Game machine
Patent Information
- Application Number
- JP2022050060
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2022-03-25
- Publication Date
- 2025-04-01
AI Technical Summary
Conventional gaming machines lack a movable member that provides a function other than symbol game production, failing to effectively indicate the probability of a winning outcome to the player during the game.
A gaming machine equipped with a movable member that moves from a retracted position to a presentation position upon power-on, remaining visible until a predetermined condition is met, providing a preview performance that informs the player of a potential win.
Enables the player and pachinko hall to quickly recognize the machine's power status through the movable member's movement, enhancing the gaming experience by providing a clear indication of potential wins.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines. [Background technology]
[0002] Some of the gaming machines are configured to display a symbol game image when a gaming ball lands validly in a predetermined ball entry area. This symbol game image displays the identification symbols in a variable state and a variable stop state in sequence, and the player is notified of the result of the judgment of whether they have won or lost depending on the state of the identification symbols in the variable stop state. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-158689 Summary of the Invention [Problem to be solved by the invention]
[0004] Some of the above conventional gaming machines are equipped with a movable member. This movable member is a device that indicates to the player in advance the probability that the identified symbol will become a winning symbol during the symbol game, and is moved during the symbol game before the identified symbol is determined to be a winning symbol.
[0005] The present invention has been made in consideration of the above circumstances, and its object is to provide a gaming machine equipped with a movable member having a function other than the presentation of the symbol game. [Means for solving the problem]
[0006] The gaming machine described in claim 1 comprises a display that displays an image of a symbol game that notifies the player of the result of a judgment of whether the game ball has landed in a predetermined ball entry area, a performance element that can be moved between a performance position that is easy for the player to see and a retracted position that is difficult to see compared to the performance position, and a performance control means that controls the performance content of the symbol game, wherein the performance control means is capable of definitively or indefinitely indicating to the player that a win will be announced in the symbol game in accordance with a preview performance that moves the performance element from the retracted position to the performance position during the symbol game, and is characterized in that when the power is turned on, the movable element is moved from the retracted position to the performance position and remains at the performance position until a predetermined condition is met. According to the above means, when the power is turned on, the movable member moves from a retracted position where it is difficult to see to a performance position where it is easy to see, and remains in the performance position until a predetermined condition is met. This makes it possible for the pachinko parlor and the player to know at a glance from the movement of the movable member that the power has been turned on. [Effects of the Invention]
[0007] According to the present invention, it is possible for the pachinko parlor side and the like to recognize at a glance from the movement of the movable member that the power has been turned on. [Brief explanation of the drawings]
[0008] [Figure 1] FIG. 1 is a diagram showing a first embodiment of the present invention (a perspective view showing the appearance of a pachinko gaming machine); [Figure 2] (a) is a front view of the game board, and (b) is a front view of the distribution aisle. [Figure 3] Block diagram showing the electrical configuration [Figure 4] Block diagram showing the electrical configuration [Figure 5](a) is a diagram showing a list of random number counters, (b) is a diagram showing a normal chart hit determination table, (c) is a diagram showing a normal chart fluctuation display time table, (d) is a diagram showing a normal chart game pattern table, (e) is a diagram showing a special chart 1 big hit determination table, (f) is a diagram showing a special chart 1 big hit type table, (g) is a diagram showing a special chart 12 reach table, and (h) is a diagram showing a special chart 1 area. [Figure 6] (a) is a diagram showing the special chart 1 variation pattern table, and (b) is a diagram showing the special chart 2 variation pattern table. [Figure 7] (a) is a diagram showing the special chart 2 big hit determination table, (b) is a diagram showing the special chart 2 big hit type table, (c) is a diagram showing the special chart 2 area, and (d) is a diagram showing the small hit game pattern table. [Figure 8] A diagram showing a jackpot game pattern table [Figure 9] 1A is a flowchart showing the main processing of the main control circuit, and FIG. 1B is a flowchart showing the power-off processing. [Figure 10] Flowchart showing the processing when the main control circuit is powered on [Figure 11] Flowchart showing timer interrupt processing of the main control circuit [Figure 12] Flowchart showing the special diagram 2 processing of the main control circuit [Figure 13] Flowchart showing the special diagram 1 processing of the main control circuit [Figure 14] A diagram showing the LCD screen of the performance pattern display device (standby performance mode) [Figure 15] A diagram showing the performance content of the performance symbol game [Figure 16] A diagram showing an image of a performance pattern game (normal performance) [Figure 17] A diagram showing an image of a performance pattern game (normal reach performance) [Figure 18] A diagram showing an image of a performance pattern game (Super Reach performance) [Figure 19] A diagram for explaining preview effects during normal effect mode [Figure 20] A diagram showing the positional relationship between the effect member and the scroll area. [Figure 21]A diagram showing the scrolling area during standby mode [Figure 22] A diagram for explaining a scrolling display during standby mode [Figure 23] A diagram to explain the preview effect during RTC effect mode [Figure 24] 1A is a flowchart showing the main processing of the sub-control circuit, and FIG. 1B is a flowchart showing the power-off processing. [Figure 25] Flowchart showing timer interrupt processing of the sub-control circuit [Figure 26] Flowchart showing the received command analysis process of the sub-control circuit [Figure 27] Flowchart showing standby effect start processing of sub-control circuit [Figure 28] Flowchart showing standby effect processing of the sub-control circuit [Figure 29] Flowchart showing customer waiting effect processing of the sub-control circuit [Figure 30] Flowchart showing RTC performance processing of the sub-control circuit [Figure 31] Flowchart showing auxiliary scroll effect processing of the sub-control circuit [Figure 32] FIG. 22 shows the third embodiment. [Figure 33] FIG. 26 shows the fourth embodiment. [Figure 34] FIG. 20 shows the fifth embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0009] [Example 1] 1. Structure of the gaming machine The outer frame 1 in Figure 1 is installed on the machine platform of a pachinko parlor. This outer frame 1 is a rectangular cylinder with openings on the front and back, and a main frame 2 is attached to the outer frame 1. This main frame 2 is shaped like a picture frame, and as shown in Figure 2, a game board 3 is supported on the main frame 2.
[0010] As shown in Figure 1, a front frame 4 is attached to the outer frame 1. This front frame 4 is rotatable between a closed state in which it covers the front of the outer frame 1 from the front and an open state in which it opens it, and a transparent window panel 5 is fixed to the front frame 4. This window panel 5 faces the game board 3 from the front across a gap when the front frame 4 is closed, and the game board 3 can be seen through the window panel 5 when the front frame 4 is closed. An upper tray 6 and a lower tray 7 are fixed to the front frame 4 in two rows, one above the other. The upper tray 6 is for storing game balls, and the lower tray 7 is for storing game balls that the upper tray 6 cannot store.
[0011] A launching device (not shown) is attached to the front frame 4. This launching device has a striking hammer that strikes the game balls and a launching motor that operates the striking hammer, and game balls are supplied to the striking hammer one by one from the upper tray 6. This launching device supplies a new game ball to the striking hammer each time the striking hammer strikes a game ball, and a launching handle 8 is connected to the launching device. As shown in Figure 1, this launching handle 8 is attached to the lower right corner of the front frame 4 so that it can be rotated around an axis oriented in the front-to-rear direction, and the force with which the striking hammer strikes the game ball is adjusted according to the amount of clockwise operation (rotation angle) of the launching handle 8.
[0012] As shown in Figure 2, an outer rail 9 and an inner rail 10 are fixed to the front of the game board 3. An arc-shaped launch passage 11 is formed between the outer rail 9 and the inner rail 10, and game balls hit by the battering mallet rise from bottom to top within the launch passage 11. The outer rail 9 and the inner rail 10 define a game area 12 on the front of the game board 3. The game area 12 is a circular area connected to the exit at the top end of the launch passage 11, and game balls rising within the launch passage 11 are released into the game area 12 from the exit of the launch passage 11. A plurality of game pegs (not shown) are driven into the game area 12, and game balls released into the game area 12 fall within the game area 12 while colliding with the plurality of game pegs.
[0013] As shown in FIG. 2, a left-hitting area 13 and a right-hitting area 14 are defined within the game area 12. The left-hitting area 13 is the area to the left of the center line of the game area 12, and when the amount of clockwise operation of the launch handle 8 is small, the game ball is released from the exit of the launch passage 11 into the left-hitting area 13. This type of hitting in which the game ball is released into the left-hitting area 13 is referred to as a left-hitting. The right-hitting area 14 is the area to the right of the center line of the game area 12, and when the amount of clockwise operation of the launch handle 8 is large, the game ball is released from the exit of the launch passage 11 through the left-hitting area 13 into the right-hitting area 14. This type of hitting in which the game ball is released into the right-hitting area 14 is referred to as a right-hitting.
[0014] As shown in Figure 2, a first starting hole 15 is fixed within the game area 12. This first starting hole 15 is pocket-shaped with an open top, allowing game balls to enter from the top. This first starting hole 15 is located across the left-hand hitting area 13 and the right-hand hitting area 14, allowing game balls to easily enter the first starting hole 15 from the entrance at the top when hitting from the left, but making it difficult for the ball to enter when hitting from the right. This first starting hole 15 corresponds to a predetermined ball entry area and a predetermined starting area.
[0015] As shown in FIG. 2, a first variable starting opening 16 is fixed within the game area 12, positioned below the first starting opening 15. This first variable starting opening 16 has an opening on the right side and is located within the left-hand hitting area 13. This first variable starting opening 16 is provided with an opening / closing member 17. This opening / closing member 17 is movable between a closed state that closes the right side of the first variable starting opening 16 to prevent a game ball from entering and an open state that opens it to allow a game ball to enter. Even when the first variable starting opening 16 is in the open state, a game ball has difficulty entering the first variable starting opening 16 in a left-hand hitting state, but when the first variable starting opening 16 is in the open state, a game ball can enter from the right side. This first variable starting opening 16 corresponds to a predetermined ball entry area and a predetermined starting area.
[0016] As shown in FIG. 2 , a first large prize opening 18 is fixed within the gaming area 12. This first large prize opening 18 is shaped like a horizontally long box with an open front and is equipped with a first opening / closing member 19. This first opening / closing member 19 is rotatable about a horizontal axis at its lower end between a vertically closed state and a horizontally open state. The front entrance of the first large prize opening 18 is closed to prevent game balls from entering when the first opening / closing member 19 is in the closed state, and is open to allow game balls to enter when the first opening / closing member 19 is in the open state. This first large prize opening 18 is located in the lower right of the right-hand hitting area 14, and game balls are allowed to enter the first large prize opening 18 when the game ball is hit from the right. This first large prize opening 18 corresponds to a predetermined ball entry area.
[0017] As shown in FIG. 2, a regular starting hole 20 is fixed within the right-hand hitting area 14, located above the first large winning hole 18. This regular starting hole 20 is U-shaped with openings on the top and bottom, allowing the game ball to pass from its top to its bottom when the game ball is hit from the right. A second starting hole 41 is fixed diagonally above and to the right of this regular starting hole 20. This second starting hole 41 is pocket-shaped with an opening on the top, allowing the game ball to enter from the top. This second starting hole 41 is located within the right-hand hitting area 14, making it difficult for the game ball to enter the second starting hole 41 from its top entrance when the game ball is hit from the left, but easy when the game ball is hit from the right. This second starting hole 41 corresponds to the designated ball entry area and the designated starting area.
[0018] As shown in FIG. 2 , the second large prize opening 21 is located diagonally above and to the right of the second starting opening 41. This second large prize opening 21 has an opening on the left side and is equipped with a second opening / closing member 22. This second opening / closing member 22 is movable between an upright closed state and an open state tilted upward from right to left. When the second opening / closing member 22 is closed, a gaming ball cannot enter the second large prize opening 21. Only when the gaming ball is hit from the right can it ride on the second opening / closing member 22 and enter the second large prize opening 21 from its left side. An entrance at the upper end of the ball distribution passage 23 is connected to this second large prize opening 21. This ball distribution passage 23 has a width large enough to allow a single gaming ball to roll through. A gaming ball that enters the second large prize opening 21 enters the ball distribution passage 23 from its entrance and then rolls in a line from top to bottom within the ball distribution passage 23. This second large winning hole 21 corresponds to a predetermined ball entry area.
[0019] As shown in Fig. 2, the lower exit of ball distribution passage 23 is connected to the upper entrance of loss zone 24 and the upper entrance of V-zone 25. A distribution member 26 is provided at the exit of ball distribution passage 23. This distribution member 26 is movable between a hit state in which it closes the entrance of loss zone 24 and a miss state in which it closes the entrance of V-zone 25. When distribution member 26 is in the hit state, a gaming ball in ball distribution passage 23 enters V-zone 25 through its entrance, and when distribution member 26 is in the miss state, a gaming ball enters loss zone 24 through its entrance. As shown in Fig. 3, a miss sensor 27 and a V-sensor 28 are provided in loss zone 24 and V-zone 25, respectively. Miss sensor 27 outputs a miss signal when a gaming ball enters loss zone 24, and V-sensor 28 outputs a hit signal when a gaming ball enters V-zone 25.
[0020] As shown in Figure 1, the front frame 4 is provided with a hemispherical button 29 and a sword-shaped button 30. The hemispherical button 29 is located in front of the upper tray 6 and can be operated by the player by pressing it downward with their finger. The sword-shaped button 30 is located to the right of the upper tray 6 and can be operated by the player by pressing it downward with their finger.
[0021] As shown in FIG. 2, an LED display 31 is provided in the lower left corner of the gaming board 3, and the LED display 31 displays the results of the normal symbol hit / miss judgment and the special symbol hit / miss judgment, as well as the result of the jackpot type judgment. The gaming board 3 is also provided with a performance symbol display 32. This performance symbol display 32 is made up of a color LCD display, and the horizontally long rectangular LCD screen of the performance symbol display 32 displays images of the performance symbol game and the jackpot game performance. This performance symbol display 32 corresponds to the display, and the LCD screen of the performance symbol display 32 corresponds to the display screen of the display. The rectangle indicated by the symbol 32 is the LCD screen of the performance symbol display 32.
[0022] 2, the game board 3 is provided with a colored, opaque decorative frame 33. This decorative frame 33 is frame-shaped when viewed from the front and surrounds the effect symbol display 32, and the liquid crystal screen of the effect symbol display 32 can be seen by the player through the window panel 5 of the front frame 4 and the opening in the decorative frame 33.
[0023] As shown in FIG. 2, the game board 3 is provided with a performance element 34. This performance element 34 is colored and translucent, and has translucency. An operating shaft 35 is connected to the performance element 34, and the operating shaft 35 is connected to a drive mechanism (not shown). This drive mechanism is located at the rear of the game board 3 and has a performance motor 36 (see FIG. 4). This performance motor 36 is a pulse motor that operates to linearly move the performance element 34 vertically between a retracted position (see solid line in FIG. 2) and a performance position (see two-dot chain line in FIG. 2). The retracted position of the performance element 34 is above the performance symbol display 32 and is a position retracted from the LCD screen of the performance symbol display 32 when viewed from the front. A performance LED 37 is housed within the performance element 34. This performance LED 37 is a color LED, and when the performance LED 37 is on, the performance element 34 emits light in multiple colors. This performance LED 37 corresponds to an electric light fixture.
[0024] The performance position of the performance member 34 is lower than the retracted position and overlaps the center of the LCD screen of the performance symbol display 32 when viewed from the front. This performance member 34 corresponds to a movable member. The retracted position of this performance member 34 corresponds to a retracted position of the movable member that is less visible to the player than the operating position or the performance position. This retracted position of the performance member 34 also corresponds to a standby position. This performance position of the performance member 34 corresponds to an operating position of the movable member that is more visible to the player than the retracted position. This performance position of the performance member 34 also corresponds to an operating position. In other words, the performance member 34 is moved and operated between the performance position, which is in front of the LCD screen of the performance symbol display 32, and the retracted position. When in the performance position, the overlapping area with the LCD screen of the performance symbol display 32 from the front is larger than when in the retracted position, and the overlapping area with the LCD screen from the front becomes smaller as the performance member 34 moves from the performance position toward the retracted position. The symbol ML in Figure 2 indicates the trajectory of the linear movement of the performance member 34 in the vertical direction, and the forward movement trajectory when the performance member 34 moves from the retracted position to the performance position and the return movement trajectory when the performance member 34 moves back from the performance position to the retracted position are set to be identical to each other.
[0025] As shown in Fig. 1, a frame lamp cover 38 is fixed to the upper end of the front frame 4. This frame lamp cover 38 is colored and semi-transparent, and a frame LED 39 (see Fig. 4) is housed within the frame lamp cover 38. This frame LED 39 is made up of a color LED, and the frame lamp cover 38 emits light in multiple colors when the frame LED 39 is turned on. A speaker 40 (see Fig. 4) is fixed to the front frame 4, and music and the like are output from the speaker 40 toward the front.
[0026] 2. Electrical configuration of gaming machine The main control board 50 in Figure 3 is located behind the game board 3 and is equipped with a main control circuit 51. This main control circuit 51 is primarily a microcomputer and has ROM, RAM, a CPU, and I / O. This main control circuit 51 controls the game benefits of the special symbol lottery, the variable display of the special symbol, the jackpot game, game status settings, the regular symbol lottery, the variable display of the regular symbol, and the regular symbol game. The ROM of the main control circuit 51 stores a main processing program, a timer interrupt processing program, a special symbol jackpot determination table, a special symbol jackpot type determination table, a special symbol reach table, a special symbol variation pattern table, a jackpot game control table, a regular symbol hit determination table, and a regular symbol game pattern table. The RAM of the main control circuit 51 stores a special symbol reserve area and a look-ahead reserve area. This main control circuit 51 corresponds to the game means and the look-ahead means.
