Game machine

Customizable features in gaming machines, including pre-reading judgments and adjustable settings, address the lack of player satisfaction in conventional machines by enhancing engagement and variety, thereby improving the gaming experience.

JP2025011803AActive Publication Date: 2025-01-24FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2023114138
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-12
Publication Date
2025-01-24
Estimated Expiration
2043-07-12

AI Technical Summary

Technical Problem

Conventional gaming machines, such as pachinko machines, fail to satisfy players due to inadequate customization functions that do not enhance gaming experience.

Method used

Implementing features like pre-reading judgment for special productions, adjustable production settings, and expectation management through customizable options to enhance player engagement and variety in gaming outcomes.

Benefits of technology

Enhances player satisfaction by providing diverse and engaging gaming experiences through customizable settings and real-time feedback, increasing the chances of winning and maintaining player interest.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine which offers a game content that can satisfy a player by mounting a function the player hopes for in the game machine and thus varies performances.SOLUTION: When it is set by a setting button to vary an expectation degree about a winning game state in a read-ahead notice performance, the expectation degree about the a winning game state with respect to the read-ahead notice performance in a RUSH state is higher than the expectation degree about the winning game state with respect to the read-ahead notice performance in a normal game state (see a second read-ahead holding change table SB_D2SYH_TBL shown in the Figure 19(b)).SELECTED DRAWING: Figure 19
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Description

[Technical field]

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

[0002] As a conventional gaming machine such as a pachinko machine, for example, a gaming machine as described in Patent Document 1 is known. This gaming machine allows customization of game presentation, and makes it easy to recognize the customized situation. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2022-173598 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, although the above gaming machine makes it easy to recognize the customization status, there was a problem with the customization function itself in that the customization function and the content of the accompanying game presentation did not fully satisfy the player.

[0005] In view of the above problems, the present invention aims to provide a gaming machine that is equipped with functions that players desire, thereby providing gaming content that satisfies players, and thereby offering a variety of presentations. [Means for solving the problem]

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

[0007] According to the gaming machine of the invention of claim 1, when a predetermined start condition is satisfied and multiple types of identification information are changed, a hold storage means (for example, a main control RAM 600c shown in FIG. 4) is provided for storing up to a predetermined upper limit number of start holds that change identification information that has not yet started even though the start condition is satisfied; A look-ahead determination means (for example, a main control CPU 600a shown in FIG. 4) that performs a look-ahead determination on the start-up hold before the change on the start-up hold is started; A special performance (for example, a chance announcement at the time of winning) that is started with a change before the change performance for the start hold of the pre-reading judgment target and is started when the start condition is established; A special performance (for example, a pre-reading notice performance) that is started with a change prior to the change performance for the start hold of the pre-reading judgment target and is executed with a plurality of changes including the change performance for the start hold of the pre-reading judgment target; A performance setting means (for example, a setting button 15 shown in FIG. 1) for setting a predetermined performance based on an operation by a player, The effect setting means is capable of setting whether or not the special effect is to be made to appear, and further The effect setting means can set whether or not to change the expectation of a winning game state in the special effect in a normal game state and an advantageous state advantageous to the player (for example, a RUSH state) (for example, increasing the expectation of a pre-reading state), A change means (for example, a sub-control CPU 800a shown in FIG. 4) for changing an appearance rate of the special effect when the special effect is set to be able to appear by the effect setting means, When the effect setting means is set to change the expectation level for a winning game state in the special effect, the expectation level for a winning game state for the special effect in the advantageous state is higher than the expectation level for a winning game state for the special effect in the normal game state (for example, see the look-ahead reserve change table SB_SYH_TBL2 shown in Figure 17(a) and the second look-ahead reserve change table SB_D2SYH_TBL shown in Figure 19(b)). According to the gaming machine of the present invention, the gaming machine of the present invention further includes an advantageous state timer (e.g., a stay time timer) for measuring a stay time of the advantageous state (e.g., a RUSH state), The advantageous state timer is characterized in that it does not perform measurement during a special game (e.g., a big win game) transitioned from the normal game state, but performs measurement during a special game transitioned from the advantageous state. According to the gaming machine of the invention of claim 3, in the gaming machine of claim 1 or 2, a gaming value acquisition counter (for example, a counter that counts the number of balls acquired by a jackpot) that counts the cumulative value of the gaming value acquired by the player during a predetermined period of time is further provided, The advantageous state timer starts measuring from an advantageous state (e.g., RUSH state) to which the game is transitioned after a special game (e.g., a big win game) transitioned from the normal game state, The game value acquisition counter is characterized in that it is started from a special game to which a transition is made from the normal game state, and its value is updated according to the game value acquired in the special game and the game value acquired in a special game to which a transition is made from the advantageous state. Effect of the Invention

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

[0009] [Figure 1]1 is an oblique view showing the appearance of an amusement machine according to one embodiment of the present invention; [Diagram 2] FIG. 2 is a front view of the game board according to the embodiment. [Diagram 3] 1A and 1B are side cross-sectional views of the special symbol 2 starting device according to the embodiment, in which (a) shows the open state and (b) shows the closed state. [Figure 4] 2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Diagram 5] FIG. 13A is a diagram showing an example of a screen for customizing the performance when the waiting demo screen is displayed, and FIG. 13B is a diagram showing an example of a screen for customizing the performance content while waiting for customers or while the special pattern is changing. [Figure 6] (a) to (c-1) show example screens when a winning chance notification is executed when the expectation of a winning game state is low, and (a) to (c-2) show example screens when a winning chance notification is executed when the expectation of a winning game state is high. [Figure 7] 13A to 13D are diagrams showing example screens when the setting for the winning chance notification is OFF and a reserved change effect occurs. [Figure 8] 13(a) to 13(b) are diagrams showing example screens when the setting for the winning chance notification is ON, a winning chance notification is executed when the expectation of a winning game state is low, and further, a pending change effect is generated. [Figure 9] (a) to (d) are figures showing example screens when the pattern change has finished and the pattern change has stopped, and a winning chance notification, which has a high expectation of a winning game state, is generated for the first start reserved ball when the game ball wins a prize. [Figure 10] (a) to (d) are figures showing example screens in which a winning chance notification, which has a high expectation of a winning game state, is generated for the first start reserved ball when the game ball enters a winning state just before the pattern stops (while the pattern is still changing). [Figure 11] 10A is a timing chart relating to the example screen shown in FIG. 9, and FIG. 10B is a timing chart relating to the example screen shown in FIG. [Figure 12] FIG. 13A shows a table indicating the ratio of each level when the volume or light intensity can be set in five levels, and FIG. 13B shows a table of another embodiment different from that of FIG. [Figure 13] FIG. 1A shows the jackpot probability of the gaming machine according to the embodiment, FIG. 1B shows a symbol allocation table, and FIG. 1C shows a variation pattern allocation table. [Figure 14] FIG. 13 is a diagram showing a prize-winning chance notification lottery table. [Figure 15] 1A shows a look-ahead reserve change table used when the look-ahead expectation increase setting is OFF, and FIG. 1B shows a look-ahead zone performance table used when the look-ahead expectation increase setting is OFF. [Figure 16] FIG. 15(a) is a diagram showing an example of a presentation executed when a lottery is drawn by referring to the look-ahead reserve change table shown in FIG. 15(a) and the look-ahead zone presentation table shown in FIG. 15(b). [Figure 17] 1A shows a look-ahead reserve change table used when the look-ahead expectation increase setting is ON, and FIG. 1B shows a look-ahead zone performance table used when the look-ahead expectation increase setting is ON. [Figure 18] 13A shows a step-up prediction table used when the setting for the chance notification at the time of winning is OFF, and FIG. 13B shows a step-up prediction table used when the setting for the chance notification at the time of winning is ON. [Figure 19] 1A shows a first look-ahead pending change table used when the look-ahead expectation increase setting is OFF, and FIG. 1B shows a second look-ahead pending change table used when the look-ahead expectation increase setting is ON. [Figure 20] (a) shows the first pre-reading chance eye forecast table used when the pre-reading expectation increase setting is OFF, and (b) shows the second pre-reading chance eye forecast table used when the pre-reading expectation increase setting is ON. [Figure 21](a) shows a timing chart when a pre-reading chance eye prediction is executed during the RUSH state (normal fluctuation (1.5 seconds)), (b) shows a timing chart when a pre-reading chance eye prediction is executed during the normal game state (normal fluctuation (12 seconds)), and (c) shows a timing chart when a pre-reading chance eye prediction is executed during the normal game state (normal fluctuation (3 seconds)). [Figure 22] 13A to 13F are diagrams showing example screens when a pre-reading chance eye notice is executed during a RUSH state (normal fluctuation (1.5 seconds)). [Diagram 23] 13(a) to 13(h) are diagrams showing example screens when a pre-reading chance eye notice is executed during a normal gaming state (normal fluctuation (12 seconds)). [Figure 24] 13A to 13C are diagrams showing example screens when the content of the performance is customized while the special symbols are varying. [Diagram 25] 13(a) to (h) are diagrams showing example screens displaying the duration of time during the RUSH state and the number of balls won. [Figure 26] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 27] FIG. 27 is a flowchart illustrating the continuation of the main processing of the main control shown in FIG. 26. [Figure 28] FIG. 27 is a flowchart illustrating the setting switching process shown in FIG. 26. [Figure 29] FIG. 11 is a flowchart illustrating a power supply abnormality check process. [Diagram 30] FIG. 11 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Diagram 31] 31 is a flowchart for explaining the normal pattern processing shown in FIG. 30. [Diagram 32] 31 is a flowchart illustrating the special symbol processing shown in FIG. 30. [Diagram 33] FIG. 33 is a flowchart illustrating the start port check process 1(2) shown in FIG. 32. [Diagram 34]A flowchart explaining the special pattern change start processing shown in Figure 32. [Diagram 35] FIG. 35 is a flowchart illustrating the hit determination process shown in FIG. 34. [Diagram 36] A flowchart explaining the processing during the special pattern change shown in Figure 32. [Figure 37] FIG. 33 is a flowchart for explaining the processing during the special symbol confirmation time shown in FIG. 32. [Figure 38] (a) shows a normal pattern hit determination table used when executing a lottery to determine whether a normal pattern is a hit or a loss, (b) shows a special pattern big hit determination table used when executing a lottery to determine whether a special pattern is a hit or a loss, (c) shows a special pattern small hit determination table used when executing a lottery to determine whether a special pattern is a hit or a loss, and (d) shows a special electric support pattern hit determination table used when executing a lottery to determine whether a special pattern is a hit or a loss. [Figure 39] FIG. 11 is a flowchart showing main processing of sub-control according to the embodiment. [Diagram 40] FIG. 40 is a flowchart showing the data analysis process shown in FIG. 39. [Diagram 41] FIG. 11 is a flowchart showing a command reception process of sub-control according to the embodiment. [Diagram 42] FIG. 11 is a flowchart showing a timer interrupt process of the sub-control according to the embodiment. [Diagram 43] 13A shows a flowchart for explaining an initial command list for moving images, FIG. 13B shows a flowchart for explaining a normal command list for moving images, and FIG. 13C shows a flowchart for explaining a command list for still images. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

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

[0011] <Explanation of the external appearance of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to Figs. 1 to 3.

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

[0013] As shown in Fig. 1, a pachinko game machine 1 is configured such that a rectangular front frame 3 is attached to the front of a wooden outer frame 2 so as to be able to open and close, and a game board 4 is attached inside a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is attached with a game area 40 shown in Fig. 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this game area 40 as shown in Fig. 1. The game area 40 is an area surrounded by a ball guide rail 6 (see Fig. 2) arranged on the surface of the game board 4.

[0014] On the other hand, as shown in FIG. 1, the pachinko game machine 1 has a front operation panel 7 disposed under the glass door frame 5, an upper tray unit 8 is provided on the front operation panel 7, and an upper tray 9 for storing the discharged game balls is integrally formed on the upper tray unit 8. The front operation panel 7 is also provided with a ball loan button 11 and a prepaid card discharge button 12 (card return button 12). The upper tray surface of the upper tray 9 is provided with a push button type performance button device 13 that can change the performance effect by pressing it when a built-in lamp (not shown) is lit. The upper tray 9 is also provided with a ball removal button 14 for removing the game balls stored in the upper tray 9 downward, and further provided with a setting button 15 consisting of a roughly cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the figure, a triangular left key 15c located to the left of the decision key 15a in the figure, a triangular right key 15d located to the right of the decision key 15a in the figure, and a triangular down key 15e located below the decision key 15a in the figure.

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

[0016] <Explanation of the appearance of the game board> On the other hand, as shown in FIG. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is disposed in the approximate center of the game area 40 of the game board 4. The liquid crystal display device 41 divides the display area into three areas, left, center, and right, and can independently display numbers, characters, letters (character conversations, lyrics subtitles, etc.) or patterns (special patterns and normal patterns). Around the liquid crystal display device 41, a top decoration 42a, a left decoration 42b, and a right decoration 42c for decoration are provided, and a movable role device 43 is disposed on the back side of the top decoration 42a, the left decoration 42b, and the right decoration 42c. In addition, decorative lamps such as full-color LED lamps that produce a dramatic effect by light decoration are disposed on the top decoration 42a, the left decoration 42b, and the right decoration 42c.

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

[0018] On the other hand, the special symbol 1 start hole 44 is arranged directly below the liquid crystal display device 41, and a special symbol 1 start hole switch 44a (see FIG. 4) for detecting winning balls is provided inside the special symbol 1 start hole switch 44a. The number of effective winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 4), that is, the number of first start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (for example, 4 balls). When a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 4), the number of first start reserved balls is increased by 1 (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the number is decreased by 1 (-1). Decorative lamps such as full-color LED lamps that produce a performance effect by light decoration are arranged around the special symbol 1 start hole 44.

[0019] On the other hand, the special symbol 2 start device 45 is disposed on the lower right side of the liquid crystal display device 41 as shown in Fig. 2. As shown in Fig. 3, the special symbol 2 start device 45 is composed of a special symbol 2 start port 45a, an opening / closing section 45b that can change the special symbol 2 start port 45a between an "open state" in which the game ball YK can enter and a "closed state" in which the game ball YK cannot enter, an entry ball guide section 45c that can change between a "guiding state" that guides the game ball YK toward the special symbol 2 start port 45a and a "non-guiding state" that does not guide the game ball YK, and a special symbol 2 start port switch 45a1 (see Fig. 4) that detects the game ball YK that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start hole 45a is opened almost horizontally toward the right side in the front left-right direction shown in FIG. 2, and a special symbol 2 start hole switch 45a1 (see FIG. 4) for detecting winning balls is provided inside the special symbol 2 start hole 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), that is, the number of second start reserved balls, is displayed on the liquid crystal display device 41 as a predetermined number (for example, 4). Note that, when a game ball enters the special symbol 2 start hole 45a and is detected by the special symbol 2 start hole switch 45a1 (see FIG. 4), the number of second start reserved balls is increased by 1 (+1), and when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts, the number of second start reserved balls is decreased by 1 (-1).

[0021] The opening / closing section 45b includes an opening / closing member 45b1 that can move left and right relative to the special symbol 2 starting hole 45a, and a normal electric role solenoid 45b2 (see FIG. 4) that drives and controls the opening / closing member 45b1. When the opening / closing section 45b is in a closed state, as shown in FIG. 3(b), the opening / closing member 45b1 protrudes into the special symbol 2 starting hole 45a (moves to the left in the figure) to prevent the game ball YK from entering the special symbol 2 starting hole 45a, and when the opening / closing section 45b is in an open state, as shown in FIG. 3(a), the opening / closing member 45b1 retracts to the right in the figure to allow the game ball YK to enter the special symbol 2 starting hole 45a.

[0022] The ball entry guide section 45c is provided with a guide member 45c1 that is inclined downward from the right side to the left side as shown in Fig. 2 (inclined downward toward the special symbol 2 starting hole 45a side). This guide member 45c1 is driven and controlled by a normal electric role solenoid 45b2 (see Fig. 4).

[0023] As shown in FIG. 3(a), in the guide state, the guide member 45c1 slides and protrudes to the front side of the play area 40 (the glass door frame 5 side shown in FIG. 1) of the ball entry guide section 45c, and guides the game ball YK placed on the upper side to the special symbol 2 start hole 45a. In the non-guide state, the guide member 45c1 slides backward (to the rear side of the play area 40) and retreats, as shown in FIG. 3(b). As a result, even if the game ball YK is placed on the guide member 45c1 when the guide member 45c1 is in the guide state, if the guide member 45c1 changes to the non-guide state before the game ball YK enters the special symbol 2 start hole 45a and slides backward, the game ball YK will flow downstream without entering the special symbol 2 start hole 45a. The guide member 45c1 and the opening and closing member 45b1 are designed to operate in conjunction with each other. In other words, when the guide member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right side as shown in Figure 3(a) to allow the game ball YK to enter the special pattern 2 starting hole 45a, and when the guide member 45c1 is in the non-guiding state, the opening / closing member 45b1 protrudes to the left side as shown in Figure 3(b) to prevent the game ball YK from entering the special pattern 2 starting hole 45a.

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

[0025] On the other hand, as shown in Fig. 2, a winning device 46 is arranged on the right side of the special symbol 1 starting hole 44. When the winning device 46 wins the lottery for the special symbol described later, that is, during a winning game state, the opening and closing door 46a is driven and controlled by a special electric role solenoid 46b (see Fig. 4) so ​​that the large winning hole (not shown) closed by the opening and closing door 46a is opened, and the game ball can enter the large winning hole (not shown). The game ball that enters the large winning hole (not shown) is detected as a winning ball by a large winning hole switch 46c (see Fig. 4) provided inside the large winning hole (not shown).

[0026] On the other hand, when the special symbol is not selected, that is, when the game is not in a winning state, the opening and closing door 46a is driven and controlled by the special electric role solenoid 46b (see FIG. 4) to close the big prize opening (not shown). This makes it impossible for the game ball to enter the big prize opening (not shown). In the following, the device combining the opening and closing door 46a and the special electric role solenoid 46b may be referred to as the special electric role. In addition, the winning device 46 is provided with decorative lamps such as full-color LED lamps that create a dramatic effect by using light decoration.

[0027] Incidentally, a distribution device 47, which is a conventionally known structure, is provided in the winning device 46. As shown in Fig. 2, this distribution device 47 has a V area 47a and an outlet 47b, and when a game ball enters a large winning port (not shown), the game ball is distributed to either the V area 47a or the outlet 47b. The distribution device 47 does not distribute the game ball that entered the large winning port (not shown) to the V area 47a, but to the outlet 47b, unless a predetermined game state is reached.

[0028] On the other hand, as shown in Fig. 2, a normal symbol start port 48 consisting of a gate is arranged in the upper right part of the liquid crystal display device 41, and a normal symbol start port switch 48a (see Fig. 4) for detecting the passage of the game ball is provided inside the normal symbol start port. In addition, a normal prize port 49 is arranged on the right side of the winning device 46 and on the left side of the special symbol 1 start port 44. This general prize port 49 is composed of an upper right general prize port 49a arranged on the right side of the winning device 46, an upper left general prize port 49b arranged on the left side of the special symbol 1 start port 44, a middle left general prize port 49c, and a lower left general prize port 49d. The upper right general winning opening 49a is provided with an upper right general winning opening switch 49a1 (see FIG. 4) for detecting the passage of the game ball, the upper left general winning opening 49b is provided with an upper left general winning opening switch 49b1 (see FIG. 4) for detecting the passage of the game ball, the middle left general winning opening 49c is provided with a middle left general winning opening switch 49c1 (see FIG. 4) for detecting the passage of the game ball, and the lower left general winning opening 49d is provided with a lower left general winning opening switch 49d1 (see FIG. 4) for detecting the passage of the game ball. The general winning opening 49 is provided with a decorative lamp such as a full-color LED lamp that produces a performance effect by light decoration.

[0029] On the other hand, just below the special pattern 1 starting hole 44, an outlet 50 is arranged into which game balls (out balls) that flow down to the lowest part of the game area 40 without winning are entered. The game balls that enter the outlet 50 are detected as non-winning balls by an outlet switch 50a (see FIG. 4) provided inside, and the winning balls described above also flow down to the lowest part of the game area 4 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 4). Therefore, the outlet switch 50a (see FIG. 4) detects the total number of outs discharged, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 16. In addition, when counting the game balls launched into the game area 40 by the launch handle 16, a switch may be provided at the point where the ball guide rail 6 enters the game area 40 to count the balls.

