Game machine

JP2025015604A5Active Publication Date: 2025-07-24SANYO BUSSAN KK
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
JP2024197740
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-11-12
Publication Date
2025-07-24
Estimated Expiration
2038-02-28

AI Technical Summary

Benefits of technology

【0011】 請求項1記載の遊技機によれば、遊技球が入球可能な第1入球手段と、その第1入球手段に遊技球が入球したことに基づいて第1特典を付与可能な第1特典付与手段と、遊技球が入球可能に構成され、前記第1入球手段とは異なる第2入球手段と、その第2入球手段に遊技球が入球したことに基づいて前記第1特典とは異なる第2特典を付与可能な第2特典付与手段と、遊技状態として第1遊技状態と、その第1遊技状態とは異なる第2遊技状態と、を少なくとも含む複数の遊技状態の中から1の遊技状態を設定可能な遊技状態設定手段と、を有するものであり、前記第1遊技状態は、前記第2特典が付与されるよりも、前記第1特典が付与された場合の方が遊技者に有利となるものであり、前記第2遊技状態は、前記第1特典が付与されるよりも、前記第2特典が付与された場合の方が遊技者に有利となるものである。

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 00000000_0000_ABST
    Figure 00000000_0000_ABST
Patent Text Reader

Abstract

To provide a game machine capable of improving a player's interest in a game.SOLUTION: On the basis of entry of a game ball to first ball entry means, a first privilege is granted by first privilege granting means, and on the basis of entry of a game ball to second ball entry means, a second privilege is granted by second privilege granting means. One game state is set by game state setting means out of a plurality of game states including at least a first game state and a second game state different from the first game state as a game state. When the first game state is set, the first privilege is more advantageous than the second privilege while when the second game state is set, the second privilege is more advantageous to the player than the first privilege. Thereby, the user's interest in the game can be improved.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] Some gaming machines, such as pachinko machines, aim to increase the excitement of the game by transitioning to a winning state when a lottery based on the entry of a gaming ball into a starting winning slot results in a winning result. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent No. 2514417 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is a demand for further improvement.

[0005] The present invention has been made to solve the problems exemplified above, and has an object to provide a gaming machine that can increase a player's interest in the game. [Means for solving the problem]

[0006] In order to achieve this object, the gaming machine described in claim 1 comprises a first ball entry means through which a gaming ball can enter, a first bonus granting means capable of granting a first bonus based on the entry of a gaming ball into the first ball entry means, a second ball entry means configured to allow a gaming ball to enter and different from the first ball entry means, a second bonus granting means capable of granting a second bonus different from the first bonus based on the entry of a gaming ball into the second ball entry means, and a gaming state setting means capable of setting one gaming state from a plurality of gaming states including at least a first gaming state and a second gaming state different from the first gaming state, wherein the first gaming state is one in which the player is more advantageous to the player when the first bonus is granted than when the second bonus is granted, and the second gaming state is one in which the player is more advantageous to the player when the second bonus is granted than when the first bonus is granted.

[0007] The gaming machine of claim 2 is the gaming machine of claim 1, further comprising a distribution means capable of distributing an arriving gaming ball to any one of a plurality of flow paths including at least a first flow path and a second flow path different from the first flow path, the first ball entry means being provided at a position where a gaming ball that has flowed down the first flow path can enter the machine, and the second ball entry means being provided at a position where a gaming ball that has flowed down the second flow path can enter the machine.

[0008] The gaming machine of claim 3 is the gaming machine of claim 2, further comprising a third flow path configured to enable gaming balls to flow down to the distribution means, and a fourth flow path different from the third flow path, and is configured so that gaming balls that flow down the fourth flow path are more likely to reach the distribution means than gaming balls that flow down the third flow path.

[0009] The gaming machine of claim 4 is the gaming machine of claim 3, further comprising a variable means capable of varying the fourth flow path between a first position at which game balls can flow into the fourth flow path and a second position at which it is more difficult for game balls to flow into the fourth flow path than in the first state, and a variable control means for varying the variable means from the second position to the first position for a predetermined period of time based on the establishment of a predetermined variable condition, wherein the predetermined variable condition is more likely to be established when the second game state is set than when the first game state is set.

[0010] The gaming machine of claim 5 is the gaming machine of claim 4, wherein the first gaming state is configured such that the proportion of gaming balls that reach the distribution means is more likely to be higher for gaming balls that have flowed down the third flow path than for gaming balls that have flowed down the fourth flow path, and the second gaming state is configured such that the proportion of gaming balls that reach the distribution means is more likely to be higher for gaming balls that have flowed down the fourth flow path than for gaming balls that have flowed down the third flow path. Effect of the Invention

[0011] According to the gaming machine described in claim 1, the gaming machine has a first ball entry means through which a gaming ball can enter, a first bonus granting means capable of granting a first bonus based on the entry of a gaming ball into the first ball entry means, a second ball entry means configured to allow a gaming ball to enter and different from the first ball entry means, a second bonus granting means capable of granting a second bonus different from the first bonus based on the entry of a gaming ball into the second ball entry means, and a gaming state setting means capable of setting one gaming state from a plurality of gaming states including at least a first gaming state and a second gaming state different from the first gaming state, wherein the first gaming state is one in which the player is more advantageous to the player when the first bonus is granted than when the second bonus is granted, and the second gaming state is one in which the player is more advantageous to the player when the second bonus is granted than when the first bonus is granted.