[0027] 3, the main control circuit 51 is connected to a first start gate sensor 52, a second start gate sensor 53, a normal map sensor 54, a first large prize gate sensor 55, a second large prize gate sensor 56, a miss sensor 27, and a V sensor 28. The first start gate sensor 52 detects game balls that have entered the first start gate 15 and the first variable start gate 16, the second start gate sensor 53 detects game balls that have entered the second start gate 41, and the normal map sensor 54 detects game balls that have passed through the normal start gate 20. The first large prize opening sensor 55 detects a gaming ball that has entered the first large prize opening 18, the second large prize opening sensor 56 detects a gaming ball that has entered the second large prize opening 21, the loss sensor 27 detects a gaming ball that has entered the loss zone 24, and the V sensor 28 detects a gaming ball that has entered the V zone 25. When each of these sensors detects a gaming ball, it outputs a signal to the main control circuit 51 according to the content of the detection.
[0028] 3, a first variable start port solenoid 57, a first large prize port solenoid 58, a second large prize port solenoid 59, and a distribution solenoid 60 are connected to the main control circuit 51. The first variable start port solenoid 57 operates the opening / closing member 17 of the first variable start port 16, the first large prize port solenoid 62 operates the first opening / closing member 19 of the first large prize port 18, the second large prize port solenoid 63 operates the second opening / closing member 22 of the second large prize port 21, and the distribution solenoid 60 operates the distribution member 26. An LED indicator 31 is connected to this main control circuit 51, and the main control circuit 51 controls the display content of the LED indicator 31 to variably display special symbols and normal symbols.
[0029] As shown in Figure 3, the main control board 50 is equipped with a RAM clear switch 61. This RAM clear switch 61 is a self-resetting push switch, and is located on the rear surface of the main control board 50. This RAM clear switch 61 cannot be operated by the player but can be operated by the pachinko parlor, and the main control circuit 51 will initialize the RAM when it detects a special operation of the RAM clear switch 61 when the power is turned on while the RAM clear switch 61 is on.
[0030] The payout control board 70 in Figure 3 is equipped with a payout control circuit 71 mainly composed of a microcomputer, and when the main control circuit 51 detects signals from the first start hole sensor 52, the second start hole sensor 53, the first large prize hole sensor 55, and the second large prize hole sensor 56, it sends a payout command to the payout control circuit 71. A prize ball payout device 72 is connected to this payout control circuit 71, and when the payout control circuit 71 detects a payout command from the main control circuit 51, it drives and controls the prize ball payout device 72 to pay out a unit number of game balls onto the upper tray 6 as prize balls.
[0031] The sub-control board 80 in Figure 4 is equipped with a sub-control circuit 81 mainly composed of a microcomputer, and the main control circuit 51 sends commands to the sub-control circuit 81 according to the progress of the game. This sub-control circuit 81 has ROM, RAM, and a CPU, and the ROM stores programs for main processing, reception interrupt processing, and timer interrupt processing. The RAM functions as work memory, and the CPU executes multiple programs in the ROM in response to commands from the main control circuit 51. This sub-control circuit 81 has a real-time clock (RTC) 82. This real-time clock 82 measures the current time when the main power is on and off, and the sub-control circuit 81 detects the current time based on the clock signal from the real-time clock 82. This sub-control circuit 81 corresponds to a performance control circuit, performance control means, and operation means.
[0032] The sub-control circuit 81 drives and controls the speaker 40 to output voice, music, sound effects, etc. from the speaker 40. A hemispherical switch 84 and a sword-shaped switch 85 are connected to the sub-control circuit 81 via a frame relay board 83. The sub-control circuit 81 detects the operation state of the hemispherical button 29 according to the electrical state of the hemispherical switch 84, and detects the operation state of the sword-shaped button 30 according to the electrical state of the sword-shaped switch 85. A home position sensor 86 is connected to the sub-control circuit 81. The home position sensor 86 outputs a home position signal when the effect member 84 is in the retracted position, and the sub-control circuit 81 determines whether the effect member 34 is in the retracted position according to the presence or absence of a home position signal from the home position sensor 86.
[0033] The image control board 90 in Figure 4 is equipped with an image control circuit 91, primarily a microcomputer. The sub-control circuit 81 configures the display content of the effect symbol display 32 based on commands from the main control circuit 51 and transmits commands to the image control circuit 91 in response to the configuration results. This image control circuit 91 includes a CPU, ROM, RAM, VDP, CGROM, CGRAM, and I / O. The ROM stores image control programs for specifying image data, the RAM functions as work memory, and the CPU executes the ROM programs. The CGROM stores image data, and the VDP reads image data from the CGROM in response to commands from the CPU. The VDP expands the image data read results into the CGRAM, synthesizes the expanded image data, and renders it in the CGRAM frame buffer. The resulting image is output as an RGB signal to the effect symbol display 32, whereupon the effect symbol display 32 displays a color image corresponding to the RGB signal from the VDP. This image control circuit 91 corresponds to image display means and variable display means.
[0034] The lamp control board 100 in Figure 4 is connected to the performance motor 36, performance LED 37, and frame LED 39, and the lamp control board 100 drives and controls the performance motor 36 in response to commands from the sub-control circuit 81, thereby moving the performance member 34 between the retracted position and the performance position, controls the light emission of the performance LED 37 in response to commands from the sub-control circuit 81 to illuminate the performance member 34, and controls the light emission of the frame LED 39 in response to commands from the sub-control circuit 81 to illuminate the frame lamp cover 38.
[0035] The power supply board 110 in Figure 4 is disposed behind the game board 3 and is connected to the pachinko parlor's island power supply. A power switch 111 is mounted on the rear surface of the power supply board 110. The power switch 111 is a rocker switch that is mechanically held in an on state and an off state, and island power is supplied to the power supply board 110 when the power switch 111 is on. When the power switch 111 is on, the power supply board 110 generates multiple power supplies from the island power supply for motors, speakers, displays, sensors, LEDs, control, and signals, and when the power switch 111 is on, the main control circuit 51, payout control circuit 71, sub-control circuit 81, and image control circuit 91 are supplied with main control power from the power supply board 110. A backup power supply circuit 112 consisting of a capacitor is mounted on the power supply board 110, and when the power switch 111 is off, backup power is supplied from the backup power supply circuit 112 to the main control circuit 51 to image control circuit 91.
[0036] 3. Gaming function 3-1. Regular Play 3-1-1. General lottery When the game ball passes through the normal symbol starting hole 20, the value of the random number for determining whether the normal symbol is a hit or not is obtained from the normal symbol hit determination table in Figure 5(a), and the result of the normal symbol hit or not is obtained from the normal symbol hit determination table in Figure 5(b). This normal symbol hit determination table has non-electric support and electric support states set, and in the electric support state, it is determined to be a hit with a higher probability than in the non-electric support state.
[0037] 3-1-2. General map change display When the result of the normal map hit / miss judgment is obtained, a normal map fluctuation display is performed. This normal map fluctuation display starts flashing a predetermined number of LEDs on the LED display 31 in a predetermined pattern, and then stops flashing in either a "normal map hit" or "normal map miss" mode. If the predetermined number of LEDs are judged to be a "normal map hit," they stop flashing in a "normal map hit mode," and if they are judged to be a "normal map miss," they stop flashing in a "normal map miss mode." The required time for this normal map fluctuation display is set based on the data in the normal map fluctuation display time table in Figure 5(c). This normal map fluctuation display time table assigns normal map fluctuation display times to both "electric support state" and "non-electric support state." In the "electric support state," the normal map fluctuation display time is set to "1 second," and in the "non-electric support state," the normal map fluctuation display time is set to "30 seconds."
[0038] 3-1-3. Regular Play When the normal map variable display is stopped in the "normal map hit" mode, a normal map game pattern corresponding to the current game state is selected from the normal map game pattern table in Figure 5 (d), and normal map play is started with the selection result of the normal map game pattern. This normal map play is performed by opening the first variable start port 16 once for a long time (30 seconds) in the "electric support state", and opening the first variable start port 16 once for a short time (1 second) in the "non-electric support state".
[0039] 3-2. Special Chart 1 Game 3-2-1. Acquisition of special chart 1 game data When a game ball enters the first starting hole 15 or the first variable starting hole 16, the values of the random numbers for determining whether a special symbol has been hit, the random number for determining the type of jackpot, the variable pattern random number, and the random number for determining whether a jackpot has been reached are acquired, and the results of acquiring the values of the random numbers for determining whether a special symbol has been hit, and the results of acquiring the values of the random numbers for determining whether a jackpot has been hit, are stored in RAM as a set of special symbol 1 game data. As shown in FIG. 5(h), special symbol 1 reserve areas 1 to 4 are set in this RAM, and the special symbol 1 game data is stored in the order of acquisition: "special symbol 1 reserve area 4," "special symbol 1 reserve area 3," "special symbol 1 reserve area 2," and "special symbol 1 reserve area 1." In other words, when special symbol 1 game data is stored in all of special symbol 1 reserve areas 1 to 4, the special symbol 1 game data in "special symbol 1 reserve area 4" is the oldest, and the special symbol 1 game data in "special symbol 1 reserve area 1" is the newest. A state in which special chart 1 game data is stored in all of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "4", a state in which special chart 1 game data is stored in three of special chart 1 holding areas 2 to 4 is referred to as the special chart 1 holding number being "3", a state in which special chart 1 game data is stored in two of special chart 1 holding areas 3 to 4 is referred to as the special chart 1 holding number being "2", a state in which special chart 1 game data is stored in one of special chart 1 holding areas 4 is referred to as the special chart 1 holding number being "1", and a state in which special chart 1 game data is not stored in any of special chart 1 holding areas 1 to 4 is referred to as the special chart 1 holding number being "0".
[0040] 3-2-2. Special Drawing 1 Lottery When special chart 1 game data is stored in "special chart 1 reserve area 4," a special chart 1 lottery is held on the condition that the current state is a special chart 1 game stop state. This special chart 1 game stop state refers to a state in which special chart 1 game, jackpot game, and small jackpot game are all stopped, and the execution of the special chart 1 lottery is permitted during normal game and special chart 2 game. When special chart 1 game data is stored in "special chart 1 reserve area 4" in this special chart 1 game stop state, the storage result of the value of the random number for determining whether or not the special symbol is a hit is detected from "special chart 1 reserve area 4," and a determination result according to the detection result of the value of the random number for determining whether or not the special symbol is a hit is obtained from the special chart 1 jackpot determination table in Figure 5(e). This special chart 1 jackpot determination table has two types of determination results: "jackpot" and "miss." In the normal probability state, it is determined as a "jackpot" with the normal probability (220 / 65536), and in the high probability state, it is determined as a "jackpot" with the high probability (1000 / 65536).
[0041] When a "miss" judgment result is obtained from the special chart 1 jackpot judgment table, the storage result of the value of the random number for reach judgment is detected from the "special chart 1 reserve area 4," and the judgment result of whether or not there is a reach based on the detection result of the value of the random number for reach judgment is detected from the special chart 12 reach table of Figure 5(g). Then, the storage result of the value of the fluctuation pattern random number is detected from the "special chart 1 reserve area 4," and in the "normal probability state," the special chart fluctuation pattern and special chart fluctuation display time are selected from the special chart 1 fluctuation pattern table for the normal probability state of Figure 6(a) based on the judgment result of whether or not there is a reach, the special chart 1 reserved number, and the detection result of the value of the fluctuation pattern random number. In the "high probability state," a specific special chart fluctuation pattern and a specific special chart fluctuation display time for a miss are selected from the special chart 1 fluctuation pattern table for the high probability state of Figure 6(a).
[0042] When a "jackpot" is detected from the Special Chart 1 Jackpot Determination Table, the stored value of the random number for determining the jackpot type is detected from the "Special Chart 1 Reserve Area 4," and the jackpot type corresponding to the detected value of the random number for determining the jackpot type is detected from the Special Chart 1 Jackpot Type Table (Figure 5(f)). The stored value of the fluctuation pattern random number is then detected from the "Special Chart 1 Reserve Area 4." In the "normal probability state," a special chart fluctuation pattern and a special chart fluctuation display time corresponding to the detected value of the fluctuation pattern random number are selected from the Special Chart 1 Fluctuation Pattern Table for the normal probability state (Figure 6(a)). In the "high probability state," a specific special chart fluctuation pattern and a specific special chart fluctuation display time are selected from the Special Chart 1 Fluctuation Pattern Table for the high probability state (Figure 6(a)). This Special Chart 1 lottery is intended to be performed in the normal probability state; if the Special Chart 1 lottery is performed contrary to the intention in the high probability state, the longest specific special chart fluctuation display time is selected.
[0043] 3-2-3. Special Chart 1 Change Display When the special chart variation pattern and special chart variation display time are selected, the special chart 1 variation display will begin. This special chart 1 variation display starts flashing a predetermined number of LEDs on the LED display 31 in a predetermined pattern and then stops flashing, and if the predetermined number of LEDs are determined to be a miss, they stop flashing in the "special chart 1 miss" mode, and if they are determined to be a jackpot, they stop flashing in the mode corresponding to the judgment result of the jackpot type. This flashing from start to stop takes place over a period of time that depends on the selection result of the special chart variation display time.
[0044] 3-2-4. Jackpot games When a predetermined number of LEDs of the LED indicator 31 stop flashing in a manner corresponding to the result of the determination of the jackpot type, a jackpot game pattern corresponding to the result of the determination of the jackpot type is selected from the jackpot game pattern table of Figure 8, and the jackpot game starts with the selected jackpot game pattern. This jackpot game allows a game ball to enter the first major prize opening 18 or the second major prize opening 21 in response to the opening and closing of the first major prize opening 18 or the second major prize opening 21, and each of the jackpot game patterns 1 to 4 has an opening period set before the start of the first round and an ending period set after the end of the final round.
[0045] As shown in Figure 8, each of the jackpot game patterns 1 to 4 consists of 15 identical rounds. In each round, the first major prize opening 18 or the second major prize opening 21 is kept open until the time limit has elapsed, and then closed for a fixed period of time (2 seconds). If the maximum number of game balls (10) enters the opening before the time limit has elapsed, the opening is closed for a fixed period of time (2 seconds) without waiting for the time limit to elapse, and the round ends. Two time limits are set: 30 seconds and 0.1 seconds. The 30-second time limit is the time during which the maximum number of game balls can enter the opening before the time limit has elapsed, and the 0.1-second time limit is the time during which no game balls can enter the opening.
[0046] [1] Jackpot game pattern 1 opens the first major prize slot 18 in each of 15 rounds, and each round has a time limit of 30 seconds during which the maximum number of game balls can enter the first major prize slot 18. This jackpot game pattern 1 consists of 15 rounds in which prize balls can be paid out to the player.
[0047] [2] In jackpot game pattern 2, the first major prize slot 18 is opened in each of the first through eighth rounds, and a time limit of "30 seconds" is set for each of the first through eighth rounds. In this jackpot game pattern 2, the first major prize slot 18 is opened again in each of the ninth through fifteenth rounds, and a time limit of "0.1 seconds" is set for each of the ninth through fifteenth rounds during which game balls cannot enter the first major prize slot 18. This jackpot game pattern 2 consists of eight rounds in which prize balls can be paid out to the player.
[0048] [3] In jackpot game pattern 3, the first major prize slot 18 is opened in the first round, and a time limit of 30 seconds is set for the first round. In this jackpot game pattern 3, the second major prize slot 21 is opened in the second round, and a time limit of 30 seconds is set for the second round, during which a maximum number of game balls can be inserted into the second major prize slot 21. In this jackpot game pattern 3, the first major prize slot 18 is opened again in each of the third through fifteenth rounds, and a time limit of 30 seconds is set for each of the third through fifteenth rounds. This jackpot game pattern 3 consists of 15 rounds in which prize balls can be paid out to the player.
[0049] [4] In jackpot game pattern 4, the first major prize slot 18 is opened in each of the first through tenth rounds, and a time limit of 30 seconds is set for each of the first through tenth rounds. In this jackpot game pattern 4, the first major prize slot 18 is opened again in each of the eleventh through fifteenth rounds, and a time limit of 0.1 seconds is set for each of the eleventh through fifteenth rounds. This jackpot game pattern 4 consists of ten rounds in which prize balls can be paid out to the player.
[0050] 3-2-5. Updating game status 3-2-5―1. Electric support state and non-electric support state If the jackpot type determination result is "jackpot symbol 1," "jackpot symbol 2," or "jackpot symbol 3," a "non-electric support state" is set when the jackpot game ends, as shown in Figure 5(f). If the jackpot type determination result is "jackpot symbol 4," a "electric support state" is set. This "electric support state" is a mode in which the first variable start port 16 is opened for a long period of time as a normal game, and the number of reserved special symbols 1 is maintained at "3" or "4." If the number of reserved special symbols 1 is "3" or "4," the shortest special symbol display time of "1000 msec" is selected in response to the selection of special symbol variation pattern PH00, as shown in Figure 6(a). Therefore, the average value of the special symbol 1 variation display time is shortened, resulting in a favorable state for the player. This "electric support state" ends when the total number of times that Special Chart 1 and Special Chart 2 are played reaches "100" without a "jackpot" being determined, and also ends if the jackpot type "jackpot pattern 1," "jackpot pattern 2," or "jackpot pattern 3" is determined even if the total number of times that Special Chart 1 and Special Chart 2 are played has not reached "100."
