figure 13) to determine the waiting time until the start of the customer waiting demo performance. Details of the demo waiting time determination table will be described later.

[0370] In step E300-3, the sub-CPU 130a determines the demo standby time and sets it in the demo standby timer. Specifically, it refers to the demo standby time determination table shown in Figure 13 and determines one demo standby time from among several based on the current game state and the current state.

[0371] In step E300-4, the sub-CPU 130a determines whether or not it is in demo standby mode. Specifically, it determines whether the demo standby timer is set. If it is not in demo standby mode, it terminates the customer standby performance process, not executing the customer standby demo performance. If it is in demo standby mode, in step E300-5, it updates the demo standby timer by -1.

[0372] In step E300-6, the sub-CPU 130a determines whether the demo standby timer is 0 or not. If the demo standby timer is not 0, the current customer waiting performance process is terminated, and the demo performance is not yet executed. If the demo standby timer is 0, in step E300-7, the customer waiting demo performance command is set in the transmission buffer, and the current customer waiting performance process is terminated. As a result, the customer waiting demo performance command is sent to the display / sound control unit 140 and the lamp / drive control unit 150, and the customer waiting demo performance that urges the player to play the game is executed.

[0373] (Demo waiting time determination table) Figure 13 shows the demo waiting time, which is referenced when determining the waiting time until the start of the demo performance for customers. This figure shows the time determination table.

[0374] Figure 13 shows the demo waiting time determination table, which associates the game state, the current state, and the selected demo waiting time. In the normal game state, there are four types of demo waiting times ranging from 30 seconds to 70 seconds, and in specific game states, there are also four types of demo waiting times ranging from 35 seconds to 75 seconds.

[0375] One of the key features of the demo waiting time determination table shown in Figure 13 is that the demo waiting time differs depending on the time it takes for the performance symbols to be displayed still on the image display device immediately after power-on, the time it takes for the performance symbols to be displayed still on the image display device immediately after power-up, the time it takes for the performance symbols to be displayed still after the fluctuation display of the performance symbols has finished (the fluctuation time has elapsed), and the time it takes for the performance symbols to be displayed still after the customer waiting demo performance has finished. This allows the customer waiting demo performance to be executed at an appropriate time according to the current state, thereby improving the operation of the gaming machine.

[0376] A second characteristic of the demo waiting time determination table shown in Figure 13 is that the demo waiting time from when the performance symbols are displayed still on the image display device immediately after power-on is longer than the demo waiting time from when the performance symbols have finished changing (the change time has elapsed) and are displayed still. By doing this, it is possible to execute the customer waiting demo performance at an appropriate time according to the likelihood that a player is playing, thereby improving the operation of the gaming machine.

[0377] A third characteristic of the demo waiting time determination table shown in Figure 13 is that the demo waiting time from when the performance symbols are displayed still on the image display device immediately after power is restored is longer than the demo waiting time from when the performance symbols are displayed still after the fluctuation display of the performance symbols has finished (the fluctuation time has elapsed) and the performance symbols are displayed still. By doing this, it is possible to execute the customer waiting demo performance at an appropriate time according to the likelihood that a player is playing, thereby improving the operation of the gaming machine.

[0378] A fourth characteristic of the demo waiting time determination table shown in Figure 13 is that the demo waiting time from when the performance symbols are displayed statically on the image display device immediately after power is turned on is longer than the demo waiting time from when the performance symbols are displayed statically on the image display device immediately after power is turned on. By doing this, it is possible to execute the customer waiting demo performance at an appropriate time according to the likelihood that a player is playing, thereby improving the operation of the gaming machine.

[0379] A fifth characteristic of the demo waiting time determination table shown in Figure 13 is that the shortest demo waiting time is the time after the demo animation ends and the animation symbols are displayed still. This effectively increases the appeal of the game to players and improves the operation of the gaming machines.

[0380] As the sixth feature of the demo standby time determination table shown in FIG. 13, it can be mentioned that each demo standby time in a specific game state (low-probability short game state, high-probability short game state) is longer than each demo standby time in the normal game state. By doing so, it becomes possible to execute the customer-waiting demo effect at an appropriate time according to the likelihood of the player playing the game, and it becomes possible to improve the operation of the gaming machine.

[0381] (Predictive effect processing of the effect control unit) Using FIG. 14, the predictive effect processing of the effect control unit 130m will be described. FIG. 14 is a flowchart showing the predictive effect processing in the effect control unit 130m.

[0382] The sub-CPU 130a performs an icon change effect determination process for determining whether to execute an icon change effect and the effect mode of the icon change effect in step E510. Specifically, it will be described later using FIG. 15.

[0383] The sub-CPU 130a performs an icon display mode update process for executing the icon change effect determined to be executed in the icon change effect determination process (changing the reserved icon already displayed and the display mode of the icon) in step E520. Specifically, it will be described later using FIG. 18.

[0384] The sub-CPU 130a performs a continuous notice effect determination process for determining whether to execute a continuous notice effect and the effect mode of the continuous notice effect in step E530. Specifically, it will be described later using FIG. 24.

[0385] The sub-CPU 130a performs a continuous notice effect execution process for executing the continuous notice effect determined to be executed in the continuous notice effect determination process in step E540. Specifically, it will be described later using FIG. 26.

[0386] In step E550, the sub-CPU 130a performs the lamp change animation execution process (lighting up the prize entry lamp NR to match the illumination pattern of the icon whose display pattern has changed), and then terminates the current pre-read animation process. For details, please refer to Figure 28 below.

[0387] (Icon change effect determination process in the performance control unit) The icon change animation determination process in the performance control unit 130m will be explained using Figure 15. Figure 15 is a flowchart showing the icon change animation determination process in the performance control unit 130m.

[0388] In step E510-1, the sub-CPU 130a determines whether or not it has received a start-gate prize entry designation command from the main control board 110. If it has received a start-gate prize entry designation command, it proceeds to step E510-2. If it has not received a start-gate prize entry designation command, it terminates the icon change animation determination process.

[0389] In step E510-2, the sub-CPU 130a refers to the received start-gate entry designation command and determines whether it is a jackpot, the type of jackpot game, and the performance content (planned variation pattern).

[0390] In step E510-3, the sub-CPU 130a determines whether the current time is within the period during which the icon change animation can be executed. If it is within the period during which the icon change animation can be executed, the process moves to step E510-4; otherwise, the process moves to step E510-8.

[0391] The "period during which the icon change animation can be executed" refers to the period when a jackpot game is not in progress, when the icon change animation is not in progress, or when the icon change animation is not scheduled to be executed. Note that only one or two of the above three conditions may be set. Furthermore, if the received start-up slot entry designation command is based on entry into the first start-up slot 45, the game is in a normal game state; if the received start-up slot entry designation command is based on entry into the second start-up slot 47, the game is in a specific game state (low probability time-saving game state, high probability time-saving game state), etc.

[0392] SubCPU 130a, in step E510-4, holds the preceding start (start received first). The pre-judgment results of the pending memory corresponding to the entry prize designation command are all determined to be normal reach or lower, that is, whether all the pre-judgment results of the preceding pending memory are normal variation, shortened variation, or normal reach. If all are normal reach or lower, the process moves to step E510-5; otherwise, the process moves to step E510-8.

[0393] In step E510-5, the sub-CPU 130a acquires a random value for determining the final display mode of an icon to be added to the first image display device 70 (main liquid crystal), and in step E510-6, selects an icon final display mode determination table (see Figure 16) to determine the final display mode of the icon. Details of the icon final display mode determination table will be described later.

[0394] In step E510-7, the sub-CPU 130a determines the final icon display mode. Specifically, the sub-CPU 130a refers to the final icon display mode determination table shown in Figure 16 and determines one final icon display mode from among several based on the planned fluctuation pattern indicated by the start gate prize designation command and the selection rate (%) of each final icon display mode.

[0395] In step E510-8, the sub-CPU 130a determines the normal icon (CD icon), which is the normal display mode, as the final icon display mode.

[0396] In step E510-9, the sub-CPU 130a determines whether the final icon display mode determined is a display mode that executes an icon change animation (special icon). If it is a display mode that executes an icon change animation, the process moves to step E510-10; otherwise, the process moves to step E510-13.

[0397] In step E510-10, the sub-CPU 130a selects a change scenario determination table (see Figure 17) to determine the change scenario for the icon change animation. Details of the change scenario determination table will be described later. This change scenario represents the transition of the display pattern from when the pending icon appears until it disappears.

[0398] In step E510-11, the sub-CPU 130a determines a change scenario and sets it in the pre-read information storage area corresponding to the reserved memory counter of the sub-RAM 130c. Specifically, it refers to the change scenario determination table shown in Figure 17 and determines one change scenario from among several change scenarios based on the final icon display mode, the number of reserved memories of special symbols corresponding to the start slot prize specification command, and the selection rate (%) of each change scenario.