[0012] This has the effect of increasing the player's interest in the game.

[0013] According to the gaming machine described in claim 2, in addition to the effects achieved by the gaming machine described in claim 1, the gaming machine is provided with a distribution means capable of distributing an arriving gaming ball to any one of a plurality of flow paths including at least a first flow path and a second flow path different from the first flow path, the first ball entry means is provided at a position where a gaming ball that has flowed down the first flow path can enter the machine, and the second ball entry means is provided at a position where a gaming ball that has flowed down the second flow path can enter the machine.

[0014] This has the effect of making the player interested in the behavior of the game balls in the distribution means, thereby preventing the player from becoming bored with the game too early.

[0015] According to the gaming machine of claim 3, in addition to the effects achieved by the gaming machine of claim 2, the gaming machine is provided with a third flow path configured to enable gaming balls to flow down to the distribution means, and a fourth flow path different from the third flow path, and is configured so that gaming balls that flow down the fourth flow path are more likely to reach the distribution means than gaming balls that flow down the third flow path.

[0016] This allows the player to pay attention to which flow path will guide the game to the distribution means, which has the effect of increasing the player's interest in the game.

[0017] According to the gaming machine of claim 4, in addition to the effects achieved by the gaming machine of claim 3, the gaming machine is provided with a variable means capable of changing the position between a first position at which gaming balls can flow into the fourth flow path and a second position at which it is more difficult for gaming balls to flow in than in the first state, and a variable control means for changing the variable means from the second position to the first position for a predetermined period of time based on the establishment of a predetermined variable condition, wherein the predetermined variable condition is more likely to be established when the second gaming state is set than when the first gaming state is set.

[0018] This makes it possible to set a state in which the game ball is easily guided to the distribution means and a state in which it is difficult to guide the game ball, thereby making the player eager to play while anticipating the second game state being set.

[0019] According to the gaming machine described in claim 5, in addition to the effects of the gaming machine described in claim 4, the first gaming state is configured such that the proportion of gaming balls that reach the distribution means is more likely to be higher for gaming balls that have flowed down the third flow path than for gaming balls that have flowed down the fourth flow path, and the second gaming state is configured such that the proportion of gaming balls that reach the distribution means is more likely to be higher for gaming balls that have flowed down the fourth flow path than for gaming balls that have flowed down the third flow path.

[0020] This allows the flow path that the player should aim at to be different depending on the game status, which has the effect of preventing the game from becoming monotonous as a result of the player only aiming at one of the multiple flow paths provided. [Brief description of the drawings]