[0051] 3-2-5―2. Normal probability state and high probability state If a gaming ball enters V zone 25 of second large prize opening 21 during a jackpot game, a "high probability state" is set when the jackpot game ends, and if the gaming ball does not enter V zone 25, a "normal probability state" is set when the jackpot game ends. Allocating member 26 of this V zone 25 is switched from a miss state to a win state in synchronization with second opening / closing member 22 of second large prize opening 21 being switched from a closed state to an open state, and is switched from a win state to a miss state in synchronization with second opening / closing member 22 being switched from an open state to a closed state, and all gaming balls that enter second large prize opening 21 enter V zone 25 while second large prize opening 21 is open for a time limit of "30 seconds." That is, when a jackpot game is executed in "jackpot game pattern 1," "jackpot pattern 2," or "jackpot pattern 3," the "normal probability state" is set when the jackpot game ends without opening the second large prize opening 21. When this jackpot game is executed in "jackpot game pattern 3," the game ball always enters the V-zone 25 in the second round, provided that it is hit to the right, and the "high probability state" is set when the jackpot game ends.
[0052] The "high probability state" is a game state in which a "jackpot" is determined with a higher probability than the "normal probability state" when the game ball enters the first starting hole 15, the first variable starting hole 16, or the second starting hole 41, and corresponds to a state advantageous to the player. This "high probability state" ends when the total number of times that special symbol 1 play and special symbol 2 play reaches "1000" without being determined as a "jackpot." It also ends when the total number of times that special symbol 1 play and special symbol 2 play has not reached "1000" and the jackpot type "jackpot symbol 1," "jackpot symbol 2," or "jackpot symbol 4" is determined. This "high probability state" corresponds to a bonus game state, and the number of times that the "high probability state" continues, "1000," corresponds to the limit number of times.
[0053] 3-2-6. Special Chart 1 Pre-reading When the game ball enters the first start port 15 and the first variable start port 16, and the acquisition result of the special chart 1 game data is stored in one of the special chart 1 reserve areas 1-4, a pre-determination of whether or not there is a win, a pre-determination of whether or not there is a reach, a pre-determination of the fluctuation pattern, and a pre-determination of the fluctuation display time are made according to the acquisition result of the special chart 1 game data, and if the pre-determination result of whether or not there is a win is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are made. These pre-determinations of whether or not there is a win and the jackpot type are made in the above-mentioned procedure, and the pre-determination of the game state is made according to the pre-determination result of the jackpot type if the pre-determination result of whether or not there is a win is a jackpot. In other words, if the result of the pre-determination of the jackpot type is either "jackpot pattern 1" or "jackpot pattern 2," then "non-electric support state" or "normal probability state" is pre-determined; if the result of the pre-determination of the jackpot type is "jackpot pattern 3," then "non-electric support state" or "high probability state" is pre-determined; and if the result of the pre-determination of the jackpot type is "jackpot pattern 4," then "electric support state" or "normal probability state" is pre-determined.
[0054] When a pre-determination of whether or not a win / loss has been made and a pre-determination of the game state has been made, the pre-determination result of whether or not a win / loss has been made and the pre-determination result of the game state are stored in RAM as a set of special chart 1 look-ahead data. As shown in Figure 5(h), special chart 1 look-ahead areas 1 to 4 are set in this RAM, and special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 4" is stored in "special chart 1 look-ahead area 4," special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 3" is stored in "special chart 1 look-ahead area 3," special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 2" is stored in "special chart 1 look-ahead area 2," and special chart 1 look-ahead data corresponding to the special chart 1 game data in "special chart 1 reserve area 1" is stored in "special chart 1 look-ahead area 1."
[0055] 3-3. Special Chart 2 Game 3-3-1. Acquisition of special chart 2 game data When the game ball enters the second starting hole 41, the value of the random number for determining whether or not a special symbol has been hit, the value of the random number for determining the type of jackpot, the value of the variable pattern random number, and the value of the random number for reaching a win are acquired, and the acquired value of the random number for determining whether or not a special symbol has been hit - the acquired value of the random number for reaching a win are stored in RAM as a set of special symbol 2 game data. As shown in Figure 7(c), special symbol 2 reserve areas 1 to 4 are set in this RAM, and the special symbol 2 game data is stored in the order of acquisition in the order of "special symbol 2 reserve area 4," "special symbol 2 reserve area 3," "special symbol 2 reserve area 2," and "special symbol 2 reserve area 1." A state in which special chart 2 game data is stored in all of these special chart 2 reserve areas 1 to 4 is referred to as the special chart 2 reserve number being "4", a state in which special chart 2 game data is stored in three of the special chart 2 reserve areas 2 to 4 is referred to as the special chart 2 reserve number being "3", a state in which special chart 2 game data is stored in two of the special chart 2 reserve areas 3 to 4 is referred to as the special chart 2 reserve number being "2", a state in which special chart 2 game data is stored in one of the special chart 2 reserve areas 4 is referred to as the special chart 2 reserve number being "1", and a state in which special chart 2 game data is not stored in any of the special chart 2 reserve areas 1 to 4 is referred to as the special chart 2 reserve number being "0".
[0056] 3-3-2. Special Drawing 2 Lottery If special chart 2 game data is stored in the "special chart 2 reserve area 4," the special chart 2 lottery begins under the condition that the current special chart 2 game is in a stopped state. This special chart 2 game stop state refers to a state in which special chart 2 game, jackpot game, and small jackpot game are all stopped, and the special chart 2 lottery is permitted during normal game and special chart 1 game. In other words, special chart 1 game and special chart 2 game are permitted to be played simultaneously (the so-called special chart 12 simultaneous change type). This special chart 2 lottery is performed by detecting special chart 2 game data from the "special chart 2 reserve area 4" and based on the detection results of the special chart 2 game data. The special chart 12 reach table (Figure 5(g)), similar to the special chart 1 lottery, is used to determine whether or not a reach has occurred, and the special chart 2 jackpot determination table (Figure 7(a)) is used to determine whether or not a win has occurred. This Special Chart 2 jackpot determination table differs from the Special Chart 1 jackpot determination table in that it has a determination result of "small hit", and the jackpot probability is set to the same as the Special Chart 1 jackpot determination table in both the normal probability state and the high probability state.
[0057] The special chart 2 jackpot type determination table in Figure 7(b) is used to determine the type of jackpot in special chart 2. This special chart 2 jackpot type determination table has the same jackpot patterns 1 to 4 as special chart 1, and the special chart 2 jackpot type determination table is significantly different from the special chart 1 jackpot type determination table in that the selection probability of "jackpot pattern 3", which will result in a "high probability state", is higher than the special chart 1 jackpot type determination table.
[0058] The special chart 2 variation pattern table in Figure 6(b) is used to determine the special chart variation pattern and special chart variation display time for special chart 2. This special chart 2 variation pattern table uses the options for the normal probability state in the special chart 1 variation pattern table as options for the high probability state, and the options for the high probability state in the special chart 1 variation pattern table as options for the normal probability state, and differs from the special chart 1 variation pattern table in that each of the options for the high probability state and the options for the normal probability state includes the special chart variation pattern and special chart variation display time for a "small hit".
[0059] 3-3-3. Special Chart 2 Change Display When a special chart variation pattern and special chart variation display time for special chart 2 are selected, the special chart 2 variation display is performed for the required time according to the selection result of the special chart variation display time. This special chart 2 variation display causes multiple LEDs for special chart 2 on the LED display 31 to start flashing in a predetermined pattern and then stop flashing, and the LEDs for special chart 2 stop flashing in the "special chart 2 miss" mode if it is determined to be a miss, stop flashing in the "small hit" mode if it is determined to be a small hit, and stop flashing in the mode according to the judgment result of the big hit type if it is determined to be a big hit. This special chart 2 variation display is allowed to be performed simultaneously with the special chart 1 variation display.
[0060] 3-3-4. Jackpot games When the LED for special chart 2 of the LED display 31 stops flashing in a manner corresponding to the result of the determination of the type of jackpot, a jackpot game pattern corresponding to the result of the determination of the type of jackpot is selected from the jackpot game pattern table of Figure 8, and jackpot game starts with the selected result of the jackpot game pattern.
[0061] 3-3-5. Updating game status If the result of the jackpot type determination is "jackpot symbol 1," "jackpot symbol 2," or "jackpot symbol 3," the "non-electric support state" and "normal probability state" are set when the jackpot game ends, as shown in Figure 7(b). If the result of the jackpot type determination is "jackpot symbol 4," the "electric support state" and "normal probability state" of "100 times" are set when the jackpot game ends. If the result of the jackpot type determination is "jackpot symbol 3," the "high probability state" and "non-electric support state" of "1000 times" are set when the jackpot game ends, provided that the game ball enters V-zone 25 of second large prize entry port 41 during the jackpot game. In other words, if the result of the jackpot type determination is "jackpot pattern 3," the "high probability state" will be applied immediately after the jackpot game ends, and if the result of the jackpot type determination is "jackpot pattern 4," the "electric support state" will be applied immediately after the jackpot game ends.
[0062] 3-3-6. Special Chart 2 Prediction When the game ball enters the second starting hole 41 and the acquisition result of the special chart 2 game data is stored in one of the special chart 2 reserve areas 1 to 4, a pre-determination of whether or not there is a win, a pre-determination of whether there is a reach, a pre-determination of the fluctuation pattern, and a pre-determination of the fluctuation display time are made according to the acquisition result of the special chart 2 game data, and if the pre-determination result of whether or not there is a win is a jackpot, a pre-determination of the jackpot type and a pre-determination of the game state are made. These pre-determinations of whether or not there is a win and the pre-determination results of the game state are stored in RAM as a set of special chart 2 pre-read data. As shown in Figure 7(c), this RAM has special chart 2 pre-reading areas 1 to 4 set up, and special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 4" is stored in "special chart 2 pre-reading area 4", special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 3" is stored in "special chart 2 pre-reading area 3", special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 2" is stored in "special chart 2 pre-reading area 2", and special chart 2 pre-reading data corresponding to the special chart 2 game data in "special chart 2 reserve area 1" is stored in "special chart 2 pre-reading area 1".
[0063] 4. Processing Function of Main Control Circuit 51 4-1.Main processing When power is applied from the power supply board 110, the main control circuit 51 detects the main processing program (FIG. 9(a)) from the ROM, performs the power-on process (S1), and disables interrupts (S2). This power-on is achieved by turning on the power switch 111 while the pachinko parlor's island power is on. When the main control circuit 51 disables interrupts (S2), it proceeds to S3 and updates the random number values (FIG. 5(a)). Each random number value is incremented by "1"; if it is incremented to the upper limit, it is reset to "0" and then incremented again. When the main control circuit 51 updates the random number value (S3) in FIG. 9(a), it enables interrupts (S4). With the interrupt enabled, it allows the timer interrupt process (S5) to begin. This timer interrupt process is executed every 4 msec. The random number update process (S3) is repeated during the waiting time between the end of the current timer interrupt process and the start of the next timer interrupt process.
[0064] 4-2. Power off processing 9(b) shows the power-off process of the main control circuit 51. This power-off process is assigned to the INT input terminal with the highest priority, and the main control circuit 51 starts the power-off process in response to a power-off signal being input to the INT input terminal with the highest priority. This power-off process has the highest start-up priority and is performed when the backup power circuit 112 is enabled. When the main control circuit 51 starts the power-off process, it calculates and stores the RAM checksum in S6. Then, it turns on the power-off flag in S7 and prohibits access to the RAM in S8.
[0065] 4-3. Power-on processing Figure 10 shows the power-on processing in S1, in which the main control circuit 51 enables reading and writing of data from and to the RAM in response to setting permission for access to the RAM in S11, and then determines in S12 whether the RAM clear switch 63 is off. If it is determined that the RAM clear switch 63 is off, the process proceeds to S13, in which it determines whether the power-off flag is on. This power-off flag is set to the on state by the main control circuit 51 in S7 of Figure 9(b) when the power switch 111 is turned off, the island power is turned off, or the power is cut off due to a power outage or the like, and if the main control circuit 51 determines that the power-off flag is on in S13, the process proceeds to S14.
[0066] The main control circuit 51 calculates a checksum in S14 and compares the calculated checksum with the stored checksum at the time of power-off in S15. This stored checksum is the one calculated by the main control circuit 51 during power-off processing. If the calculated checksum matches the stored checksum, the main control circuit 51 determines that the RAM data is not corrupted and proceeds from S15 to S16. Here, the RAM data is restored, the power-off flag is turned off in S17, and power-on command processing is performed in S18. This power-on command processing is intended to send a power-on command to the sub-control circuit 81 after a certain time (3000 msec) has elapsed. The main control circuit 51 sets a timer value to the certain time (3000 sec) and starts a subtraction process of the timer value using a timer interrupt process. When the subtraction result of the timer value reaches "0," the main control circuit 51 sets a power-on command in the output buffer and sends the power-on command to the sub-control circuit 81.
[0067] If the main control circuit 51 determines in S12 that the RAM clear switch 63 is on, if it determines in S13 that the power-off flag is off, or if it determines in S15 that the checksum calculation result differs from the stored result, it proceeds to S19 and initializes the RAM. Then, in S20, it notifies the sub-control circuit 81 of the RAM initialization in response to sending a RAM initialization command, turns off the power-off flag in S17, and performs power-on command processing in S18.
[0068] 4-4. Timer interrupt processing
[0069] Figure 11 shows the timer interrupt processing of the main control circuit 51, and in the output processing of S21 of the current timer interrupt processing, the main control circuit 51 sends the commands and the like that were set in the output buffer of the RAM in the previous timer interrupt processing to the sub-control circuit 81 and the payout control circuit 71. Then, in the random number update processing of S22, the values of the random numbers in Figure 5(a) are updated, and in the sensor detection processing of S23, signals from the miss sensor 27, V sensor 28, first start gate sensor 52, second start gate sensor 53, normal sensor 54, first large prize gate sensor 55, and second large prize gate sensor 56 are detected.
[0070] When the main control circuit 51 completes the sensor detection process of S23, it determines in S24 whether or not a signal from the normal symbol sensor 54 has been detected in the sensor detection process of S23. If it determines that a signal from the normal symbol sensor 54 has been detected, it acquires the value of the random number for determining whether the normal symbol is correct or not in S25 and proceeds to S26.
[0071] When the main control circuit 51 proceeds to S26, it determines whether a signal from the second start port sensor 53 has been detected in the sensor detection process of S23. If it determines that a signal from the second start port sensor 53 has been detected, it compares the special 2 reserved number with "4." If it determines that the special 2 reserved number is less than "4," it proceeds to S27 and acquires the special 2 game data. Then, it stores the acquired special 2 game data in one of the special 2 reserved areas 1 to 4 according to the storage order, sets a special 2 reserved command in the output buffer, and proceeds to S28. This special 2 reserved command notifies the sub-control circuit 81 of the special 2 reserved number, and is sent to the sub-control circuit 81 in the next timer interrupt process.
[0072] When the main control circuit 51 proceeds to S28, it performs a preliminary determination of whether or not there is a win, a preliminary determination of whether or not there is a reach, a preliminary determination of the fluctuation pattern, a preliminary determination of the fluctuation display time, a preliminary determination of the type of jackpot, and a preliminary determination of the game state on the results of acquisition of the special chart 2 game data, and stores the preliminary determination results of whether or not there is a win and the game state as special chart 2 pre-read data in one of the special chart 2 pre-read areas 1 to 4 according to the storage order. Then, it sets the stored result of the special chart 2 pre-read data in the output buffer of the RAM to be sent to the sub-control circuit 81 in the next timer interrupt processing, and proceeds to S29.
[0073] When the main control circuit 51 proceeds to S29, it determines whether a signal from the first start port sensor 52 has been detected in the sensor detection process of S23. If it determines that a signal from the first start port sensor 52 has been detected, it compares the special figure 1 reserved number with "4." If it determines that the special figure 1 reserved number is less than "4," it acquires the special figure 1 game data in S30, stores the acquired special figure 1 game data in one of the special figure 1 reserved areas 1 to 4 according to the storage order, and sets a special figure 1 reserved command in the output buffer. This special figure 1 reserved command notifies the sub-control circuit 81 of the special figure 1 reserved number and is sent to the sub-control circuit 81 in the next timer interrupt process.
[0074] When the main control circuit 51 stores the acquisition result of the special chart 1 game data in S30, in S31 it performs a preliminary judgment of whether it is a win or not, a preliminary judgment of whether it is a reach or not, a preliminary judgment of the fluctuation pattern, a preliminary judgment of the fluctuation display time, a preliminary judgment of the type of jackpot, and a preliminary judgment of the game state on the acquisition result of the special chart 1 game data, and stores the preliminary judgment results of whether it is a win or not and the game state as special chart 1 pre-read data in one of the special chart 1 pre-read areas 1 to 4 according to the storage order. Next, the stored result of the special chart 1 pre-read data is set in the output buffer of the RAM to be sent to the sub-control circuit 81 in the next timer interrupt processing, and proceeds in order to S32 to S34.
[0075] 4-5. General Map Processing The main control circuit 51 determines whether the normal symbol is a hit or not based on the result of acquiring the value of the random number for determining whether the normal symbol is a hit or not in the normal symbol processing of S32, and notifies the result of the normal symbol hit or not by executing the normal symbol variable display. Here, when the result of the "normal symbol hit" determination is notified, a normal symbol play pattern according to the current game state is selected, and the game ball is allowed to enter the first variable start port 16 in accordance with the result of selecting the normal symbol play pattern and playing the normal symbol.