[0399] In step E510-12, the sub-CPU 130a identifies the winning icon, which is the icon display mode that will be first displayed on the first image display device 70 (main LCD), from the determined change scenario, sets the icon display command for the winning icon in the transmission buffer, and ends the icon change performance determination process for this time. As a result, the icon display command is sent to the display / sound control unit 140 and the lamp / drive control unit 150, and a pending icon with a display mode corresponding to the icon display command for the winning icon is displayed on the first image display device 70 (main LCD), or a predetermined sound effect (first winning sound if a normal icon is displayed, second winning sound if a special icon is displayed) is output.

[0400] In step E510-13, the sub-CPU 130a determines a non-change scenario in which the icon change animation is not performed and sets it in the pre-read information storage area corresponding to the reserved memory counter of the sub-RAM 130c.

[0401] In step E510-14, the sub-CPU 130a sets the icon display command for the normal icon into the transmission buffer and terminates the icon change effect determination process. As a result, the icon display command is sent to the display / sound control unit 140 and the lamp / drive control unit 150, and a pending icon in the display mode corresponding to the normal icon display command is displayed on the first image display device 70 (main LCD), or a predetermined sound effect (first winning sound) is output.

[0402] In this embodiment, the icon change animation is executed when the pre-determination results of all preceding holds are normal reach or lower. However, the icon change animation may be executed when the pre-determination results of the preceding holds indicate that a reach animation will not be performed, and the icon change animation may not be executed when a reach animation will be performed. In this way, the display of the held icons will not change during the variation animation corresponding to the preceding holds in which a reach animation is performed, and the display of the held icons will change during the variation animation corresponding to the preceding holds in which a reach animation will not be performed. This prevents the icon change animation from interfering with the reach animation and improves the enjoyment of the game.

[0403] Furthermore, even if the pre-judgment result of the preceding hold includes a chance to perform a reach animation, the icon change animation may be performed. However, the icon change animation may be more likely to be performed (performed at a higher rate) when the pre-judgment result of the preceding hold does not include a chance to perform a reach animation than when it does include a chance to perform a reach animation.

[0404] (Table for determining the final display mode of icons) Figure 16 shows the icon final display mode determination table, which is referenced when determining the final display mode of an icon.

[0405] The icon final display mode determination table associates the planned fluctuation pattern indicated by the starting gate prize designation command, the selection rate (%) for each icon final display mode, and the selected icon final display mode.

[0406] The final icon display configuration includes a CD icon as the standard icon, and special icons such as a blue character icon, a red character icon, and a rainbow character icon, which suggest the possibility of a jackpot (a jackpot game being played).

[0407] The probability of winning the jackpot with special icons increases in the following order: (CD icon <) Blue character icon < Red character icon < Rainbow character icon, with the Rainbow character icon guaranteeing a jackpot.

[0408] Here, a key feature of the icon final display pattern determination table shown in Figure 16 is that the selection rate of the icon final display pattern differs depending on the planned variation pattern. Specifically, in this embodiment, when the planned variation pattern is SP reach or SPSP reach, the special icon is selected at a higher rate than when the planned variation pattern is a normal variation, shortened variation, or normal reach that does not result in a reach.

[0409] In the icon final display mode determination table shown in Figure 16, the normal icon (CD icon) is not selected as the final icon display mode when a jackpot is achieved, but it may be changed to select it.

[0410] (Change Scenario Determination Table) Figure 17 shows the change scenario determination table that is referenced when determining the change scenario. This is a diagram.

[0411] The change scenario determination table associates the final icon display pattern, the number of special symbols held in memory corresponding to the starting gate entry designation command, the selection rate (%) for each change scenario, and the selected change scenario. For reference, the prior variations in each change scenario and the icon update pattern in that variation are also described.

[0412] "Pre-variation" refers to a variation display (variation effect) executed based on special symbol judgment information stored prior to the special symbol judgment information corresponding to the newly received starting gate entry designation command, and "the variation in question" refers to a variation display (variation effect) executed based on the special symbol judgment information corresponding to the newly received starting gate entry designation command.

[0413] The change scenarios include scenarios where the icon display does not change during the execution of the preliminary change (the pending icon change animation is not performed) but changes during the execution of the change (the icon change animation is performed) (for example, Scenario 01), scenarios where the icon display changes during the execution of the preliminary change (the pending icon change animation is performed) but does not change during the execution of the change (the icon change animation is not performed) (for example, Scenario 02), and scenarios where the icon display changes during the execution of the preliminary change and during the execution of the change (the pending icon change animation and the icon change animation are performed) (for example, Scenario 15).

[0414] In this embodiment, the change scenario determination table determines a scenario in which the display pattern of the icon changes regardless of whether a reach animation (which may be a reach other than a normal reach) is performed during the preliminary variation. However, it is also possible to determine a scenario in which the display pattern of the icon changes using a change scenario determination table that uses whether or not a reach animation that suggests the possibility of a jackpot game being performed during the preliminary variation as a determination element. When using such a change scenario determination table, it is advisable to set up various scenarios such that the display pattern of the icon does not change during the execution of a preliminary variation in which a reach animation is performed, but does change during the execution of a preliminary variation in which a reach animation is not performed. Furthermore, it is also possible to set up various scenarios such that the display pattern of the icon changes during both the preliminary variation in which a reach animation is performed and the preliminary variation in which a reach animation is not performed, but the rate at which the display pattern of the icon changes during the execution of a preliminary variation in which a reach animation is not performed is higher than during the execution of a preliminary variation in which a reach animation is performed.

[0415] (Icon display mode update process in the production control unit) The icon display mode update process in the performance control unit 130m will be explained using Figure 18. Figure 18 is a flowchart of the icon display mode update process in the performance control unit 130m.

[0416] In step E520-1, the sub-CPU 130a determines whether or not it has received a variable pattern specification command from the main control board 110. If a variable pattern specification command is received, the process moves to step E520-2; otherwise, the current icon display mode update process is terminated.

[0417] In step E520-2, the sub-CPU 130a refers to the icon change scenario stored in the pre-read information storage area of ​​the sub-RAM 130c, and in step E520-3, it determines whether or not the icon change scenario is stored. If the icon change scenario is not stored, it is assumed that a power restoration has occurred that clears the change scenario from the sub-RAM 130c, and the process moves to step E520-10. If a change scenario is stored, proceed to step E520-4.

[0418] In step E520-4, the sub-CPU 130a determines whether or not there is a pending icon that changes (updates) the display mode in the current variation animation. If there is a pending icon that changes the display mode, the process moves to step E520-5; if there is no pending icon that changes the display mode, the process moves to step E520-8.

[0419] In step E520-5, the sub-CPU 130a selects a change pattern determination table for the hold icon (see Figure 19) to determine the change pattern (change mode) of the display manner of the hold icon to be changed. Details of the change pattern determination table for the hold icon will be described later.

[0420] In step E520-6, the sub-CPU 130a determines the hold icon change pattern. Specifically, it refers to the hold icon change pattern determination table shown in Figure 19 and, based on the manner of hold icon change in the current variation effect and the selection rate (%), determines one hold icon change pattern from among several hold icon change patterns.

[0421] In step E520-7, the sub-CPU 130a sets a change effect command corresponding to the determined hold icon change pattern in the transmission buffer. As a result, the change effect command is transmitted to the display / sound control unit 140 and the lamp / drive control unit 150, and the display of the hold icon shown on the first image display device 70 (main LCD) changes or a predetermined sound effect (change sound) is output according to the change timing and the change stage at the change timing, according to the hold icon change pattern.

[0422] In step E520-8, the sub-CPU 130a determines whether or not there is an icon whose display mode should be changed (updated). If there is an icon whose display mode should be changed, the process moves to step E520-9; otherwise, the current icon display mode update process is terminated.

[0423] In step E520-9, the sub-CPU 130a selects a change pattern determination table for the icon that is to be changed, from among several change pattern determination tables for the icon, that corresponds to the change stage in which the icon changes during the current variation animation (see Figures 20 and 21). Details of the change pattern determination tables for the icon corresponding to the change stage will be described later.

[0424] In step E520-10, the sub-CPU 130a selects an icon change pattern determination table for power outages (Figure 22) to determine whether or not to execute the icon change animation as compensation for an icon change animation that may have been canceled due to power restoration. Details of the icon change pattern determination table for power outages will be described later.

[0425] In step E520-11, the sub-CPU 130a determines the icon change pattern. Specifically, it refers to the change pattern determination table for the selected icon and, based on the manner of the icon change in the current variation animation and the selection rate (%) of each icon change pattern, determines one icon change pattern from among several icon change patterns.

[0426] In step E520-12, the sub-CPU 130a sets the change effect command corresponding to the determined icon change pattern in the transmission buffer, and terminates the icon display mode update process. As a result, the change effect command is transmitted to the display / sound control unit 140 and the lamp. The data is transmitted to the drive control unit 150, and according to the change timing and the change stage at the change timing, the display of the icon shown on the first image display device 70 (main liquid crystal) changes, or a predetermined sound effect (change sound) is output.