[0021] [Figure 1] FIG. 1 is a front view of a pachinko machine according to a first embodiment. [Diagram 2] FIG. 2 is a front view of the game board of the pachinko machine in the first embodiment. [Diagram 3] FIG. 2 is a rear view of the pachinko machine according to the first embodiment. [Figure 4] 1A is a front oblique view of the right variable prize-winning device when the opening and closing door is closed, and FIG. 1B is a front oblique view of the right variable prize-winning device when the opening and closing door is open. [Diagram 5] Top view of the right variable winning device in the first embodiment. [Figure 6] 1A is a diagram showing a schematic diagram of area division settings and effective line settings on a display screen, and FIG. 1B is a diagram showing an example of an actual display screen. [Figure 7]13A and 13B are diagrams showing an example of a display mode of the waiting state presentation executed in the jackpot waiting state. [Figure 8] 1 is a block diagram showing the electrical configuration of a pachinko machine in a first embodiment. [Figure 9] (a) is a block diagram showing the configuration of the ROM of the main control device in the first embodiment, and (b) is a diagram showing a schematic diagram of the specified contents of the first winning random number table set in the ROM of the main control device in the first embodiment. [Figure 10] 1(a) is a diagram showing a schematic representation of the contents of the first winning type selection table set in the ROM of the main control device in the first embodiment, and FIG. 1(b) is a diagram showing a schematic representation of the contents of the second winning random number table set in the ROM of the main control device in the first embodiment. [Figure 11] (a) is a block diagram showing the configuration of the variation pattern selection table set in the ROM of the main control device in the first embodiment, (b) is a diagram showing the typical contents of the jackpot variation pattern table in the first embodiment, (c) is a diagram showing the typical contents of the miss (normal) variation pattern table in the first embodiment, and (d) is a diagram showing the typical contents of the miss (high probability) variation pattern table in the first embodiment. [Figure 12] FIG. 2 is a diagram illustrating a schematic configuration of various counters in the first embodiment. [Figure 13] FIG. 2 is a block diagram showing the configuration of a RAM of a main control device in the first embodiment. [Figure 14] FIG. 2A is a block diagram showing the configuration of a ROM of the voice lamp control device in the first embodiment, and FIG. 2B is a block diagram showing the configuration of a RAM of the voice lamp control device in the first embodiment. [Figure 15] 1 is a block diagram showing an electrical configuration of a display control device in a first embodiment. [Figure 16] 13(a) to 13(c) are explanatory diagrams illustrating images displayed when the power is turned on. [Figure 17]1A is an explanatory diagram illustrating a rear surface A, and FIG. 1B is an explanatory diagram illustrating a rear surface B. FIG. [Figure 18] FIG. 2 is a diagram illustrating an example of a display data table according to the first embodiment. [Figure 19] FIG. 4 is a diagram illustrating an example of a transfer data table in the first embodiment. [Figure 20] FIG. 2 is a diagram illustrating an example of a drawing list according to the first embodiment. [Figure 21] 5 is a flowchart showing a timer interrupt process executed by an MPU in a main control device in the first embodiment. [Figure 22] 13 is a flowchart showing a special pattern variation process executed by an MPU in the main control device in the first embodiment. [Figure 23] 13 is a flowchart showing a special pattern variation start process executed by an MPU in a main control device in the first embodiment. [Figure 24] 13 is a flowchart showing the start winning processing executed by the MPU in the main control device in the first embodiment. [Diagram 25] 5 is a flowchart showing a read-ahead process executed by an MPU in a main control device in the first embodiment. [Figure 26] 13 is a flowchart showing the normal pattern change processing executed by the MPU in the main control device in the first embodiment. [Figure 27] 5 is a flowchart showing a through-gate passing process executed by an MPU in a main control device in the first embodiment. [Figure 28] 5 is a flowchart showing an NMI interrupt process executed by an MPU in a main control device in the first embodiment. [Figure 29] 5 is a flowchart showing a start-up process executed by an MPU in a main control device in the first embodiment. [Diagram 30] 4 is a flowchart showing main processing executed by an MPU in a main control device in the first embodiment. [Diagram 31]13 is a flowchart showing the jackpot start processing executed by the MPU in the main control device in the first embodiment. [Diagram 32] 13 is a flowchart showing a big win control process executed by an MPU in the main control device in the first embodiment. [Diagram 33] 4 is a flowchart showing the start-up process executed by an MPU in the voice lamp control device in the first embodiment. [Diagram 34] 4 is a flowchart showing the main processing executed by an MPU in the voice lamp control device in the first embodiment. [Diagram 35] 1 is a flowchart showing a performance update process executed by an MPU in a voice lamp control device in the first embodiment. [Diagram 36] 4 is a flowchart showing a command determination process executed by an MPU in the voice lamp control device in the first embodiment. [Figure 37] 11 is a flowchart showing a winning-related process executed by an MPU in the voice lamp control device in the first embodiment. [Figure 38] 4 is a flowchart showing a variable display setting process executed by an MPU in a voice lamp control device in the first embodiment. [Figure 39] 5 is a flowchart showing main processing executed by an MPU in the display control device in the first embodiment. [Diagram 40] 5 is a flowchart showing a boot process executed by an MPU in the display control device in the first embodiment. [Diagram 41] 1A is a flowchart showing command interrupt processing executed by an MPU in a display control device in the first embodiment, and FIG. 1B is a flowchart showing V interrupt processing executed by an MPU in a display control device in the first embodiment. [Diagram 42] 5 is a flowchart showing a command determination process executed by an MPU in the display control device in the first embodiment. [Diagram 43]1A is a flowchart showing the variation pattern command processing executed by an MPU in a display control device in the first embodiment, and FIG. 1B is a flowchart showing the stop type command processing executed by an MPU in a display control device in the first embodiment. [Diagram 44] 5 is a flowchart showing a standby state command process executed by an MPU in the display control device in the first embodiment. [Diagram 45] 1A is a flowchart showing an opening command processing executed by an MPU in a display control device in the first embodiment, and FIG. 1B is a flowchart showing a number of rounds