[0076] 4-6. Special Drawing 2 Processing 12 shows the special chart 2 processing of S33, in which the main control circuit 51 selectively executes the special chart 2 lottery processing of S41, the special chart 2 variable stop processing of S42, the small win game start processing of S43, the small win game stop processing of S44, the big win game start processing of S45, the big win game in progress processing of S46, and the big win game stop processing of S47 depending on the setting result of the value of the second pointer P2 of the RAM. The value of this second pointer P2 is initially set to "1" when the power is turned on.
[0077] 4-6-1. Special Drawing 2 Lottery Processing When the value of the second pointer P2 is set to "1," the main control circuit 51 proceeds to the special chart 2 lottery process of S41. The value of this second pointer P2 is set to "1" when the special chart 2 game is stopped, and the main control circuit 51 determines whether or not special chart 2 game data is stored in the "special chart 2 reserve area 4" in the special chart 2 lottery process of S41. If it is determined that special chart 2 game data is not stored in the "special chart 2 reserve area 4," the special chart 2 lottery process is terminated, and if it is determined that special chart 2 game data is stored in the "special chart 2 reserve area 4," a win / loss determination (including a small win), a reach determination, a fluctuation pattern determination, and a fluctuation display time determination are performed based on the special chart 2 game data in the "special chart 2 reserve area 4." If the win / loss determination result is a jackpot, a jackpot type determination is performed. Then, the result of the hit / miss judgment (including small hit), the result of the fluctuation pattern judgment, and the result of the judgment of the type of big hit are set in the output buffer of the RAM to be sent to the sub-control circuit 81 as special chart 2 game data, and a fluctuation start command 2 is set in the output buffer of the RAM to be sent to the sub-control circuit 81, and the special chart 2 fluctuation display is started.
[0078] When the main control circuit 51 starts the special chart 2 variable display, it organizes "special chart 2 reserve area 1" to "special chart 2 reserve area 4". This process erases special chart 2 game data from "special chart 2 reserve area 4". If special chart 2 game data is stored in "special chart 2 reserve area 3", the special chart 2 game data is shifted to "special chart 2 reserve area 4". If special chart 2 game data is stored in "special chart 2 reserve area 2", the special chart 2 game data is shifted to "special chart 2 reserve area 3". If special chart 2 game data is stored in "special chart 2 reserve area 1", the special chart 2 game data is shifted to "special chart 2 reserve area 2". When the main control circuit 51 organizes "special chart 2 reserve areas 1 to 4", it organizes "special chart 2 look-ahead area 1" to "special chart 2 look-ahead area 4" in the same procedure and sets the value of the second pointer P2 to "2".
[0079] When the main control circuit 51 sets the value of the second pointer P2 to "2" in S41, it determines whether the current gaming state is a favorable gaming state. This favorable gaming state refers to an "electric support state" in which the remaining number of times is initially set to "100 times" and a "high probability state" in which the remaining number of times is initially set to "1000 times." If the main control circuit 51 determines that the current gaming state is favorable, it subtracts "1" from the value of counter N and compares the result of the subtraction with "0." This value of counter N measures the remaining number of times in the favorable gaming state. If the main control circuit 51 selects "jackpot pattern 3," it is initialized to the initial value "1000" when jackpot gaming with jackpot gaming pattern 3 ends. If the main control circuit 51 selects "jackpot pattern 4," it is initialized to the initial value "100" when jackpot gaming with jackpot gaming pattern 4 ends. When the main control circuit 51 determines that the subtraction result of the counter N is "0", it cancels the advantageous gaming state and sets the "non-electric support state" and "normal probability state". Then, it sets a normal probability state command in the output buffer and sends it to the sub-control circuit 82.
[0080] 4-6-2. Special Chart 2 Change Stop Processing When the value of the second pointer P2 is set to "2," the main control circuit 51 proceeds to the special chart 2 variation stop process of S42. Here, the timer value is added, and the result of the timer addition is compared with the result of the special chart variation display time determination. If the result of the timer addition has not reached the result of the special chart variation display time determination, the special chart 2 variation stop process is terminated. If the result of the timer addition has reached the result of the special chart variation display time determination, the special chart 2 variation display is stopped in a manner corresponding to the result of the hit / miss determination, and a variation stop command 2 is set in the output buffer to be sent to the sub-control circuit 81. This sub-control circuit 81 initially sets the value of the second pointer P2 to "1" if the result of the hit / miss determination is "miss," sets the value of the second pointer P2 to "3" if the result of the hit / miss determination is "small hit," and sets the value of the second pointer P2 to "5" if the result of the hit / miss determination is "big hit."
[0081] 4-6-3. Small hit game start processing If the value of the second pointer P2 is set to "3," the main control circuit 51 proceeds to the small win game start process of S43. Here, the small win game is started, a small win game start command is set in the output buffer to be sent to the sub-control circuit 81, and the value of the second pointer P2 is set to "4." This small win game consists of one round, as shown in Figure 7(d). This round involves keeping the second large prize opening 21 open until the time limit (4 seconds) has elapsed, and then closing it for a fixed period (1 second). An opening period (1 second) is set before the round begins, and an ending period (1 second) is set after the round ends. This small win game is played when the distribution member 26 is in a miss state, and all game balls that enter the second large prize opening 21 enter the miss zone 24.
[0082] 4-6-4.Small win game stop processing If the value of the second pointer P2 is set to "4", the main control circuit 51 proceeds to the small win game stop process of S44 and determines whether the small win game has ended. If it is determined that the small win game has ended, the value of the second pointer is set to (1).
[0083] 4-6-5. Jackpot game start processing If the value of the second pointer P2 is set to "5," the main control circuit 51 proceeds to the jackpot game start process of S45. Here, the jackpot game starts with a jackpot game pattern according to the result of the jackpot type determination, sets a jackpot game start command in the output buffer to be sent to the sub-control circuit 81, and sets the value of the second pointer P2 to "6."
[0084] 4-6-6. Processing during jackpot play If the value of the second pointer P2 is set to "6", the main control circuit 51 proceeds to the jackpot game in-play process of S46 and proceeds with the jackpot game according to the set result of the jackpot game pattern. This main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81 every time a round starts in the jackpot game.
[0085] When the main control circuit 51 is progressing with the jackpot game in "jackpot game pattern 3," it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22 in S46, allowing the game ball to enter the V zone 25. If it detects a signal from the V sensor 28 during this jackpot game processing, it sets the V flag to the ON state and sends a V winning command to the sub-control circuit 81. When the main control circuit 51 has progressed the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 81, and sets the value of the second pointer P2 to "7."
[0086] 4-6-7. Jackpot game stop processing If the value of the second pointer P2 is set to "7", the main control circuit 51 proceeds to the jackpot game stop process of S47 and detects the jackpot type determination result. Here, if the jackpot type determination result is "jackpot symbol 1" or "jackpot symbol 2", the game state is set to "non-electric support state" and "normal probability state", and the value of the second pointer P2 is initially set to "1". If the jackpot type determination result is "jackpot symbol 4", the main control circuit 51 sets the game state to "electric support state" and "normal probability state", initially sets the value of the counter N to "100" as the remaining number of times in the "electric support state", and initially sets the value of the second pointer P2 to "1". This main control circuit 51 sets the gaming state to "non-electric support state" when the determination result of the jackpot type is "jackpot symbol 3," and when the V flag is set to the on state, sets the gaming state to "high probability state," and also initializes the value of counter N to "1000" as the remaining number of times in the "high probability state," and initializes the value of second pointer P2 to "1." Then, when the gaming state is set to "normal probability state," it sets a normal probability state command in the output buffer to be sent to the sub-control circuit 81, and when it is set to "high probability state," it sets a high probability state command in the output buffer to be sent to the sub-control circuit 81.
[0087] 4-8. Special Drawing 1 Processing 13 shows the special chart 1 processing of S34, in which the main control circuit 51 selectively executes the special chart 1 lottery processing of S51, the special chart 1 variable stop processing of S52, the jackpot game start processing of S53, the jackpot game in progress processing of S54, and the jackpot game stop processing of S55 in accordance with the setting result of the value of the first pointer P1 in the RAM. The value of this first pointer P1 is initially set to "1" when the power is turned on.
[0088] 4-8-1. Special Drawing 1 Lottery Processing When the value of the first pointer P1 is set to "1," the main control circuit 51 proceeds to the special chart 1 lottery process of S51. The value of this first pointer P1 is set to "1" when the special chart 1 game is stopped, and the main control circuit 51 determines whether special chart 1 game data is stored in the "special chart 1 reserve area 4" in the special chart 1 lottery process of S51. If it is determined that special chart 1 game data is not stored in the "special chart 1 reserve area 4," the special chart 1 lottery process is terminated, and if it is determined that special chart 1 game data is stored in the "special chart 1 reserve area 4," a win / loss determination, a reach determination, a fluctuation pattern determination, and a fluctuation display time determination are performed based on the special chart 1 game data in the "special chart 1 reserve area 4." If the win / loss determination result is a jackpot, a jackpot type determination is performed. Then, the results of the hit / miss judgment, the results of the fluctuation pattern judgment, and the results of the jackpot type judgment are set in the output buffer of the RAM to be sent to the sub-control circuit 81 as special chart 1 game data, and a fluctuation start command 1 is set in the output buffer of the RAM to be sent to the sub-control circuit 81, and the special chart 1 fluctuation display is started.
[0089] When the main control circuit 51 starts the special chart 1 variable display, it organizes "Special Chart 1 Reserve Area 1" to "Special Chart 1 Reserve Area 4." This process is performed in the same manner as for "Special Chart 2 Reserve Areas 1-4." The main control circuit 51 also organizes "Special Chart 1 Pre-read Areas 1-4" in the same manner, and then sets the value of the first pointer P1 to "2." Then, it subtracts "1" from the value of counter N and compares the subtraction result of counter N with "0." If the main control circuit 51 determines "N = 0" in the "electric support state," it cancels the "electric support state" to set the "non-electric support state" and "normal probability state." If it determines "N = 0" in the "high probability state," it cancels the "high probability state" to set the "non-electric support state" and "normal probability state." The normal probability state command is then set in the output buffer and sent to the sub-control circuit 81.
[0090] 4-8-2. Special Chart 1 Change Stop Processing When the value of the first pointer P1 is set to "2", the main control circuit 51 proceeds to the special chart 1 variation stop processing of S52, and when the sum of the timer values reaches the judgment result of the variation display time, the special chart 1 variation display is stopped in a manner according to the judgment result of whether it is a hit or a miss, and sets the output buffer to send a variation stop command 1 to the sub-control circuit 81. Then, when the judgment result of whether it is a hit or a miss, the value of the first pointer P1 is initially set to "1", and when the judgment result of whether it is a hit or a miss, the value of the first pointer P1 is set to "3".
[0091] 4-8-3. Jackpot game start processing If the value of the first pointer P1 is set to "3," the main control circuit 51 proceeds to the jackpot game start process of S53. Here, the jackpot game starts with a jackpot game pattern according to the result of the jackpot type determination, sets a jackpot game start command in the output buffer to be sent to the sub-control circuit 81, and sets the value of the first pointer P1 to "4."
[0092] 4-8-4. Processing during jackpot play If the value of the first pointer P1 is set to "4", the main control circuit 51 proceeds to the jackpot game in-play process of S54 and proceeds with the jackpot game according to the set result of the jackpot game pattern. This main control circuit 51 sets a round start command in the output buffer and sends it to the sub-control circuit 81 every time a round starts in the jackpot game.
[0093] When the main control circuit 51 is progressing with the jackpot game in "jackpot game pattern 3," it moves the distribution member 26 in synchronization with the opening and closing of the second opening / closing member 22 in S54, and when it detects a signal from the V sensor 28, it sets the V flag to the ON state and sends a V winning command to the sub-control circuit 81. When the main control circuit 51 has progressed the jackpot game to the end of the jackpot game pattern, it ends the jackpot game, sets a jackpot game end command in the output buffer to be sent to the sub-control circuit 81, and sets the value of the first pointer P1 to "5."
[0094] 4-8-5. Jackpot game stop processing If the value of the first pointer P1 is set to "5," the main control circuit 51 proceeds to the jackpot game stop processing of S55. Here, the game state and the value of the counter N are set in the same procedure as the jackpot game stop processing for special chart 2, and the value of the first pointer P1 is initially set to "1." Then, if the game state is set to the "normal probability state," a normal probability state command is set in the output buffer to be sent to the sub-control circuit 81, and if it is set to the "high probability state," a high probability state command is set in the output buffer to be sent to the sub-control circuit 81.
[0095] 5. Production Mode The presentation modes include "standby presentation mode," "customer waiting presentation mode," "jackpot game presentation mode," "normal presentation mode," and "RTC presentation mode." "Standby presentation mode" notifies the player that the pachinko machine is in standby mode and corresponds to a predetermined mode. This "standby presentation mode" is set when the power is turned on and ends when the current time reaches the set time. "Customer waiting presentation mode" notifies the player that the pachinko machine is in a standby mode and is set when "standby presentation mode" ends or when play stops. This play stops when special symbol 1 play, special symbol 2 play, normal symbol play, small hit play, and jackpot play have all stopped. "RTC presentation mode" is a special presentation mode that starts when the current time reaches the set time, and a special preview image is displayed to warn the player of a jackpot using an image of the presentation pattern play.
[0096] 5-1. Standby mode 14 illustrates the standby display mode. Before the standby display mode begins, all power is cut off, the display member 34 is stationary in a retracted position in a non-illuminating state, the LCD screen of the display symbol display 32 is in a completely dark off state, the frame lamp cover 38 is in a non-illuminating state, and the speaker 40 is in an output-stopped state. When the power is turned on in this power-off state, the standby display mode is activated, and as drive control of the frame LED 39 begins, the frame lamp cover 38 repeatedly flashes in a specific standby display pattern, and as drive control of the speaker 40 begins with a delay after the frame LED 39 starts flashing, sound is repeatedly output from the speaker 40 in a specific standby display pattern.
[0097] When the standby effect mode is activated, drive control of the effect LED 37 is started simultaneously with the frame LED 39, and accordingly, the effect member 34 repeatedly flashes in a specific standby effect pattern, and the effect symbol display 32 starts to display an announcement image A1 saying, "The joy of pachinko, for pachinko lovers" (see a). Next, the announcement image A1 is erased, and an announcement image A2 saying, "We are currently loading data," an announcement image A3 saying, "Please wait a moment," and a customer waiting image Im consisting of "four female silhouettes" (see b). In this state, as the effect motor 36 is rotated a certain amount in the forward direction, the effect member 34 moves from the retracted position to the effect position and stops at the effect position while flashing (see c).
[0098] The standby presentation mode ends when the current time reaches the set time, and when the standby presentation mode ends, the customer waiting presentation mode begins. In this customer waiting presentation mode, the announcement image A2 and the announcement image A3 are erased from the presentation pattern display 32, and the customer waiting image Im is continuously displayed on the presentation pattern display 32 (see d). Then, as the presentation motor 36 is rotated in the reverse direction by a certain amount, the presentation member 34 returns from the presentation position to the retracted position, and as the presentation LED 37 is switched from a flashing state to a lighting state for the customer waiting presentation, the presentation member 34 enters the lighting state for the customer waiting presentation.
[0099] 5-2. Big hit game mode The "jackpot game presentation mode" is set during a jackpot game, and in the "jackpot game presentation mode," a jackpot game presentation image is displayed on the presentation symbol display 32. In this "jackpot game presentation mode," during the opening period of the jackpot game, an opening image notifying the start of the jackpot game and a right-hit image urging the player to "hit right" are displayed on the presentation symbol display 32, a round image indicating the current round is displayed during the "30-second" long round, and an ending image notifying the game status after the jackpot game is displayed during the ending period.
[0100] If the game ball enters the V zone 25 of the second large prize opening 21 during the jackpot game presentation mode, a V prize presentation is performed. This V prize presentation is notified to the player before the end of the current jackpot game if a "high probability state" is set after the end of the current jackpot game. This V prize presentation is performed when the game ball enters the V zone 25 for the first time in the second round when the current jackpot game is being played using jackpot game pattern 3, and is performed by starting to display a V image of a "V" in the right corner of the presentation symbol display 32 on the V zone 25 side, and then moving the V image toward the center of the presentation symbol display 32.
[0101] 5-3. Normal mode The "normal presentation mode" is set when the game pause state is released in the "waiting-for-customer presentation mode," and corresponds to a mode different from the specified mode. In this "normal presentation mode," the presentation symbol display 32 displays an image of the presentation symbol game in one of several presentation contents, including "normal presentation," "all-symbol simultaneous stop presentation," "normal reach presentation," and "super reach presentation." In the "normal probability state," this presentation symbol game notifies the player of the result of the special symbol 1 lottery. The presentation content is set according to the result of the special symbol variation pattern for the special symbol 1. It begins in time with the start of the special symbol 1 variation display and ends in time with the end of the special symbol 1 variation display. In the "high probability state," this presentation symbol game notifies the player of the result of the special symbol 2 lottery. The presentation content is set according to the result of the special symbol variation pattern for the special symbol 2. It begins in time with the start of the special symbol 2 variation display and ends in time with the end of the special symbol 2 variation display.
[0102] As shown in Figure 15, all of the "normal effects" through "super reach effects" begin with the "start of a three-column scrolling display." This "three-column scrolling display" scrolls a display pattern consisting of the numbers "1" through "9" across three horizontal columns on the left, center, and right. Each column scrolls in ascending order from "1" to "2" to "9," then returns to "9" and repeats. Each of these scrolling columns stops at one of the numbers "1" through "9," and there are four types of combinations that can occur when the three-column scrolling display stops: "jackpot combination," "miss reach combination," "variance combination," and "small win combination." These three columns of display patterns D1 correspond to identification symbols.