[0427] As shown in Figure 18, with the icon display mode update process, if power is restored during the execution of the icon change animation, the icon change animation may be executed again in the variation animation that starts after power is restored. This reduces the dissatisfaction caused by the icon change animation ending due to power restoration, and improves the enjoyment of the game.

[0428] Furthermore, according to the icon display mode update process shown in Figure 18, even if the icon change animation is executed again in the variation animation that starts after power is restored, the animation mode of the icon change animation is newly determined based on the current variation pattern, so that it does not continue from the change scenario before power restoration (the stage suggested before the power supply was interrupted). In this way, it is possible to execute an icon change animation that is in line with the content of the current variation animation, thereby improving the enjoyment of the game.

[0429] Furthermore, if power is restored while the icon change animation is in progress, in the variation animations that begin after power is restored, the icon change animation may not be performed in the variation animations corresponding to the hold memory (special symbol judgment information) prior to the hold memory (special symbol judgment information) that triggered the icon change animation, but the icon change animation may be made available for the variation animation corresponding to the hold memory that triggered the icon change animation.

[0430] (Table for determining change patterns for the hold icon) Figure 19 shows a table for determining the change pattern for the hold icon, which is referenced when determining the change pattern for the hold icon.

[0431] The table for determining the change patterns for the hold icon includes the manner in which the hold icon changes in this variation animation, the selection rate (%) of each hold icon change pattern, and the selected hold icon change pattern. For reference, the timing of the hold icon change animation and the stages of change for each hold icon change pattern are also included.

[0432] The pending icon change patterns include: Normal change pattern 01, in which the display of the pending icon changes with a sound effect output when the pending icon shifts display in response to the disappearance of the icon (at the start of the variation); Normal change pattern 02, in which the display of the pending icon changes during the variation with a sound effect output; Character action change pattern 01, in which a character appears and an action animation is performed on the icon starting from the character, causing the display of the icon to change; and Symbol action change pattern 01, in which a change notification symbol indicating that the display of the icon will change as a result of the variation animation is temporarily stopped and an action animation is performed on the pending icon starting from the change notification symbol, causing the display of the pending icon to change.

[0433] The timing of the change in the hold icon is classified in relation to the progress of the variation effect, and includes when the variation effect starts (at the start of variation), while the variation effect is in progress (during variation), and when the effect symbol 70a temporarily stops (while temporarily stopped).

[0434] The stages in which the hold icon changes include 1UP, which changes the display to indicate a higher probability of winning the jackpot (for example, changing from a CD icon to a blue character icon, or from a blue character icon to a red character icon), and 2UP, which changes the display to indicate a higher probability of winning the jackpot by two levels. An UP (for example, a change from a CD icon to a red character icon) is set.

[0435] While the timing for the change in the hold icon was set to the three timings mentioned above, it is not limited to these timings, and other timings may be set. For example, it may be set during the execution of the variation animation leading up to a reach (during variation), during the execution of a normal reach, or during the execution of an SP (SPSP) reach.

[0436] (Table for determining the change pattern for the icon in question) Figures 20 and 21 show change pattern determination tables for the icon, which are referenced when determining the change pattern of the icon. Figure 20 is the table referenced when changing the display mode of the icon by one step, and Figure 21 is the table referenced when changing the display mode of the icon by two steps.

[0437] The icon change pattern determination table associates the mode of icon change in the current variation animation, the selection rate (%) of each icon change pattern, and the selected icon change pattern. For reference, the timing of the icon change animation and the stages of change for each icon change pattern are also included.

[0438] The icon change patterns include Normal Change Pattern 01, in which the display of the hold icon changes at the start of the change accompanied by the output of a sound effect; Normal Change Pattern 02, in which the display of the hold icon changes during the change accompanied by the output of a sound effect; and Character Action Change Pattern 01, in which a character appears and an action is performed on the icon starting from the character, causing the display of the icon to change.

[0439] The timing of the icon change animation is classified in relation to the progress of the variation animation, and includes when the variation animation starts (at the start of variation), while the variation animation is in progress (during variation), and when the animation symbol 70a temporarily stops (while temporarily stopped).

[0440] The icon changes in this way, with 1UP (for example, changing from a CD icon to a blue character icon, or from a blue character icon to a red character icon) which changes the display to indicate a higher probability of winning the jackpot, and 2UP (for example, changing from a CD icon to a red character icon, or from a blue character icon to a rainbow character icon) which changes the display to indicate a higher probability of winning the jackpot.

[0441] In this embodiment, the change pattern determination table for the icon is configured so that the symbol action change pattern 01 is not selected, but it may be configured so that it can be selected. For example, in a variation performance that performs a pseudo-consecutive performance, the change notification symbol may be temporarily stopped when the performance symbol 70a before the pseudo-variation is performed is temporarily stopped.

[0442] "Pseudo-consecutive spins" refers to a special type of symbol variation display that, in order to make it appear as if multiple symbol variation displays have been performed for a jackpot determination based on a single ball entry into the starting gates (first starting gate 45, second starting gate 47), all symbol variations 70a temporarily stop and then start changing again, once or multiple times within the special symbol variation time determined for a single ball entry into the starting gates (first starting gate 45, second starting gate 47).

[0443] While the timing for the icon change animation was previously limited to the two timings mentioned above, other timings may be included. For example, the animation may occur during the animation sequence leading up to a reach (during the animation sequence), during a normal reach, or during an SP (SPSP) reach.

[0444] (Table for determining the icon change pattern during power outages) Figure 22 shows the table for determining the icon change pattern during power outages, which is referenced when determining the icon change pattern.

[0445] The icon change pattern determination table for power outages associates the variation pattern indicated by the variation pattern specification command, the final display form of the icon, the selection rate (%) of the icon change pattern, the final display form of the selected icon, and the selected icon change pattern. For reference, the timing of the icon change animation and the stages of change for each icon change pattern are also described.

[0446] The respective icon change patterns, the timing of the icon change animation, and the stages of the icon change are the same as those described in the icon change pattern determination table above, so a detailed explanation is omitted here.

[0447] (Relationship between the display pattern of the hold icon, the timing of the change animation, and the frequency of the change animation occurring.) Figure 23(a) shows the relationship between the frequency of occurrence of the hold icon display pattern and the timing of the change animation.

[0448] When the display of the hold icon changes to a blue character icon, the frame update timing in response to the reception of a predetermined command occurs more frequently than the frame update timing after the reception of a command specifying a variation pattern.

[0449] Furthermore, when the display of the hold icon changes to a blue character icon, the frequency of the change animation occurring is lower at a predetermined frame update timing after receiving the variable pattern specification command than at a frame update timing corresponding to receiving the predetermined command.

[0450] In other words, the display of the hold icon is more likely to change to a blue character icon when the icon change animation is executed at the frame update timing corresponding to the reception of a predetermined command, rather than when the icon change animation is executed at a predetermined frame update timing after the reception of a command specifying a variable pattern.

[0451] On the other hand, when the display of the hold icon changes to a red character icon, the frequency of the change effect occurring is higher at a predetermined frame update timing after receiving the variable pattern specification command than at a frame update timing corresponding to receiving the predetermined command.

[0452] Furthermore, when the display of the hold icon changes to a red character icon, the frame update timing in response to the reception of a predetermined command occurs less frequently than the frame update timing after the reception of a command specifying a variation pattern.

[0453] In other words, the icon change animation is more likely to change to a red character icon when it is executed at a predetermined frame update timing after receiving a variable pattern specification command than when it is executed at a frame update timing corresponding to the reception of a predetermined command. These predetermined commands are the command to specify entry into the starting slot and the command to specify a variable pattern.

[0454] Specifically, the change effects that occur at the frame update timing in response to the reception of a predetermined command are the change effect (winning change effect) in which the reserve icon is displayed as a special icon when a game ball enters the starting slot (first starting slot 45, second starting slot 47) and the reserve icon is displayed, and the normal change pattern 01. Furthermore, the change effects that occur at a predetermined frame update timing after receiving the change pattern specification command are Normal Change Pattern 02, Character Action Change Pattern 01, and Symbol Action Change Pattern 01.

[0455] Because the relationship between the display pattern of the hold icon and the timing of the change animation is as described above, the frequency of the change animation, which changes to a red character icon (which has a higher probability of winning a jackpot), occurs more frequently at a predetermined frame update timing after receiving a variation pattern specification command than at a frame update timing corresponding to receiving a predetermined command. This allows players to focus on the timing of the change animation, thereby enhancing the enjoyment of the game.

[0456] Furthermore, the frame update timing in response to the reception of a predetermined command is more likely to result in a change animation where the character icon changes to a blue one than the frame update timing after the reception of a command specifying a variation pattern. Therefore, while it is less likely to change to a red character icon, which has a high probability of winning a jackpot, in the early stages of the variation animation, it is more likely to change to a blue character icon. This allows the player to focus on the subsequent variation animation, thereby enhancing the enjoyment of the game.