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

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

[0032] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player that the special symbol 1 and special symbol 2 are changing, or that the special symbol 1 and special symbol 2 are winning or losing. The first identification lamp 51Aa corresponds to the special symbol 1, and the second identification lamp 51Ab corresponds to the special symbol 2. When the special symbol 1 is changing, the first identification lamp 51Aa flashes, when the special symbol 1 is a winning symbol, the first identification lamp 51Aa is turned on, and when the special symbol 1 is a losing symbol, the first identification lamp 51Aa is turned off. Furthermore, when the special symbol 2 is changing, the second identification lamp 51Ab flashes, when the special symbol 2 is a winning symbol, the second identification lamp 51Ab is turned on, and when the special symbol 2 is a losing symbol, the second identification lamp 51Ab is turned off.

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

[0034] <Control device description> Next, the control device that performs electronic control according to the progress of the game and is provided in the pachinko game machine 1 having the above-mentioned external configuration will be described with reference to Fig. 4. As shown in Fig. 4, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

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

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

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

[0038] In addition, if the result of the lottery is that a normal pattern is selected, the normal electric device solenoid 45b2 is driven and controlled so that the opening / closing member 45b1 is in the open state and the guide member 45c1 is in the guiding state for a predetermined time, and if the lottery is that of a special pattern, the special electric device solenoid 46b is controlled to open the large prize opening (not shown).

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

[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, measures the number of prize balls every time it receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, and measures the total number of game balls discharged every time it receives a signal from the outlet switch 50a. Then, the main control board 60, i.e., the main control CPU 600a, outputs contents (performance display) related to the ratio of how many prize balls were played at the time of low probability, etc., based on the measured number of prize balls and the total number of game balls discharged, to the measurement / setting display device 610. As a result, contents (performance display) related to the ratio of how many prize balls were played at the time of low probability, etc., are displayed on the measurement / setting display device 610.

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

[0042] On the other hand, when the RAM clear switch 620 is pressed except when a dedicated key is inserted into the setting key switch 630 and turned ON, the entire memory area of ​​the main control RAM 600c is not cleared, but only a portion of the memory area is cleared.

[0043] On the other hand, when the main control board 60, i.e., the main control CPU 600a, receives a fraudulent behavior detection signal that detects a player's fraudulent behavior using a magnetic sensor, radio wave sensor, or vibration sensor mounted on the fraud detection board 55, it generates a fraudulent error command (presentation control command DI_CMD) and sends it to the sub-control board 80.

[0044] <Explanation about the Dispatch / Fire Control Board> The payout / launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. The payout motor signal thus generated controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to the player's operation based on a prize ball counting signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.

[0045] On the other hand, a touch sensor is provided on the periphery of the launch handle 16 shown in Fig. 1, and when the player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70 as shown in Fig. 4. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a performance control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.

[0046] Incidentally, the payout / launch control board 70 also performs the process of lending balls to the player. That is, when the ball lending button 11 shown in Figs. 1 and 4 is pressed, a ball lending signal is sent to a CR unit (not shown) arranged adjacent to the pachinko game machine 1. In response to this, the CR unit sends a ball lending request signal to the payout / launch control board 70. Then, in response to this signal, the payout / launch control board 70 pays out game balls to the player, and when the payout is completed, it sends a ball lending completion signal to the CR unit. Thus, in this way, the payout / launch control board 70 performs the process of lending balls to the player.

[0047] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b in which control programs describing performance control procedures are stored, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.

[0048] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a working area or buffer memory, a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on instructions from the sub one-chip microcomputer 800, a DDR2 SDRAM 804 that is composed of a working area for expanding compressed video data and a frame buffer area for temporarily storing image data to be displayed on the liquid crystal display device 41, and a game ROM 805 in which compressed still image data and compressed video data, CG data, and sound data such as background music and sound effects are stored in advance. Note that the still image is a so-called sprite image, which indicates a single image such as text data such as characters, a background image, or a special pattern. Note that the moving image means a collection of multiple still images (multiple frames) that change continuously, and smooth movement is reproduced by drawing multiple still images continuously on the liquid crystal display device 41.

[0049] The sub-control board 80 thus constructed is connected to a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that produce lamp effects, and is further connected to a push-button type effect button device 13 that can be pressed by the player to change the effect when a built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. Furthermore, the sub-control board 80 is connected to a movable role device 43 that performs a predetermined effect operation as the game progresses, an identification lamp device 51A that notifies the player that the special symbols 1 and 2 are changing, or that the special symbols 1 and 2 have won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41.

[0050] Thus, the sub-control board 80 thus configured receives, in the sub-control CPU 800a, a presentation control command DI_CMD including basic information required for the special symbol variation pattern based on the lottery result, the current game state, the number of balls reserved for starting, the decorative symbols to be stopped based on the lottery result, etc., transmitted from the main control board 60 (main control CPU 600a). Then, the sub-control CPU 800a determines, by lottery, a presentation pattern corresponding to the received presentation control command DI_CMD from among a large number of presentation patterns previously stored in the sub-control ROM 800b, and temporarily stores a control signal instructing the execution of the determined presentation pattern in the sub-control RAM 800c.

[0051] The sub-control CPU 800a transmits a sound-related control signal, among the control signals instructing the execution of the presentation pattern stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or sound RAM 802, and outputs it to the speaker 17. As a result, the speaker 17 produces background music and sound effects corresponding to the presentation pattern determined above.

[0052] Furthermore, the sub-control CPU 800a transmits a light-related control signal among the control signals instructing execution of the performance pattern stored in the sub-control RAM 800c to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps such as full-color LED lamps that produce lamp performance effects, and thus a lamp performance corresponding to the determined performance pattern is executed.

[0053] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images among the control signals for instructing execution of the performance pattern stored in the sub-control RAM 800c. As a result, the VDP 803 generates image data to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby causing an image corresponding to the determined performance pattern to be displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame, but in order for the sub one-chip microcomputer 800 (sub-control CPU 800a) to know that the display operation of this one frame has ended, the VSYNC (vertical synchronization signal) shown in FIG. 4 is transmitted from the VDP 803 to the sub-control CPU 800a as an interrupt signal. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.

[0054] Furthermore, the sub-control CPU 800a transmits, among the control signals instructing the execution of the performance pattern stored in the sub-control RAM 800c, a control signal relating to the movable role device to the movable role device 43. As a result, the movable role device 43 moves in accordance with the determined performance pattern.

[0055] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 4. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a transformer (not shown) installed in the game arcade, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).

[0056] Furthermore, the voltage monitoring unit 1310 monitors the AC24V voltage, and when it detects a voltage abnormality due to the voltage being cut off or a power outage occurring, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.

[0057] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when the power is turned on, and the generated system reset signal RST is output to each board.

[0058] <Explanation of production customization settings> Here, the performance customization settings will be described.

[0059] Recently, it has become possible to customize the setting so that when the game ball enters the special pattern 1 start hole 44 (see Figure 2), the first start reserved ball will notify in advance whether there is a high expectation of a winning game state.

[0060] Specifically, when a customer waiting demo screen is displayed on the liquid crystal display device 41 (see FIG. 2), if a player presses the performance button device 13 (see FIG. 1), a menu screen (see image P1) is displayed on the liquid crystal display device 41 as shown in FIG. 5(a). As shown in FIG. 5(a), this menu screen displays the words "Performance Customization" (see image P1a) in the upper center of the screen, and below that, customizable performance contents such as "Winning Chance Notification", "Increased Pre-reading Expectation", "Premium Up", and "Auto Button" (see image P1b) are displayed. The winning chance notification is a high expectation pre-reading notice that increases the expectation of a winning game state when it appears. Also, the increase in the expectation of pre-reading is a method of lowering the appearance rate of a pre-reading notice with a low expectation of a winning game state (for a change in reserve but ending in a normal reach) and adjusting the allocation value so that it appears at the time of a reach with a high expectation of a winning game state such as a strong SP reach. Furthermore, the premium up is to increase the appearance rate of the premium effect of the winning confirmation effect in the winning fluctuation. In other words, if the premium effect does not appear, the expectation of winning is lower than when the custom setting is OFF. On the other hand, the auto button is to determine that the effect button device 13 has been pressed when an effect that requires the button device 13 to be pressed occurs, even if the player does not press the button device 13.

[0061] Thus, such customizable performance contents (see image P1b) can be selected (see image P1c) with the cross key as shown in FIG. 5(a) and can be confirmed (see image P1d) with the button. Specifically, when the player presses the up key 15b and the down key 15e shown in FIG. 1, the square frame W1 shown in FIG. 5(a) moves up and down, and the customizable performance contents (see image P1b) can be selected. Then, after selecting the customizable performance contents (see image P1b) (in FIG. 5(a), "Chance notification at the time of winning" is selected), the player presses the left key 15c and the right key 15d shown in FIG. 1 to set ON / OFF of the selected customizable performance contents. Thus, after making such settings, the player presses the decision key 15a shown in FIG. 1 to confirm the setting contents. In addition, when returning to the normal screen, the square frame W1 shown in Fig. 5(a) is moved to "Return to normal screen" (see image P1e) and the player presses the decision key 15a shown in Fig. 1, and the normal screen is returned to. In this embodiment, an example is shown in which the setting contents are decided by pressing the decision key 15a shown in Fig. 1, but the present invention is not limited to this. When the ON / OFF setting of the customizable performance contents is set by pressing the left key 15c and the right key 15d shown in Fig. 1, the setting contents may be decided without pressing the decision key 15a shown in Fig. 1.

[0062] On the other hand, it is possible to set customizable performance contents not only when the customer waiting demo screen is displayed on the liquid crystal display device 41 (see FIG. 2) but also during customer waiting or during the variation of special symbols. In this embodiment, an example of setting customizable performance contents during the variation of special symbols will be described. Specifically, as shown in FIG. 5(b), the liquid crystal display device 41 displays a state in which the decorative symbols are varying at high speed (see image P10), and the resident symbols are varying at high speed (see image P11) in accordance with the decorative symbols, and the state in which the symbols are varying is displayed. At this time, as shown in FIG. 5(b), the customizable performance contents (see image P12) are displayed in the lower left corner of the screen, and the ON / OFF contents (see image P13) are also displayed, and further, it is displayed that the selection can be made with the cross key (see image P14) and that the decision can be made with the button (see image P15). Specifically, when the player presses the up key 15b and the down key 15e shown in FIG. 1, the customizable performance contents (see image P12) can be selected. Then, after selecting the customizable performance contents (see image P12) (in FIG. 5(b), "Chance notification at the time of winning" is selected), the player can press the left key 15c and the right key 15d shown in FIG. 1 to set ON / OFF of the selected customizable performance contents (see image P13). Thus, after making such a setting, the player presses the decision key 15a shown in FIG. 1 to confirm the setting contents. Note that such a setting display of the performance customization may be made to continue to be displayed during the variation of the special symbols. Also, during a strong SP reach, the display of the customizable performance contents (see image P12) and the ON / OFF contents (see image P13) may be made non-displayed, and only a display indicating that selection can be made with the cross key (see image P14) may be made, and the display of the customizable performance contents (see image P12) and the ON / OFF contents (see image P13) may be made to be displayed by the player operating the setting button 15 shown in FIG. 1.

[0063] <Explanation of the winning chance notification> Next, the winning chance notification set as above will be described.

[0064] The winning chance notification is executed as follows.

[0065] That is, as shown in Fig. 6(a), the liquid crystal display device 41 displays an image of the decorative pattern (see image P20) in which the left decorative pattern P20a, the center decorative pattern P20b, and the right decorative pattern P20c are fluctuating at high speed, and also displays an image of the resident pattern (left resident pattern, center resident pattern, right resident pattern) (see image P21) fluctuating at high speed. Then, as shown in Fig. 6(a), a fluctuating icon indicating that it is currently fluctuating is displayed in the lower left corner of the screen of the liquid crystal display device 41 (see image P22a), and to the right of it, a first reserved image (see image P22b) indicating that one first start reserved ball is reserved is displayed. At this time, as shown in Fig. 6(a), the logo "Bobo Shogun" on the upper decoration 42a is lit in yellow.

[0066] In this state, when the game ball enters the special symbol 1 start hole 44 (see FIG. 2), the second reserved image (see image P22c) is displayed on the liquid crystal display device 41 to the right of the first reserved image (see image P22b) as shown in FIG. 6(b-1) and (b-2). At this time, as a result of the main control CPU 600a executing the pre-reading judgment on the second first start reserved ball, in the case of a miss variation such as a normal variation, a normal reach, or a weak reach with a low expectation of a winning game state, the sub-control CPU 800a controls the logo "Bobo Shogun" on the upper decoration 42a to light up in white as shown in FIG. 6(b-1). Then, the sub-control CPU 800a controls the logo "Bobo Shogun" on the upper decoration 42a to light up in the original yellow as shown in FIG. 6(c-1).

[0067] Thus, when the expectation of a winning game state is low, the winning chance notification is executed as described above. However, in some cases, when the winning state fluctuates, the winning chance notification as described above may be executed. In this embodiment, when the expectation of a winning game state is low, the winning chance notification is executed, but when the expectation of a winning game state is low, the winning chance notification may not be executed, that is, no effect may be produced. Alternatively, when the expectation of a winning game state is low, only a sound or only a lamp may be produced.

[0068] On the other hand, when the main control CPU600a executes a look-ahead judgment for the second first start reserved ball and the expectation for a winning game state is high, such as a strong SP reach or winning fluctuation, the sub-control CPU800a controls the "Bobo Shogun" logo on the upper decoration 42a to flash or light up in red intensely as shown in FIG. 6(b-2). In addition, the sub-control CPU800a controls the speaker 17 shown in FIG. 1 to emit a sound effect (SE) of "Peepeen!" (see SE1) as shown in FIG. 6(b-2). Furthermore, the sub-control CPU800a controls the upper left movable role 43d to repeatedly move from the back of the upper decoration 42a, which is the retreat position, to the front of the liquid crystal display device 41 and back to the original position as shown in FIG. 6(b-2).

[0069] Thus, after executing the above-mentioned control, the sub-control CPU 800a controls the "Bobou Shogun" logo on the upper decoration 42a to continue to light up in red, as shown in Figure 6 (c-2), until the fluctuation for the second first start reserved ball begins.

[0070] Therefore, the winning chance notification is executed in the above manner. If the winning chance notification is set to OFF, the effect as described with reference to FIG. 6 does not appear, and only when the winning chance notification is set to ON, the effect as described with reference to FIG. 6 appears. If the winning chance notification occurs automatically even though the player has not set anything, the expectation of the change for the first start reserved ball that has won before the change starts will be notified in advance, which will damage the player's expectation of maintaining the expectation until the latter half of the change.

[0071] Incidentally, the winning chance notification can be executed together with other pre-reading notice effects (pre-reading reserved change notice effect, pre-reading zone effect). Therefore, when a player turns on the winning chance notification setting in the above-described manner, the appearance rate (allocation value) of other pre-reading notice effects (pre-reading reserved change notice effect, pre-reading zone effect) and changing notice effects (step-up notice effect, conversation notice effect) is changed inside the gaming machine. This is because, if it is found that the expectation of a winning game state is low (almost nonexistent) due to the winning chance notification, the player will not have any expectation of winning even if a pre-reading notice effect for the first start reserved ball or a notice effect that increases the expectation level in a notice effect when the first start reserved ball changes is displayed. This point will be explained below using a concrete example.

[0072] When the setting for the winning chance notification is OFF, as shown in Fig. 7(a), the liquid crystal display device 41 displays an image of a decorative pattern (see image P20) that is changing at high speed, and also displays an image of the resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P21) that are changing at high speed, as well as the liquid crystal display device 41. Also, as shown in Fig. 7(a), a changing icon (see image P22a) is displayed in the lower left corner of the screen of the liquid crystal display device 41. At this time, as shown in Fig. 7(a), the "Bobo Shogun" logo on the upper decoration 42a is lit up in yellow.

[0073] In this state, when the game ball enters the special symbol 1 starting hole 44 (see FIG. 2), as shown in FIG. 7(b), the first reserved image (see image P22b) is displayed on the liquid crystal display device 41. At this time, when the first reserved image (see image P22b) turns blue, if the setting for the winning chance notification is OFF, the player can have hope for a win with this reserved image because of the reserved change.

[0074] Thus, when a change is made to this first reserved image (see image P22a shown in Fig. 7(c)), the liquid crystal display device 41 displays a reach (tenpai) state in which the left decorative pattern (see image P20a) and the right decorative pattern (see image P20c) stop at the same pattern and the center decorative pattern (see image P20b) is changing, as shown in Fig. 7(c). Furthermore, the liquid crystal display device 41 displays a character image (see image P23) that reads "reach" in the center of the screen, and further displays a state in which the resident pattern (see image P21) is changing in the lower right corner of the screen. This indicates a normal reach state, and since the first reserved image (see image P22b) was blue, ultimately, as shown in Figure 7 (d), the liquid crystal display device 41 will display a losing image in which the left decorative pattern (see image P20a), the middle decorative pattern (see image P20b), and the right decorative pattern (see image P20c) have stopped (in the illustration, they have stopped at "656"), and the resident pattern (see image P2A) has also stopped at the same numbers.

[0075] However, because the setting for the winning chance notification is OFF, the player can expect a win until the fluctuation stops. In other words, the expectation of a winning game state for the winning first start reserved ball changes from various preview effects, so the player can expect a win until the fluctuation stops, such as the color of the reserved image changing from blue to red, which indicates a high expectation of a winning game state.

[0076] On the other hand, even if the setting of the winning chance notification is ON, if the setting of the winning chance notification is the same as the appearance rate (allocation value) of the notice when the setting is OFF, the following state will occur. That is, as shown in FIG. 8(a), the liquid crystal display device 41 displays an image of a decorative pattern (see image P20) that is changing at high speed, and also displays an image of resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P21) that are changing at high speed. Then, as shown in FIG. 8(a), a changing icon (see image P22a) is displayed in the lower left corner of the screen of the liquid crystal display device 41. At this time, as shown in FIG. 8(a), the logo "Bobo Shogun" on the upper decoration 42a is lit up in yellow.

[0077] In this state, when the game ball enters the special symbol 1 start hole 44 (see FIG. 2), the first reserved image (see image P22b) is displayed on the liquid crystal display device 41 as shown in FIG. 8(b). At this time, as a result of the main control CPU600a executing the pre-reading judgment on the first first start reserved ball, in the case of a normal reach miss variation with a low expectation of a winning game state, the sub-control CPU800a controls the logo "Bobo Shogun" on the upper decoration 42a to light up in white as shown in FIG. 8(b). And at this time, if the setting of the winning chance notification is the same notice appearance rate (allocation value) as OFF, the sub-control CPU800a controls the first reserved image (see image P22b) to change to blue. Therefore, as shown in FIG. 8(b), the first reserved image (see image P22b) changed to blue is displayed on the liquid crystal display device 41.

[0078] However, since the logo "Bobou Shogun" on the upper decoration 42a is lit in white, the first reserved image (see image P22b) that has changed to blue has a low expectation of a winning game state (in this embodiment, as described with reference to FIG. 7, it is a miss variation of a normal reach). Therefore, it suggests that there is almost no expectation of a winning game state. Therefore, even if the first reserved image (see image P22b) changes to blue, the player cannot expect a win. In other words, when the setting of the winning chance notification is ON, the player cannot expect that the color of the reserved image will change from blue to red, which has a high expectation of a winning game state. Therefore, the player's interest in the reserved change notice performance will decrease. Therefore, if the expectation of a winning game state for the first start reserved ball when the game ball enters the special pattern 1 start hole 44 (see FIG. 2) is low, it is necessary to reduce the appearance rate (allocation value) of the reserved change notice, etc. It should be noted that the details of this appearance rate (allocation value) will be described later.

[0079] Therefore, as explained above, the winning chance notification can determine whether or not a winning game state can be expected based on the fluctuations at the time of winning when the game ball enters the special symbol 1 starting hole 44 (see FIG. 2) by just one performance. Therefore, the other advance notice performances when the winning chance notification setting is turned ON serve to further increase the expectation of a winning game state in notifications with high expectation of a winning game state as shown in FIG. 6(b-2) and (c-2).

[0080] Incidentally, the winning chance notification is an effect that occurs when the first start reserved ball wins when the game ball wins the special symbol 1 start hole 44 (see FIG. 2), so the effect is executed even if the first start reserved ball wins when the pattern fluctuation stops, or if the first start reserved ball wins just before the pattern stops. Therefore, when the winning chance notification occurs with a high expectation of a winning game state as shown in FIG. 6 (b-2) and (c-2), it occurs across the fluctuation of the special symbol. This point will be explained below using concrete examples as Cases 1 and 2.