[0103] A "jackpot combination" is a combination in which the three columns are identical to one another, and is set when the main control circuit 51 transmits the "special chart fluctuation patterns PO00-PO05" and "PO11-PO13" for a jackpot. A "miss reach combination" is a combination in which the left and right columns are identical to one another but the middle column is different, and is set when the main control circuit 51 determines that there is a reach and transmits the "special chart fluctuation patterns PH01-PH05" and "PH11-PH13" for a miss. A "variance combination" is a combination in which the left and right columns are different, and is set when the main control circuit 51 determines that there is no reach and transmits the "special chart fluctuation patterns PH00, PH06, PH07" for a miss. A "small win combination" is a combination of consecutive numbers (for example, "123" and "456"), and is set when the main control circuit 51 determines that there is a "small win" and transmits the "special chart fluctuation patterns PK00, PK01" for a small win.
[0104] In normal mode, as shown by the two-dot chain line in Figure 16, a horizontally long, rectangular scroll area SE1 for normal mode is set on the LCD screen of the effect symbol display 32, and three columns of effect symbols D1 are displayed within the scroll area SE1 in both scrolling and non-scrolling states. This scroll area SE1 is horizontally long and set in the center of the LCD screen. As shown in Figures 19(a), 19(b), and 19(c), the effect member 34 is positioned above the scroll area SE1 in the retracted position and overlaps the scroll area SE1 from the front in the effect position. The effect member 34 has a smaller front-to-rear projection area than the scroll area SE1. In the effect position, the effect member 34 conceals the middle column of effect symbols within the scroll area SE1, making them difficult to see from the front, while the left and right columns of effect symbols are visible from the front. In other words, when the effect member 34 is positioned, the player cannot tell whether the combination of the three columns of effect symbols D1 is a "jackpot combination," a "miss combination," a "small jackpot combination," or a "variance combination." The three columns of performance patterns D1 correspond to identification patterns, the scrolling display of the three columns of performance patterns corresponds to the variable display of the identification patterns, and the stopping of the scrolling of the three columns of performance patterns D1 corresponds to the variable stopping of the identification patterns.
[0105] 5-3-1.Normal performance In the "normal effect," the "stop of the scrolling display" is set in the order of "left column," "right column," and "middle column," as shown in Figure 15. This "normal effect" is set when the "special chart variation patterns PH00 and PH06" for losses are transmitted, and in the "normal effect," the "variable combination" is completed as the three columns of scrolling display stop in the order of "left column," "right column," and "middle column," as shown in Figure 16(a)(b)(c)(d).
[0106] 5-3-2. All charts stop simultaneously The simultaneous all-picture stop effect is a setting in which the "stop of the scrolling display" is set for three columns simultaneously, as shown in Figure 15. This "simultaneous all-picture stop effect" is set when the "special chart variation pattern PH07" for a miss is sent and when the "special chart variation patterns PK00, PK01" for a small win are sent. In the "simultaneous all-picture stop effect," as shown in Figures 16(a) and 16(d), a "variance combination" or a "small win combination" is completed when the three columns of scrolling display stop simultaneously. This simultaneous all-picture stop effect is completed in the shortest time of all the effect pattern games, and in the electric support state, the "special chart variation pattern PH07" is selected with a higher probability than in the non-electric support state, so the average variation display time is shortened.
[0107] 5-3-3.Normal reach effect In the "normal reach effect," as shown in Figure 15, "stop of scrolling display" is set in the order of "left column," "right column," and "middle column," and "decrease in scrolling speed" is set for the "middle column" before "stop of scrolling display." This "normal reach effect" is set when "special chart variation pattern PH05" for a miss and "special chart variation patterns PO00, PO05" for a jackpot are transmitted, and as shown in Figures 17(a)(b)(c), in the "normal reach effect," when "stop of scrolling display" is performed in the order of "left column" and "right column," the "left column" and "right column" enter the same reach state, and the scrolling display of the "middle column" switches from normal speed to slow speed in the reach state.
[0108] In the "normal reach presentation" for a miss, the scrolling display of the "middle column" stops at a presentation pattern different from the "left column" and "right column", and in the "normal reach presentation" for a miss, the "miss reach" combination is completed when the scrolling display of the final "middle column" stops, as shown in Figure 17(e). In the "normal reach presentation" for a jackpot, the scrolling display of this "middle column" stops at the same presentation pattern as the "left column" and "right column", and in the "normal reach presentation" for a jackpot, the "jackpot combination" is completed when the scrolling display of the final "middle column" stops, as shown in Figure 17(d).
[0109] 5-3-4.Super Reach Performance As shown in FIG. 15, the "Super Reach Effect" is set to "Slow Scroll Speed (Middle Row)" followed by "Display of Super Reach Effect." In this Super Reach Effect, three columns of effect symbols D1 are erased in the Reach state, and a battle image begins to be displayed. This battle image is set to depict a female protagonist fighting an enemy dinosaur, and four types of battle images are set. As shown in FIG. 18(a), Super Reach Effect 1 is set to depict the enemy in the battle image as dinosaur 1, and is set for both the "Special Chart Variation Pattern PO01" for a jackpot and the "Special Chart Variation Pattern PH01" for a miss. As shown in FIG. 18(b), Super Reach Effect 2 is set to depict the enemy in the battle image as dinosaur 2, and is set for both the "Special Chart Variation Pattern PO02" for a jackpot and the "Special Chart Variation Pattern PH02" for a miss. In Super Reach Performance 3, as shown in Figure 18(c), the enemy in the battle image is set to dinosaur 3, and is set for both the "special chart variation pattern PO03" for a jackpot and the "special chart variation pattern PH03" for a miss. In Super Reach Performance 4, as shown in Figure 18(d), the enemy in the battle image is set to dinosaur 4, and is set for both the "special chart variation pattern PO04" for a jackpot and the "special chart variation pattern PH04" for a miss. The reliability of jackpots for Super Reach Performances 1 to 4 is set in the order of "Super Reach Performance 4," "Super Reach Performance 3," "Super Reach Performance 2," and "Super Reach Performance 1" (see Figure 6).
[0110] Each of the Super Reach effects 1 to 4 has two types of endings: a victory ending and a defeat ending. The victory ending, as shown in FIG. 18(e), suggests that the protagonist has won, and is set when the "Special Chart Variation Patterns PO01 to PO04" for a jackpot are transmitted. That is, in each of the Super Reach effects 1 to 4 for a jackpot, the protagonist wins a fight in the battle image, followed by a victory ending, and then three rows of the effect symbol D1 are displayed in a jackpot combination. The defeat ending, as shown in FIG. 18(f), suggests that the protagonist has been defeated, and is set when the "Special Chart Variation Patterns PH01 to PH04" for a miss reach are transmitted. That is, in each of the Super Reach effects 1 to 4 for a miss, the protagonist loses a fight in the battle image, followed by a defeat ending, and then three rows of the effect symbol D1 are displayed in a miss reach combination.
[0111] 5-3-5.Holding effect The reserved effect is an effect in which the number of reserved special symbols 1 is displayed on the effect symbol display 32 in the "normal probability state," and the number of reserved special symbols 2 is displayed on the effect symbol display 32 in the "high probability state." The number of reserved special symbols 1 is the number of unannounced special symbol 1 game data for which the result of the judgment on whether or not a symbol is played has not been notified to the player, and the number of reserved special symbols 2 is the number of unannounced special symbol 2 game data for which the result of the judgment on whether or not a symbol is played has not been notified to the player. Each of these reserved special symbols 1 and 2 is notified to the player as the number of displayed cloud images C, as shown in FIG. 16, and the maximum number is set to "5," including the currently ongoing effect symbol game. 5-3-6. Preview FIG. 19 explains the advance notice effect. This advance notice effect notifies the player that Super Reach effect 1 will occur in response to the operation of the effect member 34 from the retreat position to the effect position in a state where light emission is stopped. The effect member 34 is operated from the retreat position to the effect position within the period from when the scrolling display of the effect symbols in the left column stops to when the scrolling display of the effect symbols in the right column stops (see b). This effect member 34 stops at the effect position, and when the effect member 34 is stationary, the effect LED 37 is controlled to flash in the advance notice effect pattern, and the effect member 34 is illuminated in multiple colors in the advance notice effect pattern. The scrolling display of the effect symbols in the right column stops at the effect position of the effect member 34 (see c), and the effect member 34 stops at the effect position in the reach state where the scrolling display of the effect symbols in the right column stops. This effect member 34 is operated to move from the effect position to the retreat position in the reach state, and when the effect member 34 is operated to the retreat position, the effect LED 37 stops emitting light, and the image of Super Reach effect 1 begins to be displayed.
[0112] 5-3-7. Auxiliary Scrolling Effects (Normal Effects Mode) As shown in FIG. 16, a scroll area SE2 is set on the liquid crystal screen of the effect symbol display device 32. This scroll area SE2 is set in the normal effect mode and is rectangular in size, smaller than the scroll area SE1. This small scroll area SE2 is located above the large scroll area SE1. As shown in FIGS. 20(a) and 20(b), the effect member 34 opens the small scroll area SE2 so that it is visible to the player at both the retracted position and the effect position, and as shown in FIG. 20(c), covers the small scroll area SE2 so that it is not visible to the player at an intermediate position between the retracted position and the effect position. This intermediate position corresponds to the intermediate position. Each of these scroll areas SE1 and SE2 corresponds to a fixed position where the identification symbols are variably displayed.
[0113] The small scroll area SE2 is an area where other identification symbols are scrolled in the normal display mode. These other identification symbols consist of a left column of number symbols, a middle column of number symbols, and a right column of number symbols. The number symbols in each column are scrolled from "1" to "9," the same as the display symbols, and the scrolling display of each column stops at one of the "1" to "9," the same as the display symbols. The number symbols in each column are displayed in a smaller size than the display symbols, and are hidden by the display member 34 at the middle position of the display member 34.
[0114] Other identifying symbols inform the player of the result of the Special Chart 2 lottery in the "normal probability state," and inform the player of the result of the Special Chart 1 lottery in the "high probability state." If the result of the win / loss determination is a "jackpot," the scrolling will stop and the symbol will become a "jackpot combination." If it is a "small win," the symbol will become a "small win combination." If it is a "miss," the symbol will become a "miss reach combination" or a "scattered combination." In other words, when the game ball validly lands in the second starting hole 41 under normal probability conditions, other identification symbols are displayed in the small scrolling area SE2 in a scrolling state and a stopped scrolling state in sequence, and the player is notified of the result of the judgment of whether or not they have won based on the combination of the other identification symbols in the stopped scrolling state, and when the game ball validly lands in the first starting hole 15 or the first variable starting hole 16 under high probability conditions, other identification symbols are displayed in the small scrolling area SE2 in a scrolling state and a stopped scrolling state in sequence, and the player is notified of the result of the judgment of whether or not they have won, including a small win, based on the combination of the other identification symbols in the stopped scrolling state.
[0115] 5-3-8. Auxiliary Scrolling Effects (Standby Mode) As shown in FIG. 21, both a large scroll area SE1 and a small scroll area SE2 are set on the liquid crystal display of the effect symbol display device 32 during standby mode. These large scroll area SE1 and small scroll area SE2 correspond to fixed positions where the identification symbols are variably displayed. The large scroll area SE1 is set at a fixed position in the center of the liquid crystal display, and the small scroll area SE2 is set at a fixed position at the top of the liquid crystal display. These large scroll area SE1 and small scroll area SE2 are set at fixed positions behind the movement path ML of the effect member 34 when it moves between the effect position and the retracted position. In standby mode, announcement images A1 and A2 are displayed sequentially in the large scroll area SE1. In standby mode, as shown in FIG. 22, three columns of effect symbols D1 begin to be displayed in a scrolling state in the large scroll area SE1, and simultaneously, three columns of number symbols D2 begin to be displayed in a scrolling state in the small scroll area SE2. The scrolling display in the large scroll area SE1 may be stopped simultaneously with the scrolling display in the small scroll area SE2. The stopping of both scroll displays is performed by the same combination of the same multiple numbers, and the result of the win / loss judgment is displayed in the large scroll area SE1 and the small scroll area SE2 by the same combination of the same multiple numbers. The simultaneous progression of both scroll displays is performed not only when the game ball has entered the first start port 15, the first variable start port 16, or the second start port 41 in the standby presentation mode, but also when the power is cut off while the result of the win / loss judgment is stored in the RAM of the main control circuit 51 in the unannounced special chart 1 game data or special chart 2 game data, according to the special chart 1 game data or special chart 2 game data (recovery data when the power is turned on) stored in the RAM.
[0116] The simultaneous scrolling of the large scroll area SE1 and the small scroll area SE2 begins regardless of whether the high probability state or the normal probability state is in effect, provided that the three rows of effect symbols D1 are not scrolling in the large scroll area SE1 and the three rows of number symbols are not scrolling in the small scroll area SE2. As shown in Figures 22(d) and 22(e), when scrolling is occurring in the large scroll area SE1 and the small scroll area SE2, an announcement area E3 is set in the lower right corner of the LCD screen. If the result of the win / loss determination is a "jackpot," an announcement image A6 reading "Jackpot! Hit to the right" is displayed in the announcement area E3. If the result of the win / loss determination is a "minor win," an announcement image A7 reading "Small win! Hit to the right" is displayed in the announcement area E3. This announcement area E3 is set in a position that does not overlap the effect member 34 in any of its retracted position, effect position, and intermediate position.
[0117] Figure 22(a) shows a state in which scrolling display is being performed in both the large scroll region SE1 and the small scroll region SE2 when the effect member 34 is in the retracted position. In this state, the visibility of the scrolling display in both the large scroll region SE1 and the small scroll region SE2 is maintained at a good level without being affected by the effect member 34. Figure 22(b) shows a state in which scrolling display is being performed in both the large scroll region SE1 and the small scroll region SE2 when the effect member 34 is in the retracted position. In this state, the visibility of the scrolling display in the large scroll region SE1 is significantly reduced due to the effect of the effect member 34, while the visibility of the scrolling display in the small scroll region SE2 is maintained at a good level without being affected by the effect member 34. Figure 22(c) shows a state in which scrolling display is being performed in both the large scroll region SE1 and the small scroll region SE2 when the effect member 34 is at an intermediate position on the way from the retracted position to the effect position and at an intermediate position on the way back from the effect position to the retracted position. In this state, the visibility of the scroll display in the large scroll area SE1 is maintained good without being affected by the effect member 34, while the visibility of the scroll display in the small scroll area SE2 is significantly reduced due to the effect of the effect member 34.
[0118] The three columns of performance patterns D1 and the three columns of number patterns D2 all correspond to identification patterns, and when the performance member 34 is in the performance position, in the retracted position, moving from the performance position towards the retracted position, or moving from the retracted position towards the performance position, they simultaneously start scrolling to a fixed position on the liquid crystal screen of the performance pattern display 32 and then simultaneously stop and display a combination of the same numbers.
[0119] 5-4. RTC performance mode The "RTC presentation mode" is a presentation mode that starts every two hours when the start time is reached. This "RTC presentation mode" displays a special preview image, not displayed in the "normal presentation mode," on the presentation symbol display 32 during presentation symbol play, and switches to the "normal presentation mode" when the end time arrives a certain time (two minutes) after the start time of the "RTC presentation mode." During this "RTC presentation mode," the presentation member 34 remains stationary in the retracted position and flashes in a special RTC presentation pattern different from that during the "normal presentation mode," and an announcement image A4 (see FIG. 23) saying "RTC in progress" is displayed on the presentation symbol display 32, and the player is notified that they are in the "RTC presentation mode" by the flashing state of the presentation member 34 and the announcement image A4. This "RTC presentation mode" corresponds to a predetermined presentation mode.
[0120] FIG. 23 shows an image of the effect symbol game in the "RTC effect mode," and the heart group image Hg (see c) is a special preview image that is not displayed in the "normal effect mode." This heart group image Hg imitates a pattern of multiple hearts and is displayed when the three rows of effect symbols D1 are in a reach state. This heart group image Hg definitely notifies the player that the three rows of effect symbols D1 in a reach state will form a jackpot combination in this effect symbol game, and after starting to be displayed at the right edge of the liquid crystal screen of the effect symbol display 32, it moves all at once from right to left and is erased when it reaches the left edge of the liquid crystal screen.
[0121] 6. Processing Function of Sub-Control Circuit 81 6-1.Main processing In response to power being applied from the power supply board 110, the sub-control circuit 81 detects the main processing program of FIG. 24(a) from the ROM, sets access permission to RAM in S101, and determines whether the power-off flag for RAM is on in S102. This power-off flag is turned on by the sub-control circuit 81 in the power-off processing of FIG. 24(b). This power-off processing is assigned to the INT input terminal with the highest priority, and the sub-control circuit 81 starts the power-off processing with the highest priority in response to a power-off signal being input to the INT input terminal with the highest priority. This power-off processing is performed when the backup power supply circuit 112 is enabled, and when the sub-control circuit 81 starts the power-off processing, it calculates and stores the RAM checksum in S121. Then, the power-off flag is turned on in S122, and access to RAM is prohibited in S123. Next, in S124, it is determined whether or not there is an original position signal from the original position sensor 86, and if it is determined that there is no original position signal, in S125 a pulse signal for reverse rotation is output to the performance motor 36, thereby forcibly returning the performance member 34 to the retracted position.