[0457] (Relationship between the type of change effect, the timing of the change effect, and the frequency of change effects 1) Figure 23(b) shows the relationship between the type of change animation, the timing of the change animation, and the frequency of the change animation occurring.

[0458] When a change animation occurs at the frame update timing in response to the reception of a predetermined command, the hold icon change animation occurs more frequently than the regular icon change animation.

[0459] Furthermore, when a change animation occurs at the frame update timing in response to the reception of a predetermined command, the frequency of occurrence of this icon change animation is lower than that of the hold icon change animation.

[0460] Because the relationship between the type of change animation, the timing of its occurrence, and the frequency of change animations is as described above, the hold icon is more likely to change early in the variation animation. This allows the player's anticipation for a big win to be maintained for a longer period, thereby enhancing the enjoyment of the game. The specified commands refer to the start slot entry specification command and the variation pattern specification command.

[0461] (Relationship between the type of change effect, the timing of the change effect, and the frequency of change effects 2) Figure 23(c) shows the relationship between the type of change animation, the timing of the change animation, and the frequency of the change animation.

[0462] When a change animation occurs at a predetermined frame update timing after receiving a command specifying a variation pattern, the frequency of this icon change animation is higher than that of the hold icon change animation.

[0463] Furthermore, if a change animation occurs at a predetermined frame update timing after receiving a command specifying a variation pattern, the frequency of the hold icon change animation is lower than that of the icon change animation.

[0464] Given the relationship between the type of change animation, the timing of its occurrence, and the frequency of change animations, the icon in question is more likely to change later in the variation animation. This allows the player's anticipation for a big win to be extended until later in the variation animation. This makes it possible to enhance the appeal of the technique.

[0465] (Relationship between icon display pattern and notification sound when icon appears (changes)) Figure 23(d) shows the relationship between the icon display mode and the notification sound when the icon appears (changes).

[0466] When a CD icon appears as a hold icon, the first occurrence notification sound is output as the notification sound for the icon's occurrence. When a hold icon, or when that icon changes to a blue character icon, the second occurrence notification sound (change notification sound) is output as the notification sound for the icon's occurrence (change). When a hold icon, or when that icon changes to a red character icon, the third occurrence notification sound (change notification sound) is output as the notification sound for the icon's occurrence (change). When that icon changes to a rainbow character icon, the fourth occurrence notification sound (change notification sound) is output as the notification sound for the icon's change.

[0467] Note that in this embodiment, different notification sounds were set for each of the plurality of icon display modes (4 types). However, it may be possible to have two types, namely the generation notification sound when the CD icon is generated and the change notification sound when the CD icon changes to the blue character icon, the red character icon, or the rainbow character icon. Alternatively, no notification sound may be output when the CD icon is generated, and the notification sound may be output only when the icon changes to any of the modes. Further, for the rainbow character icon for which it is determined that a big win has occurred, a dedicated change notification sound may be provided to make it three types.

[0468] (Continuous preview performance determination process of the production control unit) Using FIG. 24, the continuous preview performance determination process in the production control unit 130m will be described. FIG. 24 is a flowchart showing the continuous preview performance determination process in the production control unit 130m.

[0469] In step E530-1, the sub-CPU 130a determines whether it has received a start port winning designation command from the main control board 110. If it has received the start port winning designation command, the process moves to step E530-2. If it has not received the start port winning designation command, the current continuous preview performance determination process ends.

[0470] In step E530-2, the sub-CPU 130a refers to the received start port winning designation command and grasps whether it is a big win, the type of big win game, and the production content (planned change pattern).

[0471] In step E530-3, the sub-CPU 130a determines whether the current time is within the executable period of the continuous preview performance. If it is within the executable period of the continuous preview performance, the process moves to step E530-4. If it is not within the executable period of the continuous preview performance, the process moves to step E530-6 without executing the continuous preview performance.

[0472] The "executable period of continuous pre-announcement performance" means that the jackpot game is not being executed, the continuous pre-announcement performance is not being executed, or the continuous pre-announcement performance is not scheduled to be executed. Note that any one of the above three conditions, or only two of the conditions, may be provided. Also, when the received start port winning designation command is based on winning at the first start port 45, it is in the normal game state, and when the received start port winning designation command is based on winning at the second start port 47, it may be provided that it is in a specific game state (low probability short game state, high probability short game state), etc.

[0473] In step E530-4, the sub-CPU 130a selects a pre-announcement scenario determination table (see FIG. 25) for determining the pre-announcement scenario of the continuous pre-announcement performance. Note that the details of the pre-announcement scenario determination table will be described later. This pre-announcement scenario indicates the transition of the pre-announcement performance over one or more variable performances. The details of the pre-announcement scenario determination table will be described later. This pre-announcement scenario indicates the transition of the pre-announcement performance over one or more variable performances.

[0474] In step E530-5, the sub-CPU 130a determines the pre-announcement scenario and sets it in the pre-read information storage area corresponding to the reserved memory number counter in the sub-RAM 130c, and ends the current continuous pre-announcement performance determination process. Specifically, referring to the pre-announcement scenario determination table shown in FIG. 25, based on the reserved memory number of the special symbol corresponding to the start port winning designation command, the type of the start port winning designation command, and the selection rate (%) of each pre-announcement scenario, one pre-announcement scenario is determined from a plurality of pre-announcement scenarios (including non-pre-announcement scenarios). Note that the details of the pre-announcement scenario determination table will be described later.

[0475] In step E530-6, the sub-CPU 130a determines a non-pre-announcement scenario in which the continuous pre-announcement performance is not executed and sets it in the pre-read information storage area corresponding to the reserved memory number counter in the sub-RAM 130c, and ends the current continuous pre-announcement performance determination process.

[0476] (Pre-announcement scenario determination table) FIG. 25 is a diagram showing a pre-announcement scenario determination table referred to when determining the pre-announcement scenario of the continuous pre-announcement performance.

[0477] In the preview scenario determination table, the number of reserved memories of special symbols corresponding to the start port winning designation command, the planned variation pattern indicated by the start port winning designation command, the selection rate (%) of each preview scenario, and the selected preview scenario are associated. For reference, the pre-variation in each preview scenario and the production mode of the preview production in the variation are described.

[0478] In the preview scenario, there are set a non-preview scenario (for example, scenario 00) in which a preview production in which an effect image is not displayed around the production symbol 70a at the start of the variation production is not executed, a scenario (for example, scenario 01) in which an effect image is not displayed around the production symbol 70a at the start of the pre-variation but an effect image is displayed around the production symbol 70a at the start of the variation, and a scenario (for example, scenario 02, etc.) in which an effect image is displayed around the production symbol 70a at the start of the pre-variation and at the start of the variation.

[0479] (Continuous preview production execution process of the production control unit) Using FIG. 26, the continuous preview production execution process of the production control unit 130m will be described. FIG. 26 is a flowchart showing the continuous preview production execution process in the production control unit 130m.

[0480] The sub-CPU 130a determines in step E540-1 whether it has received a variation pattern designation command from the main control board 110. If it has received the variation pattern designation command, the process moves to step E540-2. If it has not received the variation pattern designation command, the current continuous preview production execution process ends.

[0481] In step E540-2, the sub-CPU 130a refers to the preview scenario of the continuous preview effect stored in the prefetch information storage area of the sub-RAM 130c, and in step E540-3, determines whether the preview scenario is stored. If the preview scenario is stored, the process proceeds to step E540-4. If the preview scenario is not stored, the process proceeds to step E540-6 on the assumption that a power recovery has occurred in which the preview scenario has been cleared from the sub-RAM 130c.

[0482] In step E540-4, the sub-CPU 130a determines a continuous preview pattern (effect mode) according to the preview scenario, and in step E540-5, sets a continuous preview effect command corresponding to the determined continuous preview pattern in the transmission buffer. As a result, the continuous preview effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the continuous preview effect is executed according to the continuous preview pattern, so that an effect image is displayed around the effect symbol 70a at the start of the variable effect, or a predetermined sound effect is output. In step E540-6, the sub-CPU 130a selects an alternative preview pattern determination table (see FIG. 27) for determining whether to execute an alternative preview effect as compensation for the continuous preview effect that may not be executed due to the occurrence of a power recovery, and determines the preview pattern. Specifically, referring to the selected alternative preview pattern determination table, one alternative preview pattern is determined from a plurality of alternative preview patterns based on the variation pattern indicated by the variation pattern designation command and the selection rate (%) of each alternative preview pattern. The details of the alternative preview pattern determination table will be described later.

[0483] The "alternative preview effect" is an effect for compensating for the continuous preview effect that may not be executed due to the occurrence of a power recovery (power-off), and is a type of preview effect that makes the player expect that a jackpot game will be executed by displaying one of a plurality of mini characters with different jackpot expectations on the image display device.