command processing executed by an MPU in a display control device in the first embodiment. [Diagram 46] 5 is a flowchart showing an ending command process executed by an MPU in the display control device in the first embodiment. [Figure 47] 1A is a flowchart showing the background image change command processing executed by the MPU in the display control device in the first embodiment, and FIG. 1B is a flowchart showing the error command processing executed by the MPU in the display control device in the first embodiment. [Figure 48] 5 is a flowchart showing a display setting process executed by an MPU in the display device in the first embodiment. [Figure 49] 5 is a flowchart showing a warning image setting process executed by an MPU in the display control device in the first embodiment. [Figure 50] 4 is a flowchart showing a pointer update process executed by an MPU in the display control device in the first embodiment. [Figure 51] 1A is a flowchart showing the transfer setting process executed by an MPU in a display control device in the first embodiment, and FIG. 1B is a flowchart showing the resident image transfer setting process executed by an MPU in a display control device in the first embodiment. [Figure 52]5 is a flowchart showing a normal image transfer setting process executed by an MPU in the display control device in the first embodiment. [Diagram 53] 4 is a flowchart showing a drawing process executed by an MPU in the display control device in the first embodiment. [Figure 54] FIG. 11 is a front view of a game board of a pachinko machine in a second embodiment. [Figure 55] FIG. 13 is a diagram showing a schematic diagram of the prescribed contents of the first winning type selection table set in the ROM of the main control device in the second embodiment. [Figure 56] FIG. 11 is a block diagram showing the configuration of a RAM of a main control device in a second embodiment. [Figure 57] 13 is a flowchart showing special symbol variation processing 2 executed by an MPU in a main control device in a second embodiment. [Figure 58] 13 is a flowchart showing a start-up process 2 executed by an MPU in a main control device in a second embodiment. [Figure 59] 13 is a flowchart showing a big win start process 2 executed by an MPU in a main control device in the second embodiment. [Figure 60] 13 is a flowchart showing big win control process 2 executed by the MPU in the main control device in the second embodiment. [Figure 61] 13 is a flowchart showing a winning-related process 2 executed by an MPU in the voice lamp control device in the second embodiment. [Figure 62] 10 is a flowchart showing standby state command processing executed by an MPU in a voice lamp control device in the second embodiment. [Figure 63] FIG. 11 is a front view of a game board of a pachinko machine in a third embodiment. [Figure 64] 13(a) is a diagram showing an example of the display mode when a small win is achieved by drawing the second special pattern during the special probability state in the third embodiment, and FIG. 13(b) is a diagram showing an example of the display mode during the small win state in the third embodiment. [Figure 65](a) is a diagram showing a schematic diagram of the prescribed contents of the first winning random number table set in the ROM of the main control device in the third embodiment, and (b) is a block diagram showing the configuration of the RAM of the main control device in the third embodiment. [Figure 66] 13 is a flowchart showing main processing 3 executed by an MPU in a main control device in a third embodiment. [Figure 67] 13 is a flowchart showing the small win control process executed by the MPU in the main control device in the third embodiment. [Figure 68] 13 is a flowchart showing a winning-related command process 3 executed by an MPU in a voice lamp control device in the third embodiment. [Figure 69] A front view of the game board of a pachinko machine in the fourth embodiment. [Figure 70] (a) is a diagram showing an example of the display mode of the standby state presentation while the left operating winning port is in a state where a ball can be scored in the fourth embodiment, and (b) is a diagram showing an example of the display mode of the standby state presentation while the right operating winning port is in a state where a ball can be scored in the fourth embodiment. [Figure 71] FIG. 13 is a block diagram showing the configuration of a RAM of a main control device in a fourth embodiment. [Figure 72] 13 is a flowchart showing a big win start process 4 executed by an MPU in a main control device in the fourth embodiment. [Figure 73] 13 is a flowchart showing a big win control process 4 executed by an MPU in a main control device in the fourth embodiment. [Figure 74] 13 is a flowchart showing a winning-related process 4 executed by an MPU in a voice lamp control device in the fourth embodiment. [Figure 75] A front view of the game board of a pachinko machine in the fifth embodiment. [Figure 76](a) is a block diagram showing the configuration of the ROM of the main control device in the fifth embodiment, (b) is a diagram showing the specified contents of the first winning type selection table set in the ROM of the main control device in the fifth embodiment, and (c) is a diagram showing the specified contents of the period length selection table set in the ROM of the main control device in the fifth embodiment. [Figure 77] 13 is a flowchart showing a special symbol variation process 5 executed by an MPU in a main control device in the fifth embodiment. [Figure 78] 13 is a flowchart showing a big win control process 5 executed by an MPU in a main control device in the fifth embodiment. [Figure 79] 13 is a flowchart showing an interval setting process executed by an MPU in a main control device in a fifth embodiment. [Figure 80] A front view of the game board of a pachinko machine in a modified example of the fifth embodiment. [Figure 81] A top view of the right variable winning device in the sixth embodiment. [Figure 82] 13A and 13B are diagrams showing an example of a display mode when a right-hit expectation suggestion effect is set as a performance mode during a super reach in the sixth embodiment. [Figure 83] 13A and 13B are diagrams showing an example of a display mode when a right-hit expectation suggestion effect is set as a performance mode during a super reach in the sixth embodiment. [Figure 84] 13(a) is a diagram showing a schematic diagram of the change in the presentation mode over time in the sixth embodiment when a jackpot is won in the drawing of a special pattern and the right-hit expectation suggestion presentation is set, and (b) is a diagram showing a schematic diagram of the change in the presentation mode over time in the sixth embodiment when a miss is made in the drawing of a special pattern and the right-hit expectation suggestion presentation is set. [Figure 85] 13A is a block diagram showing the configuration of a ROM of a voice lamp control device in the sixth embodiment, and FIG. 13B is a block diagram showing the configuration of a RAM of the voice lamp control device in the sixth embodiment. [Figure 86] A diagram showing a schematic diagram of the prescribed contents