[0122] If the sub-control circuit 81 determines in S102 of Figure 24(a) that the power-off flag is on, it turns the power-off flag off in S103. Then, it calculates a RAM checksum in S104 and compares the checksum calculation result with the stored result in S105. If it determines that the checksum calculation result matches the stored result, it proceeds to S106, where it determines whether or not a RAM initialization command has been received from the main control circuit 51. This RAM initialization command is sent when the main control circuit 51 initializes the RAM when power is turned on, and if the sub-control circuit 81 determines in S106 that it has not received a RAM initialization command, it proceeds to S107. Here, the RAM data is restored, and it proceeds to S108.
[0123] The sub-control circuit 81 proceeds to S111 when it determines in S102 that the power-off flag is off, when it determines in S105 that the checksums do not match, or when it determines in S106 that a RAM initialization command has been received. Here, the RAM is initialized, and the process proceeds to S108.
[0124] When the sub-control circuit 81 proceeds to S108, it disables interrupts. Then, it updates the random number values in RAM in a random number update process in S109, and after enabling interrupts in S110, it repeats S108 to S110. While interrupts are enabled, it allows the start of the receive interrupt process in S112 and the timer interrupt process in S113.
[0125] 6-2. Receive interrupt processing The sub-control circuit 81 starts the receive interrupt process of S112 every time the STB signal from the main control circuit 51 is input to the INT terminal, and stores the command etc. sent by the main control circuit 51 in the output process of S21 in Fig. 11 in the receive buffer of RAM. This receive interrupt process is executed with priority over the timer interrupt process of S113.
[0126] 6-3. Timer interrupt processing The sub-control circuit 81 activates timer interrupt processing in S113 every time a timer interrupt signal is input at a fixed cycle. Figure 25 shows the timer interrupt processing, in which the sub-control circuit 81 analyzes the command received from the main control circuit 51 in received command analysis processing in S121, sets and cancels the standby presentation mode in standby presentation processing in S122, sets and cancels the standby presentation mode in customer waiting presentation processing in S123, sets and cancels the RTC presentation mode in RTC presentation processing in S124, and updates the timer value in RAM in timer update processing in S125.
[0127] 6-3-1. Received command analysis processing 26 shows the received command analysis process of S121, in which the sub-control circuit 81 determines in S131 whether a power-on command from the main control circuit 51 is stored in the receive buffer of RAM. If it determines that a power-on command is not stored in the receive buffer, the process proceeds to S134. If it determines that a power-on command is stored in the receive buffer, the process proceeds to S132, in which a pulse signal for forward rotation is output to the performance motor 36, and the process proceeds to S134 via the standby performance start process of S133. In this state, the performance member 34 is stationary in the retracted position with its lights off, and moves from the retracted position to the performance position in response to the output of a pulse signal for forward rotation to the performance motor 36. In other words, the movement of the performance member 34 from the retracted position to the performance position in standby performance mode when the power is turned on begins in response to the sub-control circuit 81 receiving a power-on command from the main control circuit 51.
[0128] When the sub-control circuit 81 proceeds to S134, it determines whether the receiving buffer stores a normal probability state command or a high probability state command from the main control circuit 51. If it determines that neither a normal probability state command nor a high probability state command is stored in the receiving buffer, it proceeds to S135, and if it determines that a high probability state command is stored, it records the high probability state by turning on the high probability state flag and proceeds to S135, and if it determines that a normal probability state command is stored, it records the normal probability state by turning off the high probability state flag and proceeds to S135.
[0129] When the sub-control circuit 81 proceeds to S135, it determines whether the special drawing 1 pre-read data or the special drawing 2 pre-read data from the main control circuit 51 is stored in the receive buffer. The RAM of this sub-control circuit 81 has special drawing 1 pre-read areas 1-4 and special drawing 2 pre-read areas 1-4 set in it. If the sub-control circuit 81 determines in S135 that the special drawing 1 pre-read data is stored in the receive buffer, it shifts the special drawing 1 pre-read data in the receive buffer to one of the special drawing 1 pre-read areas 1-4 in the pre-read data processing of S136 using the same procedure as the main control circuit 51. If it determines that the special drawing 2 pre-read data is stored in the receive buffer, it shifts the special drawing 2 pre-read data in the receive buffer to one of the special drawing 2 pre-read areas 1-4 using the same procedure as the main control circuit 51. In either case, it proceeds to S137. That is, the RAM of the sub-control circuit 81 stores the same special drawing 1 pre-read data and special drawing 2 pre-read data as the main control circuit 51.
[0130] When the sub-control circuit 81 proceeds to S137, it determines whether the fluctuation start command 1 or the fluctuation start command 2 from the main control circuit 51 is stored in the receiving buffer. If it is determined that the fluctuation start command 1 or the fluctuation start command 2 is stored in the receiving buffer, the special symbol 1 game data (the result of determining whether or not there is a win, the result of determining whether or not there is a reach, and the result of determining the special symbol fluctuation pattern) or the special symbol 2 game data (the result of determining whether or not there is a win, the result of determining whether or not there is a reach, and the result of determining the special symbol fluctuation pattern) from the main control circuit 51 is detected from the receiving buffer in the pattern game performance start processing of S138, and processing is performed according to the setting state of the high probability state flag as shown in [1] to [4] below.
[0131] [1] When the special chart 1 game data is detected with the high probability state flag in the off state (normal probability state) The sub-control circuit 81 detects the determination result of the special symbol variation pattern from the detection result of the special symbol 1 game data, sets a video data designation command for effect symbol play according to the detection result of the special symbol variation pattern, and sets it in the output buffer to send the video data designation command and scroll area designation command 1 to the image control circuit 91. Then, a combination of three columns of effect symbols D1 is set, and sets it in the output buffer to send the combination setting result to the image control circuit 91. These three columns of effect symbols D1 are set as a "jackpot combination" when the hit / miss detection result is "miss" and the reach presence / absence detection result is "reach presence", and are set as a "miss reach combination" when the hit / miss detection result is "miss" and the reach presence / absence detection result is "reach presence", and are set as a "variance combination" when the hit / miss detection result is "miss" and the reach presence / absence detection result is "reach presence". In response to receiving the video data designation command, the image control circuit 91 detects video data corresponding to the video data designation command from the VROM, and in response to playing back the video data detection result, starts displaying an image of the designation symbol game on the designation symbol display 32. In this case, three columns of designation symbols D1 are scroll-displayed in the large scroll region SE1 in response to the scroll region designation command 1. [2] When the special chart 1 game data is detected with the high probability state flag on (high probability state) The sub-control circuit 81 detects the determination result of the special symbol variation pattern from the detection result of the special symbol 1 game data, and sets it in the output buffer to send a scroll area designation command 2 to the image control circuit 91. Then, the combination of the three columns of number symbols D2 is set according to the procedure [1] above, and the combination setting result is set in the output buffer to send to the image control circuit 91. In response to receiving the scroll area designation command 2, the image control circuit 91 scrolls and displays the three columns of number symbols D2 in the small scroll area SE2.
[0132] [3] When the high probability state flag is on (high probability state), the special chart 2 game data is detected. The sub-control circuit 81 detects the determination result of the special symbol variation pattern from the detection result of the special symbol 2 game data, sets a video data designation command for effect symbol play according to the detection result of the special symbol variation pattern, and sets it in the output buffer to send the video data designation command and scroll area designation command 1 to the image control circuit 91. Then, a combination of three columns of effect symbols D1 is set, and set in the output buffer to send the combination setting result to the image control circuit 91. These three columns of effect symbols D1 are set as a "big hit combination" when the hit / miss detection result is "miss" and the reach presence / absence detection result is "reach present", they are set as a "miss reach combination" when the hit / miss detection result is "miss" and the reach presence / absence detection result is "reach absent", they are set as a "variance combination", and when the hit / miss detection result is "small hit", they are set as a "small hit combination". In response to receiving the video data designation command, the image control circuit 91 detects video data corresponding to the video data designation command from the VROM, and in response to playing back the video data detection result, starts displaying an image of the designation symbol game on the designation symbol display 32. In this case, three columns of designation symbols D1 are scroll-displayed in the large scroll region SE1 in response to the scroll region designation command 1. [4] When the special chart 2 game data is detected with the high probability state flag in the off state (normal probability state) The sub-control circuit 81 detects the determination result of the special symbol variation pattern from the detection result of the special symbol 2 game data, and sets it in the output buffer to send a scroll area designation command 2 to the image control circuit 91. Then, the combination of the three columns of number symbols D2 is set according to the procedure [3] above, and the combination setting result is set in the output buffer to send to the image control circuit 91. In response to receiving the scroll area designation command 2, the image control circuit 91 scrolls and displays the three columns of number symbols D2 in the small scroll area SE2.
[0133] When the sub-control circuit 81 [1] detects either of the special symbol variation patterns PO01 and PH01 for Super Reach Presentation 1 from the special symbol 1 game data when the high probability state flag is in the off state (normal probability state) or [3] detects either of the special symbol variation patterns PO01 and PH01 for Super Reach Presentation 1 from the special symbol 2 game data when the high probability state flag is in the on state (high probability state), it sets the performance lamp data for the notice performance and the performance motor data for the notice performance in RAM. The performance lamp data for the notice performance is sequence data for flashing the performance LED 37 in the notice performance pattern, and the performance motor data for the notice performance is sequence data for moving the performance member 34 from the retracted position to the performance position in accordance with the progress of the performance symbol game. When the sub-control circuit 81 sets the performance lamp data for the notice performance and the performance motor data for the notice performance in RAM, it controls the flashing of the performance LED 37 in accordance with the performance lamp data for the notice performance and drives and controls the performance motor 36 in accordance with the performance motor data for the notice performance to perform the notice performance (see notice performance 5-3-6.).
[0134] If the sub-control circuit 81 determines in S137 that neither the fluctuation start command 1 nor the fluctuation stop command 2 is stored in the RAM's receive buffer, it determines in S139 whether the fluctuation stop command 1 or the fluctuation stop command 2 from the main control circuit 51 is stored in the RAM's receive buffer. If it determines that the fluctuation stop command 1 or the fluctuation stop command 2 is stored in the receive buffer, it proceeds to the pattern game effect stop process in S140, sets the pattern confirmation command in the output buffer to send to the image control circuit 91, and proceeds to S141. If the image control circuit 91 receives a pattern confirmation command while three columns of effect symbols D1 are being scrolled in the large scroll area SE1, it will stop and display the scrolling display of the three columns of effect symbols D1 in the scroll area SE1 as a result of receiving the combination, and if it receives a pattern confirmation command while three columns of number symbols D2 are being scrolled in the small scroll area SE2, it will stop and display the scrolling display of the three columns of number symbols D2 in the scroll area SE2 as a result of receiving the combination.
[0135] When the sub-control circuit 81 proceeds to S141, it determines whether or not a jackpot game start command from the main control circuit 51 is stored in the receive buffer. If it determines that a jackpot game start command is stored in the receive buffer, it sets a video data designation command for the jackpot game effect in S142, sets the setting result of the video data designation command in the output buffer to be sent to the image control circuit 91, and proceeds to S143. When this image control circuit 91 receives a video data designation command from the sub-control circuit 81, it detects video data corresponding to the reception result of the video data designation command from VROM, and starts displaying an image of the jackpot game effect on the effect symbol display 32 in response to playing back the detection result of the video data.
[0136] When the sub-control circuit 81 proceeds to S143, it determines whether or not a V winning command from the main control circuit 51 is stored in the receiving buffer. If it determines that a V winning command is stored in the receiving buffer, it sets a V display command in the output buffer in S144, proceeds to S145, and sends the V winning command to the image control circuit 91. When this image control circuit 91 receives the V display command, it moves the V image from the lower right corner to the center of the LCD screen and executes the V winning performance.
[0137] When the sub-control circuit 81 proceeds to S145, it determines whether or not a jackpot game stop command from the main control circuit 51 is stored in the receive buffer. If it determines that a jackpot game stop command is stored in the receive buffer, it sets a jackpot game effect stop command in the output buffer in S146 and transmits it to the image control circuit 91. In response to receiving the jackpot game stop command from the sub-control circuit 81, the image control circuit 91 stops displaying the image of the jackpot game effect.
[0138] 27 shows the standby effect start process of S133, in which the sub-control circuit 81 detects the effect lamp data from the ROM and sets it in RAM in S151. This effect lamp data is sequence data for controlling the flashing of the effect LED 37 in a standby effect pattern. This standby effect pattern causes the effect LED 37 to continuously emit white light, and is a special pattern exclusive to the standby effect mode that differs from the preview effect pattern.
[0139] If the sub-control circuit 81 sets the detection result of the effect lamp data in RAM in S151, it proceeds to S152, where it detects frame lamp data from ROM and sets it in RAM. This frame lamp data is sequence data for controlling the blinking of the frame LED 39 in a standby effect pattern, and if the sub-control circuit 81 sets the detection result of the frame lamp data in RAM in S152, it proceeds to S153.
[0140] When the sub-control circuit 81 proceeds to S154, it detects speaker data from the ROM. This speaker data is used to output music from the speaker 40 in a standby effect pattern. When the sub-control circuit 81 sets the speaker data detection results in RAM in S153, it sends a standby effect start command to the image control circuit 91 in S154. This standby effect start command commands the start of displaying a standby effect image. When the image control circuit 91 receives the standby effect start command from the sub-control circuit 81, it detects image data corresponding to the standby effect start command from the VROM, and displays the standby effect image on the effect symbol display 32 in response to reproducing the detection results of the image data, as shown in Figures 14(a) to 14(c). In other words, the display of the standby effect image begins when the sub-control circuit 81 receives a power-on command from the main control circuit 51, just like the operation of moving the effect member 34.
[0141] When the sub-control circuit 81 sends a standby effect start command at S154 in FIG. 27, it turns on the standby effect in progress flag in RAM at S155 and detects the current time as RTC information from the RTC 82 at S156. Then, at S157, it sets the ringing start time for the speaker 40, and at S158, it sets the standby effect stop time. The ringing start time is set according to the RTC information detection result, and is set to a time a predetermined time after the RTC information detection result (for example, 3 seconds later). Multiple options are set for this ringing start time in units of (0) seconds, and the time closest to "the RTC information detection result + 3 seconds" is set as the ringing start time from among the multiple options. For example, if the RTC information detection result is "9:30:01:56...", then the time "9:30:02" in units of (0) seconds that is closest to ("9:30:01:56..." + 3 seconds) is set as the ringing start time. This ringing start time corresponds to another delay condition, and the current time becoming the ringing start time corresponds to the establishment of the delay condition.
[0142] The standby effect stop time is an arbitrary time that the pachinko parlor side designates independently, and can be input to the sub-control circuit 81 by operating an operating means (not shown), such as a switch, smartphone, or personal computer, connected to the sub-control circuit 81. (For example, 10:00:00 AM) This standby effect stop time corresponds to a predetermined condition, and the current time becoming the standby effect stop time corresponds to the fulfillment of the predetermined condition.
[0143] 28 shows the standby effect processing of S122 in Fig. 25, in which the sub-control circuit 81 determines in S161 whether the standby effect in progress flag is on. If it is determined that the standby effect in progress flag is off, the standby effect processing is terminated. If it is determined that the standby effect in progress flag is on, in S162 the frame lamp data for the standby effect stored in RAM is output to the frame LED 39 via the lamp control board 100, causing the frame lamp cover 38 to flash in a standby effect pattern. In other words, the illumination of the frame lamp cover 38 in the standby effect begins when the sub-control circuit 81 receives a power-on command from the main control circuit 51, just as the effect member 34 starts moving and the standby effect image starts to be displayed.
[0144] The sub-control circuit 81 outputs the frame lamp data to the frame LED 39 in S162, and then outputs the standby performance lamp data from the RAM to the performance LED 37 through the lamp control board 100 in S163, thereby lighting the performance member 34 in white in a standby performance pattern. That is, the lighting of the performance member 34 in the standby performance, like the movement of the performance member 34, the display of the standby performance image, and the lighting of the frame lamp cover 38, begins in response to the sub-control circuit 81 receiving a power-on command from the main control circuit 51, and is performed in a fixed color (white) light emission pattern. This fixed color light emission pattern of the performance LED 37 is performed only at the time of a special power-on that is different from the advance notice performance, and corresponds to the power-on pattern.
[0145] When the sub-control circuit 81 outputs the effect lamp data to the effect LED 38 in S163, it compares the current time from the RTC 82 with the setting result of the ringing start time in S164. If it determines that the current time from the RTC 82 has not yet reached the ringing start time, it proceeds to S166, and if it determines that the current time from the RTC 82 has reached the ringing start time, it proceeds to S165. Here, the speaker data for the standby effect from the RAM is output to the speaker 40, and in response, music for the standby effect is output from the speaker 40, and it proceeds to S166. In other words, the output of music from the speaker 40 during the standby performance does not begin in response to the sub-control circuit 81 receiving a power-on command from the main control circuit 51, but begins when the sub-control circuit 81 independently determines a specific timing (time when the sound starts) after receiving the power-on command based on the current time from the RTC 82, and begins at a later timing than the start of movement of the performance member 34, the start of displaying the standby performance image, the start of illumination of the performance member 34, and the start of illumination of the frame lamp cover 38.
[0146] When the sub-control circuit 81 proceeds to S166, it compares the current time from the RTC 82 with the set standby effect stop time. This standby effect stop time is set to a time when the effect member 34 can move from the retreat position to the effect position and remain stationary at the effect position for a predetermined period of time, and is set to a time after the sub-control circuit 81 and the image control circuit 91 are each ready to execute their own game effect processing. If the sub-control circuit 81 determines in S166 that the current time has reached the standby effect stop time, it turns off the standby effect in progress flag in S167 and outputs a reverse pulse signal to the effect motor 36 in S168, thereby returning the effect member 34 from the effect position to the retreat position. The current time reaching the standby effect stop time corresponds to the establishment of a predetermined condition.