[0081] <Case 1 explanation> First, as Case 1, we will explain a case where, when the pattern change has ended and the pattern change has stopped, a winning chance notification is generated for the first start reserved ball when the game ball enters the special pattern 1 start hole 44 (see Figure 2) and there is a high expectation of a winning game state.

[0082] At the timing T1 shown in FIG. 11(a), the change of the middle decorative pattern among the decorative patterns that were changing stops, and as shown in FIG. 9(a), the liquid crystal display device 41 displays a state in which the left decorative pattern (see image P20a), the middle decorative pattern (see image P20b), and the right decorative pattern (see image P20c) are stopped (in the figure, they are stopped at "656"). At this time, as shown in FIG. 9(a), the state in which the resident pattern (see image P21) is still changing is displayed in the lower right corner of the screen of the liquid crystal display device 41, and further, a change icon is displayed (see image P22a), and further, to the right of it, the first reserved image (see image P22b) indicating that one first start reserved ball is reserved is displayed on the liquid crystal display device 41. As shown in FIG. 9(a), the logo "Bobo Shogun" on the upper decoration 42a is lit in yellow.

[0083] Next, at timing T2 shown in Fig. 11(a), when the variation of the resident pattern stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the resident pattern (see image P21) in a stopped state with the same number as the decorative pattern (in the figure, "656") as shown in Fig. 9(b), and further controls to erase the variable icon (see image P22a shown in Fig. 9(a)). Note that, as shown in Fig. 9(b), the "Bobo Shogun" logo on the upper decoration 42a remains lit in yellow.

[0084] Next, at the timing T3 shown in FIG. 11(a), when a game ball enters the special symbol 1 start hole 44 (see FIG. 2) and a winning chance notification occurs with a high expectation of a winning game state, the sub-control CPU 800a controls the liquid crystal display device 41 to display a second reserved image (see image P22b) indicating that two first start reserved balls are reserved, as shown in FIG. 9(c). Furthermore, the sub-control CPU 800a controls the upper decoration 42a to flash or light up in red intensely, as shown in FIG. 9(c) to (d). In addition, the sub-control CPU 800a controls the speaker 17 shown in FIG. 1 to emit a sound effect (SE) of "Peepeen!" (see SE1) as shown in FIG. 9(c) to (d). At this time, as shown in FIG. 11(a), when the change for the first reserved image (see image P22b) starts at timing T4, the sub-control CPU 800a controls the liquid crystal display device 41 to display an image of a decorative pattern (see image P20) that changes at high speed, and an image of a resident pattern (left resident pattern, center resident pattern, right resident pattern) (see image P21) that changes at high speed, as shown in FIG. 9(d). Furthermore, the sub-control CPU 800a controls the liquid crystal display device 41 to display a change icon (see image P22a) and the first reserved image (see image P22b). At this time, the winning chance notification, which has a high expectation of a winning game state, is executed across the stopped state of the pattern shown in FIG. 9(c) without stopping the performance just because the change has started at timing T4 shown in FIG. 11(a). In other words, basically, the effect executed in the previous variation will be terminated in the next variation, but the effect of the winning chance notification will not be terminated and will be executed.

[0085] This concludes Case 1.

[0086] <Explanation of Case 2> Next, as Case 2, we will explain a case where a winning chance notification occurs for the first start reserved ball when the game ball enters the special pattern 1 starting hole 44 (see Figure 2) just before the pattern stops (while the pattern is still changing), which has a high expectation of a winning game state.

[0087] As shown in Fig. 10(a), the liquid crystal display device 41 displays a state in which the left decorative pattern (see image P20a) stops at "6", the right decorative pattern (see image P20c) stops at "8", and the center decorative pattern (see image P20b) is fluctuating at high speed. Furthermore, the liquid crystal display device 41 displays a state in which the resident pattern (see image P21) is fluctuating in the lower right corner of the screen, and also displays a fluctuating icon (see image P22a), and furthermore, to the right of that, the first reserved image (see image P22b) is displayed. Note that, as shown in Fig. 10(a), the logo "Bobo Shogun" on the upper decoration 42a remains lit in yellow.

[0088] In this state, at the timing T5 shown in FIG. 11(b), the fluctuation of the center decorative pattern, which had been fluctuating at high speed, stops, and as shown in FIG. 10(b), the liquid crystal display device 41 displays a state in which the left decorative pattern (see image P20a), the center decorative pattern (see image P20b), and the right decorative pattern (see image P20c) are stopped (in the figure, they are stopped at "658"). At this time, as shown in FIG. 10(b), the lower right corner of the screen of the liquid crystal display device 41 displays a state in which the resident pattern (see image P21) is still fluctuating. Note that, as shown in FIG. 10(b), the "Bobo Shogun" logo on the upper decoration 42a remains lit in yellow.

[0089] Next, at the timing T6 shown in FIG. 11(b), when a game ball enters the special symbol 1 start hole 44 (see FIG. 2) and a winning chance notification occurs with a high expectation of a winning game state, the sub-control CPU 800a controls the liquid crystal display device 41 to display a second reserved image (see image P22c) indicating that two first start reserved balls are reserved, as shown in FIG. 10(c). Furthermore, the sub-control CPU 800a controls the upper decoration 42a to flash or light up in red intensely, as shown in FIG. 10(c) to (d). In addition, the sub-control CPU 800a controls the speaker 17 shown in FIG. 1 to emit a sound effect (SE) of "Peepeen!" (see SE1) as shown in FIG. 10(c) to (d). At this time, as shown in FIG. 11(b), when the variation of the resident symbol stops at timing T7, the sub-control CPU 800a controls the liquid crystal display device 41 to display the resident symbol (see image P21) in a stopped state with the same number as the decorative symbol (in the figure, "658") as shown in FIG. 10(d), and further controls to erase the variable icon (see image P22a shown in FIG. 10(c)). At this time, the winning chance notification, which has a high expectation of a winning game state, will continue to be executed even if the variation of the resident symbol stops at timing T7 shown in FIG. 11(b) and the symbol is in a stopped state. That is, basically, in the symbol stopped state, the performance executed during the variation is terminated, but the performance of the winning chance notification will not end and will be executed. At timing T8 shown in FIG. 11(b), the variation of the first reserved image (see image P22b shown in FIG. 10(d)) will start.

[0090] This concludes Case 2.

[0091] Therefore, even if the first start reserved ball wins when the pattern stops changing, or if the first start reserved ball wins just before the pattern stops, the winning chance notification effect is executed.

[0092] <Explanation of the volume and light settings for the chance announcement when winning> Incidentally, the volume and light intensity of the winning chance notification are adjusted by the player differently from other advance notice effects and variable effects. To explain this in more detail, the volume and light intensity can be set, for example, to five levels by the player using the setting button 15 shown in FIG. 1. That is, as shown in FIG. 12(a), when the volume and light intensity are set to "5" out of five levels, the volume and light intensity of the variable effect remain the original volume and light intensity (100%), the volume and light intensity of the advance notice effect remain the original volume and light intensity (100%), and the volume and light intensity of the winning chance notification effect remain the original volume and light intensity (100%).

[0093] On the other hand, as shown in FIG. 12(a), when the volume and light intensity are set to "4" in five stages, the volume and light intensity of the variable performance are suppressed to 80% of the original volume and light intensity, the volume and light intensity of the notice performance are suppressed to 80% of the original volume and light intensity, and the volume and light intensity of the performance of the chance notification at the time of winning are suppressed to 80% of the original volume and light intensity. Also, when the volume and light intensity are set to "3" in five stages, the volume and light intensity of the variable performance are suppressed to 60% of the original volume and light intensity, and the volume and light intensity of the notice performance are suppressed to 60% of the original volume and light intensity. However, the volume and light intensity of the performance of the chance notification at the time of winning are suppressed to 80% of the original volume and light intensity, which is the same as when the volume and light intensity are set to "4" in five stages.

[0094] On the other hand, as shown in FIG. 12(a), when the volume and light intensity are set to "2" in five stages, the volume and light intensity of the variable performance are suppressed to 40% of the original volume and light intensity, the volume and light intensity of the notice performance are suppressed to 40% of the original volume and light intensity, and the volume and light intensity of the performance of the chance notification at the time of winning are suppressed to 70% of the original volume and light intensity. When the volume and light intensity are set to "1" in five stages, the volume and light intensity of the variable performance are suppressed to 20% of the original volume and light intensity, and the volume and light intensity of the notice performance are suppressed to 20% of the original volume and light intensity. However, the volume and light intensity of the performance of the chance notification at the time of winning are suppressed to 70% of the original volume and light intensity, which is the same as when the volume and light intensity are set to "2" in five stages.

[0095] Therefore, the suppression rate of the volume and light intensity of the winning chance notification is smaller than that of other effects. This is to make the player aware that the winning chance notification has occurred even if the player has set it to a small volume.

[0096] Incidentally, the original volume of the winning chance notification is higher than the original volume of the variable performance and the original volume of the advance notice performance. In other words, if the volume set for the sound data used in the winning chance notification (for example, the sound effect (SE) "beep!" (see SE1) shown in FIG. 6(b-2)) is "100", the volume set for the sound data used in the variable performance (BGM, sound effects (SE), etc.) and advance notice performance (sound effects (SE), etc.) is set to less than "100" (for example, the BGM during the variation is "60", the sound effect (SE) when the pattern stops is "70", and the sound effect (SE) of the advance notice performance is "90", etc.). This allows the player to be more aware that the winning chance notification has occurred.

[0097] In this embodiment, the volume and the light intensity are set at the same time, but the volume and the light intensity may be set separately. In this case, as shown in FIG. 12(b), the volume of the winning chance notification can be set to the original volume (100%) regardless of which of the five levels of "1" to "5" is set. The light intensity of the winning chance notification can be set to the original light intensity (100%) when set to "5" of the five levels, the light intensity suppressed to 80% of the original light intensity when set to "4" of the five levels, the light intensity suppressed to 60% of the original light intensity when set to "3" of the five levels, the light intensity suppressed to 40% of the original light intensity when set to "2" of the five levels, and the light intensity suppressed to 20% of the original light intensity when set to "1" of the five levels. Therefore, by making the suppression rate of the volume of the winning chance notification smaller than the change range of other effects, the player can be made aware that a winning chance notification has occurred even if the player has set it to a small volume.

[0098] <Explanation of allocation value for winning chance notification> Here, the allocation values ​​for the winning chance notification will be described.

[0099] First, when the special symbol starts to vary, the main control CPU 600a performs a lottery with the probability of winning shown in Fig. 13(a), and according to the lottery result, performs a lottery for the special symbol by referring to the symbol distribution table M_ZF_TBL shown in Fig. 13(b). Specifically, if the lottery result is a miss, the probability is set to win either Miss A or Miss B. Also, if the lottery result is a win, the probability is set to win either Small Balls (for example, 450 balls in 3 rounds) or Large Balls (for example, 1500 balls in 10 rounds).

[0100] On the other hand, depending on the result of the lottery, the variation pattern of the special symbol is selected by referring to the variation pattern allocation table M_HP_TBL shown in FIG. 13(c). Specifically, when "Miss A" is selected by the lottery described above and 0 to 1 first start reserved ball is reserved, either normal variation 12 seconds variation (miss) or challenge performance failure is won with the probability shown in the figure. Also, when "Miss A" is selected and 2 first start reserved balls are reserved, either normal variation 8 seconds variation (miss) or challenge performance failure is won with the probability shown in the figure. Furthermore, when "Miss A" is selected and 3 first start reserved balls are reserved, either normal variation 3 seconds variation (miss) or challenge performance failure is won with the probability shown in the figure. On the other hand, if "Miss B" is selected by the lottery described above, the winner will be one of the following with the probability shown: Normal reach (Miss), Weak SP reach (Miss), Normal reach → Different route performance (Miss), Weak SP reach → Different route performance (Miss), Weak SP → Strong SP reach (Miss).

[0101] On the other hand, when "small payout" is selected by the lottery described above, the winning probability is as shown in the figure, which is either normal reach (win), weak SP reach (win), normal reach → different route performance (win), weak SP reach → different route performance (win), or weak SP → strong SP reach (win). On the other hand, when "large payout" is selected by the lottery described above, the winning probability is as shown in the figure, which is either normal reach (win), weak SP reach 1 (win), weak SP reach 2 (win), normal reach → different route performance (win), weak SP reach → different route performance (win), weak SP → strong SP reach (win), or weak SP → strong SP reach → revival performance (win).

[0102] On the other hand, before starting the variation of the special symbol corresponding to the first start reserved ball generated in response to the signal received from the special symbol 1 start hole switch 44a, a lottery is performed in advance with the jackpot probability shown in FIG. 13(a) described above, and a lottery for the special symbol is performed in accordance with the lottery result by referring to the symbol distribution table M_ZF_TBL shown in FIG. 13(b). Then, in accordance with these lottery results, a pre-reading lottery is performed to determine in advance whether the variation pattern of the special symbol will be executed by referring to the variation pattern distribution table M_HP_TBL shown in FIG. 13(c). The main control CPU 600a transmits the lottery result to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD. The symbol distribution table M_ZF_TBL and the variation pattern distribution table M_MP_TBL are stored in the main control ROM 600b (see FIG. 4).

[0103] Thus, upon receiving the result of such a pre-reading lottery (pre-reading judgment), the sub-control CPU 800a executes a lottery for a prize-winning chance notification by referring to the prize-winning chance notification lottery table SB_NH_TBL shown in Fig. 14. However, this lottery is executed only when the setting for the prize-winning chance notification is ON.

[0104] Specifically, the items arranged on the vertical axis of the prize-winning chance notification lottery table SB_NH_TBL shown in Fig. 14 indicate the lottery results transmitted from the main control CPU 600a. The prize-winning chance notification lottery table SB_NH_TBL is stored in the sub-control ROM 800b (see Fig. 4).

[0105] Thus, the sub-control CPU 800a refers to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 and performs the lottery as follows.

[0106] That is, the sub-control CPU 800a selects a winning chance notification with a low expectation of a winning game state in the case of normal fluctuation (miss), challenge performance failure (miss), normal reach (miss), and weak SP reach (miss). As a result, the performance shown in FIG. 6(a) to FIG. 6(c-1) is executed.

[0107] On the other hand, in the case of normal reach ⇒ another route presentation (miss) and weak SP reach ⇒ another route presentation (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to win either a winning chance notification with low expectation for a winning game state or a winning chance notification with high expectation for a winning game state. In this case, when the other route presentation (miss) is executed, it is basically treated as a reach with low expectation for a winning game state. Nevertheless, in order to give the player some hope, it is made possible to generate a winning chance notification with high expectation for a winning game state. When a winning chance notification with high expectation for a winning game state occurs, the presentations shown in Figs. 6(a) to 6(c-2) are executed.

[0108] On the other hand, when the weak SP is changed to a strong SP reach (miss), the sub-control CPU 800a selects a winning chance notification with a high expectation for a winning game state. This is because, when a winning chance notification with a low expectation for a winning game state occurs and a strong SP reach occurs, the winning chance notification with a high expectation for a winning game state is always selected in the case of a miss in order to make the player recognize that a win is confirmed.

[0109] On the other hand, in the case of a normal reach (win), the sub-control CPU 800a selects a winning chance notification with a low expectation of a winning game state, and does not select a winning chance notification with a high expectation of a winning game state.

[0110] In addition, in the case of a weak SP reach (win), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to win either a winning chance notification with a low expectation for a winning game state or a winning chance notification with a high expectation for a winning game state. At this time, since the weak SP reach is treated as a reach with a low expectation for a winning game state, it is set so that a winning chance notification with a high expectation for a winning game state is almost never generated.

[0111] On the other hand, in the case of weak SP reach → another route performance (win), weak SP → strong SP reach (win), and weak SP → strong SP reach → revival performance (win), the sub-control CPU 800a performs a lottery to win either a winning chance notification with a low expectation for a winning game state or a winning chance notification with a high expectation for a winning game state, using the allocation value (probability) shown in the figure. At this time, in the case of another route performance and strong SP reach, a winning chance notification with a low expectation for a winning game state may appear. This is because even if a winning chance notification with a low expectation for a winning game state occurs, if the other route performance occurs, the winning chance notification with a low expectation for a winning game state may appear in order to make the player have high expectations that the player may enter a winning game state. However, in the case of another route performance, as described above, since there is a possibility of a miss, it is not a guaranteed win.

[0112] Thus, in the winning chance notification lottery table SB_NH_TBL shown in FIG. 14, in the case of a strong SP reach, in the case of a miss, a winning chance notification with a high expectation for a winning game state always appears. On the other hand, in the case of a win, a winning chance notification with a low expectation for a winning game state may appear. Therefore, when a strong SP reach is executed, the strong SP reach in the case of a miss has a higher probability of appearing a winning chance notification with a high expectation for a winning game state than the strong SP reach in the case of a win. This is because, when a strong SP reach occurs in a situation where a winning chance notification with a high expectation for a winning game state does not appear, the player will recognize it as a performance configuration that guarantees a win, which is called "rule violation". Therefore, in the case of a miss, in a situation where a winning chance notification with a high expectation for a winning game state does not occur, a strong SP reach occurs, so that the allocation value is set in this way so as not to damage the player's expectations. In addition, "breaking the rules" refers to a presentation state that satisfies certain conditions, such as when a high expectation reach occurs, a winning chance notification does not occur, even though a winning chance notification should occur when there is a high expectation for a winning game state.

[0113] Therefore, as described above, the sub-control CPU 800a executes the lottery for the winning chance notification by referring to the winning chance notification lottery table SB_NH_TBL shown in FIG.

[0114] In addition, when the expectation of a winning game state is low, it is possible not to execute the performance of the winning chance notification. In this case, as shown in FIG. 6(a), the "Bobo Shogun" logo on the upper decoration 42a remains lit in yellow. Furthermore, in this case, the "low expectation winning chance notification" in the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 becomes "none".

[0115] <Explanation of increased anticipation> Next, the increase in the read-ahead expectation level described with reference to FIG. 5(a) will be explained. Unlike the winning chance notification, this increase in the read-ahead expectation level causes a read-ahead notice to appear even when the setting is OFF. By turning the setting ON, when the read-ahead notice appears, the expectation level for a winning game state increases (increases). However, the appearance rate of the read-ahead notice decreases accordingly. In other words, since the appearance rate of a miss decreases, the appearance rate of the read-ahead notice itself decreases, but the expectation level for a winning game state increases (increases). This point will be explained in detail below.

[0116] The read-ahead pending change table SB_SYH_TBL1 shown in FIG. 15(a) is stored in the sub-control ROM 800b (see FIG. 4), and is used when the read-ahead expectation increase is set to OFF.

[0117] To explain in more detail, when the sub-control CPU 800a receives the lottery result (performance control command DI_CMD) pre-read by the main control CPU 600a by referring to the fluctuation pattern allocation table M_HP_TBL shown in Figure 13 (c), the sub-control CPU 800a refers to the pre-read pending change table SB_SY_TBL1 shown in Figure 15 (a) and performs the following lottery.

[0118] That is, the sub-control CPU 800a refers to the look-ahead reserve change table SB_SYH_TBL1 shown in FIG. 15(a) and performs a lottery to determine whether the reserved image of the first start reserved ball when the game ball enters the special pattern 1 start hole 44 (see FIG. 2) should be changed to nothing, blue, green, red, or rainbow.

[0119] Specifically, in the case of normal variation (miss), challenge performance failure (miss), or normal reach (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether the result will be either no change or a change to blue.

[0120] In addition, in the case of a weak SP reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win by not changing anything, changing the color to blue, or changing the color to green.

[0121] On the other hand, in the case of normal reach ⇒ different route presentation (miss) or weak SP reach ⇒ different route presentation (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to make no change, change to blue, change to green, or change to red.

[0122] On the other hand, when the weak SP ⇒ strong SP reach (miss), the sub-control CPU 800a will draw lots to determine whether the color will change to blue, green, or red based on the allocation value (probability) shown in the figure.

[0123] On the other hand, in the case of normal reach (win), weak SP reach (win), normal reach → different route performance (win), weak SP reach → different route performance (win), weak SP → strong SP reach (win), weak SP → strong SP reach → revival performance (win), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win by not changing anything, changing to blue, changing to green, changing to red, or changing to rainbow colors.