[0484]

[0485] In step E540-7, the sub-CPU 130a determines whether the determined alternative preview pattern is for executing an alternative preview effect. If it is not for executing an alternative preview effect, the current continuous preview effect execution process ends without executing the alternative preview effect. If it is for executing an alternative preview effect, an alternative preview effect command corresponding to the alternative preview pattern is set in the transmission buffer, and the current continuous preview effect execution process ends. As a result, the alternative preview effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and an alternative preview effect is executed according to the alternative preview pattern, so that a mini character is displayed on the first image display device 70 or a predetermined sound effect is output.

[0486] As described above, according to the continuous preview effect execution process shown in FIG. 26, when power recovery (power-off) occurs during the execution of the continuous preview effect, in the variable effect that starts after power recovery, an alternative preview effect different from the continuous preview effect may be executed without restarting the continuous preview effect. By doing so, it is possible to reduce the dissatisfaction associated with the end of the continuous preview effect due to the occurrence of power recovery (power-off), and it is possible to improve the interest of the game.

[0487] (Alternative Preview Pattern Determination Table) FIG. 27 is a diagram showing an alternative preview pattern determination table referred to when determining an alternative preview pattern.

[0488] In the alternative preview pattern determination table, the type of the variable pattern indicated by the variable pattern designation command, the selection rate (%) of each alternative preview pattern, and the selected alternative preview pattern are associated with each other, and the effect mode in each alternative preview pattern is described for reference.

[0489] As the substitute notice patterns, there are pattern 00 in which the substitute notice effect is not executed, pattern 01 in which the mini character A is displayed on the image display device, pattern 02 in which the mini character B is displayed on the image display device, pattern 03 in which the mini character C is displayed on the image display device, and pattern 04 in which the mini character D is displayed on the image display device.

[0490] The jackpot winning expectation level related to the mini characters increases in the order of mini character A < mini character B < mini character C < mini character D, and mini character D has become a mini character for which it is certain to become a jackpot.

[0491] As the first feature of the substitute notice pattern determination table shown in FIG. 27, it can be mentioned that a substitute notice pattern in which the substitute notice effect is executed is more likely to be determined for a variation pattern with a higher jackpot winning expectation level than for a variation pattern with a lower jackpot winning expectation level. By doing so, when it is highly likely that the continuous notice effect has been executed before the power recovery occurs, the substitute notice effect is more likely to be executed, and it is possible to reduce the dissatisfaction associated with the end of the continuous notice effect and improve the interest of the game.

[0492] As the second feature of the substitute notice pattern determination table shown in FIG. 27, it can be mentioned that a substitute notice pattern in which the substitute notice effect is executed is more likely to be determined when the variation effect corresponding to the reservation that triggered the execution of the continuous notice effect is executed than when the variation effect corresponding to the reservation that did not trigger the execution of the continuous notice effect before the reservation that triggered the execution of the continuous notice effect is executed. By doing so, after the power recovery, it becomes easier to grasp which variation effect is the variation effect corresponding to the reservation that triggered the execution of the continuous notice effect, and it is possible to improve the interest of the game.

[0493] In the variable effect executed after power recovery, since it is determined whether or not to execute the jackpot preview effect (line preview effect, step-up preview effect) described later, the alternative preview effect may not be executed by increasing the execution probability of the jackpot preview effect higher than usual.

[0494] Also in this case, it is preferable that the jackpot preview effect is more likely to be executed when the variable effect corresponding to the hold that triggered the continuous preview effect is executed than when the variable effect corresponding to the hold that did not trigger the continuous preview effect before the hold that triggered the continuous preview effect is executed. By doing so, after power recovery, it becomes easier to grasp which variable effect is the variable effect corresponding to the hold that triggered the continuous preview effect, and it becomes possible to improve the interest of the game.

[0495] (Lamp change effect execution process of the effect control unit) Using FIG. 28, the lamp change effect execution process of the effect control unit 130m will be described. FIG. 28 is a flowchart showing the lamp change effect execution process in the effect control unit 130m.

[0496] In step E550-1, the sub CPU 130a determines whether or not an icon change scenario is stored in the prefetch information storage area of the sub RAM 130c. If an icon change scenario is stored, the process proceeds to step E550-2 assuming that the icon change effect is to be executed. If an icon change scenario is not stored, the process proceeds to step E550-6 assuming that a power recovery has occurred in which the change scenario has been cleared from the sub RAM 130c.

[0497] In step E550-2, the sub CPU 130a determines whether or not it is the icon change timing. If it is the icon change timing, the process proceeds to step E550-3. If it is not the icon change timing, the current lamp change effect execution process ends.

[0498] In step E550-3, the sub-CPU 130a sets a lamp effect command corresponding to the color after the icon change in the transmission buffer. As a result, the lamp effect command is sent to the lamp / drive control unit 150, and the lamp change effect is executed by changing the illumination pattern (illumination color, on / flashing) of the prize entry lamp NR in response to the icon color change.

[0499] Sub-CPU 130a, in step E550-4, when the lamp change effect is executed. The system determines whether the lamp change flag, which indicates that the lamp is changing, is set in sub-RAM 130c. If the lamp change flag is set, the current lamp change animation execution process is terminated. If the lamp change flag is not set, the lamp change flag is set, and the current lamp change animation execution process is terminated.

[0500] In step E550-6, the sub-CPU 130a determines whether the lamp change flag is set in the sub-RAM 130c. If the lamp change flag is set, the process moves to step E550-7; otherwise, the lamp change effect execution process ends.

[0501] In step E550-7, the sub-CPU 130a clears the lamp change flag set in the sub-RAM 130c, and in step E550-8, it sets the lamp effect termination command in the transmit buffer, ending the current lamp change effect execution process. As a result, the lamp effect command is sent to the lamp / drive control unit 150, and the lamp change effect that was being executed ends.

[0502] Thus, according to the lamp change effect execution process shown in FIG. 28, in response to the change of the icon in the icon change effect, the light emission mode (light emission color, lighting / flashing) of the winning port lamp NR is changed to execute the lamp change effect. By doing so, the effect can be enhanced by the synergistic effect with the icon change effect, and the interest of the game can be improved.

[0503] Also, according to the lamp change effect execution process shown in FIG. 28, unlike the icon change effect and the continuous preview effect, even if power recovery occurs during the execution of the lamp change effect, the lamp change effect is not executed again, or the alternative preview effect is not executed. By doing so, while reducing the control burden, the rarity of the lamp change effect can be ensured, and the interest of the game can be improved.

[0504] Note that, in the case where power recovery occurs like in the icon change effect, the lamp change effect may be executed again in the variable effect started after the power recovery. In this case, it is preferable to execute the lamp change effect so as to correspond to the icon change effect started after the power recovery.

[0505] Also, instead of executing the lamp change effect corresponding to the icon change effect, the lamp change effect may be executed by determining the final light emission mode of the winning port lamp NR, the light emission scenario from the pre-variation to the variation, etc. by lottery.

[0506] (Big win preview effect determination process of the effect control unit) Using FIG. 29, the big win preview effect determination process of the effect control unit 130m will be described. FIG. 29 is a flowchart showing the big win preview effect determination process in the effect control unit 130m, and this process is executed after the variable effect pattern determination process (process of determining the variable effect pattern based on the variable pattern designation command) in the above-described special figure special electricity effect process.

[0507] In step E650-1, the sub-CPU 130a refers to the variation effect pattern to be executed in the current variation effect, and in step E650-2, selects a jackpot prediction determination table (see FIG. 30) for determining the prediction pattern of the jackpot prediction effect that makes the player expect that the jackpot game will be executed, and determines the prediction pattern. Specifically, referring to the jackpot prediction determination table shown in FIG. 30, one prediction pattern is determined from a plurality of prediction patterns (including non-prediction patterns) based on the jackpot lottery result, the type of the variation effect pattern, and the selection rate (%) of each prediction pattern. The details of the jackpot prediction determination table will be described later. Details will be described later.

[0508] In step E650-3, the sub-CPU 130a determines whether the prediction pattern is a prediction pattern for executing the catchphrase prediction effect. If it is the prediction pattern for executing the catchphrase prediction effect, the process proceeds to step E650-4, and if it is not the prediction pattern for executing the catchphrase prediction effect, the process proceeds to step E650-6.

[0509] The "catchphrase prediction effect" is a type of jackpot prediction effect in which, in response to the operation of the effect button 17 during the variation effect, a catchphrase image suggesting the jackpot expectation level is displayed on the image display device, and a voice corresponding to the catchphrase image is output from the voice output device 9. Specifically, a catchphrase with a relatively higher expectation level is displayed when the jackpot game is executed (when the jackpot expectation level is high) compared to when the jackpot game is not executed, and when a catchphrase with a relatively higher expectation level is displayed, for example, the effect button 17 vibrates for only 1 second.

[0510] In step E650-4, the sub-CPU 130a selects a dialogue pattern determination table (not shown) for determining the dialogue pattern in the dialogue preview effect, and determines the dialogue pattern. Specifically, by referring to the dialogue pattern determination table, one dialogue pattern is determined from a plurality of dialogue patterns based on the jackpot lottery result, the type of variation effect pattern, and the selection rate (%) of each dialogue pattern.