of the performance mode selection table set in the ROM of the voice lamp control device in the sixth embodiment. [Figure 87] 13 is a flowchart showing the performance update process 6 executed by the MPU in the voice lamp control device in the sixth embodiment. [Figure 88] 13 is a flowchart showing a notification start determination process executed by an MPU in a voice lamp control device in the sixth embodiment. [Figure 89] 13 is a flowchart showing variable display setting process 6 executed by an MPU in a voice lamp control device in the sixth embodiment. [Figure 90] 13 is a flowchart showing the presentation mode selection process executed by an MPU in a voice lamp control device in the sixth embodiment. [Figure 91] A front view of the game board of a pachinko machine in the seventh embodiment. [Figure 92] This is a diagram showing a schematic diagram of the change over time in the presentation mode when a left trigger jackpot occurs in the seventh embodiment. [Figure 93] 13(a) is a diagram showing an example of the display mode of the opening performance of a left-triggered jackpot in the seventh embodiment, and (b) is a diagram showing an example of the display mode after the opening performance of a left-triggered jackpot has ended. [Figure 94] A block diagram showing the configuration of a RAM of a voice lamp control device in the seventh embodiment. [Figure 95] 13 is a flowchart showing main processing 7 executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 96] 13 is a flowchart showing the pseudo-normal state production processing executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 97] 13 is a flowchart showing a winning-related process 7 executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 98]13 is a flowchart showing standby state command processing 7 executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 99] 13 is a flowchart showing the opening command processing executed by an MPU in a voice lamp control device in the seventh embodiment. [Figure 100] FIG. 2 is a front view of a pachinko machine in a first control example. [Figure 101] 1A is a diagram showing an example of the display mode during the special probability state in the first control example, and FIG. 1B is a diagram showing an example of the display mode when a song selection menu screen is displayed during the special probability state in the first control example. [Figure 102] 1A is a diagram showing an example of the initial layout of a song selection menu screen displayed when switching to song selection mode in the first control example, and FIG. 1B is a diagram showing an example of the display mode when an operation on an operation button is detected in the song selection mode in the first control example. [Figure 103] FIG. 2 is a block diagram showing the electrical configuration of a pachinko machine in a first control example. [Figure 104] 1A is a block diagram showing the configuration of the ROM of the voice lamp control device in the first control example, and FIG. 1B is a block diagram showing the configuration of the RAM of the voice lamp control device in the first control example. [Figure 105] (a) is a diagram showing a schematic diagram of the specified contents of the item arrangement storage area set in the RAM of the voice lamp control device in the first control example, and (b) is a diagram showing a schematic diagram of the specified contents of the song selection count storage area set in the RAM of the voice lamp control device in the first control example. [Fig. 106] 4 is a block diagram showing an electrical configuration of the audio output device in a first control example. FIG. [Figure 107] FIG. 13(a) is a block diagram showing the configuration of a ROM of the audio output device in the first control example, and (b) is a block diagram showing the configuration of a RAM of the audio output device in the first control example. [Figure 108]FIG. 13 is a diagram showing a schematic diagram of the prescribed contents of an audio file storage area set in a ROM of the audio output device in the first control example. [Fig. 109] FIG. 11 is a diagram showing an example of the configuration of a music data group in the first control example. [Figure 110] 11 is a flowchart showing main processing 8 executed by an MPU in the voice lamp control device in the first control example. [Figure 111] 11 is a flowchart showing the operation detection processing executed by an MPU in a voice lamp control device in a first control example. [Figure 112] 11 is a flowchart showing a command determination process 8 executed by an MPU in a voice lamp control device in a first control example. [Figure 113] 11 is a flowchart showing the state command processing executed by an MPU in a voice lamp control device in a first control example. [Fig. 114] 11 is a flowchart showing a hit-related process 8 executed by an MPU in the voice lamp control device in the first control example. [Fig. 115] (a) is a flowchart showing the main processing executed by the MPU in the audio output device in the first control example, and (b) is a flowchart showing the command interrupt processing executed by the MPU in the audio output device in the first control example. [Fig. 116] 11 is a flowchart showing a command determination process executed by an MPU in the audio output device in the first control example. [Fig. 117] 11 is a flowchart showing an audio setting process executed by an MPU in the audio output device in the first control example. [Fig. 118] A figure showing the correspondence between the transition of the jackpot state and the transition of the sound mode in the second control example. [Figure 119] FIG. 13 is a diagram showing an example of the correspondence between the transition of the jackpot state and the transition of music parts when it is determined that the playback order is to be rearranged at rearrangement determination timing 1, which is set for the jackpot in the second control example. [Figure 120] FIG. 13 is a diagram showing an example of the correspondence between the transition of the jackpot state and the transition of music parts when it is determined that the playback order is to be rearranged at rearrangement determination timing 2, which is set for the jackpot in the second control example. [Figure 121] FIG. 13 is a diagram showing a schematic diagram of the correspondence between the transition of the jackpot state and the transition of the parts of the music when it is determined that the start timing of the ending performance is to be delayed in the jackpot in the second control example. [Figure 122] 13A is a block diagram showing the configuration of the ROM of the voice lamp control device in the second control example, and FIG. 13B is a block diagram showing the configuration of the RAM of the voice lamp control device in the second control example. [Figure 123] A diagram showing a schematic diagram of the prescribed contents of the rearrangement determination table set in the ROM of the voice lamp control device in the second control example. [Figure 124] A diagram showing a schematic diagram of the specified contents of the ending performance selection table set in the ROM of the voice lamp control