[0147] When the sub-control circuit 81 outputs a pulse signal for reverse rotation to the effect motor 36 in S168, it detects effect lamp data for the customer waiting effect from RAM and sets it in RAM in S169, detects frame lamp data for the customer waiting effect from RAM and sets it in RAM in S170, and detects speaker data for the customer waiting effect from RAM and sets it in RAM in S171. Then, it sends a customer waiting effect start command to the image control circuit 91 in S172 and turns on the customer waiting effect in progress flag in RAM in S173. When this image control circuit 91 receives the customer waiting effect start command, it detects image data corresponding to the customer waiting effect start command from VROM, and displays an image of the customer waiting effect on the effect pattern display 32 in response to playing back the detected image data, as shown in Figure 14(d).
[0148] 29 shows the customer waiting effect processing of S123 in Fig. 25, in which the sub-control circuit 81 determines whether the customer waiting effect in progress flag is on in S181. If it is determined that the customer waiting effect in progress flag is off, the customer waiting effect processing is terminated, and if it is determined that the customer waiting effect in progress flag is on, in S182 the frame lamp data for the customer waiting effect in RAM is output to the frame LED 39 via the lamp control board 100, causing the frame lamp cover 38 to flash in a customer waiting effect pattern.
[0149] The sub-control circuit 81 outputs the frame lamp data to the frame LED 39 in S182, and then outputs the performance lamp data for the customer waiting performance from the RAM to the performance LED 37 through the lamp control board 100 in S183, thereby lighting up the performance member 34 in a customer waiting performance pattern. The sub-control circuit 81 outputs the performance lamp data to the performance LED 37 in S183, and then outputs the speaker data for the customer waiting performance from the RAM to the speaker 40 in S184, thereby outputting music for the customer waiting performance from the speaker 40.
[0150] When the sub-control circuit 81 outputs the speaker data to the speaker 40 in S184, it determines in S185 whether the conditions for stopping the customer waiting effect have been met. If a fluctuation start command 1, a fluctuation start command 2, a jackpot game start command, or the like from the main control circuit 51 is stored in the receive buffer, it determines that the conditions for stopping the customer waiting effect have been met, and stops the customer waiting effect by turning off the customer waiting effect in progress flag in S186.
[0151] Figure 30 shows the RTC effect processing of S124 in Figure 25. The sub-control circuit 81 detects the current time from the RTC 82 in S191 and compares the detected current time with multiple RTC effect start times in S192. These RTC effect start times are set every two hours between 11:00:00 and 23:00:00. If the sub-control circuit 81 determines in S192 that the detected current time is one of the multiple RTC effect start times, it sends an RTC ongoing command to the image control circuit 91 in S193 and turns on the RTC effect in progress flag in S194. When the image control circuit 91 receives the RTC ongoing command, it notifies the player that the RTC effect mode is active by displaying an "RTC ongoing" announcement image A4 on the effect symbol display 32, as shown in Figure 23. This RTC effect start time corresponds to another delay condition, and the current time matching the RTC effect start time corresponds to the establishment of the delay condition.
[0152] 30, the sub-control circuit 81 compares the detection result of the current time with each of the multiple RTC effect stop times in S195. Each of these RTC effect stop times is set to between "11:02:00" and "23:02:00," two minutes after the RTC effect start time, and if the sub-control circuit 81 determines in S195 that the detection result of the current time is one of the multiple RTC effect stop times, it turns off the RTC effect in progress flag in S196 and sends an RTC continuation stop command to the image control circuit 91 in S197. When this image control circuit 91 receives the RTC continuation stop command, it erases the "RTC in progress" announcement image A4.
[0153] When the sub-control circuit 81 detects the jackpot variable pattern "PO01-PO05" from the receive buffer in RAM with the RTC effect flag in the on state in S138 of Fig. 26, it sends a heart group display command to the image control circuit 91. When this image control circuit 91 receives the heart group display command, it detects image data corresponding to the heart group display command from VROM, and displays a special preview image in which the heart group image Hg moves all at once from right to left in response to the playback of the detected image data, as shown in Fig. 23(c). The display of this preview image is performed in the reach state of the three-column effect pattern D1, and notifies the player in advance that the current reach state will result in a jackpot combination.
[0154] The auxiliary crawl effect processing of Figure 31 is a process performed by the sub-control circuit 81 in the symbol game effect start processing of S138 of Figure 26 during the standby effect mode, and the sub-control circuit 81 determines whether the standby effect in progress flag is on in S201. If it determines that the standby effect in progress flag is off, the auxiliary crawl effect processing is terminated. If it determines that the standby effect in progress flag is on, a combination of three columns of effect symbols D1 is set in S202, a combination of three columns of number symbols D2 is set in S203, and the process proceeds to S204. These combinations of three columns of effect symbols D1 and three columns of number symbols D2 are set by the method described above in "[1] When special symbol 1 game data is detected with the high probability state flag in the off state (normal probability state)" when special symbol 1 game data is detected, and are set by the method described above in "[3] When special symbol 2 game data is detected with the high probability state flag in the on state (high probability state)" when special symbol 2 game data is detected.
[0155] When the sub-control circuit 81 proceeds to S204, it determines whether the large scroll area SE1 and the small scroll area SE2 are both in a stopped state of scroll display. If it determines that scroll display is not being performed in either scroll area SE1 or SE2, it sets a scroll start command in the output buffer to send to the image control circuit 91 in S205, and sets the setting results of the combination of the three-column effect pattern D1 and the combination of the three-column number pattern D2 in the output buffer to send to the image control circuit 91 in S206. When the image control circuit 91 receives the scroll start command, it starts scrolling display of the three-column effect pattern D1 in the large scroll area SE1 and starts scrolling display of the three-column number pattern D2 in the small scroll area SE2. When this image control circuit 91 receives the pattern confirmation command sent by the sub-control circuit 81 in S140, it stops the scrolling display in the large scroll area SE1 when it receives the combination of three columns of performance patterns D1, and stops the scrolling display in the small scroll area SE2 when it receives the combination of three columns of number patterns D2.
[0156] When the sub-control circuit 81 determines in S204 that scrolling display is being performed in the scroll areas SE1 and SE2, it detects the result of the hit / miss judgment from the detection result of the special chart 1 game data or the detection result of the special chart 2 game data in S207, and determines whether the hit / miss detection result is a "jackpot". If it is determined that the hit / miss detection result is a "jackpot", it sets the output buffer to send a jackpot command to the image control circuit 91 in S208, and if it is determined that the hit / miss detection result is not a "jackpot", it proceeds to S209. Here, it determines whether the hit / miss detection result is a "small hit", and if it is determined that the hit / miss detection result is a "small hit", it sets the output buffer to send a small hit command to the image control circuit 91 in S210. When this image control circuit 91 receives a big hit command, it displays an announcement image A6 saying "Big hit. Please hit to the right." in the announcement area E3 in response to receiving the pattern determination command sent by the sub-control circuit 81 in S140, and when it receives a small hit command, it displays an announcement image A7 saying "Small hit. Please hit to the right." in the announcement area E3 in response to receiving the pattern determination command sent by the sub-control circuit 81 in S140.
[0157] According to the above-mentioned first embodiment, the following effects are achieved. When the power is turned on, the sub-control circuit 81 moves the effect member 34 from a retracted position where it is difficult to see to an effect position where it is easy to see, and it remains in the effect position until the current time reaches the standby effect stop time. This makes it possible for the pachinko parlor and the player to know at a glance from the movement of the effect member 34 that the power has been turned on. When the power is turned on, the effect member 34 is placed in front of the liquid crystal display screen of the effect symbol display 32 and remains there in front of the liquid crystal display screen until the current time reaches the standby effect stop time. This makes it possible to make the presence of the effect member 34 conspicuous when the power is turned on, making it possible for the pachinko parlor side and the like to easily grasp that the power has been turned on.
[0158] When the power is turned on, the performance member 34 is stopped at the performance position in a state of illumination by the performance LED 37. This makes the presence of the performance member 34 more conspicuous when the power is turned on, making it easier for the pachinko parlor to know that the power has been turned on. When the power is turned on, the effect member 34 is illuminated with a special standby effect pattern that is different from that during the performance symbol game. This makes it easier for pachinko parlors and the like to understand that the power has been turned on not only from the movement of the effect member 34 but also from the illumination state.
[0159] Power was applied from the power supply board 110 to the main control circuit 51 and the sub-control circuit 81 simultaneously, and the sub-control circuit 81 moved the effect member 34 from the retracted position to the effect position in response to a power-on command from the main control circuit 51. This allows the pachinko hall to silently monitor the movement of the effect member 34 and thereby confirm the normal startup of both the main control circuit 51 and the sub-control circuit 81. The sub-control circuit 81 sets the RTC presentation mode in response to the current time becoming the RTC presentation start time after receiving the power-on command from the main control circuit 51. Therefore, even if the timing of sending and receiving the power-on command differs between multiple gaming machines, the start timing of the RTC presentation mode tends to match, making it possible to align the presentation modes of presentation symbol games to the same RTC presentation mode. The sub-control circuit 81 independently activated the speaker 40 in response to the current time becoming the ringing start time after receiving the power-on command from the main control circuit 51. Therefore, although the movement start timing of the multiple performance members 34 will differ from each other if the timing of sending and receiving the power-on command differs between multiple gaming machines, the timing of starting to output music between the multiple speakers 40 will tend to match, making it possible to synchronize music between multiple gaming machines.
[0160] During the standby performance mode, the three columns of performance symbols D1 are scrolled and displayed within a large scroll area SE1 in all of the following states: when the performance member 34 is stationary at the standby position, when it is stationary at the performance position, when it is moving from the standby position toward the performance position, and when it is moving from the performance position toward the standby position. Therefore, the three columns of performance symbols D1 become visible as the performance member 34 moves, so it is possible to prevent the visibility of the three columns of performance symbols D1 from being significantly reduced by the influence of the movement of the performance member 34. This effect is also true for the three columns of number symbols D2. During the standby performance mode, the performance member 34 scrolls the three columns of performance symbols D1 and the three columns of number symbols D2 in fixed positions in all of the following states: when the performance member 34 is stationary at the standby position, when it is stationary at the performance position, when it is moving from the standby position toward the performance position, and when it is moving from the performance position toward the standby position. Therefore, a state is generated in which the performance member 34 overlaps one of the three columns of performance symbols D1 and the three columns of number symbols D2 from the front but does not overlap the other from the front, so that it becomes possible to view one of the three columns of performance symbols D1 and the three columns of number symbols D2 without being affected by the behavior of the performance member 34.
[0161] During the standby performance mode, three columns of performance symbols D1 are scrolled and displayed in a scroll area SE1 where the performance member 34 overlaps from the front at the performance position, and three columns of number symbols D2 are scrolled and displayed in a scroll area SE2 where the performance member 34 overlaps from the front at an intermediate position between the performance position and the retracted position. Therefore, a state is reliably generated in which the performance member 34 overlaps from the front of one of the three columns of performance symbols D1 and the three columns of number symbols D2 but does not overlap from the other, so it becomes possible to reliably view one of the three columns of performance symbols D1 and the three columns of number symbols D2 without being affected by the behavior of the performance member 34. In response to power-on, the performance member 34 is moved from the retracted position to the performance position, stopped at the performance position, and then moved back to the retracted position, so that power-on can be visually recognized from the movement of the performance member 34. Moreover, when the three columns of performance patterns D1 and the three columns of number patterns D2 are displayed in a scrolling manner when the power is turned on, it is possible to prevent the visibility of the three columns of performance patterns D1 and the three columns of number patterns D2 from being significantly reduced due to the influence of the movement of the performance member 34 when the power is turned on.
[0162] After the standby performance mode is released, a preview performance is performed in which three rows of performance patterns are scrolled in response to the movement of the performance member 34, so that the performance member 34 can be used as a performance device for producing images of performance pattern games. The movement trajectory ML of the effect member 34 is set so that the overlap of the effect member 34 with the LCD screen of the effect symbol display 32 from the front increases as the effect member 34 moves from the retracted position to the effect position. This increases the visibility of the effect member 34, thereby enhancing the advance notice effect of the effect member 34. Furthermore, in the standby effect mode, the effect member 34 moves regardless of whether a reach state occurs, whether the effect symbols stop, or the result of the win / loss determination. The scrolling display of the three columns of effect symbols D1 and the three columns of number symbols D2 is simultaneously performed in their respective fixed positions. This ensures that the effect member 34 covers one of the three columns of effect symbols D1 and the three columns of number symbols D2 without covering the other. This ensures that, in special modes such as the standby effect mode in which the effect member 34 is not used as an effect device, at least one of the scrolling displays can be easily seen without being affected by the behavior of the effect member 34. In the standby display mode, three rows of display symbols D1 and three rows of number symbols D2 are simultaneously scrolled at a fixed position behind the movement locus ML of the display member 34, so that a state is created in which the display member 34 shields one of the two scroll displays from the front but does not shield the other. This makes it possible to make one of the scroll displays easily visible regardless of the behavior of the display member 34. [Example 2] As shown in Figure 32, decorative frame 33 of game board 3 is provided with performance member 120 instead of performance member 34. This performance member 120 is composed of upper divided member 121 and lower divided member 122, which are connected to performance motor 36 via a drive mechanism (not shown). This drive mechanism operates to linearly move upper divided member 121 vertically between a performance position (see b) where it overlaps the center of the LCD screen of pattern display 32 from the front and a retracted position (see a) where it is retracted above the LCD screen, and operates to linearly move lower divided member 121 vertically between a performance position (see b) where it overlaps the center of the LCD screen of pattern display 32 from the front and a retracted position (see a) where it is retracted below the LCD screen, and upper divided member 121 and lower divided member 122 come into contact with each other at the performance positions to form a single completed form.
[0163] In the retracted position, the effect member 120 opens up both the large scroll area SE1 and the small scroll area SE2 so that they can be seen from the front. In the effect position, the effect member 120 covers the large scroll area SE1 so that it is difficult to see from the front, and opens up the small scroll area SE2 so that it is easy to see from the front. In the intermediate position between the standby position and the effect position, the effect member 120 covers the small scroll area SE2 so that it is difficult to see from the front, and opens up the large scroll area SE1 so that it is easy to see from the front. In the above-described first and second embodiments, the performance member 34 may be moved between the performance position and the retracted position along an arc-shaped trajectory centered on an axis oriented in the front-rear direction.
[0164] [Example 3] When the sub-control circuit 81 receives a power-on command from the main control circuit 51, it sets a sound start time (S157) and sets a standby effect stop time according to the setting of the sound start time (S158). When the detection result of the current time reaches the setting of the sound start time, it simultaneously starts driving the effect motor 36, driving the effect LED 37 in the standby effect pattern, driving the speaker 40 in the standby effect pattern, and driving the frame LED 39 in the standby effect pattern, and simultaneously starts moving the effect member 34 from the retracted position to the effect position, lighting the effect member 34 in the standby effect pattern, outputting music from the speaker 40, and lighting the frame lamp 38 in the standby effect pattern. This sound start time corresponds to a predetermined operating condition, and when the detection result of the current time reaches the setting of the standby effect stop time, the sub-control circuit 81 reverses the rotation of the effect motor 36 to return the effect member 34 to the retracted position from the effect position, and stops driving the effect LED 37, speaker 40, and frame LED 39 in the standby effect pattern.
[0165] According to the third embodiment, the following effects are achieved. The sub-control circuit 81 compares the current time with the sound start time after receiving the power-on command, and when it independently determines that the current time has reached the sound start time, it simultaneously starts the movement of the effect member 34, the illumination of the effect member 34, the sound of the speaker 40, and the illumination of the frame lamp 38. Therefore, even if the timing of sending and receiving the power-on command differs between multiple gaming machines, the movement start timing of the multiple effect members 34 tends to match, making it possible to align the behavior of the effect member 34 between multiple gaming machines. This effect is also true for the illumination of the effect member 34, the illumination of the frame lamp 38, and the sound of the speaker 40.
[0166] [Example 4] 33 shows the received command analysis process of the sub-control circuit 81, and in S147 the sub-control circuit 81 determines whether the current received command analysis process is the predetermined number of times (first time). If it is determined that the current received command analysis process is the predetermined number of times, in S132 the sub-control circuit 81 starts outputting a pulse signal for forward rotation to the performance motor 36, thereby starting to move the performance member 34 from the retracted position to the performance position. In other words, the sub-control circuit 81 independently moves the performance member 34 from the retracted position to the performance position in response to the establishment of a predetermined condition, regardless of the power-on command from the main control circuit 51. The fact that this current received command analysis process is the first time corresponds to the establishment of a predetermined operating condition.
[0167] [Example 5] As shown in Fig. 34, a large scroll area SE1 is set on the liquid crystal screen of the performance symbol display device 32. This scroll area SE1 is set at a fixed position at the bottom end of the liquid crystal screen, and is set at a position where it does not overlap from the front in any of the states in which the performance member 34 is stationary at the retracted position, stationary at the performance position, moving from the retracted position to the performance position, and moving from the performance position to the retracted position. According to the fifth embodiment, three columns of effect symbols D1 are displayed in the large scroll area SE1 in a scrolling state and a stopped state during the standby effect mode. Therefore, regardless of whether the effect member 34 is in a stationary state or a moving state, the effect symbols D1 are not overlapped from the front, so that the three columns of effect symbols D1 can be easily seen. In the fifth embodiment, the small scroll area SE2 may be eliminated.