[0124] Thus, when the advance reading expectation increase is set to OFF, a lottery regarding the reserved change is executed by referring to the advance reading reserve change table SB_SYH_TBL1 shown in FIG. 15(a). In such advance reading reserve change table SB_SYH_TBL1, even in the case of a change that does not lead to a reach such as a normal change or a challenge performance, the reserved image may change to blue, so that the player does not get bored with the pattern change. However, if the reserved image remains blue, the expectation of a winning game state is low, so the player expects the reserved image to change to green or red. Note that the advance reading reserve change table SB_SYH_TBL1 shown in FIG. 15(a) is merely a change in the reserved image of the first start reserved ball when the game ball enters the special pattern 1 start hole 44 (see FIG. 2). Therefore, when the first start reserved ball that has been determined to be advance reading changes, a notice performance in which the reserved image changes is executed separately.

[0125] The look-ahead zone performance table SB_SYZ_TBL1 shown in FIG. 15(b) is stored in the sub-control ROM 800b (see FIG. 4), and is used when the look-ahead expectation increase is set to OFF.

[0126] The pre-reading zone effect is a pre-reading notice effect that starts from the change after the first start reserved ball that has been pre-read enters. There are two types of pre-reading zone effects, weak zone effect and strong zone effect, and of these, the strong zone effect has a high expectation of a winning game state. In addition, the false zone effect is an effect for livening up the game that makes it look like the zone effect is being executed but is not executed.

[0127] To explain in more detail, when the sub-control CPU 800a receives the lottery result (performance control command DI_CMD) pre-read by the main control CPU 600a by referring to the fluctuation pattern allocation table M_HP_TBL shown in Figure 13(c), the sub-control CPU 800a refers to the pre-read zone performance table SB_SYZ_TBL1 shown in Figure 15(b) and performs the following lottery.

[0128] In other words, when the game ball enters the special pattern 1 start hole 44 (see Figure 2), the sub-control CPU 800a refers to the look-ahead zone performance table SB_SYZ_TBL1 shown in Figure 15 (b) and conducts a lottery to determine whether to not perform a zone performance, to execute a false zone performance entry, to execute a weak zone performance, or to execute a strong zone performance for the first start pending ball.

[0129] Specifically, in the case of normal fluctuation (miss), challenge performance failure (miss), or normal reach (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win either no zone performance or a false zone performance entry.

[0130] In addition, in the case of a weak SP reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win either no zone effect, a false zone effect entry, or a weak zone effect.

[0131] On the other hand, in the case of normal reach ⇒ different route performance (miss) or weak SP reach ⇒ different route performance (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win either no zone performance, a false zone performance entry, a weak zone performance, or a strong zone performance.

[0132] On the other hand, when weak SP ⇒ strong SP reach (miss), the sub-control CPU 800a draws a lottery based on the allocation value (probability) shown in the figure to determine whether to win either no zone effect, to execute a weak zone effect, or to execute a strong zone effect.

[0133] On the other hand, in the case of a normal reach (win), the sub-control CPU 800a selects not to perform a zone presentation.

[0134] In addition, in the case of a weak SP reach (hit), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win either no zone effect, a false zone effect entry, or a weak zone effect.

[0135] On the other hand, in the case of normal reach ⇒ another route performance (hit) or weak SP reach ⇒ another route performance (hit), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win either no zone performance, a false zone performance entry, a weak zone performance, or a strong zone performance.

[0136] On the other hand, in the case of weak SP ⇒ strong SP reach (hit) or weak SP ⇒ strong SP reach ⇒ revival performance (hit), the sub-control CPU 800a draws based on the allocation value (probability) shown in the figure to determine whether to win either no zone performance, a weak zone performance, or a strong zone performance.

[0137] Thus, when the pre-read expectation increase is set to OFF in this manner, a lottery for the zone effects is executed by referring to the pre-read zone effect table SB_SYZ_TBL1 shown in FIG. 15(b).

[0138] Here, referring to the look-ahead reserve change table SB_SYH_TBL1 shown in FIG. 15(a) and the look-ahead zone performance table SB_SYZ_TBL1 shown in FIG. 15(b), an example of the performance executed when a lottery is drawn will be explained with reference to FIG. 16.

[0139] Figure 16 shows an example of a presentation in which a pre-reading preview lottery is conducted for a reserved ball that has won the second first start reserved ball, and the reserved image changes to red, and the pre-reading zone presentation is also won.

[0140] Specifically, as shown in FIG. 16(a), the liquid crystal display device 41 displays an image of a decorative pattern (see image P20) that is changing at high speed, and also displays an image of resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P21) that are changing at high speed. As shown in FIG. 16(a), a variable icon is displayed in the lower left corner of the screen of the liquid crystal display device 41 (see image P22a), and to the right of the variable icon, a first reserved image (see image P22b) and a second reserved image (see image P22c) are displayed. At this time, the sub-control CPU 800a refers to the pre-read reserved change table SB_SYH_TBL1 shown in FIG. 15(a) to perform a lottery for the second reserved image (see image P22c), and as a result, the second reserved image (see image P22c) that has changed to red is displayed on the liquid crystal display device 41 shown in FIG. 16(a). In addition, the sub-control CPU800a has selected the second reserved image (see image P22c) by referring to the pre-read zone effect table SB_SYZ_TBL1 shown in Fig. 15(b) and has selected the zone effect. However, at this point, the zone effect is not executed and starts from the next symbol change.

[0141] That is, when the variation of the symbols stops from the state shown in Fig. 16(a), the sub-control CPU 800a controls the liquid crystal display device 41 shown in Fig. 16(b) so that the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) stop (in the figure, they stop at "658"), and the resident symbol (see image P2A) also stops at the same number. At this time, as shown in Fig. 16(b), the display of the variable icon (see image P22a shown in Fig. 16(a)) is erased.

[0142] Next, when the change to the first reserved image is executed (see image P22a shown in Fig. 16(c-1) and (c-2)), the sub-control CPU800a displays an image of the decorative pattern (see image P20) changing at high speed on the liquid crystal display device 41 shown in Fig. 16(c-1) and (c-2), and also displays an image of the resident pattern (left resident pattern, center resident pattern, right resident pattern) (see image P21) changing at high speed. At this time, if the second reserved image (see image P22c in Fig. 16(a) and (b)) is selected to execute the weak zone effect, the sub-control CPU800a displays a strip-shaped caption (see image P30) saying "violent zone" on the liquid crystal display device 41, as shown in Fig. 16(c-1). On the other hand, if the second reserved image (see image P22c in Fig. 16(a) and (b)) is selected to execute the strong zone effect, the sub-control CPU 800a displays a strip-shaped telop (see image P31) saying "violent zone extreme" on the liquid crystal display device 41 as shown in Fig. 16(c-2). Thus, the zone effect is executed in this manner. The strip-shaped telop saying "violent zone" (see image P30) and the strip-shaped telop saying "violent zone extreme" (see image P31) are displayed on the liquid crystal display device 41 until the pattern change for the second reserved image (see image P22c in Fig. 16(a) and (b)) starts. In addition, when a false zone effect entry is executed, the strip-shaped telop saying "violent zone" (see image P30) shown in Fig. 16(c-1) and the strip-shaped telop saying "violent zone extreme" (see image P31) shown in Fig. 16(c-2) are made to appear as if they are displayed on the liquid crystal display device 41, but then disappear.

[0143] Thus, in the above-described read-ahead reserved change table SB_SYH_TBL1 shown in Fig. 15(a) and the read-ahead zone effect table SB_SYZ_TBL1 shown in Fig. 15(b), when the read-ahead expectation increase described with reference to Fig. 5(a) is set to ON, the read-ahead reserved change table SB_SYH_TBL2 shown in Fig. 17(a) is used instead of the read-ahead reserved change table SB_SYH_TBL1 shown in Fig. 15(a), and the read-ahead zone effect table SB_SYZ_TBL2 shown in Fig. 17(b) is used instead of the read-ahead zone effect table SB_SYZ_TBL1 shown in Fig. 15(b). Note that the read-ahead reserved change table SB_SYH_TBL2 shown in Fig. 17(a) and the read-ahead zone effect table SB_SYZ_TBL2 shown in Fig. 17(b) are stored in the sub-control ROM 800b (see Fig. 4).

[0144] The sub-control CPU 800a refers to the read-ahead reservation change table SB_SYH_TBL2 shown in FIG. 17(a) and performs the lottery as follows.

[0145] In the case of normal fluctuation (miss), challenge performance failure (miss), normal reach (miss), or weak SP reach (miss), the sub-control CPU 800a selects not to change anything based on the allocation value (probability) shown in the figure.

[0146] In addition, in the case of normal reach ⇒ different route presentation (miss) or weak SP reach ⇒ different route presentation (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win by either not making any change, changing the color to blue, or changing the color to green.

[0147] On the other hand, in the case of a weak SP ⇒ strong SP reach (miss), the sub-control CPU 800a performs a lottery to determine whether the color will change to green or red based on the allocation value (probability) shown in the figure.

[0148] On the other hand, in the case of normal reach (win), weak SP reach (win), normal reach → different route performance (win), weak SP reach → different route performance (win), weak SP → strong SP reach (win), weak SP → strong SP reach → revival performance (win), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win by not changing anything, changing to blue, changing to green, changing to red, or changing to rainbow colors.

[0149] Thus, when the look-ahead expectation increase is set to ON, a lottery regarding the reserve change is executed by referring to the look-ahead reserve change table SB_SYH_TBL2 shown in FIG. 17(a). The look-ahead reserve change table SB_SYH_TBL2 shown in FIG. 17(a) makes it difficult for green or red, which have a high expectation for a winning game state, to appear in a different route performance of a loss. In a different route performance, a winning chance notification, which has a high expectation for a winning game state, rarely appears, so it makes it difficult for a look-ahead notice with a pattern that has a high expectation for a winning game state to appear. This prevents the player's expectations from being damaged.

[0150] On the other hand, the sub-control CPU 800a refers to the look-ahead zone effect table SB_SYZ_TBL2 shown in FIG. 17(b) and performs a lottery for the zone effects as follows.

[0151] The sub-control CPU 800a selects not to perform a zone presentation in the case of normal fluctuation (miss), challenge presentation failure (miss), normal reach (miss), weak SP reach (miss), or normal reach (win).

[0152] In addition, in the case of normal reach ⇒ different route performance (miss), weak SP reach ⇒ different route performance (miss), or weak SP reach (hit), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win either no zone performance or a weak zone performance.

[0153] On the other hand, when weak SP reach ⇒ strong SP reach (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win either no zone effect, a weak zone effect, or a strong zone effect.

[0154] On the other hand, in the case of normal reach -> different route performance (hit), weak SP reach -> different route performance (hit), weak SP -> strong SP reach (hit), weak SP -> strong SP reach -> revival performance (hit), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win either no zone performance, to execute a weak zone performance, or to execute a strong zone performance.

[0155] Thus, when the pre-read expectation increase is set to ON in this manner, a lottery for the zone effects is executed by referring to the pre-read zone effect table SB_SYZ_TBL2 shown in FIG. 17(b).

[0156] Therefore, by turning on the look-ahead expectation increase in this way, the look-ahead notice effect does not appear in normal fluctuations and normal reaches, which are fluctuations with low expectations for a winning game state. Therefore, although the appearance rate of the look-ahead notice effect decreases when looking at the overall fluctuation, the player can expect a big winning game state just by seeing the look-ahead notice effect. Regarding the strong SP reach, the look-ahead reserve change table SB_SYH_TBL2 shown in FIG. 17(a) makes it easy for patterns with high expectations for a winning game state (green and red) to appear, but the look-ahead zone effect table SB_SYZ_TBL2 shown in FIG. 17(b) makes it difficult for patterns with high expectations for a winning game state (strong zone effect) to appear. In the case of a strong SP reach, the player is expecting a winning game state, but if a pattern that gives a high expectation of a winning game state appears in the case of a miss, either in the pre-reading reserve change or the pre-reading zone performance, the player will be disappointed. Therefore, the player is not allowed to have excessive expectations while not losing his / her expectations.

[0157] Incidentally, when the winning chance notification is turned ON, if the pre-reading expectation increase is set to OFF, and a lottery for the reserve change is executed by referring to the pre-reading reserve change table SB_SYH_TBL1 shown in FIG. 15(a), a blue reserve appears in which the reserved image of the first start reserved ball changes to blue in a normal reach or weak SP reach with a low expectation for a winning game state. However, since the winning chance notification with a high expectation for a winning game state does not occur when the first start reserved ball is reserved and won when the game ball enters the special pattern 1 start hole 44 (see FIG. 2), there is a problem that the player's expectation for the blue reserve is almost lost. Therefore, in this embodiment, when the winning chance notification is turned ON, even if the pre-reading expectation increase is not set to ON, a pre-reading notice performance is drawn by referring to the pre-reading reserve change table SB_SYH_TBL2 shown in FIG. 17(a) and the pre-reading zone performance table SB_SYZ_TBL2 shown in FIG. 17(b). In this embodiment, when the winning chance notification is turned ON, the pre-reading reserve change table SB_SYH_TBL2 shown in FIG. 17(a) and the pre-reading zone effect table SB_SYZ_TBL2 shown in FIG. 17(b) are referenced. However, without being limited to this, the pre-reading reserve change table and the pre-reading zone effect table with a lower appearance rate in the case of a loss may be referenced. Also, in this embodiment, when the winning chance notification is turned ON, if the pre-reading expectation increase is set ON, it is automatically set OFF. That is, it is set OFF on the menu screen (see image P1) displayed on the liquid crystal display device 41 shown in FIG. 5(a). However, in the actual internal control, regardless of the setting of the pre-reading expectation increase by the player, the pre-reading expectation increase is switched to the same state as ON.

[0158] <Explanation of the chance announcement when winning and the preview effect during the change> Next, the winning chance notification and the advance notice performance during the change will be explained. Regarding the advance notice performance during the change (advance notice performance showing the expectation of the winning game state for the change), when the winning chance notification is set to ON, the allocation value is changed. In other words, when the normal change or normal reach occurs, the winning chance notification with high expectation of the winning game state does not appear in the winning chance notification, so the player will not be interested in the advance notice performance for that change. Therefore, when the winning chance notification is set to ON, the appearance rate of the advance notice performance is reduced. Below, the step-up advance notice performance will be explained as an example.

[0159] The step-up notice table SB_STU_TBL1 shown in FIG. 18(a) is stored in the sub-control ROM 800b (see FIG. 4), and is used when the winning chance notice is set to OFF.

[0160] To explain in more detail, when the sub-control CPU 800a receives the lottery result (performance control command DI_CMD) drawn by the main control CPU 600a by referring to the fluctuation pattern allocation table M_HP_TBL shown in Figure 13 (c), the sub-control CPU 800a refers to the step-up notice table SB_STU_TBL1 shown in Figure 18 (a) and draws a step-up notice as follows.

[0161] Specifically, in the case of normal fluctuation 3-second fluctuation (miss) or normal fluctuation 8-second fluctuation (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether the step-up preview performance will not be executed, or the first step-up preview performance (SU1) will be executed.

[0162] In addition, in the case of normal variation 12-second variation (miss), challenge performance failure (miss), or normal reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether the step-up advance notice performance will not be executed, the first step-up advance notice performance (SU1) will be executed, or the second step-up advance notice performance (SU2) will be executed.

[0163] On the other hand, in the case of a weak SP reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether the step-up preview performance will not be performed, the first step-up preview performance (SU1), the second step-up preview performance (SU2), or the third step-up preview performance (SU3) will be performed.

[0164] On the other hand, in the case of normal reach -> another route performance (miss), weak SP reach -> another route performance (miss), weak SP -> strong SP reach (miss), normal reach (win), weak SP reach (win), normal reach -> another route performance (win), weak SP reach -> another route performance (win), weak SP -> strong SP reach (win), weak SP -> strong SP reach -> revival performance (win), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win by not executing a step-up preview performance, executing up to the first step-up preview performance (SU1), executing up to the second step-up preview performance (SU2), executing up to the third step-up preview performance (SU3), or executing up to the fourth step-up preview performance (SU4).

[0165] Thus, when the winning chance notification is set to OFF in this manner, the step-up notification lottery is executed by referring to the step-up notification table SB_STU_TBL1 shown in FIG. 18(a).

[0166] On the other hand, when the winning chance notification is set to ON, the step-up notice table SB_STU_TBL2 shown in Fig. 18(b) is used. The step-up notice table SB_STU_TBL2 shown in Fig. 18(b) is stored in the sub-control ROM 800b (see Fig. 4).

[0167] The sub-control CPU 800a refers to the step-up notice table SB_STU_TBL2 shown in FIG. 18(b) and performs a lottery for the step-up notice as follows.

[0168] The sub-control CPU 800a selects not to execute the step-up advance notice performance in the case of normal fluctuation 3-second fluctuation (miss) or normal fluctuation 8-second fluctuation (miss).

[0169] In addition, in the case of normal variation 12-second variation (miss), challenge performance failure (miss), or normal reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether the step-up preview performance will not be executed, or the first step-up preview performance (SU1) will be executed.

[0170] On the other hand, in the case of a weak SP reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether the step-up preview performance will not be executed, the first step-up preview performance (SU1) will be executed, or the second step-up preview performance (SU2) will be executed.

[0171] On the other hand, in the case of normal reach -> another route performance (miss), weak SP reach -> another route performance (miss), weak SP -> strong SP reach (miss), normal reach (win), weak SP reach (win), normal reach -> another route performance (win), weak SP reach -> another route performance (win), weak SP -> strong SP reach (win), weak SP -> strong SP reach -> revival performance (win), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win by not executing a step-up preview performance, executing up to the first step-up preview performance (SU1), executing up to the second step-up preview performance (SU2), executing up to the third step-up preview performance (SU3), or executing up to the fourth step-up preview performance (SU4).

[0172] Thus, when the winning chance notification is set to ON in this way, the lottery for the step-up notice is executed with reference to the step-up notice table SB_STU_TBL2 shown in FIG. 18(b).

[0173] Therefore, when the winning chance notification is set to ON, when a normal variation or a normal reach occurs, since a winning chance notification with a high expectation of a winning game state does not appear in the winning chance notification, the appearance rate of the preview effect is reduced as described above.

[0174] <Explanation of effect customization in the RUSH state (right hitting state)> Next, the effect customization in the RUSH state (right hitting state), which is a favorable state more advantageous to the player than the normal game state, will be explained. Even during the RUSH state, which is a state where it is easy to obtain the next jackpot after a big win, the effect customization explained with reference to FIG. 5 can be performed. For example, although the types and variations of the preview notice during the RUSH state are different from those in the normal game state, the point of customizing the expectation of the winning game state is the same. Specifically, during the RUSH state, when the preview expectation increase is set to ON, the expectation of the winning game state is higher than that when the preview expectation increase is set to ON in the normal game state. Since it is easier to win during the RUSH state, when the preview expectation increase is set to ON, if the preview notice effect appears, it is made to win with a high probability so as not to damage the player's sense of expectation. Hereinafter, the preview hold change effect and the preview chance eye notice effect will be explained as examples.

[0175] The first pre-read reserved change table SB_D1SYH_TBL shown in Fig. 19(a) is stored in the sub-control ROM 800b (see Fig. 4) and is used when the pre-read expectation increase is set to OFF. That is, a lottery is performed to determine whether the reserved image of the second start reserved ball when the game ball enters the special pattern 2 start hole 45a (see Fig. 2) is to be changed to nothing, blue, green, red, or rainbow by referring to the first pre-read reserved change table SB_D1SYH_TBL shown in Fig. 19(a).

[0176] Specifically, in the case of normal fluctuation (miss) or Tenpai Aori performance failure (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to either not change anything or change the color to blue.

[0177] In addition, in the case of a normal reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to change nothing, change the color to blue, or change the color to green.

[0178] On the other hand, in the case of an SP reach (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to win by either not changing anything, changing the color to blue, changing the color to green, or changing the color to red.

[0179] On the other hand, in the case of a normal reach (win), SP reach (win), or sudden win (win), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to win by either not changing anything, changing the color to blue, changing the color to green, changing the color to red, or changing the color to rainbow.

[0180] Thus, in this way, when the pre-read expectation increase is set to OFF during the RUSH state, a lottery regarding the reserve change will be carried out by referring to the first pre-read reserve change table SB_D1SYH_TBL shown in Figure 19 (a).