[0511] In step E650-5, the sub-CPU 130a sets a dialogue preview effect command corresponding to the dialogue pattern in the transmission buffer. As a result, the dialogue preview effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the dialogue preview effect corresponding to the dialogue pattern is executed, so that the dialogue image is displayed on the first image display device 70 or the audio corresponding to the dialogue image is output from the audio output device 9.

[0512] In step E650-6, the sub-CPU 130a determines whether it is a preview pattern for executing the step-up preview effect. If it is a preview pattern for executing the step-up preview effect, the process proceeds to step E650-7. If it is not a preview pattern for executing the step-up preview effect, the current jackpot preview effect determination process ends.

[0513] The "step-up preview effect" is a type of jackpot preview effect that executes step effects in a predetermined order until it reaches any one of a plurality of steps (stages) from the first step (first stage) to the final step (final stage). Specifically, more step effects are likely to be executed when the jackpot game is executed than when the jackpot game is not executed (when the jackpot expectation level is high).

[0514] In step E650-7, the sub-CPU 130a selects a step-up pattern determination table (not shown) for determining the step-up pattern in the step-up preview effect, and determines the step-up pattern. Specifically, by referring to the step-up pattern determination table, one step-up pattern is determined from a plurality of step-up patterns based on the jackpot lottery result, the type of variation effect pattern, and the selection rate (%) of each step-up pattern.

[0515] In step E650-8, the sub-CPU 130a sets a step-up preview effect command corresponding to the step-up pattern in the transmission buffer, and ends the current jackpot preview effect determination process. As a result, the step-up preview effect command is transmitted to the display / audio control unit 140 and the lamp / drive control unit 150, and the step-up preview effect corresponding to the step-up pattern is executed, and the step image is displayed on the first image display device 70 or the sound effect corresponding to the step image is output from the audio output device 9.

[0516] (Jackpot preview pattern determination table) FIG. 30 is a diagram showing a jackpot preview effect determination process referred to when determining the preview pattern of the jackpot preview effect.

[0517] In the jackpot preview determination table, the jackpot lottery result, the type of variation effect pattern, the selection rate (%) of each preview pattern, and the selected preview pattern are associated with each other.

[0518] The preview patterns include a preview pattern with no preview, a preview pattern in which a voice preview effect is executed, and a preview pattern in which a step-up preview effect is executed. The case where the step-up preview effect is executed has a higher jackpot winning expectation than the case where the voice preview effect is executed.

[0519] (Main process of the overall control unit) The main processing of the control unit 141 will be explained using Figure 31. Figure 31 is a flowchart of the main processing of the control unit 141.

[0520] When power voltage is supplied from the power supply board 160, a system reset occurs in the central CPU 142, and the central CPU 142 performs the following main processing.

[0521] First, in step T1, the central CPU 142 sets an interrupt disable to disable timer interrupts, and in step T2, it performs initialization processing. Specifically, it reads the main processing program from the central ROM 143, initializes flags and other items stored in the central RAM 144, and performs initial setup processing.

[0522] In step T3, the main CPU 142 sets an interrupt enable to allow timer interrupts. In step T4, it checks the receive buffer of the main RAM 144 to determine whether or not it has received an animation instruction command from the animation control unit 130m. If it has not received one, it moves to step T7. If it has received one, in step T5, it performs animation pattern setting processing to determine and set an animation pattern from the animation group of the type corresponding to the received animation instruction command.

[0523] The performance instruction commands include customer waiting performance commands, icon display commands, change performance commands, variation performance pattern commands, symbol stop pattern commands, opening performance pattern commands, round performance pattern commands, and ending performance pattern commands.

[0524] Furthermore, an animation group is a group formed by bundling one or more animation patterns, each containing information that defines (specifies) the types of objects that make up the animation image, the scene (timing) and wait frame (display time) in which the animation image is displayed, the target data (sprite image identification number, source address, etc.), parameters (sprite image display position, destination address, etc.), drawing method, and information specifying the image display device that displays the animation image.

[0525] Examples of animation groups include, for example, a performance symbol group for displaying the animation of performance symbol 70a, an icon group for displaying hold icons and the animation of those icons, a variation performance group for displaying animations of variation performances such as backgrounds and characters, a preview performance group for displaying animations such as previews, and a special game performance group for displaying animations of special game performances.

[0526] In step T6, the main CPU 142 performs sound setting processing to determine and set a sound pattern from the type of sound group corresponding to the received performance instruction command. In step T7, it determines whether or not there is a frame switching flag indicating that it is the frame update timing to update the performance image to be displayed on the image display device (to draw a new performance image). If there is no frame switching flag, it moves to step T4. If there is a frame switching flag, it clears the frame switching flag in step T8.

[0527] In step T9, the main CPU 142 generates a display list consisting of drawing control commands and performs display list generation and output processing to output the generated display list to the image control unit 145 (VDP).

[0528] Here, the display list is image formatting information for shaping the performance images to be displayed on the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal), and is generated for each frame (frame update timing) of one unit or multiple units, and in this embodiment, the display list is generated for each frame.

[0529] Specifically, the animation scene information (address) is updated for each animation pattern set in the animation control process described later. As a result, a display list for one frame corresponding to the current frame number is generated, in which drawing control commands are set according to the content of the animation scene information for each set animation pattern. The drawing control commands are set sequentially from the animation pattern of the animation group with the lowest priority to the animation pattern of the animation group with the highest priority, according to the priority (drawing order) set for the animation group to which each animation pattern belongs, but the reverse order is also acceptable.

[0530] In step T10, the central CPU 142 performs a drawing command process that instructs the image control unit 145 (VDP) to draw the performance images based on the display list output. Upon execution of this drawing command process, the image control unit 145 (VDP) draws the performance images based on the display list into the drawing frame buffer and then displays the performance images drawn into the display frame buffer on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD).

[0531] In step T11, the main CPU 142 generates a sound list consisting of a group of sound control commands and performs sound list generation and output processing to output the generated sound list to the audio control unit 148.

[0532] Here, the sound list is audio output information used to specify sounds (BGM, sound effects, etc.) such as audio data and music data to be output from the audio output device 9, and is generated based on the rendering frame when a new sound is output.

[0533] In step T12, the main CPU 142 performs a sound output command process, instructing the sound control unit 148 to output sounds based on the sound list it has output. This sound output command process causes the sound control unit 148 to output sounds based on the sound list from the sound output device 9.

[0534] Therefore, the output from the audio output device 9 is started in synchronization with the frame update timing by the image control unit 145 (VDP), and the output from the audio output device 9 is terminated in synchronization with the frame update timing.

[0535] In addition, the output of various sounds from the audio output device 9 is started in synchronization with the frame update timing, but the output of various sounds from the audio output device 9 may be stopped in synchronization with the frame update timing, or vice versa.

[0536] In step T13, the main CPU 142 performs animation control processing to update animation scene information (address) for each pre-configured animation pattern in preparation for creating the display list for the next frame, and then moves to step T4. From there, it repeatedly loops through the processes from step T4 to step T13.

[0537] (Command reception interrupt processing by the control unit) The command reception interrupt processing of the control unit 141 will be explained using Figure 32. Figure 32 is a flowchart showing the command reception interrupt processing of the control unit 141, which is executed when it receives a performance instruction command transmitted from the performance control unit 130m.

[0538] In step T20, the main CPU 142 performs command reception processing to receive the performance instruction command sent from the performance control unit 130m. Specifically, it stores the performance instruction command sent from the performance control unit 130m in the receive buffer of the main RAM 144, and then terminates the command reception interrupt processing for this instance.

[0539] (V-blank interrupt processing in the control unit) The V-blank interrupt processing of the control unit 141 will be explained using Figure 33. Figure 33 is a flowchart showing the V-blank interrupt processing of the control unit 141. The V-blank interrupt processing is performed each time the V-blank signal, which is transmitted from the image control unit 145 (VDP) every time the display of one frame of animation image is completed (1 / 30 second = approximately 33 ms), is received (1 / 30 second = approximately 33 ms).

[0540] In step T30, the central CPU 142 performs a counter update process to update various counters (scene switching counter, wait frame counter, frame counter, etc.) by a predetermined number (for example, by adding "1"). In step T31, it performs a frame buffer switching command process to instruct the image control unit 145 (VDP) to switch between the first frame buffer area and the second frame buffer area of ​​the VRAM 147.

[0541] As a result, every time a V-blank interrupt is executed, which occurs every 1 / 30th of a second (approximately 33ms), the first frame buffer area and the second frame buffer area will alternately switch between being a "drawing frame buffer" and a "display frame buffer".

[0542] In step T32, the central CPU 142 sets a frame switching flag indicating that the drawing (display) frame has switched, and terminates the V-blank interrupt processing. Since this frame switching flag is referenced in step T7, the processing in steps T8 to T13 will be executed each time the V-blank interrupt processing is performed (frame update timing).