[0168] [Example 6] In the normal presentation mode, three rows of number symbols D2 are displayed in the small scroll area SE2 in a scrolling state and a stopped scrolling state in sequence. The scrolling display of these three rows of number symbols D2 is performed when the gaming ball validly enters the first start slot 15 and when the gaming ball validly enters the first variable start slot 16 in the "normal probability state," and when the gaming ball validly enters the second start slot 41 in the "high probability state," and the scrolling display of the three rows of number symbols D2 stops with the same combination of numbers as the three rows of presentation symbols D1. In other words, the large scroll area SE1 and the small scroll area SE2 perform the same variable display and variable stop display as each other. According to the above-mentioned Example 6, during the normal presentation mode, three rows of number patterns D2 are scrolled within the small scroll area SE2 in the same manner as the three rows of presentation patterns D2, so that the same effect can be obtained during the normal presentation mode as during the standby presentation mode.
[0169] In the above-mentioned Examples 1 to 6, if the sub-control circuit 81 or the main control circuit 51 detects that fingers have touched the launch handle 8 at the performance position of the performance member 34, this may be regarded as the fulfillment of a predetermined condition, and the performance member 34 may be returned from the performance position to the retracted position. In the above-mentioned first to sixth embodiments, the retreat position of the effect member 34 may be set to a position that is not visible to the player. In the above-mentioned Examples 1 to 6, in addition to the large scroll area SE1 and the small scroll area SE2, a scroll area of intermediate size may be set, and the scrolling display of the identification pattern may be performed simultaneously within the three scroll areas during the standby display mode and the normal display mode.
[0170] In the above-mentioned Examples 1 to 6, different identification patterns may be displayed in the scroll area SE1 and the scroll area SE2, such as displaying three rows of numbers as an identification pattern in the large scroll area SE1 and three rows of letters as an identification pattern in the small scroll area SE2. In the above-mentioned Examples 1 to 6, when the performance member 34 is in its retracted position, a part of the performance member 34 may be overlapped with the LCD screen of the performance pattern display 32 when viewed from the front; in short, the overlapping amount from the front with the LCD screen of the performance pattern display 32 in the performance position of the performance member 34 should be set larger than in the retracted position.
[0171] In the above-mentioned first to sixth embodiments, the three rows of number symbols D2 may be scrolled and stopped in the small scroll area SE2 in the same combination of numbers different from the three rows of performance symbols D1. In the above-mentioned Examples 1 to 6, the forward movement trajectory when the performance member 34 moves forward from the retracted position to the performance position and the return movement trajectory when it returns from the performance position to the retracted position may be different. Even in this case, it is preferable to maintain good visibility of the identification pattern regardless of the current position of the performance member 34 by variably displaying the identification pattern at one or more fixed positions on the liquid crystal screen of the performance pattern display device 32 in any of the states in which the performance member 34 is at the performance position, at the retracted position, returning from the performance position to the retracted position, and moving forward from the retracted position to the performance position.
[0172] In the above-mentioned first to sixth embodiments, the present invention may be applied to one, two or three types of pachinko gaming machines. The present invention is not limited to the above Examples 1 to 6, and is not limited to the wording of each claim, as long as it does not deviate from the scope of each claim, and extends to a range that can be easily substituted by a person skilled in the art, and improvements based on the knowledge that a person skilled in the art would normally possess can be added as appropriate.
[0173] In addition to the inventions described in the claims, the above Examples 1 to 6 also describe the following reference inventions [1-1] to [1-8] and [2-1]. Some gaming machines are configured to display a symbol game image when a gaming ball lands validly in a predetermined ball-entry area. This symbol game image sequentially displays a distinguishing symbol in a variable state and a variable stop state, and the player is notified of the winning or losing result based on the appearance of the distinguishing symbol in the variable stop state (see JP 2016-158689 A). Some conventional gaming machines are equipped with a movable member. This movable member is a presentation device that indicates to the player in advance the likelihood that the distinguishing symbol will become a winning symbol in the symbol game, and is moved during the symbol game before the appearance of the distinguishing symbol is determined. The present invention was made in consideration of the above circumstances, and its purpose is to provide a gaming machine equipped with a movable member that has a function separate from the presentation of the symbol game.
[0174] Reference invention [1-1] A gaming machine comprising: a main control circuit that determines whether a game ball has entered a predetermined ball entry area effectively; a display that displays an image of a symbol game that notifies the player of the result of the main control circuit's determination of whether the game ball has entered a predetermined ball entry area; a presentation control circuit that controls the presentation content of the symbol game; and a movable member that can be moved between an operating position that is easy for the player to see and a retracted position that is difficult to see compared to the operating position, wherein when the power is turned on, the presentation control circuit operates to move the movable member from the retracted position to the operating position and keeps it at the operating position until a predetermined condition is met. According to the above means, when the power is turned on, the movable member moves from a retracted position where it is difficult to see to a working position where it is easy to see, and remains in the working position until a predetermined condition is met. This makes it possible for the pachinko parlor and players to know at a glance from the movement of the movable member that the power has been turned on.
[0175] Reference invention [1-2] The gaming machine described in reference invention [1-1] is characterized in that the performance control circuit operates to move the movable member from a retracted position away from the front of the display screen of the display device to an operating position in front of the display screen when power is turned on. According to the above means, when the power is turned on, the movable member is placed in front of the display screen of the display device and remains there until a predetermined condition is met. This makes the presence of the movable member conspicuous when the power is turned on, making it easy for the pachinko parlor and other parties to know that the power has been turned on.
[0176] Reference inventions [1-3] A gaming machine described in reference invention [1-1] or [1-2], characterized in that it is provided with an electric light that illuminates the movable member, and the performance control circuit illuminates the movable member in a predetermined power-on pattern when power is turned on. According to the above-mentioned means, when the power is turned on, the movable member is illuminated in a power-on pattern, which makes it possible for the pachinko parlor side and the like to easily grasp the power-on from the illumination state in addition to the movement of the movable member.
[0177] Reference inventions [1-4] The gaming machine described in reference invention [1-3] is provided with an electric light that illuminates the movable member, and the performance control circuit stops the movable member in the operating position while it is illuminated by the electric light. According to the above means, when the power is turned on, the movable member is stopped in the operating position in an illuminated state, which makes the presence of the movable member conspicuous when the power is turned on, and makes it easy for the pachinko parlor to know that the power has been turned on.
[0178] Reference inventions [1-5] A gaming machine described in any of reference inventions [1-1] to [1-4], characterized in that it is provided with a power supply board that applies power to the main control circuit and the presentation control circuit, the main control circuit sends a power-on command to the presentation control circuit in response to power being applied from the power supply board, and the presentation control circuit moves the movable member from the retracted position to the operating position in response to receiving the power-on command. According to the above means, the performance control circuit moves the movable member from the retracted position to the operating position in response to a power-on command from the main control circuit, so that the pachinko hall can confirm the activation of both the main control circuit and the performance control circuit by silently monitoring the movement of the movable member.
[0179] Reference inventions [1-6] The gaming machine described in reference invention [1-5] is characterized in that the presentation control circuit sets a predetermined presentation mode in response to a delay condition other than the reception of the power-on command being met after the reception of the power-on command. According to the above means, the presentation control circuit sets a predetermined presentation mode in response to the establishment of a delay condition after the reception of the power-on command from the main control circuit. Therefore, even if the timing of sending and receiving the power-on command differs between multiple gaming machines, the start timing of the predetermined presentation mode tends to coincide with each other, making it possible to align the presentation modes to the same predetermined presentation mode.
[0180] Reference inventions [1-7] A gaming machine as described in reference invention [1-5] or [1-6], which is characterized in that it is equipped with a presentation device that presents the pattern game with sound or light and is controlled by the presentation control circuit, and the presentation control circuit activates the presentation device in response to a delay condition separate from the reception of the power-on command being met after the reception of the power-on command. According to the above means, the effect control circuit independently activates the effect device in response to the establishment of the delay condition after receiving the power-on command from the main control circuit. Therefore, if the timing of sending and receiving the power-on command differs between multiple gaming machines, the activation timing between multiple movable members will differ, but the activation timing between multiple effect devices will tend to match. Therefore, when music is output from speakers as effect devices, it is possible to synchronize the music between multiple gaming machines, and when lamps are illuminated as effect devices, it is possible to synchronize the light emission patterns between multiple gaming machines.
[0181] Reference inventions [1-8] A gaming machine according to any one of reference inventions [1-1] to [1-5], comprising a power supply board that applies power to the main control circuit and the presentation control circuit, wherein the main control circuit sends a power-on command to the presentation control circuit in response to power being applied from the power supply board, and the presentation control circuit, when power is applied from the power supply board, performs an operation to move the movable member from the retracted position to the operating position in response to the establishment of an operating condition other than the reception of the power-on command. According to the above means, the effect control circuit independently operates the movable member in response to the establishment of an operating condition separate from the reception of a power-on command from the main control circuit. Therefore, even if the timing of sending and receiving the power-on command differs between multiple gaming machines, the operation timing of the multiple movable members tends to coincide with each other, making it possible to align the behavior of the movable members between multiple gaming machines.
[0182] Reference invention [2-1] A gaming machine comprising: a display that displays an image of a symbol game that notifies the player of the result of a judgment of whether the game ball has landed validly in a predetermined ball entry area; a performance element that can be moved between a performance position that is easy for the player to see and a retracted position that is difficult to see compared to the performance position; and a performance control means that controls the performance content of the symbol game, wherein the performance control means is capable of definitively or non-definitively indicating to the player that a win will be announced in the symbol game in accordance with a preview performance that moves the performance element from the retracted position to the performance position during the symbol game; and when the power is turned on, the movable element is moved from the retracted position to the performance position and remains at the performance position until a predetermined condition is met. According to the above means, when the power is turned on, the movable member moves from a retracted position where it is difficult to see to a performance position where it is easy to see, and remains in the performance position until a predetermined condition is met. This makes it possible for the pachinko parlor and the player to know at a glance from the movement of the movable member that the power has been turned on.
[0183] In addition to the inventions described in the claims, Examples 1 to 6 above also describe the following reference inventions [3-1] to [3-6] and [4-1]. Some gaming machines are configured to display a symbol game image on the display screen of a display when a gaming ball validly lands in a predetermined ball-entry area. This symbol game image sequentially displays identification symbols in a variable state and a variable stop state, and the player is notified of the winning or losing result based on the appearance of the identification symbols in the variable stop state (see JP 2016-158689 A). Some conventional gaming machines are configured to move a movable member in front of the display screen of the display. In these gaming machines, the visibility of the identification symbols during variable display tends to be significantly reduced due to the influence of the movable member moving in front of the display screen. Reference inventions [3-1] to [3-6] and [4-1] were made in consideration of the above circumstances, and their purpose is to provide a gaming machine that can prevent the visibility of the identification symbols during variable display from being significantly reduced due to the influence of the movable member.
[0184] Reference invention [3-1] A gaming machine comprising: a display having a display screen; image display means for displaying an image on the display screen of the display; and a movable member which is moved between an operating position in front of the display screen of the display and a standby position, wherein when the movable member is in the operating position, the movable member has a larger overlap with the display screen of the display than when it is in the standby position, and the image display means is capable of variably displaying an identification pattern at a fixed position on the display screen of the display to notify the player of the result of the judgment of whether the player has won or lost, in any of the states in which the movable member is in the operating position, in the standby position, in the state in which it is moving from the operating position towards the standby position, and in the state in which it is moving from the standby position towards the operating position. According to the above means, the identification pattern is variably displayed at a fixed position on the display screen of the display device whether the movable member is stationary or moving. Therefore, the identification pattern becomes visible as the movable member moves, and it is possible to prevent the visibility of the identification pattern during variably display from being significantly reduced due to the influence of the movable member.
[0185] Reference invention [3-2] The gaming machine described in reference invention [3-1] is characterized in that the image display means is capable of variably displaying the identification pattern at multiple fixed positions on the display screen of the display device in any state of the movable member. According to the above means, the identification symbols are variably displayed at a plurality of fixed positions on the display screen of the display device whether the movable member is stationary or moving. Therefore, a state is created in which the movable member overlaps one variably displayed identification symbol from the front but does not overlap another variably displayed identification symbol from the front, making it possible to view any of the plurality of variably displayed identification symbols without being affected by the behavior of the movable member.
[0186] Reference invention [3-3] The gaming machine described in reference invention [3-2] is characterized in that one of the plurality of fixed positions is set within an area where the movable member overlaps from the front at the operating position, and another of the plurality of fixed positions is set within an area where the movable member overlaps from the front at an intermediate position between the operating position and the standby position. According to the above means, the identification symbols are variably displayed in the area where the movable member overlaps from the front at the operating position and in the area where the movable member overlaps from the front at the intermediate position. Therefore, a state where the movable member overlaps from the front of one identification symbol being variably displayed but does not overlap from the front of another identification symbol being variably displayed is reliably generated, so that any of the identification symbols being variably displayed can be reliably viewed without being affected by the behavior of the movable member.
[0187] Reference invention [3-4] A gaming machine described in any of reference inventions [3-1] to [3-3], characterized in that it is provided with an operating means that moves the movable member from the standby position to the operating position in response to power being turned on, and the operating means moves the movable member from the operating position to the standby position in response to a predetermined condition being met when the movable member is in the operating position. According to the above means, the movable member moves from the standby position to the operating position in response to power-on, stops at the operating position, and then moves back to the standby position, so that power-on can be visually recognized from the movement of the movable member. Moreover, if the identification pattern is variably displayed when the power is turned on, it is possible to prevent the visibility of the identification pattern from being significantly reduced due to the movement of the movable member when the power is turned on.
[0188] Reference invention [3-5] The gaming machine described in reference invention [3-4] is characterized in that the operating means produces a variable display of the identification pattern in response to moving the movable member after the predetermined condition is met. According to the above means, after power is turned on, the movable member can be used as a device for producing a variable display of the identification pattern.
[0189] Reference invention [3-6] a display having a display screen, variable display means for variably displaying an identification symbol on the display screen of the display to notify a win or loss determination result, a movable member provided in front of the display screen of the display, and operation means for moving the movable member to an operating position where the movable member overlaps the display screen of the display when performing the variable display of the identification symbol, and for moving the movable member in a direction where the overlap with the display screen from the front becomes smaller when the performance is completed, wherein the operation means is capable of operating the movable member in a predetermined mode independently of the progress of the variable display of the identification symbol, and is capable of operating the movable member in a mode different from the predetermined mode depending on the progress of the variable display of the identification symbol, and the variable display means is capable of simultaneously performing the variable display of the identification symbol at a plurality of fixed positions in the predetermined mode. The progress of the variable display is a term that includes "whether or not a reach state has occurred" and "whether or not the pattern elements constituting the identification symbol have stopped", etc. According to the above means, the overlap of the movable member with the display screen of the display device increases as the movable member moves from the standby position to the operating position. Therefore, increasing the visibility of the movable member produces the variable display of the identification pattern, thereby enhancing the visual effect of the variable display produced by the movable member. Furthermore, in a specified mode, the movable member moves independently of the progress of the variable display, and the variable display is simultaneously performed at multiple fixed positions, creating a state in which the movable member is blocking one variable display but not blocking another. Therefore, in a special mode, such as a standby mode, in which the movable member is not used as a variable display effect device, it is possible to make one of the multiple variable displays easily visible without being affected by the behavior of the movable member.
[0190] Reference invention [4-1] A gaming machine comprising a display having a display screen, a movable member that is arranged ahead of the display screen of the display and is operated to move along a predetermined trajectory, and a variable display means that variably displays an identification pattern on the display screen of the display to notify the result of a win or loss determination, wherein in a predetermined mode, the variable display means is capable of variably displaying the identification pattern simultaneously at multiple fixed positions behind the trajectory of movement of the movable member. According to the above means, in a predetermined mode, the variable display of the identification symbol is simultaneously performed at a plurality of fixed positions behind the trajectory of the movement of the movable member, so that a state is created in which the movable member is blocking one variable display from the front and not blocking another variable display, making it possible to make any of the plurality of variable displays easily visible regardless of the behavior of the movable member. [Explanation of symbols]
[0191] 15 is the first starting port (predetermined ball entry area, predetermined starting area), 16 is the first variable starting port (predetermined ball entry area, predetermined starting area), 18 is the first large winning port (predetermined ball entry area), 21 is the second large winning port (predetermined ball entry area), 32 is a performance pattern display (display), 34 is a performance member (movable member), 37 is a performance LED (electrical device), 39 is a frame LED (performance device), 40 is a speaker (performance device), 41 is the second starting port (predetermined ball entry area, area, predetermined starting area), 51 is the main control circuit (game means, pre-reading means), 81 is the sub-control circuit (performance control circuit, performance control means, operation means), 91 is the image control circuit (image display means, variable display means), 110 is the power supply board, D1 is three columns of performance patterns (identification patterns), D2 is three columns of number patterns (identification patterns), ML is the movement trajectory, SE1 is the scroll area (fixed position), SE2 is the scroll area (fixed position).
Claims
[Claim 1] A performance member movable between an initial position and a performance position; A determination means for determining whether or not to execute a special game advantageous to a player; A performance control means for controlling the performance, The performance control means includes: A first effect pattern and a second effect pattern that notify the result of the judgment can be displayed; When the power is turned on, the performance member can be moved from the initial position to the performance position, This gaming machine is characterized in that, after power is turned on, it can be controlled into a first presentation state in which both the first and second presentation patterns are visible, a second presentation state in which one of the first and second presentation patterns is visible and the other is difficult to see, and a third presentation state in which neither the first and second presentation patterns are visible.