[0181] On the other hand, during the RUSH state, when the look-ahead expectation increase is set to ON, a lottery regarding the reserved change is executed by referring to the second look-ahead reserved change table SB_D2SYH_TBL shown in Fig. 19(b). Note that the second look-ahead reserved change table SB_D2SYH_TBL shown in Fig. 19(b) is stored in the sub-control ROM 800b (see Fig. 4).

[0182] The sub-control CPU 800a refers to the second read-ahead reservation change table SB_D2SYH_TBL shown in FIG. 19(b) and performs the lottery as follows.

[0183] The sub-control CPU 800a selects not to make any changes in the case of normal fluctuation (miss), Tenpai Aori performance failure (miss), or normal reach (miss).

[0184] In addition, in the case of SP reach (miss), the sub-control CPU 800a performs a lottery to select whether to change nothing, change the color to blue, change the color to green, or change the color to red.

[0185] On the other hand, in the case of a normal reach (win), SP reach (win), or sudden win (win), the sub-control CPU 800a performs a lottery to determine whether the color will change to nothing, blue, green, red, or rainbow.

[0186] Thus, in this manner, when the pre-read expectation increase is set to ON during the RUSH state, a lottery regarding the reserve change will be carried out by referring to the second pre-read reserve change table SB_D2SYH_TBL shown in FIG. 19(b).

[0187] Therefore, if a pre-reading preview like this appears during the RUSH state, there is a high probability of winning.

[0188] Next, the foreseeing chance eye notice will be explained. This foreseeing chance eye notice is a notice that suggests the expectation of a winning game state by adding an effect to the decorative pattern or displaying it superimposed when the decorative pattern at the time of the fluctuation stop is, for example, displayed as a sequence (123) or only an even number (246). Note that this foreseeing chance eye notice is a notice performance that is executed only during the fluctuation.

[0189] The first pre-reading chance eye forecast table SB_D1SYC_TBL shown in Fig. 20(a) is stored in the sub-control ROM 800b (see Fig. 4) and is used when the pre-reading expectation increase is set to OFF. That is, for the second start reserved ball when the game ball enters the special pattern 2 start hole 45a (see Fig. 2), a lottery is performed to determine whether to add an effect to the decorative pattern or not to display it overlappingly, to add a blue effect or to display it overlappingly, to add a green effect or to display it overlappingly, or to add a red effect or to display it overlappingly, with reference to the first pre-reading chance eye forecast table SB_D1SYC_TBL shown in Fig. 20(a).

[0190] Specifically, in the case of a normal variation (miss), the sub-control CPU 800a will draw lots based on the allocation value (probability) shown in the figure to determine whether to add an effect to the decorative pattern or not to display it superimposed, or to add a blue effect or to display it superimposed.

[0191] In addition, in the case of a failure of the Tenpai Aori performance (miss) or a normal reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to add an effect to the decorative pattern or not display it overlappingly, add a blue effect or display it overlappingly, or add a green effect or display it overlappingly.

[0192] On the other hand, in the case of SP reach (miss), normal reach (win), SP reach (win), or sudden win (win), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to add or not display an effect to the decorative pattern in an overlapping manner, add or display a blue effect in an overlapping manner, add or display a green effect in an overlapping manner, or add or display a red effect in an overlapping manner.

[0193] Thus, in this manner, when the pre-reading expectation increase is set to OFF during the RUSH state, a lottery regarding the pre-reading chance eye prediction will be carried out by referring to the first pre-reading chance eye prediction table SB_D1SYC_TBL shown in Figure 20 (a).

[0194] On the other hand, during the RUSH state, when the pre-reading expectation increase is set to ON, a lottery regarding the pre-reading chance eye forecast is executed by referring to the second pre-reading chance eye forecast table SB_D2SYC_TBL shown in Fig. 20(b). The second pre-reading chance eye forecast table SB_D2SYC_TBL shown in Fig. 20(b) is stored in the sub-control ROM 800b (see Fig. 4).

[0195] The sub-control CPU 800a refers to the second pre-read chance symbol announcement table SB_D2SYC_TBL shown in FIG. 20(b) and performs the lottery as follows.

[0196] In the case of normal variation (miss), Tenpai Aori performance failure (miss), or normal reach (miss), the sub-control CPU 800a selects whether to add an effect to the decorative pattern or not to display it superimposed.

[0197] In addition, in the case of an SP reach (miss), the sub-control CPU 800a performs a lottery based on the allocation value (probability) shown in the figure to determine whether to add an effect to the decorative pattern or not display it overlapping, add a blue effect or display it overlapping, or add a green effect or display it overlapping.

[0198] On the other hand, in the case of normal reach (hit), SP reach (hit), or sudden hit (hit), the sub-control CPU 800a randomly selects one of the following options according to the illustrated allocation values (probabilities): adding an effect to the decorative symbol or not overlapping and displaying it, adding a blue effect or overlapping and displaying it, adding a green effect or overlapping and displaying it, or adding a red effect or overlapping and displaying it.

[0199] Thus, when the advance reading expectation level increase is set to ON during the RUSH state, a lottery regarding the advance reading chance notice is executed by referring to the second advance reading chance notice table SB_D2SYC_TBL shown in FIG. 20(b).

[0200] Therefore, when the advance reading notice effect appears during the RUSH state in this way, it is set to hit with a high probability.

[0201] <Explanation of the advance reading notice effect in the RUSH state (right-handed state)> By the way, the above-described advance reading chance notice is also executed in the normal game state. However, in the normal game state, the high-speed variation time of the symbols is longer than that during the RUSH state, and the advance reading chance notice is executed after the stop symbols of each decorative symbol are recognized. That is, during the RUSH state, since the variation time is short, the ratio of the time during which the advance reading notice effect is executed in the variation time is higher than that in the normal game state. This point will be specifically explained below.

[0202] First, the execution of the pre-reading chance eye notice during the RUSH state (normal variation (1.5 seconds)) will be described. At the timing T20 shown in FIG. 21(a), the variation of the symbols starts, and as shown in FIG. 22(a), the liquid crystal display device 41 displays an image of the decorative symbols (see image P20) varying at high speed, and also displays an image of the resident symbols (left resident symbols, center resident symbols, right resident symbols) (see image P21) varying at high speed. Then, as shown in FIG. 22(a), the liquid crystal display device 41 displays a variation icon (see image P22a) in the lower left corner of the screen, as well as the first reserved image (see image P22b) and the second reserved image (see image P22c). And further, as shown in FIG. 22(a), the liquid crystal display device 41 displays the word "Right Hit" (see image P40) in small letters at the top right corner of the screen to encourage the player to hit right.

[0203] Next, at timing T21 shown in Figure 21(a), when the decorative pattern stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c) in a stopped state (in the figure, they are stopped at "246"), as shown in Figure 22(b). At this time, in order to notify that the stopped left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c) are chance eyes, the sub-control CPU 800a controls the liquid crystal display device 41 to add or superimpose effect P41 (a blue effect is exemplified in Figures 22(c) and (d)) to the left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c), as shown in Figures 22(c) to (d) (see also timings T21 to T22 shown in Figure 21(a)).

[0204] Next, at the timing T22 shown in Fig. 21(a), when the variation of the symbols stops, the sub-control CPU 800a controls the liquid crystal display device 41 shown in Fig. 22(e) so that the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) stop (in the figure, they stop at "246"), and the resident symbol (see image P21) also stops at the same number. At this time, as shown in Fig. 22(e), the display of the variable icon (see image P22a shown in Fig. 22(f)) is erased.

[0205] Thus, in this way, the pre-reading chance prediction is carried out so as to stay within one fluctuation.

[0206] Next, at the timing T23 shown in FIG. 21(a), when the change to the first reserved image is executed (see image P22b shown in FIG. 22(e)), the sub-control CPU 800a displays an image of the decorative pattern (see image P20) changing at high speed on the liquid crystal display device 41 shown in FIG. 22(f), and displays an image of the resident pattern (left resident pattern, center resident pattern, right resident pattern) (see image P21) changing at high speed. Note that, in the case where the pre-reading chance eye notice is executed within this one change, as described above, at the timing T24 shown in FIG. 21(a), the decorative pattern stops, and the left decorative pattern (see image P20a), center decorative pattern (see image P20b), and right decorative pattern (see image P20c) effects P41 are added or superimposed and displayed on the liquid crystal display device 41, and the change of the pattern stops at the timing T25 shown in FIG. 21(a).

[0207] Therefore, in this way, the pre-reading chance eye forecast is kept within one fluctuation and does not cross over into the next fluctuation.

[0208] Furthermore, during the RUSH state (normal fluctuation (1.5 seconds)), the pre-reading chance eye announcement is executed for 1 / 2 (e.g., 0.75 seconds) per fluctuation time, i.e., 50% of the time per fluctuation time is the time for the pre-reading chance eye announcement to be displayed.

[0209] Next, the execution of the pre-reading chance eye notice in the normal game state (normal fluctuation (12 seconds)) will be explained. At the timing T30 shown in FIG. 21(b), the fluctuation of the symbols starts, and as shown in FIG. 23(a), the liquid crystal display device 41 displays an image of the decorative symbols (see image P20) fluctuating at high speed, and also displays an image of the resident symbols (left resident symbol, center resident symbol, right resident symbol) (see image P21) fluctuating at high speed. Then, as shown in FIG. 23(a), the liquid crystal display device 41 displays a fluctuating icon (see image P22a) in the lower left corner of the screen, as well as the first reserved image (see image P22b) and the second reserved image (see image P22c).

[0210] Next, at timing T31 shown in Figure 21(b), when the left decorative pattern stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the state in which the left decorative pattern (see image P20a) has stopped (in the figure, stopped at "2"), as shown in Figure 23(b).

[0211] Next, at timing T32 shown in Figure 21(b), when the right decorative pattern stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the state in which the right decorative pattern (see image P20c) has stopped (in the figure, it has stopped at "6"), as shown in Figure 23(c).

[0212] Next, at timing T33 shown in Figure 21(b), when the middle decorative pattern stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the state in which the middle decorative pattern (see image P20b) has stopped (in the figure, it has stopped at "4"), as shown in Figure 23(d). At this time, in order to notify that the stopped left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c) are chance eyes, the sub-control CPU 800a controls the liquid crystal display device 41 to add or superimpose effect P41 (a blue effect is exemplified in Figures 23(e) and (f)) to the left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c), as shown in Figures 23(e) to (f) (see also timing T33 to T34 shown in Figure 21(b)).

[0213] Next, at the timing T34 shown in Fig. 21(b), when the variation of the symbols stops, the sub-control CPU 800a controls the liquid crystal display device 41 shown in Fig. 23(g) so that the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) stop (in the figure, they stop at "246"), and the resident symbol (see image P21) also stops at the same number. At this time, as shown in Fig. 23(g), the display of the variable icon (see image P22a shown in Fig. 23(f)) is erased.

[0214] Thus, in this manner, the pre-reading chance eye forecast is executed so that the normal game state also falls within one fluctuation.

[0215] Next, at timing T35 shown in Figure 21(b), when a change is made to the first reserved image (see image P22b shown in Figure 23(g)), the sub-control CPU 800a causes the liquid crystal display device 41 shown in Figure 23(h) to display an image of a decorative pattern (see image P20) changing at high speed, and also displays an image of resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see image P21) changing at high speed.

[0216] Therefore, in this way, the pre-reading chance eye forecast is kept within one fluctuation and does not cross over into the next fluctuation.

[0217] Furthermore, in the normal game state (normal fluctuation (12 seconds)), the execution of the pre-reading chance eye prediction is 1 / 16 (e.g., 0.75 seconds) per fluctuation time, i.e., 6% of the time per fluctuation time.

[0218] Next, the execution of the pre-reading chance eye notice in the normal game state (normal fluctuation (3 seconds)) will be explained. At the timing T40 shown in FIG. 21(c), the fluctuation of the symbols starts, and as shown in FIG. 23(a), the liquid crystal display device 41 displays an image of the decorative symbols (see image P20) fluctuating at high speed, and also displays an image of the resident symbols (left resident symbol, center resident symbol, right resident symbol) (see image P21) fluctuating at high speed. Then, as shown in FIG. 23(a), the liquid crystal display device 41 displays a fluctuating icon (see image P22a) in the lower left corner of the screen, and also displays the first reserved image (see image P22b) and the second reserved image (see image P22c).

[0219] Next, at timing T41 shown in Figure 21 (c), when the decorative pattern stops, the sub-control CPU 800a controls the liquid crystal display device 41 to display the left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c) in a stopped state (in the figure, they are stopped at "246"), as shown in Figure 23 (d). At this time, in order to notify that the stopped left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c) are chance eyes, the sub-control CPU 800a controls the liquid crystal display device 41 to add or superimpose effect P41 (a blue effect is exemplified in Figures 23(e) and (f)) to the left decorative pattern (see image P20a), middle decorative pattern (see image P20b), and right decorative pattern (see image P20c), as shown in Figures 23(e) to (f) (see also timing T41 to T42 shown in Figure 21(c)).

[0220] Next, at the timing T42 shown in Fig. 21(c), when the variation of the symbols stops, the sub-control CPU 800a controls the liquid crystal display device 41 shown in Fig. 23(g) so that the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) stop (in the figure, they stop at "246"), and the resident symbol (see image P21) also stops at the same number. At this time, as shown in Fig. 23(g), the display of the variable icon (see image P22a shown in Fig. 23(f)) is erased.

[0221] Thus, in this manner, the pre-reading chance eye forecast is executed so that the normal game state also falls within one fluctuation.

[0222] Next, at timing T43 shown in Figure 21(c), when a change is made to the first reserved image (see image P22b shown in Figure 23(g)), the sub-control CPU 800a causes the liquid crystal display device 41 shown in Figure 23(h) to display an image of a decorative pattern (see image P20) changing at high speed, and also displays an image of resident patterns (left resident pattern, middle resident pattern, right resident pattern) (see image P21) changing at high speed.

[0223] Therefore, in this way, the pre-reading chance eye forecast is kept within one fluctuation and does not cross over into the next fluctuation.

[0224] Furthermore, in the normal game state (normal fluctuation (3 seconds)), the execution of the pre-reading chance eye prediction is 1 / 3 (for example, about 1.0 second) per fluctuation time, that is, 33% of the time per fluctuation time is the time for the pre-reading chance eye prediction to be displayed.

[0225] Therefore, as explained above, in the normal game state, the high-speed fluctuation time of the symbols is longer than in the RUSH state, and the pre-reading chance eye notice is executed after each decorative symbol is recognized. Therefore, as explained above, in the RUSH state, the fluctuation time is short, so the proportion of time that the pre-reading notice performance is executed in one fluctuation time is higher than in the normal game state.

[0226] As explained above, the winning chance notification is an effect that occurs when the first start reserved ball enters the special pattern 1 start hole 44 (see FIG. 2) and the game ball enters the reserved winning, so it is an effect with a fixed duration (at least an effect with decorative lamps and sounds) regardless of the change time executed at the time of the reserved winning. However, as explained above, the pre-reading chance eye notice is kept within one change and does not cross over to the next change. Although not explained above, the notice effect due to the pre-reading reserved change is also kept within one change and does not cross over to the next change.

[0227] <Description of modified example of winning chance notification> The above-described prize winning chance notification can be performed as follows.

[0228] When the winning chance notification is set to ON, if the special symbol is changing, the custom setting is displayed, and the setting is set to ON after a predetermined change (for example, a change of the number of reserved symbols displayed when the setting is switched). Specifically, as shown in FIG. 24(a), the liquid crystal display device 41 displays a state in which the decorative symbol is changing at high speed (see image P10), and the special symbol, in which the resident symbol is changing at high speed (see image P11), is changing. At this time, as shown in FIG. 24(a), the customizable performance content (see image P12) is displayed in the lower left corner of the screen, and the ON / OFF content (see image P13) is also displayed, and further, it is displayed that the selection can be made with the cross key (see image P14) and the decision can be made with the button (see image P15).

[0229] At this time, when the player selects "Winning Chance Notification" using the setting button 15 shown in Fig. 1, the sub-control CPU 800a controls the liquid crystal display device 41 to display "Waiting for Winning Chance Notification Setting" (see image P45) as shown in Fig. 24(b). Then, when the setting of the winning chance notification is completed, the sub-control CPU 800a controls the liquid crystal display device 41 to display "Winning Chance Notification" (see image P46) as shown in Fig. 24(c). This notifies the player that the "Winning Chance Notification" has been set.

[0230] Incidentally, when the display "Winning Chance Notification Setting Waiting" (see image P45) shown in FIG. 24(b) is displayed, the first start reserved ball when the game ball enters the special pattern 1 start hole 44 (see FIG. 2) is not subject to the lottery for the winning chance notification, and the winning chance notification ON setting is reflected after a predetermined change (for example, a change equivalent to the number of reserved balls displayed when the setting is switched). This is because if the first start reserved ball exists when the winning chance notification setting is switched ON during the change of the special pattern, there may be something in the first start reserved ball that will result in a strong SP reach. For this reason, the winning chance notification ON setting is reflected after the predetermined change is completed.

[0231] On the other hand, the sound (sound effect, etc.) and lamp in the winning chance notification have a higher priority than the sound and lamp in other advance notice performances. In other words, even if other advance notice performances are being executed, the sound (sound effect, etc.) and lamp in the winning chance notification are executed with priority over the sound (sound effect, etc.) and lamp in other advance notice performances.

[0232] On the other hand, the winning chance notification can be executed even during the SP reach. Also, depending on the SP reach performance, only one of the sound or the lamp may be executed. Thus, by making the winning chance notification appear even during the SP reach and informing the player of the expectation of the winning game state, the player can have expectations not only for the SP reach being executed, but also for the first start reserved ball.

[0233] On the other hand, when the first start reserved ball with a high expectation of a winning game state wins a prize for the first start reserved ball after the winning chance notification appears, the winning chance notification for the first start reserved ball can be made to appear. To explain in more detail, when the winning chance notification with a high expectation of a winning game state appears for the first start reserved ball but is a miss, and the subsequent first start reserved ball is also a miss, if the winning chance notification is not made to appear, a strong SP reach occurs even though the winning chance notification with a high expectation of a winning game state does not appear. This causes the player to have an expectation that the big win game state will occur due to the so-called "rule violation". That is, as explained with reference to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14, in the strong SP reach, the winning chance notification with a low expectation of a winning game state appears only when the ball wins. Therefore, to prevent the player from misunderstanding that this pattern has occurred, in the case of a miss, even if the previous first start reserved ball that was the subject of the winning chance notification with high expectation of a winning game state has not yet changed, if the new first start reserved ball wins the winning chance notification with high expectation of a winning game state, it is executed.

[0234] When the first held start ball on which a winning chance notification has appeared enters the jackpot gaming state for another party, even if the first held start ball that won later wins a winning chance notification with a high expectation of entering the winning gaming state, it is not necessary to cause the winning chance notification to appear. In this case, if it enters the jackpot gaming state, the first held start ball that won later will be varied in the RUSH state after the jackpot, and since the variation patterns to be selected are also different, it is possible not to conduct the lottery itself with reference to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 for the first held start ball that won later.

[0235] On the other hand, although the winning chance notification is executed when the first held start ball is reserved for winning when a game ball wins in the special symbol 1 start port 44 (see FIG. 2), it is not executed after the variation for the first held start ball that has won has started. The winning chance notification is, after all, an effect for notifying the expectation of entering the winning gaming state until the first held start ball that has won starts to vary. Therefore, the winning chance notification is not executed while the variation is in progress and currently being varied. This is because there are preview effects such as a step-up preview for the ongoing variation, and their roles are different.

[0236] <Explanation of the stay time display in the RUSH state> By the way, in the RUSH state described above, it is possible to make the player feel the amount of acquired balls per unit time during the RUSH state by displaying the stay time during the RUSH state and the acquired balls on the liquid crystal display device 41. This will be described below using a specific example.

[0237] As shown in FIG. 25(a), an image "RUSH entry!" (see image P50) is displayed in the center of the screen of the liquid crystal display device 41, and the character "Right hit" (see image P40), which is small and prompts the player to hit the right, is displayed at the upper right end of the screen. That is, the RUSH entry screen is displayed.