[0543] (Timing chart for the change animation upon winning a prize) Figures 34 and 35 are timing charts showing the various timings when the display of the first reserve icon changes to a blue character icon when a game ball enters the first starting opening 45.

[0544] The timing of T1 is 280 frames after the start of the variation animation. At this timing, the frame update occurs during the normal variation period in which the normal variation of the performance symbol 70a takes place. At this timing, the drawing of image data b (background image, various variation performance images, various symbol images, various icon images, etc.) to the first frame buffer begins, and the display of image data a that was drawn to the second frame buffer begins on the image display device, resulting in the normal variation performance display screen a being displayed on the image display device.

[0545] The timing of T2 is midway through the 280th frame after the start of the variation animation. At this timing, based on the fact that a game ball has entered the first start opening 45, the main control board 110 sends a start opening entry designation command to the animation control unit 130m.

[0546] The timing of T3 is the 281st frame after the start of the variation animation, which is a frame update timing in the middle of the normal variation period. At this timing, it has been decided that the display mode of the first reserve icon when a win occurs will be displayed as a blue character icon, but the blue character icon is not displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 does not start.

[0547] Furthermore, at timing T3, drawing of image data c (background image, various variation effect images, various symbol images, various icon images, etc.) to the second frame buffer begins, and display of image data b, which was drawn to the first frame buffer, begins on the image display device, resulting in the image display device displaying the normal variation effect display screen b.

[0548] The timing of T4 is the 282nd frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data d (background image, various variation effect images, various symbol images, various icon images, etc.) to the first frame buffer begins, display of image data c that was drawn to the second frame buffer to the image display device begins, the normal variation effect display screen c (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 begins. This timing of T4 corresponds to the frame update timing in response to the reception of a predetermined command.

[0549] The timing of T5 is the 283rd frame after the start of the variation effect, which is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data e (background image, various variation effect images, various symbol images, various icon images, etc.) to the second frame buffer begins, and display of image data d that was drawn to the first frame buffer begins on the image display device. The image display device then displays the normal variation effect display screen d (blue character icon display), and the output of the second occurrence notification sound from the sound output device 9 continues.

[0550] The timing of T6 is the 284th frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, the drawing of image data f (background image, various variation effect images, various symbol images, various icon images, etc.) to the first frame buffer begins, the display of image data e that was drawn to the second frame buffer begins on the image display device, the normal variation effect display screen d (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 continues.

[0551] The timing of T7 is the 296th frame after the start of the variation animation, which is a frame update timing in the middle of the normal variation period. At this timing, the drawing of image data h (background image, variation animation image, various symbol images, various icon images, etc.) to the first frame buffer begins, and the image data that was drawn to the second frame buffer is also drawn. Display on the image display device g begins, and the image display device normally displays the fluctuating animation screen g (blue character icon display), and the output of the second occurrence notification sound from the sound output device 9 continues.

[0552] The timing of T8 is the 297th frame after the start of the variation animation, which is in the middle of the normal variation period. At this timing, the output of the second occurrence notification sound, which had been output for approximately 0.5 seconds (15 frames), stops. At the same time, the drawing of image data i (background image, variation animation image, various symbol images, various icon images, etc.) to the second frame buffer begins, and the display of image data h that was drawn to the first frame buffer begins on the image display device, and the normal variation animation display screen h (blue character icon display) is displayed on the image display device.

[0553] The timing of T9 is the 298th frame after the start of the variation animation, which is in the middle of the normal variation period. At this timing, the drawing of image data j (background image, variation animation image, various symbol images, various icon images, etc.) to the first frame buffer begins, and the display of image data i that was drawn to the second frame buffer begins on the image display device, and the normal variation animation display screen i (blue character icon display) is displayed on the image display device.

[0554] In this way, the output of the second occurrence notification sound from the sound output device 9 starts in sync with the frame update timing at which the blue character icon is displayed on the first image display device 70 (main LCD). Compared to the case where the frame update timing of the display of the blue character icon and the output of the second occurrence notification sound start out of sync, this reduces the feeling of discomfort experienced by the player and improves the enjoyment of the game.

[0555] Furthermore, while the output of the second occurrence notification sound was initiated in sync with the frame update timing when the blue character icon was displayed, the disappearance of the blue character icon and the cessation of the output of the second occurrence notification sound are now performed at different frame update timings. Therefore, the output of the second occurrence notification sound can be stopped without being constrained by the timing of the disappearance of the blue character icon, thereby improving the enjoyment of the game.

[0556] (Example of a change in the animation when winning a prize) Figure 36 shows an example of a presentation when a game ball enters the first starting opening 45 and the display of the first reserve icon changes to a blue character icon.

[0557] As shown in Figure 36(a), when the first and second hold icons are not displayed, that is, when no hold memories are stored, the normal variation effect is performed to display the variation of the effect symbol 70a.

[0558] Here, based on the fact that a game ball has entered the first starting opening 45, the main control board 110 sends a starting opening entry designation command to the performance control unit 130m, the icon change performance determination process is executed, and "Scenario 02" (displaying the first reserve icon as a blue character icon when a ball is entered) is determined as the change scenario.

[0559] At this time, as shown in Figure 36(b), when a game ball enters the first starting opening 45, the first reserve icon (blue character icon) H11 is displayed on the first display unit 70B1 of the first reserve icon display area 70B, and the second occurrence notification sound is output from the sound output device 9 for 0.5 seconds.

[0560] Then, as shown in Figure 36(c), the fluctuating display symbol 70a was a miss. A stop indicator is displayed when a combination (in this case, "234") is selected, and the icon (CD icon) TH that was displayed in the icon display area 70C is erased.

[0561] Next, as shown in Figure 36(d), the display of the animation pattern 70a begins to change, and the first hold icon (blue character icon) H11 of the first display unit 70B1 is shifted and displayed in the icon display area 70C.

[0562] Subsequently, as shown in Figure 36(e), a reach animation is performed in which the "2" animation symbol 70a is displayed as a stop (temporarily stopped) in the left and right variable display areas of the variable display symbol 70a that was previously displayed as a variable symbol, while the animation symbol 70a is displayed as a variable symbol in the central variable display area.

[0563] Then, as shown in Figure 36(f), the "3" symbol 70a stops in the central variable display area, ending the reach animation and the variable display. Now that the variable display has ended, the icon (blue character icon) TH that was displayed in the corresponding icon display area 70C is erased.

[0564] Although not shown in the diagrams, background music and sound effects are output from the audio output device 9 during the variation animation. The same applies to Figures 39, 42, 43, 46, and 47.

[0565] (Timing chart for normal change pattern 01) Figures 37 and 38 are timing charts showing the various timings when, in the icon display mode update process, the normal change pattern 01 is determined as the pending icon change pattern, and the display mode of the first pending icon is changed to a blue character icon.

[0566] The timing of T1 is the 600th frame after the start of the variation effect, and it is a frame update timing in the middle of the symbol stop period when the effect symbol 70a is displayed as stopped. At this timing, the drawing of image data b (background image, various stop effect images, various symbol images, various icon images, etc.) to the first frame buffer begins, the display of image data a that was drawn to the second frame buffer begins on the image display device, and the image display device shows the stop effect display screen a.

[0567] The timing of T2 is midway through the 600th frame after the start of the variation effect. At this timing, a variation pattern specification command is sent from the main control board 110 to the effect control unit 130m.

[0568] The timing of T3 is the 601st frame after the start of the variation effect, which is a frame update timing in the middle of the symbol stop period. At this timing, it is decided to execute normal change pattern 01, which changes the first reserve icon to a blue character icon, but the blue character icon is not displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 does not start.

[0569] Furthermore, at timing T3, drawing of image data c (background image, various variation effect images, various symbol images, various icon images, etc.) to the second frame buffer begins, and display of image data b, which was drawn to the first frame buffer, begins on the image display device, resulting in the image display device showing the stop effect display screen b.

[0570] The timing of T4 is the first frame after the start of the next variation animation (the timing when the variation animation begins). At this timing, the image data d (background image, various variation animation images, various symbol images, various icon images) is sent to the first frame buffer. Drawing of the image data c (etc.) begins, and the image data c that was drawn to the second frame buffer is displayed on the image display device. The image display device then displays the normal variable animation display screen c (blue character icon display), and the audio output device 9 starts outputting the second occurrence notification sound. This timing of T4 corresponds to the frame update timing in response to the reception of a predetermined command.

[0571] The timing of T5 is the second frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data e (background image, various variation effect images, various symbol images, various icon images, etc.) to the second frame buffer begins, and display of image data d that was drawn to the first frame buffer begins on the image display device, the normal variation effect display screen d (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 continues.

[0572] The timing of T6 is the third frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data f (background image, various variation effect images, various symbol images, various icon images, etc.) to the first frame buffer begins, the display of image data e that was drawn to the second frame buffer begins on the image display device, the normal variation effect display screen d (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 continues.