device in the second control example. [Fig. 125] FIG. 13 is a block diagram showing an electrical configuration of the audio output device in a second control example. [Fig. 126] FIG. 13 is a block diagram showing the configuration of a RAM of the audio output device in the second control example. [Figure 127] 11 is a flowchart showing main processing 9 executed by an MPU in a voice lamp control device in a second control example. [Figure 128] 13 is a flowchart showing an operation detection process 9 executed by an MPU in a voice lamp control device in a second control example. [Figure 129] A flowchart showing the ending performance start determination process executed by an MPU in a voice lamp control device in a second control example. [Fig. 130] 13 is a flowchart showing a hit-related process 9 executed by an MPU in a voice lamp control device in a second control example. [Fig. 131]13 is a flowchart showing the round number command processing executed by the MPU in the voice lamp control device in the second control example. [Fig. 132] 13 is a flowchart showing a music selection period setting process executed by an MPU in a voice lamp control device in a second control example. [Fig. 133] 13 is a flowchart showing the interval command processing executed by the MPU in the voice lamp control device in the second control example. [Fig. 134] 13 is a flowchart showing the ending command processing executed by the MPU in the voice lamp control device in the second control example. [Fig. 135] 11 is a flowchart showing the music command processing executed by an MPU in a voice lamp control device in a second control example. [Fig. 136] 10 is a flowchart showing a main process 9 executed by an MPU in the audio output device in the second control example. [Fig. 137] 13 is a flowchart showing a command determination process 9 executed by an MPU in the audio output device in the second control example. [Figure 138] 13 is a flowchart showing a jackpot music-related process executed by an MPU in the audio output device in the second control example. [Figure 139] 13 is a flowchart showing an audio setting process 9 executed by an MPU in the audio output device in the second control example. [Fig. 140] 13(a) and 13(b) are diagrams showing an example of a music selection menu screen in a third control example. [Fig. 141] 13A and 13B are diagrams showing an example of a display mode during the execution of a jackpot in which a pseudo short round presentation is set in the third control example. [Fig. 142] 13A is a block diagram showing the configuration of the ROM of the voice lamp control device in the third control example, and FIG. 13B is a block diagram showing the configuration of the RAM of the voice lamp control device in the third control example. [Fig. 143]A diagram showing a schematic diagram of the prescribed contents of the random music selection table set in the ROM of the voice lamp control device in the third control example. [Fig. 144] 13 is a flowchart showing an operation detection process 10 executed by an MPU in a voice lamp control device in a third control example. [Fig. 145] 13 is a flowchart showing the music determination process executed by an MPU in the voice lamp control device in the third control example. [Fig. 146] 13 is a flowchart showing the hit-related processing 10 executed by the MPU in the voice lamp control device in the third control example. [Fig. 147] 13 is a flowchart showing a pseudo small round lottery process executed by an MPU in a voice lamp control device in a third control example. [Fig. 148] 13 is a flowchart showing the round number command processing 10 executed by the MPU in the voice lamp control device in the third control example. [Figure 149] 13 is a flowchart showing the interval command processing 10 executed by the MPU in the voice lamp control device in the third control example. [Fig. 150] 13 is a flowchart showing the variable display setting process 10 executed by an MPU in a voice lamp control device in a third control example. [Fig. 151] 13A is a block diagram showing the configuration of the ROM of the voice lamp control device in the fourth control example, and FIG. 13B is a block diagram showing the configuration of the RAM of the voice lamp control device in the fourth control example. [Fig. 152] (a) is a diagram showing a schematic diagram of the contents of the pseudo small round lottery table set in the ROM of the voice lamp control device in the fourth control example, and (b) is a diagram showing a schematic diagram of the contents of the priority regulation table set in the ROM of the voice lamp control device in the fourth control example. [Fig. 153] A diagram showing a schematic diagram of the prescribed contents of the chorus loop discrimination table set in the ROM of the audio lamp control device in the fourth control example. [Fig. 154]FIG. 13 is a block diagram showing the configuration of a RAM of the audio output device in the fourth control example. [Fig. 155] 13 is a flowchart showing the main processing 11 executed by the MPU in the voice lamp control device in the fourth control example. [Fig. 156] 13 is a flowchart showing the operation detection process 11 executed by an MPU in the voice lamp control device in the fourth control example. [Fig. 157] 13 is a flowchart showing the music determination process 11 executed by the MPU in the voice lamp control device in the fourth control example. [Fig. 158] A flowchart showing the chorus part loop processing executed by the MPU in the audio lamp control device in the fourth control example. [Fig. 159] 13 is a flowchart showing the hit-related processing 11 executed by the MPU in the voice lamp control device in the fourth control example. [Fig. 160] 13 is a flowchart showing a pseudo small round lottery process 11 executed by an MPU in a voice lamp control device in a fourth control example. [Fig. 161] 13 is a flowchart showing the round number command processing 11 executed by the MPU in the voice lamp control device in the fourth control example. [Fig. 162] 13 is a flowchart showing a music selection period setting process 11 executed by an MPU in a voice lamp control device in a fourth control example. [Fig. 163] 13 is a flowchart showing a history area setting process executed by an MPU in a voice lamp control device in a fourth control example. [Fig. 164] 13 is a flowchart showing the interval command processing 11 executed by the MPU in the voice lamp control device in the fourth control example. [Fig. 165] 13 is a flowchart showing the selected music setting process executed by an MPU in a voice lamp control device in the fourth control example. [Fig. 166]13 is a flowchart showing a main process 11 executed by an MPU in the audio output control device in a fourth control example. [Fig. 167] 13 is a flowchart showing a command determination process 11 executed by an MPU in the audio output control device in the fourth control example. [Fig. 168] 13 is a flowchart showing a temporary music selection command process executed by an MPU in the audio output control device in the fourth control example. [Fig. 169] 13 is a flowchart showing a process during a temporary music selection period executed by an