[0238] Next, during the RUSH state, as shown in FIG. 25(b), the liquid crystal display device 41 displays an image of a decorative pattern (see image P20) that is fluctuating at high speed, and also displays an image of resident patterns (left resident pattern, center resident pattern, right resident pattern) (see image P21) that are fluctuating at high speed. At this time, the sub-control CPU 800a measures the stay time using a stay time timer that measures the RUSH stay time, and controls the liquid crystal display device 41 to display the measured stay time (see image P51) as shown in FIG. 25(b). In addition, the sub-control CPU 800a controls the liquid crystal display device 41 to display (see image P52) the number of balls won, including the first win before the stay time timer starts to measure, as shown in FIG. 25(b). Note that the sub-control CPU 800a starts measuring the stay time timer after entering the RUSH, and does not measure the stay time using the stay time timer during the first big win (during the big win game state transitioned from the normal game state). Furthermore, if there is no first start reserved ball and / or no second start reserved ball after the RUSH state is entered (at least if there is no second start reserved ball for the main special pattern 2 variation in the RUSH state), the sub-control CPU 800a does not start measuring the residence time timer, but starts measuring after the first start reserved ball or the second start reserved ball wins and the variation begins.

[0239] Next, when the variation of the symbols stops, the sub-control CPU 800a controls the liquid crystal display device 41 shown in Fig. 25(c) so that the left decorative symbol (see image P20a), the middle decorative symbol (see image P20b), and the right decorative symbol (see image P20c) stop (in the figure, they stop at "777"), and the resident symbol (see image P21) also stops at the same number. At this time, as shown in Fig. 25(c), the liquid crystal display device 41 continues to display the display of the stay time (see image P51).

[0240] Next, the sub-control CPU 800a controls the liquid crystal display device 41 shown in Fig. 25(d) to execute a start interval performance before the start of the big win round game, in which "Big Win!" (see image P53) is displayed. At this time, as shown in Fig. 25(d), the liquid crystal display device 41 is configured to continuously display the display of the stay time (see image P51).

[0241] Next, during the big win round, the sub-control CPU 800a displays (see image P54) the cumulative number of balls won since the first big win (in the figure, "Total 02490" is displayed) on the liquid crystal display device 41 shown in Fig. 25(e) and also displays (see image P55) the number of balls won in the current big win game. At this time, as shown in Fig. 25(e), the liquid crystal display device 41 is configured to continuously display the stay time (see image P51).

[0242] Next, when RUSH continues, the sub-control CPU800a controls the liquid crystal display device 41 shown in Fig. 25(e) to execute a termination interval performance after the end of the big win round game, in which an image "RUSH Continues!" (see image P56) is displayed in the center of the screen of the liquid crystal display device 41. At this time, as shown in Fig. 25(f), the liquid crystal display device 41 is configured not to continue to display the stay time (see image P51 shown in Fig. 25(e)). However, the sub-control CPU800a continues to measure the stay time timer.

[0243] Next, during the RUSH state, as shown in Fig. 25(g), the liquid crystal display device 41 displays an image of the decorative pattern (see image P20) that is changing at high speed, and also displays an image of the resident pattern (left resident pattern, center resident pattern, right resident pattern) (see image P21) that is changing at high speed. At this time, the sub-control CPU 800a controls to display (see image P57) the cumulative number of balls won (shown as "05400" in the figure) and to display the stay time (see image P51).

[0244] Next, after the RUSH ends, the sub-control CPU800a controls the liquid crystal display device 41 to display a result screen. Specifically, as shown in Fig. 25(h), the sub-control CPU800a controls the liquid crystal display device 41 to display (see image P58) the cumulative number of balls won (in the figure, "Total 06930" is displayed) and to display the stay time (see image P51). Note that the measurement of the stay time timer is stopped when the final fluctuation of the RUSH is stopped.

[0245] Therefore, by displaying the time spent in the RUSH state and the number of balls won on the liquid crystal display device 41 in this manner, the player can be made to feel the number of balls won per unit time in the RUSH state.

[0246] During a big win game in the RUSH state, even if the stay time is not displayed on the liquid crystal display device 41, the sub-control CPU 800a continues to measure the stay time timer.

[0247] Furthermore, even if the stay time is not displayed on the liquid crystal display device 41 during the start interval or end interval of the big win game in the RUSH state, the sub-control CPU 800a continues to measure the stay time timer.

[0248] Also, when the ball is waiting for customers (the number of second start reserved balls is "0"), the sub-control CPU800a stops the measurement of the residence time timer, but does not stop it immediately, but waits until a predetermined time (for example, 5 seconds) has elapsed after the fluctuation has stopped, and then stops the measurement. Then, when a new fluctuation starts, the sub-control CPU800a resumes the measurement of the residence time timer.

[0249] In addition, even if the game returns to the normal game state after the RUSH ends, the sub-control CPU 800a does not clear the stay time timer, and if a jackpot game occurs within a predetermined number of fluctuations, the sub-control CPU 800a resumes the measurement of the stay time timer from the start of the jackpot. As a result, from the start of the jackpot, the liquid crystal display device 41 displays the cumulative number of balls obtained (in the figure, "Total 06930") shown in FIG. 25(h) and the stay time (see image P51) for which the measurement has been resumed. The predetermined number of fluctuations is, for example, 10 fluctuations in which a special stage performance in which the appearance and the performance that appears are different from those in the normal game state is executed. If a jackpot occurs again within this predetermined number of fluctuations, the measurement of the stay time timer will be resumed as described above. However, if a jackpot game does not occur within this predetermined number of fluctuations, the stay time timer will be cleared.

[0250] <Main control: Program description> Here, the processing method of the various contents described above will be explained in detail below. First, the program stored in the main control ROM 600b (see FIG. 4) processed by the main control board 60 will be outlined with reference to FIGS. 26 to 38, and then the detailed explanation will be given.

[0251] <Main control: Explanation of main processing> First, when the power is turned on to the pachinko game machine 1, a power-on signal is sent to indicate that the DC voltage generated by the voltage generating unit 1300 of the power supply board 130 (see FIG. 4) has been applied to each control board, and upon receiving the signal, the main control CPU 600a (see FIG. 4) reads out a program stored in the main control ROM 600b (see FIG. 4) and performs the main control main processing shown in FIG. 26. At this time, the main control CPU 600a first sets itself to an interrupt-prohibited state (step S1).

[0252] Next, the main control CPU 600a performs a stack pointer setting process for setting the value of a stack pointer inside the main control CPU 600a to correspond to the final address of the normal stack area (step S2).

[0253] Next, the main control CPU 600a clears the WDT (not shown) (step S3), and clears the output port that outputs the launch control signal (step S4).

[0254] Next, the main control CPU 600a sets a startup waiting time for the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears the WDT (not shown) (step S7).

[0255] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8), and if it is not "0" (step S8: ≠ 0), it returns to processing of step S7, and if it is "0" (step S8: = 0), it proceeds to processing of step S9.

[0256] Next, the main control CPU 600a acquires twice the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4), checks whether the levels of the voltage abnormality signal ALARM acquired twice match, stores the signal in an internal register of the main control CPU 600a (not shown), and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is the "L" level (step S10: YES), the process returns to step S9, and if the level of the voltage abnormality signal ALARM is the "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to a normal level (i.e., the "H" level) (steps S9 to S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0257] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the work area of ​​the main control RAM 600c (step S12). Specifically, the power supply abnormality confirmation counter is set to 00H, and the system operation status is set to 01H.

[0258] Next, the main control CPU 600a transmits to the sub-control board 80 a processing command (performance control command DI_CMD) for displaying a standby screen on the liquid crystal display device 41 (step S13).

[0259] Next, the main control CPU 600a clears the WDT (not shown) (step S14) and checks whether a signal indicating that the power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14, and if the power-on signal has been received (step S15: ON), the process proceeds to step S16.

[0260] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the working area of ​​the normal RAM area of ​​the main control RAM 600c (step S16).

[0261] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open or not, the signal of the RAM clear switch 620 that has been evacuated to the working area of ​​the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all of them are ON or not (step S18). If all of them are ON (step S18: YES), the main control CPU 600a performs a setting switching process (step S19).

[0262] <Main control: Main processing: Explanation of setting switching processing> Here, this setting switching process will be specifically described with reference to FIG.

[0263] First, the main control CPU 600a transmits a setting switching start command (performance control command DI_CMD) indicating that a setting change is being performed to the sub-control board 80 (step S50).

[0264] Next, the main control CPU 600a clears the backup flag (step S51). Note that this backup flag is data indicating whether or not backup processing has been executed when a voltage drop due to a power outage or the like is detected in the power supply abnormality check processing shown in Fig. 29. In addition, the reason for clearing this backup flag is to detect in step S21 shown in Fig. 27 described later, a case in which power is interrupted for some reason during the setting switching processing and the main control RAM 600c is not backed up normally.

[0265] Next, the main control CPU 600a sets the system operation status to 02H (step S52), obtains the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4), and sets it in the W register (step S53). Specifically, if the set value is, for example, "1" to "6", the set values ​​"1" to "6" are set in the W register in the program so as to correspond to the values ​​"00H" to "05H".

[0266] Next, the main control CPU 600a compares the value set in the W register with the maximum value set for the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). If the value set in the W register is greater than the maximum value set for the probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), the main control CPU 600a determines that the value is an abnormal value and sets 00H to the W register (step S56).

[0267] On the other hand, if the value set in the W register is smaller than the maximum probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined to be a normal value and the process proceeds to step S57.

[0268] Next, the main control CPU 600a sets a security signal to be output to a hall computer used for game island management in the game arcade to ON, and outputs the security signal to the hall computer (step S57).

[0269] Next, the main control CPU 600a sets 00H to the LED common port (step S58).

[0270] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).

[0271] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S60).

[0272] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so that a wait of 4 ms is applied, and performs a process of counting down (step S61). This process is a process for checking changes in the level data of the RAM clear switch 620 (see FIG. 4) and the setting key switch 630 (see FIG. 4) by waiting at least 4 ms from the previous acquisition of the switch level, thereby checking that the change in the level data is not due to irregularities such as noise. Furthermore, when checking changes in the voltage abnormality signal in the subsequent power abnormality check process and counting the power abnormality check counter, a 4 ms time is also used to check that the "L" level of the voltage abnormality signal is not due to irregularities such as noise.

[0273] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be specifically described with reference to FIG.

[0274] <Main control: Main processing: Explanation of power supply abnormality check processing> As shown in Fig. 29, the main control CPU 600a twice acquires the voltage abnormality signal ALARM (see Fig. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see Fig. 4) (step S80), and checks whether the levels of the voltage abnormality signal ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), the process returns to step S80.

[0275] Next, if the level of the voltage abnormality signal ALARM is at the "H" level (step S82: OFF), the main control CPU 600a clears the power abnormality confirmation counter (step S83) and ends the power abnormality check process.

[0276] On the other hand, if the level of the voltage abnormality signal ALARM is at the "L" level (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.

[0277] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut-off command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).

[0278] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), the backup flag is not set to ON, and the process proceeds to step S89. In this way, a case where power is interrupted for some reason during the setting change process and the main control RAM 600c is not backed up normally can be detected in step S21 shown in FIG. 27 described later.

[0279] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0280] Next, the main control CPU 600a disables writing data to the main control RAM 600c (step S89), clears the output data of all output ports (step S90), and disables timer interrupts (step S91) to repeat an infinite loop process and wait for the voltage to drop.

[0281] <Main control: Main processing: Explanation of setting switching processing> Thus, when the power supply abnormality check process (step S62) is completed through the above-mentioned processes, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the previous and current level data of the RAM clear switch 620 and the level data of the setting key switch 630 (step S63).The main control CPU 600a stores the created edge data in the main control RAM 600c.

[0282] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c, and if the setting key switch 630 is ON (step S64: NO), proceeds to processing of step S65, and if the setting key switch 630 is OFF (step S64: YES), proceeds to processing of step S67.

[0283] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments (+1) the value of the W register (step S66), and returns to the process of step S54.

[0284] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to step S57.

[0285] Thus, the above process is repeated until the setting key switch 630 is turned OFF, and when the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a game state advantageous to the player (for example, the setting value "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see Figure 4) and stores it (step S67).

[0286] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S68).

[0287] Next, the main control CPU 600a transmits a setting switching end command (performance control command DI_CMD) reflecting the setting value to the sub-control board 80 (step S69).

[0288] <Main control: Explanation of main processing> Thus, after the above-described processing and the setting switching processing (step S19) shown in FIG. 26 is completed, the main control CPU 600a proceeds to processing of step S26 shown in FIG.

[0289] On the other hand, the main control CPU 600a checks whether the signal of the RAM clear switch 620 and the signal of the setting key switch 630 are all ON (step S18), and if all are not ON (step S18: NO), the main control CPU 600a performs processing of step S20 shown in Figure 27.

[0290] That is, the main control CPU 600a acquires a set value (e.g., a set value from "00H" to "05H" corresponding to "1" to "6") of the probability of generating a game state advantageous to the player stored in the main control RAM 600c (see FIG. 4), and checks whether it is equal to or less than the maximum set value (e.g., "05H" corresponding to "6") (step S20). If it is equal to or less than the maximum set value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0291] <Main control: Main processing: Explanation of RAM error processing> If the value is not below the set maximum value (step S20: NO) or the backup flag is not set ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating that there is a RAM error (step S22).

[0292] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).

[0293] Next, the main control CPU 600a performs a power supply abnormality check process (step S24), returns to the process of step S23, and repeats the process. Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0294] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is confirmed (step S25).

[0295] <Main control: Main processing: Explanation of RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process (step S19) shown in FIG. 26 is performed, the main control CPU 600a does not clear the measurement RAM area and measurement stack area of ​​the main control RAM 600c, but clears the normal RAM area and normal stack area of ​​the main control RAM 600c (step S26).

[0296] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S27), and sets the timer that outputs a security signal to the hall computer used to manage the amusement center's game island to 30 seconds (30s) (step S28).

[0297] Next, the main control CPU 600a sets initial values ​​in part of the main control RAM 600c (step S29), and proceeds to the process of step S41.

[0298] <Main control: Explanation of main processing> On the other hand, if the signal of the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open or not, and a signal of the setting key switch 630 (step S30), and checks whether all are ON or not (step S31). If all are not ON (step S31: NO), the process proceeds to step S40.

[0299] <Main control: Main processing: Explanation of setting confirmation processing> On the other hand, if all are ON (step S31: YES), the main control CPU 600a transmits a setting value command (performance control command DI_CMD) reflecting the setting value to the sub-control board 80 (step S32).

[0300] Next, the main control CPU 600a sets a timer for outputting a security signal to be output to a hall computer used for game island management in the game arcade to 30 seconds (30s) (step S33).

[0301] Next, the main control CPU 600a sets the security signal to ON, which is output to the hall computer used to manage the game island in the amusement arcade, and outputs the security signal to the hall computer for the 30 seconds (30s) set by the timer (step S34).

[0302] Next, the main control CPU 600a outputs the setting value to the LED data port (step S35).

[0303] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so that a wait of 4 ms is applied, and performs a countdown process (step S36).

[0304] Next, the main control CPU 600a performs a power supply abnormality check process (step S37). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0305] Next, the main control CPU 600a creates switch edge data of the setting key switch 630 signal from the previous and current level data of the setting key switch 630 (step S38). The main control CPU 600a stores the created edge data in the main control RAM 600c.

[0306] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (step S39), and if the setting key switch 630 is ON (step S39: NO), the process returns to step S34.

[0307] <Main control: Explanation of main processing> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values ​​of the backup flag, error detection timer, etc. are set in a part of the main control RAM 600c (step S40).

[0308] Next, the main control CPU 600a transmits to the sub-control board 80 a command (performance control command DI_CMD) indicating whether power is to be restored by clearing the RAM or by a backup (step S41).

[0309] Next, the main control CPU 600a performs a game status notification information update process for updating the game status notification information (step S42).

[0310] Next, the main control CPU 600a sets the internal function register (step S43). Specifically, the launch control signal is set to ON and sent to the dispensing control board 70. As a result, the dispensing control board 70 controls the launch control board 71 to start operating. The main control CPU 600a also sets the CTC, which has functions such as creating a pulse output at a constant period and measuring time, provided inside the main control CPU 600a. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt is periodically generated every 4 ms.

[0311] Thus, the above processing constitutes the initial processing in the main control processing.

[0312] Next, the main control CPU 600a performs a process of a winning ball number management process 1 that calculates performance such as the total number of game balls shot into the game area 40, including the number of winning balls and the number of non-winning balls, with interrupts to itself set to a prohibited state (step S44) (step S45). Then, the main control CPU 600a performs an update process of various random number counters (step S46), and then returns to an interrupt permitted state (step S47), returns to step S44, and performs a loop process that repeats the processes of steps S44 to S47. This loop process and the interrupt process described later constitute regular processes.

[0313] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 30, a timer interrupt program that interrupts the above-mentioned main processing and is started every 4 ms will be described.

[0314] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the stack area of ​​the main control RAM 600c (step S100), and then a voltage abnormality check process is executed (step S101). This voltage abnormality check process is the same process as the power supply abnormality check process shown in FIG.

[0315] Next, the main control CPU 600a inputs ON / OFF signals of various switches including the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), the outlet switch 50a (see FIG. 4), and the big winning port switch 46c (see FIG. 4), and stores the ON / OFF signal level and its rising state in the working area of ​​the main control RAM 600c (step S102). At this time, if the big winning port switch 46c (see FIG. 4) is ON, the counter that counts the winning balls due to the big win is updated. Therefore, the liquid crystal display device 41 shown in FIG. 25(b) displays the number of balls won, including the number of balls won for the first hit before the measurement of the residence time timer begins.

[0316] Next, the main control CPU 600a performs timer subtraction processing of various timers (normal symbol fluctuation timer, normal symbol accessory timer, etc.) that manage the time of each game operation (step S103).

[0317] Next, the main control CPU 600a performs a random number management process (step S104). Specifically, the process updates the random numbers for the normal symbols, special symbols, and the like used in the winning / losing lottery.

[0318] Next, the main control CPU 600a performs an error management process (step S105). The error management process is to determine whether or not an abnormality has occurred inside the device, such as a stop in supplying game balls, a jam in the game balls, or a disconnection in the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), the out port switch 50a (see FIG. 4), or the large winning port switch 46c (see FIG. 4). When any error occurs, a command (performance control command DI_CMD) corresponding to the error is sent to the sub-control board 80.

[0319] Next, the main control CPU 600a executes a prize ball management process (step S106). This prize ball management process outputs a payout control command PAY_CMD to make the payout / launch control board 70 (see FIG. 4) perform a payout operation. In addition, a command (presentation control command DI_CMD) corresponding to the value of a counter that counts the number of balls acquired by a big win is transmitted to the sub-control board 80. As a result, the sub-control CPU 800a transmits to the VDP 803 a command list related to an image (video) to be displayed on the liquid crystal display device 41, which is information corresponding to the received counter value. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the number of acquired balls is displayed on the liquid crystal display device 41, as shown in FIG. 25(b), (e), (g), and (h).

[0320] Next, the main control CPU 600a executes normal symbol processing (step S107). This normal symbol processing executes a lottery for the normal symbol, and determines the normal symbol variation pattern and the normal symbol stop display state based on the lottery result. The details of this processing will be described later.

[0321] Next, the main control CPU 600a executes a normal electric role management process (step S108). This normal electric role management process generates a signal related to the control of the normal electric role solenoid 45b2 (see FIG. 4) required for the normal electric role release game generation based on the lottery result of the normal symbol process (step S107).

[0322] Next, the main control CPU 600a executes special symbol processing (step S109). In this special symbol processing, a lottery is executed to determine whether or not the special symbol will be selected, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. In addition, the winning probability flag and the normal symbol probability flag, which indicate whether or not the game state is a time-saving game state, are also processed.

[0323] Next, the main control CPU 600a executes a special electric role management process (step S110). In this special electric role management process, when the big win lottery result is a "big win" or "small win", a setting process necessary for executing and controlling a winning game corresponding to the win is performed. At this time, a signal related to the control of the special electric role solenoid 46b (see FIG. 4) is also generated. In addition, when the big win lottery result is a "big win" or "small win", a command related thereto (performance control command DI_CMD) is transmitted to the sub-control board 80.

[0324] Next, the main control CPU 600a performs a right-hit notification information management process (step S111). In this right-hit notification information management process, a process is performed to make a "launch position guidance effect (right-hit notification effect)" that gives a right-hit instruction notification in a situation where right-hitting is advantageous, such as when the opening and closing member 45b is opened a predetermined number of times for a predetermined time, or when the opening and closing door 46a is opened to open the big prize opening (not shown).

[0325] Next, the main control CPU 600a executes an LED management process (step S112).