[0573] The timing of T7 is the 15th frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data h (background image, variation effect image, various symbol images, various icon images, etc.) to the first frame buffer begins, and display of image data g that was drawn to the second frame buffer begins on the image display device, the normal variation effect display screen g (blue character icon display) is displayed on the image display device, and the output of the second occurrence notification sound from the sound output device 9 continues.

[0574] The timing of T8 is the 16th frame after the start of the variation animation, which is in the middle of the normal variation period. At this timing, the output of the second occurrence notification sound, which had been output for approximately 0.5 seconds (15 frames), stops, the drawing of image data i (background image, variation animation image, various symbol images, various icon images, etc.) to the second frame buffer begins, the display of image data h that had been drawn to the first frame buffer begins on the image display device, and the normal variation animation display screen h (blue character icon display) is displayed on the image display device.

[0575] The timing of T9 is the 17th frame after the start of the variation animation, which is in the middle of the normal variation period. At this timing, the drawing of image data j (background image, variation animation image, various symbol images, various icon images, etc.) to the first frame buffer begins, and the display of image data i that was drawn to the second frame buffer begins on the image display device, and the normal variation animation display screen i (blue character icon display) is displayed on the image display device.

[0576] In this way, the output of the second occurrence notification sound from the sound output device 9 starts in sync with the frame update timing at which the blue character icon is displayed on the first image display device 70 (main LCD). Compared to the case where the frame update timing of the display of the blue character icon and the output of the second occurrence notification sound start out of sync, this reduces the feeling of discomfort experienced by the player and improves the enjoyment of the game.

[0577] Furthermore, while the output of the second occurrence notification sound was initiated in sync with the frame update timing when the blue character icon was displayed, the disappearance of the blue character icon and the cessation of the output of the second occurrence notification sound are now performed at different frame update timings. Therefore, the output of the second occurrence notification sound can be stopped without being constrained by the timing of the disappearance of the blue character icon, thereby improving the enjoyment of the game.

[0578] (Example of the Normal Change Pattern 01) Figure 39 shows an example of the presentation when the display of the first hold icon changes to a blue character icon at the start of the change (during the shift) (normal change pattern 01).

[0579] As shown in Figure 39(a), when the first hold icon (CD icon) H11 and H12 are displayed in the first display unit 70B1 and the second display unit 70B2 of the first hold icon display area 70B, the stop display of the animation symbol indicating a loss is performed.

[0580] Next, as shown in Figure 39(b), the display of the animation pattern 70a begins to change, and the first hold icons (CD icons) H11 and H12 displayed in the first display unit 70B1 and the second display unit 70B2 are shifted and displayed in the icon display area 70C and the first display unit 70B1, respectively.

[0581] At this point, the first hold icon (CD icon) H12, which was displayed on the second display unit 70B2, changes its display mode to a blue character icon when it is shifted to the first display unit 70B1. In addition, as the display changes from a CD icon to a blue character icon, the second occurrence notification sound is output from the audio output device 9 for 0.5 seconds.

[0582] Subsequently, as shown in Figure 39(c), the display of the fluctuating animation symbols 70a stops at a combination indicating a loss (in this case, "164"), and the icon (CD icon) TH that was displayed in the icon display area 70C is erased.

[0583] Next, as shown in Figure 39(d), the display of the animation pattern 70a begins to change, and the first hold icon (blue character icon) H11 of the first display unit 70B1 is shifted and displayed in the icon display area 70C.

[0584] Subsequently, as shown in Figure 39(e), a reach animation is performed in which the "2" animation symbol 70a is displayed as a stop (temporarily stopped) in the left and right variable display areas of the variable display symbol 70a that was previously displayed as a variable symbol, while the animation symbol 70a is displayed as a variable symbol in the central variable display area.

[0585] Then, as shown in Figure 39(f), the "3" symbol 70a stops in the central variable display area, ending the reach animation and the variable display. Now that the variable display has ended, the icon (blue character icon) TH that was displayed in the corresponding icon display area 70C is erased.

[0586] (Timing chart for character action change pattern 01) Figures 40 and 41 are timing charts showing the various timings when, in the icon display mode update process, character action change pattern 01 is determined as the icon change pattern, and the display mode of the icon TH is changed to a red character icon.

[0587] The timing of T1 is the timing of the first frame after the start of the variation effect (the timing when the variation effect starts) and is the frame update timing of the start of the normal variation period in which the normal variation of the effect symbol 70a takes place. At this timing, the first frame batch Drawing of image data b (background image, various variation effect images, various symbol images, various icon images, etc.) to the frame buffer begins, and the image data a that was drawn to the second frame buffer is displayed on the image display device, and the image display device normally displays the variation effect display screen a.

[0588] The timing of T2 is the 61st frame after the start of the variation effect, which is a frame update timing in the middle of the normal variation period. At this timing, the effect control unit 130m has decided to execute character action change pattern 01, which changes the display mode of the icon TH to a red character icon, but no character is displayed on the image display device, and the output of the third occurrence notification sound from the sound output device 9 is not started.

[0589] Furthermore, at timing T2, drawing of image data d (background image, various variation effect images, various symbol images, various icon images, character images, etc.) to the second frame buffer begins, and display of image data c, which was drawn to the first frame buffer, begins on the image display device, resulting in the image display device displaying the normal variation effect display screen c.

[0590] The timing of T3 is the 62nd frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data e (background image, various variation effect images, various symbol images, various icon images, character images, etc.) to the first frame buffer begins, and display of image data d that was drawn to the second frame buffer begins on the image display device, and the normal variation effect display screen d (character display) is displayed on the image display device, but the output of the third occurrence notification sound from the sound output device 9 does not begin.

[0591] The timing of T4 is the 63rd frame after the start of the variation effect, which is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data f (background image, various variation effect images, various symbol images, various icon images, character images, etc.) to the second frame buffer begins, and display of image data e that was drawn to the first frame buffer begins on the image display device, and the normal variation effect display screen e (character display) is displayed on the image display device, but the third occurrence notification sound from the sound output device 9 continues not to be output.

[0592] The timing of T5 is the 64th frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data g (background image, various variation effect images, various symbol images, various icon images, character images, etc.) to the first frame buffer begins, and display of image data f that was drawn to the second frame buffer begins on the image display device, and the normal variation effect display screen f (character display) is displayed on the image display device, but the third occurrence notification sound of the audio output device 9 continues not to be output.

[0593] The timing of T6 is the 91st frame after the start of the variation effect, and is a frame update timing in the middle of the normal variation period. At this timing, drawing of image data h (background image, various variation effect images, various symbol images, various icon images, etc.) to the first frame buffer begins, and display of image data g that was drawn to the second frame buffer begins on the image display device, and the normal variation effect display ...

Claims

[Claim 1] In gaming machines capable of performing special games, A main control means capable of controlling the progress of the game, A performance control means capable of controlling performances in accordance with predetermined signals from the main control means, A variable display execution means that acquires judgment information based on the fulfillment of the starting conditions and executes a variable display of the pattern based on the judgment of the said judgment information, A pre-determination means for pre-determining the determination information before the aforementioned determination, The system includes a state control means capable of controlling between a predetermined game state and a specific game state that is more advantageous to the player than the predetermined game state, When the performance control means receives a specific signal from the main control means that increases the amount of pending information for which the variable display has not yet been executed, it is possible to increase the amount of pending information displayed on the display means. When the performance control means successfully receives the specific signal 1 from the main control means and increases the number of pending information by one, the pending information can be increased and displayed in the first time. If a communication error occurs between the main control means and the performance control means, and the performance control means is unable to receive multiple specific signals from the main control means, and then the communication error is resolved and the performance control means successfully receives one of the specific signals that will increase the number of pending information, then at least the predetermined pending information will be increased and displayed in a second time, which is shorter than the first time. The aforementioned specific game state is, A first specific game state that is more advantageous to the player than the predetermined game state, This includes a second specific game state that is more advantageous to the player than the predetermined game state and is different from the first specific game state, When the aforementioned specific game state ends, it is possible to display predetermined information related to the game result. When the first specific game state ends, the predetermined information can be displayed, When the second specified game state ends, the predetermined information will not be displayed. When the performance control means successfully receives the specific signal 1 from the main control means which increases the pending information by one, it executes the increase display performance once. If the performance control means fails to properly receive the specific signal 1 from the main control means which would increase the number of held information by one, and subsequently successfully receives the specific signal 1 which would increase the number of held information by multiple, the performance of the increase display based on the specific signal 1 is not performed multiple times. Upon receiving a signal indicating the result of the aforementioned pre-determination, it becomes possible to execute a pre-announcement effect that suggests the execution of the special game. When the aforementioned performance control means successfully receives the specific signal mentioned in 1 and the number of pending information items increases, The execution of the pre-reading effect is restricted for the pending information among the increased pending information for which the specific signal could not be received properly. A gaming machine characterized in that it is possible to execute the pre-reading effect targeting the reserved information from the increased reserved information for which the specific signal has been successfully received.