MPU in the audio output control device in the fourth control example. [Fig. 170] A figure showing an example of the contents of the number of playbacks during performance storage area set in the RAM of the audio lamp control device in a modified example of the fourth control example. [Fig. 171] 13 is a flowchart showing a history area setting process 12 executed by an MPU in a voice lamp control device in a modified example of the fourth control example. [Fig. 172] A flowchart showing the variable display setting process 12 executed by an MPU in a voice lamp control device in a modified example of the fourth control example. [Fig. 173] A front view of the game board of a pachinko machine in the eighth embodiment. [Fig. 174] 13A is a diagram showing an example in which a game ball reaches a gate guide valve from above in a closed state in the eighth embodiment, (b) is a diagram showing an example in which the gate guide valve is opened with a game ball retained on the upper surface of the gate guide valve in the eighth embodiment, and (c) is a diagram showing an example in which the gate guide valve is opened in the eighth embodiment and the gate guide valve is closed immediately after the retained game ball falls. [Fig. 175] 13(a) is a diagram showing the state in which a game ball in the eighth embodiment is rolling along the inner wall of a three-hole cranes, and (b) is a diagram showing the state in which the game ball has entered the MAX operating winning hole and the non-electric device has been opened in conjunction with the other parts. [Fig. 176]13(a) is a diagram showing an example of the display mode of the ending presentation when a jackpot ends with the special MAX operation winning port open in the eighth embodiment, and (b) is a diagram showing an example of the display mode (standby state presentation) during the jackpot waiting state when a jackpot is won during the MAX zone in the eighth embodiment. [Fig. 177] (a) is a diagram showing an example of the display mode of the third pattern display device when the time-saving count ends during the MAX zone in the eighth embodiment, and (b) is a diagram showing an example of the display mode of the third pattern display device when the MAX zone ends due to a ball entering a special MAX operation winning port in the MAX zone in the eighth embodiment. [Fig. 178] FIG. 23 is a diagram showing a schematic diagram of the prescribed contents of the first winning type selection table set in the ROM of the main control device in the eighth embodiment. [Fig. 179] A block diagram showing the configuration of a RAM of a voice lamp control device in the eighth embodiment. [Fig. 180] 13 is a flowchart showing a special symbol variation process 12 executed by an MPU in a main control device in the eighth embodiment. [Fig. 181] 13 is a flowchart showing a start-up process 12 executed by an MPU in a main control device in the eighth embodiment. [Fig. 182] 13 is a flowchart showing a main process 12 executed by an MPU in a main control device in the eighth embodiment. [Fig. 183] 13 is a flowchart showing the big win start process 12 executed by the MPU in the main control device in the eighth embodiment. [Fig. 184] 13 is a flowchart showing the hit-related processing 12 executed by an MPU in the voice lamp control device in the eighth embodiment. [Fig. 185] A flowchart showing the winning slot type command processing executed by the MPU in the voice lamp control device in the eighth embodiment. [Fig. 186] A front view of the game board of a pachinko machine in the ninth embodiment. [Fig. 187] FIG. 13 is an enlarged front view of a lottery device in a ninth embodiment. [Fig. 188] 13(a) is a diagram showing the case where multiple game balls enter the lottery device in the 9th embodiment with both the ball discharge door and the ball stopping section closed, and (b) is a diagram showing the case where the ball discharge door is open with the game balls that have entered the lottery device being retained therein in the 9th embodiment. [Fig. 189] 13(a) and (b) are top views of a distributing rotator in the ninth embodiment. [Fig. 190] FIG. 13 is a diagram showing a schematic diagram of the operation pattern of each part of the lottery device when a small win is obtained in the lottery for the second special symbol in the ninth embodiment. [Fig. 191] 13(a) is a diagram showing an example of the display mode of a special small win effect for low expectation in the ninth embodiment, and (b) is a diagram showing an example of the display mode of a special small win effect for high expectation in the ninth embodiment. [Fig. 192] 10(a) is a block diagram showing the configuration of the ROM of the main control device in the 9th embodiment, and (b) is a diagram showing a schematic diagram of the prescribed contents of the first win random number table set in the ROM of the main control device in the 9th embodiment. [Fig. 193] 13(a) is a diagram showing a schematic representation of the contents of the first winning type selection table set in the ROM of the main control device in the ninth embodiment, and (b) is a diagram showing a schematic representation of the contents of the small winning type selection table set in the ROM of the main control device in the ninth embodiment. [Fig. 194] FIG. 13 is a block diagram showing the configuration of a RAM of a main control device in the ninth embodiment. [Fig. 195] (a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the 9th embodiment, and (b) is a diagram showing the specified contents of the expectation level selection table set in the ROM of the voice lamp control device in the 9th embodiment. [Fig. 196] A block diagram showing the configuration of a RAM of a voice lamp control device in the 9th embodiment. [Figure 197] 13 is a flowchart showing a special symbol variation process 13 executed by an MPU in a main control device in the ninth embodiment. [Figure 198] 13 is a flowchart showing the special symbol variation start process 13 executed by the MPU in the main control device in the ninth embodiment. [Figure 199] 13 is a flowchart showing the small win start processing executed by the MPU in the main control device in the ninth embodiment. [Figure 200] 13 is a flowchart showing a start-up process 13 executed by an MPU in a main control device in the ninth embodiment. [Figure 201] 13 is a flowchart showing a main process 13 executed by an MPU in a main control device in the ninth embodiment. [Figure 202] 13 is a flowchart showing the big win control process 13 executed by the MPU in the main control device in the ninth embodiment. [Fig. 203] 13 is a flowchart showing the small win control process 13 executed by the MPU in the main control device in the ninth embodiment. [Fig. 204] 13 is a flowchart showing a V-passing detection process executed by an MPU in a main control device in the ninth embodiment. [Fig. 205] 13 is a flowchart showing the hit-related processing 13 executed by an MPU in the voice lamp control device in the ninth embodiment. [Fig. 206] 13 is a flowchart showing an expectation level suggestion setting process executed by an MPU in a voice lamp control device in the ninth embodiment. [Fig. 207] A flowchart showing the V winning