[0326] Next, the main control CPU 600a executes an external terminal management process (step S113). In this external terminal management process, predetermined game information such as the number of times a win occurs during a winning game, the number of times a special symbol changes, winning ball detection information into a winning hole, information during a time-saving game state, and security information is output to a hall computer used for managing the game island of the game parlor.

[0327] Next, the main control CPU 600a performs solenoid management processing (step S114). At this time, the main control CPU 600a checks the signal related to the control of the normal electric role solenoid 45b2 (see FIG. 4) generated in the normal electric role management processing (step S108), and checks the signal related to the control of the special electric role solenoid 46b (see FIG. 4) generated in the special electric role management processing (step S110). Then, based on this signal, the operation / stop of the normal electric role solenoid 45b2 or the special electric role solenoid 46b is controlled, and the opening / closing member 45b1 of the electric chute (normal electric role) is opened, and the time during which the guide member 45c1 is in the guide state is extended / not extended, or the opening / closing door 46a (see FIG. 2) is operated so that the large prize opening (not shown) is opened or closed.

[0328] Next, the main control CPU 600a performs processing outside the use area (step S115). In this processing, the performance display value calculated in the winning ball number management processing 1 in step S45 shown in FIG. 27 is displayed on the measurement / setting display device 610 (see FIG. 4).

[0329] Next, the main control CPU 600a clears the WDT (not shown) (step S116), returns to the interrupt enabled state (step S117), restores the contents of the registers saved in the stack area of ​​the main control RAM 600c, and ends the timer interrupt (step S118). This causes the process to return from the interrupt processing routine to the main process (see FIG. 27).

[0330] <Main control: Explanation of normal pattern processing> Next, the normal symbol processing will be described in detail with reference to FIG.

[0331] As shown in FIG. 31, in the normal symbol processing, first, it is confirmed whether the passage of the game ball is detected in the normal symbol start port 48 (see FIG. 2) consisting of a gate, that is, the signal level of the normal symbol start port switch 48a (see FIG. 4) of the normal symbol start port 48 is confirmed (step S150). Then, when the passage of the game ball is detected (step S150: YES), the main control CPU 600a checks the main control RAM 600c in which the number of start reserved balls of the normal symbol is stored in order to determine whether the number of start reserved balls of the normal symbol is, for example, 4 or more (step S151). At that time, if the number of start reserved balls of the normal symbol is less than 4 (step S151: ≠ MAX), the number of start reserved balls of the normal symbol is increased by 1 (step S152). Thereafter, the main control CPU 600a stores the random number value for determining whether the normal pattern is a hit, which is used in the lottery to determine whether the normal pattern is a hit or not, in the main control RAM 600c in which the number of balls reserved for the start of the normal pattern is stored (step S153), and then proceeds to processing of step S154.

[0332] On the other hand, if the passage of a game ball is not detected in step S150 (step S150: NO), or if it is determined in step S151 that the number of initial reserved balls for normal symbols is 4 or more (step S151: = MAX), the processing of steps S152 to S153 is not performed, and the processing proceeds to step S154.

[0333] When the main control CPU 600a proceeds to the process of step S154, it checks whether the normal symbol win operation flag is set to ON, that is, whether the normal symbol win operation flag is set to 5AH (step S154). If the normal symbol win operation flag is set to 5AH (step S154: ON), it determines that the normal symbol is winning, and updates the display data of the normal symbol (step S163), and then ends the normal symbol processing.

[0334] On the other hand, if the normal symbol winning operation flag is not set to 5AH (step S154: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is confirmed (step S155). Then, if the normal symbol operation status flag is 00H, the main control CPU 600a judges that the normal symbol is in a state before the start of the fluctuation, proceeds to step S156, and confirms whether the number of balls reserved for the start of the normal symbol is 0 (step S156).

[0335] The main control CPU 600a checks the main control RAM 600c in which the number of reserved balls for starting normal symbols is stored, and if it determines that the number is 0 (step S156:=0), it updates the display data for the normal symbols (step S163) and ends the normal symbol processing. On the other hand, if it determines that the number is not 0 (step S156:≠0), it subtracts 1 from the number of reserved balls for starting normal symbols (step S157).

[0336] After that, the main control CPU 600a performs a hit determination of the random number value corresponding to the number of balls reserved for the start of the normal pattern stored in the main control RAM 600c using the normal pattern hit determination table NPP_TBL shown in Fig. 38(a). That is, if the normal pattern probability variable flag indicating the game state is OFF, the main control CPU 600a determines whether the random number value is equal to or greater than the lower limit value (249 in the figure) and equal to or less than the upper limit value (250 in the figure) of the normal pattern hit determination table NPP_TBL (normal state) shown in Fig. 38(a), and if it is equal to or greater than the lower limit value and equal to or less than the upper limit value, sets the normal pattern hit determination flag to 5AH and turns it ON. Otherwise, the normal pattern hit determination flag is turned OFF.

[0337] On the other hand, if the normal symbol probability flag indicating the game state is ON, it is judged whether the random number is equal to or greater than the lower limit (4 in the figure) and equal to or less than the upper limit (250 in the figure) of the normal symbol winning judgment table NPP_TBL (probability state) shown in Figure 38 (a), and if it is equal to or greater than the lower limit and equal to or less than the upper limit, the normal symbol winning judgment flag is set to 5AH and turned ON. Otherwise, the process of setting the normal symbol winning judgment flag to OFF is performed (step S158).

[0338] Thus, the main control CPU 600a determines the stop symbols (normal stop symbols) based on the lottery results determined in the random number lottery process (step S159).

[0339] Next, the main control CPU 600a checks whether the normal pattern time-saving flag, which shortens the normal pattern fluctuation time, is set to ON, and if it is set to ON, it sets the normal pattern fluctuation timer to a corresponding fluctuation time, and if it is set to OFF, it performs a process of setting the normal pattern fluctuation timer to the normal fluctuation time (step S160).

[0340] Next, the main control CPU 600a shifts the memory area of ​​the main control RAM 600c in which the random number value used for the lottery for determining whether or not a normal symbol will win, which corresponds to the number of balls reserved for starting the normal symbol, is stored (step S161). In other words, assuming that a maximum of four normal pattern start reserved balls can be reserved, the random number value used in the lottery for the normal pattern corresponding to four normal pattern start reserved balls is shifted to the main control RAM 600c in which the random number value used in the lottery for the normal pattern corresponding to three normal pattern start reserved balls is stored, the random number value used in the lottery for the normal pattern corresponding to three normal pattern start reserved balls is shifted to the main control RAM 600c in which the random number value used in the lottery for the normal pattern corresponding to two normal pattern start reserved balls is stored, and the random number value used in the lottery for the normal pattern corresponding to two normal pattern start reserved balls is shifted to the main control RAM 600c in which the random number value used in the lottery for the normal pattern corresponding to one normal pattern start reserved ball is stored.

[0341] After this processing, the main control CPU 600a sets the normal pattern operation status flag used in step S155 above to 01H, and performs processing to set the main control RAM 600c in which the random number value used to select the winning or losing lottery for the normal pattern corresponding to the initial reserved ball count of 4 for the normal pattern to be stored to 00H (step S162).

[0342] After completing the process of step S162, the main control CPU 600a updates the display data of the normal symbols (step S163), and ends the normal symbol process.

[0343] On the other hand, in the above step S155, if the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is 01H, the main control CPU 600a judges that the normal symbol is changing, proceeds to step S164, and checks whether the normal symbol change timer is 0 or not (step S164). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol processing is terminated. Then, if the normal symbol change timer is 0 (step S164: = 0), the main control CPU 600a sets the normal symbol operation status flag used in the above step S155 to 02H, and sets the normal symbol change timer to, for example, about 600 ms in order to maintain the result of the lottery for the normal symbol for a certain period of time (step S165).

[0344] After completing the process of step S165, the main control CPU 600a updates the display data of the normal symbol (step S163) and ends the normal symbol process.

[0345] On the other hand, in the above step S155, if the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is 02H, the main control CPU 600a judges that the normal symbol is in the confirmation time (the normal symbol fluctuation has ended and is stopped), proceeds to step S166, and checks whether the normal symbol fluctuation timer is 0 or not (step S166). If the normal symbol fluctuation timer is not 0 (step S166: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol processing is completed. Then, if the normal symbol fluctuation timer is 0 (step S166: = 0), the main control CPU 600a sets the normal symbol operation status flag used in the above step S155 to 00H (step S167), and checks whether the normal symbol winning judgment flag is set to ON (5AH is set) (step S168).

[0346] As a result, if the normal symbol winning judgment flag is set to OFF (5AH is not set) (step S168: OFF), the main control CPU 600a updates the display data of the normal symbol (step S163) and ends the normal symbol processing. If the normal symbol winning judgment flag is set to ON (5AH is set) (step S168: ON), the main control CPU 600a sets the normal symbol winning operation flag used in step S154 to ON (5AH is set) (step S169), and then ends the normal symbol processing.

[0347] <Main control: Explanation of special pattern processing> Next, the special symbol process will be described in detail with reference to Figs.

[0348] As shown in Figure 32, the special pattern processing first checks whether or not a game ball (winning ball) has been detected at the special pattern 1 start hole switch 44a (see Figure 4) of the special pattern 1 start hole 44 (see Figure 2) (step S200), and then checks whether or not a game ball (winning ball) has been detected at the special pattern 2 start hole switch 45a1 (see Figure 4) of the special pattern 2 start hole 45a (see Figure 2) (step S201).

[0349] <Main control: Special pattern processing: Explanation of starting port check processing> This process will be explained in detail with reference to Fig. 33. The main control CPU 600a checks whether the game ball has entered (won) the special symbol 1 start hole 44 or the special symbol 2 start hole 45a, that is, checks the level of the special symbol 1 start hole switch 44a of the special symbol 1 start hole 44 or the special symbol 2 start hole switch 45a1 of the special symbol 2 start hole 45a (step S250). If the game ball has not entered (won) (step S250: NO), the special symbol process is terminated.

[0350] On the other hand, if the game ball is detected to have entered the game (winning) (step S250: YES), the main control CPU 600a checks whether the number of start reserved balls that triggers the variation of the special symbol is a predetermined number stored in the main control RAM 600c (step S251). If the number of start reserved balls is less than 4 (step S251: ≠ MAX), the number of start reserved balls is incremented by 1 (+1) (step S252).

[0351] Next, the main control CPU 600a stores the random number value used when the special symbol stops, the random number value for the variable pattern, and the random number value for determining a jackpot in the main control RAM 600c in which the start pending ball number that triggers the variation of the special symbol is stored (step 253).

[0352] Next, the main control CPU 600a checks the current game state (whether the special symbol jackpot determination flag is set to ON, etc.) and determines whether or not the pre-reading is prohibited (step S254). If the pre-reading is not prohibited (step S254: NO), the main control CPU 600a obtains the random number value for jackpot determination used in the lottery for determining whether or not the special symbol has been won, which was stored in the main control RAM 600c in the above step S253 (step S255), and further obtains a random number determination table for winning the starting hole (not shown) (step S256).

[0353] Next, the main control CPU 600a performs a lottery using the random number value for jackpot determination obtained in step S255 and the random number determination table (not shown) at the time of winning the starting hole obtained in step S256, and performs a lottery for a special symbol according to the lottery result by referring to the symbol distribution table M_ZF_TBL shown in Fig. 13(b). Furthermore, the type of jackpot (rank-up bonus hit, normal jackpot, etc.) is determined using the random number value for special symbol stored in the main control RAM 600c in step S253, and a fluctuation pattern is determined using the fluctuation pattern distribution table M_HP_TBL shown in Fig. 13(c) using the random number value for fluctuation pattern, and a special symbol starting hole winning command corresponding to the fluctuation pattern is generated (step S257). At this time, not only the big win lottery but also the small win lottery is conducted, and the type of small win is determined using the random number value for the special pattern described above, or a random number value different from the random number value for the special pattern, and the fluctuation pattern is determined using a random number value for the fluctuation pattern, and a special pattern start port winning command is generated accordingly.

[0354] Next, the main control CPU 600a generates a start pending addition command of the lower byte according to the generated special symbol start hole winning command (step S258).

[0355] On the other hand, the main control CPU 600a completes the processing of step S258, or if the first start reserved ball count or the second start reserved ball count of special pattern 1 or 2 in step S251 is 4 or more (step S251:=MAX), or if pre-reading is prohibited (step S254:YES), it generates a start reserved addition command in the upper byte according to the increased number of start reserved balls (step S259).

[0356] Next, the main control CPU 600a combines the lower byte start pending addition command generated in step S258 above with the upper byte start pending addition command generated in step S259 above, and performs processing to send the combined command as a start pending addition command (performance control command DI_CMD) to the sub-control board 80 (step S260).

[0357] <Main control: Explanation of special pattern processing> Thus, when the processing of step S200 and step S201 shown in Fig. 32 is completed, the main control CPU 600a checks whether the special symbol small win activation flag is set to ON, that is, whether the special symbol small win activation flag is set to 5AH (step S202). If the special symbol small win activation flag is set to 5AH (step S202: ON), it is determined that the special symbol is in a small win, and after updating the display data of the special symbol (step S208), the special symbol processing is completed.

[0358] On the other hand, if the special symbol small win activation flag is not set to 5AH (step S202: OFF), it is confirmed whether the special symbol big win activation flag is set to ON, that is, whether the special symbol big win activation flag is set to 5AH (step S203). If the special symbol big win activation flag is set to 5AH (step S203: ON), it is determined that the special symbol is in a big win, and after updating the display data of the special symbol (step S208), the special symbol processing is terminated.

[0359] On the other hand, if the special symbol big win activation flag is not set to 5AH (step S203: OFF), the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag is confirmed (step S204). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is waiting for change (indicating that the special symbol has not changed and is waiting for the next change), and performs special symbol change start processing (step S205).

[0360] <Main control: Special pattern processing: Explanation of special pattern variation start processing> This process will be explained in detail with reference to Fig. 34. The main control CPU 600a checks whether the start reserved ball count, which is the trigger for the special symbol to change, is 0 or not (step S300). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c, and if it determines that the start reserved ball count is 0 (step S300: = 0), it checks whether the value of the special symbol operation status flag is 00H or not (step S301). If the value of the special symbol operation status flag is 00H (step S301: YES), the special symbol change start process is terminated.

[0361] On the other hand, if the value of the special symbol operation status flag is not 00H (step S301: NO), the main control CPU 600a transmits a customer waiting demo command as a performance control command DI_CMD to the sub-control board 80 (see FIG. 4) (step S302).

[0362] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S303), and ends the special symbol variation start process.

[0363] On the other hand, if the main control CPU 600a determines that the number of start-pending balls is not 0 (step S300: ≠ 0), it subtracts 1 (-1) from the start-pending ball number (step S304) and sends a start-pending subtraction command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).

[0364] Next, the main control CPU 600a checks the value of a special symbol time-saving count counter described later, and transmits a time-saving count command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S306).

[0365] Next, the main control CPU 600a shifts the memory area in the main control RAM 600c in which the random number values ​​used when the special pattern stops, the random number values ​​for the variable pattern, and the random number values ​​for determining a jackpot (see step S253 in Figure 33) are stored (step S307), and sets 0 to the area in the main control RAM 600c in which the random number values ​​used to determine whether the special pattern corresponding to start hold 4 is a winning combination are stored (step S308).

[0366] Next, the main control CPU 600a performs a hit determination process (step S309).

[0367] <Main control: Special pattern processing: Win detection processing explanation> This process will be explained in detail with reference to FIG. 35. The main control CPU 600a acquires a random number value for determining a big win from the main control RAM 600c in which the random number value for determining a big win (see step S253 in FIG. 33) is stored (step S370).

[0368] Next, the main control CPU 600a acquires the address of the winning determination table corresponding to the changing special symbol. That is, the address of the special symbol big winning determination table SDH_TBL shown in FIG. 38(b) and the address of the special symbol small winning determination table SDP_TBL shown in FIG. 38(c) are acquired (step S371).

[0369] Next, the main control CPU 600a changes the acquired address to the address where the judgment value is stored (step S372).

[0370] Next, the main control CPU 600a acquires information on whether the judgment value is different for each set value (step S373), and checks the value of the acquired information (step S374). If the acquired value is "0" (step S374:=0), the process proceeds to step S377, and if the acquired value is not "0" (step S374:≠0), the main control CPU 600a acquires the set value of the probability of generating a special game state advantageous to the player (for example, a set value of "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see FIG. 4) (step S375).

[0371] Next, the main control CPU 600a changes the address to the address where the judgment value corresponding to the acquired setting value is stored (step S376).

[0372] Next, the main control CPU 600a obtains a judgment value from the current address (step S377).

[0373] Next, the main control CPU 600a changes the address to the top address where the next determination value is stored (step S378), and compares the obtained random number value for determining a big win with the obtained determination value (step S379).

[0374] Next, if the acquired random number value for determining a jackpot is not smaller than the acquired determination value (step S380: NO), the main control CPU 600a returns to the processing of step S373 and repeats the processing of steps S373 to S380 until the acquired random number value for determining a jackpot becomes smaller than the acquired determination value (step S380: YES).

[0375] Next, if the acquired random number value for determining a jackpot becomes smaller than the acquired determination value (step S380: YES), the main control CPU 600a acquires a special pattern jackpot determination flag and a special pattern small jackpot determination flag according to the game status (step S381), and ends the win determination process.

[0376] <Main control: Special pattern processing: Explanation of special pattern variation start processing> Thus, after completing the above-mentioned winning determination process (step S309), the main control CPU 600a uses the random number value used when stopping the special pattern stored in the main control RAM 600c in step S253 of Figure 33 to conduct a lottery by referring to the pattern allocation table M_ZF_TBL shown in Figure 13(b), and generates a stopping pattern for the special pattern according to the lottery result (step S310).

[0377] Next, the main control CPU 600a prepares to transition to a game state such as a normal state, a time-saving state, a latent probability change state, or a probability change state (step S311). In addition, in this case, flag data is prepared in advance for turning on a flag corresponding to the game state after the transition among a normal symbol time-saving flag, a normal symbol probability change flag, a special symbol time-saving flag, a special symbol probability change flag, and an easy-to-win flag, which are set after a jackpot. In addition, the number of time-saving times to be set in the special symbol time-saving times counter and the number of probability changes to be set in the special symbol probability change times counter are also prepared. In addition, the easy-to-win flag is a flag indicating whether the game state is a time-saving game state or not.

[0378] Next, the main control CPU 600a performs a lottery by referring to the variation pattern allocation table M_HP_TBL shown in Fig. 13(c) using the random number value for the variation pattern stored in the main control RAM 600c in step S253 of Fig. 33, generates a variation pattern of the special symbol according to the lottery result, and transmits the variation pattern command of the generated variation pattern of the special symbol as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S312). In this step S312, the main control CPU 600a sets the variation time in the special symbol variation timer.

[0379] Next, the main control CPU 600a sets the special symbol changing flag to 5AH, and turns it ON (step S313).

[0380] Next, the main control CPU 600a generates a pattern designation command that designates a special pattern to be displayed on the liquid crystal display device 41 (step S314), and performs processing to transmit the generated pattern designation command to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD (step S315).

[0381] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S316), and ends the special symbol variation start process.

[0382] <Main control: Explanation of special pattern processing> On the other hand, as shown in FIG. 32, if the value of the special pattern operation status flag is 02H, the main control CPU 600a determines that the special pattern is changing (indicating that the special pattern is currently changing) and performs special pattern changing processing (step S206).

[0383] <Main control: Special pattern processing: Explanation of processing during special pattern fluctuation> This process will be explained in detail with reference to Fig. 36. First, the main control CPU 600a checks whether the change time set in the special symbol change timer in step S312 of Fig. 34 has elapsed, that is, whether it has become 0 (step S400). If the special symbol change timer is not 0 (step S400: NO), the main control CPU 600a ends the special symbol change process.

[0384] On the other hand, if the special symbol fluctuation timer is 0 (step S400: YES), the main control CPU 600a transmits a symbol determination command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S401).

[0385] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol changing flag to 00H. Furthermore, the main control CPU 600a sets the special symbol changing timer to, for example, about 500 ms in order to maintain the special symbol winning / losing lottery result for a certain period of time (step S402). After that, the main control CPU 600a ends the special symbol changing process.

[0386] <Main control: Explanation of special pattern processing> On the other hand, as shown in FIG. 32, if the value of the special pattern operation status flag is 03H, the main control CPU 600a determines that the special pattern is being confirmed (indicating that the special pattern change has ended and is stopped), and performs processing during the special pattern confirmation time (step S207).

[0387] <Main control: Special pattern processing: Explanation of processing during special pattern confirmation time> This process will be described in detail with reference to Fig. 37. The main control CPU 600a first checks whether the change time set in the special symbol change timer in step S312 of Fig. 34 has elapsed, that is, whether it has become 0 (step S450). If the special symbol change timer is not 0 (step S450 ≠ 0), the main control CPU 600a ends the special symbol confirmation time process.

[0388] On the other hand, if the special symbol fluctuation timer is 0 (step S450=0), the main control CPU 600a sets the special symbol operation status flag to 01H (step S451) and checks whether the special symbol jackpot determination flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot determination flag is set to ON (if 5AH is set) (step S452: YES), the special symbol jackpot determination flag is set to 00H, the special symbol jackpot operation flag is set to 5AH, the normal symbol time reduction flag is set to 00H, the normal symbol probability change flag is set to 00H, the special symbol time reduction flag is set to 00H, the special symbol probability change flag is set to 00H, and the easy winning flag is set to 00H. Furthermore, a process is performed to set a special symbol time-saving count counter to 0000H and a special symbol probability change count counter to 00H (step S453), and the main control CPU 600a ends the special symbol confirmation time process.

[0389] On the other hand, if the special symbol big win judgment flag is not set to ON (5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol small win judgment flag is set to ON (5AH is set) (step S454). If the special symbol small win judgment flag is set to ON (5AH is set) (step S454: YES), the special symbol small win judgment flag is set to 00H, and the special symbol small win operation flag is set to 5AH (step S455). At this time, the normal symbol time-saving flag, the special symbol time-saving flag, and the easy winning flag are set to ON (5AH), and the time-saving number is set to the special symbol time-saving number counter.

[0390] After completing the processing of step S455, or if the special pattern small win determination flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the value of the special pattern time-saving count counter is 0 (step S456).

[0391] If the value of the special symbol time-saving counter is not 0 (step S456: NO), the value of the special symbol time-saving counter is decremented by 1 (-1) (step S457), and the main control CPU 600a checks again whether the value of the special symbol time-saving counter is 0 (step S458). If the value of the special symbol time-saving counter is 0 (step S458: YES), the normal symbol time-saving flag is set to 00H, the normal symbol probability variable flag is set to 00H, the easy winning flag is set to 00H, and the normal symbol time-saving flag is set to 00H (step S459).

[0392] After the process of step S459 is completed, or if the value of the special symbol time-saving counter is 0 (step S456: YES), or if the value of the special symbol time-saving counter is not 0 (step S458: NO), the main control CPU 600a checks whether the value of the special symbol probability change counter is 0 (step S460). If the value of the special symbol probability change counter is 0 (step S460: YES), the process during the special symbol confirmation time is terminated.

[0393] On the other hand, if the value of the special symbol probability change counter is not 0 (step S460: NO), the main control CPU 600a subtracts 1 (-1) from the value of the special symbol probability change counter (step S461) and checks again whether the value of the special symbol probability change counter is 0 (step S462). If the value of the special symbol probability change counter is not 0 (step S462: NO), the special symbol confirmation time process is terminated.

[0394] On the other hand, if the value of the special pattern probability change count counter is 0 (step S462: YES), the main control CPU 600a sets the normal pattern time-saving flag to 00H, sets the normal pattern probability change flag to 00H, sets the easy winning flag to 00H, sets the special pattern time-saving flag to 00H, and sets the special pattern probability change flag to 00H (step S463), and ends the processing during the special pattern confirmation time.

[0395] <Main control: Explanation of special pattern processing> Thus, when any one of the processes in step S205, step S206, or step S207 shown in FIG. 32 is completed, the main control CPU 600a updates the display data of the special symbol (step S208), and then ends the special symbol process.

[0396] <Explanation of the processing contents of the sub-control board> Next, the method of processing the performance contents described with reference to the above-mentioned Figs. 6 to 12 and Figs. 14 to 25 will be specifically described with reference to the processing contents (program outline) of the sub-control board 80 shown in Figs.

[0397] First, when the power is turned on to the pachinko game machine 1, a power-on signal indicating that the power has been turned on is sent from the power supply board 130 (see FIG. 4) to each control board. Then, upon receiving the signal, the sub-control CPU 800a performs the main process shown in FIG.

[0398] <Sub-control: Explanation of main process> As shown in Fig. 39, first, the sub-control CPU 800a initializes the internal register and sets the input / output direction of the input / output port. Then, the sub-control CPU 800a sets the data to be transmitted from the output port set in the output direction so that the data is transferred serially (step S1000).

[0399] Next, the sub-control CPU 800a initializes a memory area in the sub-control RAM 800c that stores the performance control command DI_CMD received from the main control board 60 (see FIG. 4) (step S1001). Then, the sub-control CPU 800a performs interrupt permission setting processing for the input port that receives the interrupt signal from the main control board 60 (step S1002).

[0400] Next, the sub-control CPU 800a initializes the memory areas in the sub-control RAM 800c used as a working area and a stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 4). As a result, the sound LSI 801 initializes the registers provided therein (step S1004).

[0401] Next, the sub-control CPU 800a checks whether or not an abnormality has occurred in the motor (not shown) that operates the top, left, right, and top left movable parts 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c in which motor data that operates the motor (not shown) is stored. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motor to the origin position (retracted position). As a result, the top, left, right, and top left movable parts 43a to 43d return to their initial positions (step S1005).

[0402] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) that has a function of generating a pulse output at a constant period and a function of measuring time, etc. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt is generated periodically every 1 ms (step S1006).

[0403] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of ​​the sub-control RAM 800c (step S1007), and compares the checksum calculation value with the checksum calculation value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to confirm whether they match (step S1008). If they do not match (step S1008: NO), a process is performed to clear all areas in the sub-control RAM 800c (step S1009).

[0404] On the other hand, if there is a match (step S1008: YES) or after completing the processing of step S1009, the sub-control CPU 800a disables the watchdog timer function (not shown) (step S1010) and performs a hardware refresh of the sub-control CPU 800a, VDP 803, etc. (step S1011).

[0405] Next, the sub-control CPU 800a reads out the presentation control command DI_CMD received from the main control board 60 (see FIG. 4) stored in the memory area of ​​the sub-control RAM 800c, and determines the presentation pattern according to the content by lottery from among a large number of presentation patterns pre-stored in the sub-control ROM 800b (step S1012). At this time, if the winning chance notification is set to ON, the sub-control CPU 800a refers to the winning chance notification lottery table SB_NH_TBL shown in FIG. 14 and performs a lottery for the winning chance notification.

[0406] In addition, when the winning chance notification is set to OFF and the look-ahead expectation increase is set to OFF, the sub-control CPU 800a refers to the look-ahead reserve change table SB_SYH_TBL1 shown in Fig. 15(a) and performs a lottery regarding the reserve change. Furthermore, it refers to the look-ahead zone effect table SB_SYZ_TBL1 shown in Fig. 15(b) and performs a lottery regarding the zone effect.

[0407] On the other hand, when the winning chance notification is set to ON, or when the winning chance notification is set to OFF and the pre-reading expectation increase is set to ON, the sub-control CPU 800a refers to the pre-reading reserve change table SB_SYH_TBL2 shown in Fig. 17(a) and performs a lottery regarding the reserve change. Furthermore, it refers to the pre-reading zone effect table SB_SYZ_TBL2 shown in Fig. 17(b) and performs a lottery regarding the zone effect.

[0408] On the other hand, when the winning chance notification is set to OFF, the sub-control CPU800a performs a lottery for the step-up notification by referring to the step-up notification table SB_STU_TBL1 shown in Fig. 18(a). On the other hand, when the winning chance notification is set to ON, the sub-control CPU800a performs a lottery for the step-up notification by referring to the step-up notification table SB_STU_TBL2 shown in Fig. 18(b).

[0409] On the other hand, when the pre-read expectation increase is set to OFF during the RUSH state, the sub-control CPU 800a refers to the first pre-read reserved change table SB_D1SYH_TBL shown in FIG. 19(a) and performs a lottery regarding the reserved change.

[0410] On the other hand, when the pre-read expectation increase is set to ON during the RUSH state, the sub-control CPU 800a refers to the second pre-read reserved change table SB_D2SYH_TBL shown in FIG. 19(b) and performs a lottery regarding the reserved change.

[0411] On the other hand, when the pre-reading expectation increase is set to OFF during the RUSH state, the sub-control CPU 800a refers to the first pre-reading chance eye prediction table SB_D1SYC_TBL shown in FIG. 20(a) and conducts a lottery regarding the pre-reading chance eye prediction.

[0412] On the other hand, when the pre-reading expectation increase is set to ON during the RUSH state, the sub-control CPU 800a refers to the second pre-reading chance eye prediction table SB_D2SYC_TBL shown in FIG. 20(b) and conducts a lottery regarding the pre-reading chance eye prediction.

[0413] Thus, in step S1012, a lottery for various effects is held.

[0414] Next, the sub-control CPU 800a performs a process of analyzing the input contents of the setting button 15 or the effect button device 13 acquired in the timer interrupt process described later (step S1013). Specifically, the sub-control CPU 800a analyzes whether the setting button 15 or the effect button device 13 is pressed by the player at the moment of pressing, the moment of releasing, or whether it is still pressed.

[0415] Next, the sub-control CPU 800a executes the operation control of the top, left, right, and top left movable parts 43a to 43d (see FIG. 2), the control of turning on or off the decorative lamps such as LED lamps that are light-emitting means mounted on the decorative lamp board 90 (see FIG. 4), the control of the speaker 17, and the control of the image displayed on the liquid crystal display device 41 based on the performance pattern determined by lottery in the above step S1012 (step S1014). As a result, the sound effect (SE) of "beep!" (see SE1) shown in FIG. 6(b-2), FIG. 9(c) to (d), and FIG. 10(c) to (d) is emitted from the speaker 17 shown in FIG. 1. Also, in this step S1014, the process of starting, stopping, or continuing the measurement of the staying time timer is performed. As a result, the sub-control CPU 800a transmits to the VDP 803 the command list related to the image (video) to be displayed on the liquid crystal display device 41 as information according to the value of the staying time timer. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the dwell time as shown in Figures 25(b) to (e), (g), and (h) is displayed on the liquid crystal display device 41.

[0416] Next, the sub-control CPU 800a performs a checksum calculation, which is an 8-bit addition calculation, on the working area of ​​the sub-control RAM 800c, and performs memory backup processing to store the checksum calculation value in the sub-control RAM 800c (step S1015).

[0417] Next, the sub-control CPU 800a checks whether or not a VSYNC interrupt signal has been sent from the VDP 803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been sent (step S1016: NO), the sub-control CPU 800a repeats the process of step S1016 until the VSYNC interrupt signal is sent, and when the VSYNC interrupt signal is sent (step S1016: YES), the process returns to the process of step S1007 again, and repeats the processes of steps S1007 to S1016.

[0418] <Sub-control: Data analysis processing> Next, the data analysis process of step S1014 of the main process will be described in detail with reference to Fig. 40. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 by the VDP 803, based on the performance scenario data corresponding to the performance pattern determined by lottery in step S1012 (step S1050).

[0419] Next, if the above-mentioned performance scenario data stores data indicating that a performance by pressing the performance button device 13 is enabled or data indicating that a performance by repeatedly hitting the setting button 15 is enabled, the sub-control CPU 800a stores the data in a memory area within the sub-control RAM 800c.

[0420] Furthermore, the sub-control CPU 800a generates a control signal for light based on the data content of the lamp data stored in the above-mentioned performance scenario data, and stores the signal in the sub-control RAM 800c. At this time, the light intensity setting described with reference to FIG. 12 is also taken into consideration.

[0421] In addition, the sub-control CPU 800a determines the operation content of the upper, left, right, and upper left movable props 43a to 43d based on the data content of the movable prop data stored in the performance scenario data, and generates motor data for the motor (not shown) of the movable prop device 43 according to the determined operation content.

[0422] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the data content of the sound data stored in the above-mentioned production scenario data (step S1051). At this time, the volume setting described with reference to FIG. 12 is also taken into consideration.

[0423] Thus, the sub-control CPU 800a repeats the processing of steps S1050 and S1051 described above until all data based on the presentation pattern determined by lottery in step S1012 shown in FIG. 40 has been generated (step S1052: NO), and when all of the data has been generated (step S1052: YES), it proceeds to processing of step S1053.

[0424] Next, the sub-control CPU 800a performs a button valid time process (step S1053) based on the contents stored in the sub-control RAM 800c in step S1051 and the input contents of the setting button 15 or the effect button device 13 processed in step S1013 shown in Fig. 39. At this time, the effect customization setting described with reference to Fig. 5 and Fig. 24 is performed.

[0425] <Sub-control: Command reception interrupt processing> Next, referring to FIG. 41, a description will be given of the processing that is performed when a performance control command DI_CMD and an interrupt signal are sent from the main control board 60 while such main processing is being executed.

[0426] As shown in Fig. 41, when the sub-control CPU 800a receives the interrupt signal, it executes a save process to save the contents of each register to a stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that received the performance control command DI_CMD (step S1101), and calculates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1102).

[0427] Then, the sub-control CPU 800a again reads the register of the input port that received the performance control command DI_CMD (step S1103) and checks whether the value read in step S1101 and the value read in step S1103 match. If they do not match (step S1104: NO), proceed to step S1107, and if they match (step S1104: YES), store the performance control command DI_CMD received from the main control board 60 at the address corresponding to the calculated pointer (step S1105). Note that this stored performance control command DI_CMD is read out by the sub-control CPU 800a when processing step S1012 shown in FIG. 39.

[0428] Next, the sub-control CPU 800a updates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the registers saved in the process of step S1100 (step S1107). This causes the process to return to the main process shown in FIG.

[0429] <Sub-control: Timer interrupt processing> Next, with reference to FIG. 42, a process to be performed when a timer interrupt occurs every 1 ms, which is set in the process of step S1006 (see FIG. 39) of the main process, will be described.

[0430] As shown in FIG. 42, when a timer interrupt occurs every 1 ms, the sub-control CPU 800a executes a save process to save the contents of each register in a stack area in the sub-control RAM 800c (step S1150).

[0431] Next, the sub-control CPU 800a twice acquires the data of the setting button 15, the data of the performance button device 13, the motor data of the movable role device 43, etc. (step S1151), and checks whether the data acquired twice matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process of step S1151 until the data matches, and if the data matches (step S1152: YES), stores the matching data in the sub-control RAM 800c (step S1153).

[0432] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the performance button device 13 (step S1154). This received signal is analyzed in the button analysis process of step S1013 shown in FIG.

[0433] Next, the sub-control CPU 800a transmits the light-related control signal stored in the sub-control RAM 800c in step S1051 shown in Fig. 40 to the decorative lamp board 90 (see Fig. 4) (step S1155). This causes the lighting of the "Bobo Shogun" logo on the upper decoration 42a shown in Figs. 6 to 10 and 16. At this time, a control signal required to turn on or off the identification lamp device 51A (see Fig. 2) is also transmitted.

[0434] Next, the sub control CPU 800a restores the registers saved in the process of step S1150 (step S1156). This causes the process to return to the main process shown in FIG.

[0435] <Sub-control: command list> Here, the command list generated in step S1050 shown in FIG. 40 will be described in detail with reference to FIG.

[0436] This command list is a sequence of commands for the VDP 803 (command parser 8035), but the contents and order of the commands differ slightly depending on whether the command is to draw a moving image or a still image.

[0437] When instructing the VDP 803 to render a moving image, the initial command list in FIG. 43(a) and the steady command list in FIG. 43(b) are used.

[0438] As shown in FIG. 43(a), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2 SDRAM 804 in which the frame buffer area is set, and the memory area of ​​the DDR2 SDRAM 804 for storing video data (step S1200).

[0439] Next, a command to instruct decoding of the moving image is generated (step S1201). Specifically, it is an instruction as to which moving image compressed data to decode, and is instructed together with the address of the CG data storage area of ​​the game ROM 805 where the corresponding moving image is stored, the number of frames of the moving image, etc.

[0440] Next, a command for finalization processing is entered to complete the generation of the initial command list (step S1202).

[0441] Next, the sub-control CPU 800a generates a steady command list shown in FIG.

[0442] 43(b), this steady command list is composed of drawing instructions for moving images, and in the initial command list, a command is generated to draw the decoded data of a certain frame number at a certain coordinate position on the liquid crystal display device 41 with respect to the decoded moving image data (step S1203). Next, a termination process command is entered to complete the generation of the steady command list (step S1204).

[0443] On the other hand, when instructing the VDP 803 to draw a still image, as shown in FIG. 43(c), the sub-control CPU 800a first generates a command to set the memory area of ​​the DDR2 SDRAM 804 in which the frame buffer area is set (step S1210).

[0444] Next, a command to instruct decoding of the still image is generated (step S1211). Specifically, it is an instruction as to which still image compressed data to decode, and is instructed together with the address and data size of the CG data storage area of ​​the game ROM 805 where the corresponding still image is stored.

[0445] Next, a command is generated to indicate at what coordinate position on the liquid crystal display device 41 and in what manner (rotation angle, reduction, enlargement, etc.) the decoded still image data is to be drawn (step S1212). Next, a command for termination processing is entered to complete the generation of the command list related to still images (step S1213).

[0446] Thus, such a command list for moving images and a command list for still images are transmitted to the VDP 803 (see FIG. 4), processed appropriately, and then transmitted to the liquid crystal display device 41. As a result, the images shown in FIGS. 5 to 10, 16, and 22 to 25 are displayed on the liquid crystal display device 41.

[0447] Therefore, through the above-mentioned processing, the performance contents explained with reference to the above-mentioned Figs. 6 to 12 and Figs. 14 to 25 are executed.

[0448] According to the present embodiment described above, by equipping the gaming machine with the functions that players desire, the game content can be made to satisfy the players, thereby making it possible to provide a gaming machine with a variety of presentations.

[0449] <Description of Modifications> In this embodiment, an example has been shown in which the sound LSI 801 and the VDP 803 are configured separately, but they may be integrated into one chip.

[0450] Furthermore, in this embodiment, an example has been shown in which the sub-control CPU 800 a is provided within the sub one-chip microcomputer 800 , but the present invention is not limited to this, and the sub-control CPU 800 a may be provided within the VDP 803 . [Explanation of symbols]

[0451] 1. Pachinko machines 15 Setting button (performance setting means) 600a Main control CPU (read-ahead determination means) 600c Main control RAM (hold storage means) 800a Sub-control CPU (change means) SB_SYH_TBL2 Read-ahead pending change table SB_D2SYH_TBL Second look-ahead pending change table

Claims

1. a reservation storage means for storing up to a predetermined upper limit number of start reservations for changing the identification information when a predetermined start condition is satisfied and multiple types of identification information are changed, the start condition being satisfied but not yet started; A look-ahead determination means for performing a look-ahead determination on the start-up hold before a change to the start-up hold is started; A special effect that is started with a change prior to the change effect for the start hold of the pre-reading judgment target and is started when the start condition is established; A special performance that is started with a change prior to the change performance for the start hold of the pre-reading judgment target and is executed with a plurality of changes including the change performance for the start hold of the pre-reading judgment target; A performance setting means for setting a predetermined performance based on an operation by a player, The effect setting means is capable of setting whether or not the special effect is to be made to appear, and further The effect setting means is capable of setting whether or not to change the expectation level for a winning game state in the special effect in a normal game state and in an advantageous state advantageous to a player, A change means for changing an appearance rate of the special effect when the special effect is set to be able to appear by the effect setting means, In this gaming machine, when the effect setting means is set to change the expectation level for a winning game state in the special effect, the expectation level for a winning game state for the special effect in the advantageous state is higher than the expectation level for a winning game state for the special effect in the normal game state.

2. Further, in the advantageous state, a beneficial state timer is provided for measuring a duration of the advantageous state, 2. The gaming machine according to claim 1, wherein the advantageous state timer does not perform measurement during a special game transitioned from the normal game state, but performs measurement during a special game transitioned from the advantageous state.

3. a game value acquisition counter for counting an accumulated value of game value acquired by a player during a predetermined period; The advantageous state timer starts measuring from the advantageous state to which the special game is transferred after the normal game state, 3. A gaming machine as described in claim 1 or 2, wherein the game value acquisition counter is started from a special game to which the normal game state is transitioned, and the value is updated according to the game value acquired in the special game and the game value acquired in the special game to which the advantageous state is transitioned.

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