port command processing executed by the MPU in the voice lamp control device in the 9th embodiment. [Fig. 208] 13 is a flowchart showing a V-passing detection process executed by an MPU in a main control device in a modified example of the ninth embodiment. [Fig. 209]A front view of the game board of a pachinko machine in the tenth embodiment. [Fig. 210] FIG. 23 is an enlarged front view of the periphery of a lottery device in a tenth embodiment. [Fig. 211] 10. (a) is an enlarged front view of the area around the guide flow path when both the upper and lower opening and closing doors are closed in the 10th embodiment, (b) is an enlarged front view of the area around the guide flow path when the upper and lower opening and closing doors are open and closed in the 10th embodiment, and (c) is an enlarged front view of the area around the guide flow path when both the upper and lower opening and closing doors are open in the 10th embodiment. [Fig. 212] FIG. 23 is a top view of a distributing rotator in the tenth embodiment. [Fig. 213] FIG. 23 is a diagram showing a schematic diagram of the operation pattern of each part in the lottery device during execution of a small win game in the tenth embodiment. [Fig. 214] 13(a) to 13(d) are diagrams showing opening patterns set for a small win attacker when a small win occurs in the drawing of the first special symbol in the tenth embodiment. [Fig. 215] 13(a) to 13(c) are diagrams showing opening patterns set for a small win attacker when a small win occurs in the drawing of the second special symbol in the tenth embodiment. [Fig. 216] A figure showing an example of the display mode of the selection effect executed when a small win is obtained in the lottery for the first special pattern in the tenth embodiment. [Fig. 217] 10(a) is a diagram showing the change over time in the display mode when a V Challenge small jackpot is won in the 10th embodiment, and FIG. 10(b) is a diagram showing the change over time in the presentation mode when a normal small jackpot is won in the 10th embodiment. [Fig. 218] 10(a) is a diagram showing a schematic diagram of the contents of the first win random number table set in the ROM of the main control device in the tenth embodiment, and FIG. 10(b) is a block diagram showing the configuration of the small win type selection table set in the ROM of the main control device in the tenth embodiment. [Fig. 219]This is a diagram showing a schematic diagram of the prescribed contents of the table for special chart 1 small win set in the ROM of the main control device in the tenth embodiment. [Fig. 220] This is a diagram showing a schematic diagram of the prescribed contents of the special chart 2 small win table set in the ROM of the main control device in the tenth embodiment. [Fig. 221] FIG. 23 is an enlarged front view of the periphery of a guide flow path of a lottery device in a first modified example of the tenth embodiment. [Fig. 222] A figure showing the special opening pattern that is set when a special small win of the second special pattern is won in the first modified example of the tenth embodiment. [Fig. 223] 23(a) and 23(b) are top views showing a portion on the right side of the ball discharge door in a guide flow path of a lottery device in a second modified example of the tenth embodiment. [Fig. 224] 17(a) and (b) are figures showing an example of a display mode of an operation support effect in the 11th embodiment. [Fig. 225] 11(a) is a diagram showing an example of the display mode when a character image with a character aspect with low expectation is displayed during execution of an operation support performance in the 11th embodiment, and FIG. 11(b) is a diagram showing an example of the display mode when a character image with a character aspect with high expectation of development is displayed during execution of an operation support performance in the 11th embodiment. [Fig. 226] A figure showing the performance period when an operation support performance is set for the fluctuation pattern of a super reach in the 11th embodiment. [Fig. 227] 13(a) and (b) are figures showing an example of a display mode when the first action of the mini-character preview performance in the 11th embodiment is executed. [Fig. 228] 11(a) is a diagram showing an example of the display mode when the second action of the mini-character preview performance in the 11th embodiment is executed, and FIG. 11(b) is a diagram showing an example of the display mode when the third action of the mini-character preview performance in the 11th embodiment is executed. [Fig. 229] A figure showing the change over time in the presentation style of mini-character preview presentations in the 11th embodiment. [Fig. 230] 11(a) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance is set for a long miss fluctuation pattern in the 11th embodiment, (b) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a low expectation mini character preview performance is set for a normal reach miss fluctuation pattern in the 11th embodiment, and (c) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a low expectation mini character preview performance is set for a normal hit reach fluctuation pattern in the 11th embodiment. [Fig. 231] 11. (a) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a medium expectation is set for a normal reach failure fluctuation pattern in the 11th embodiment, (b) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a medium expectation is set for a normal hit reach fluctuation pattern in the 11th embodiment, (c) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a high expectation is set for a normal reach failure fluctuation pattern in the 11th embodiment, and (d) is a diagram showing the correspondence between the fluctuation time and the mini character's action timing when a mini character preview performance with a high expectation is set for a normal hit reach fluctuation pattern in the 11th embodiment. [Fig. 232] 13A and 13B are diagrams showing an example of a display mode when a small win is obtained by drawing a second special symbol during a time-saving state of a normal symbol in the eleventh embodiment. [Fig. 233] 11(a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the 11th embodiment, and (b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the 11th embodiment. FIG. [Fig. 234]11. (a) is a block diagram showing the configuration of a character form selection table set in the ROM of a voice lamp control device in the 11th embodiment, (b) is a diagram showing the specified contents of the winning table (before development is completed) of the character form selection table in the 11th embodiment, and (c) is a diagram showing the specified contents of the winning table (after development is completed) of the character form selection table in the 11th embodiment. [Fig. 235] 11(a) is a diagram showing a schematic representation of the contents of the table for outliers (before development is complete) in the character form selection table in the 11th embodiment, and FIG. 11(b) is a diagram showing a schematic representation of the contents of the table for outliers (after development is complete) in the character form selection table in the 11th embodiment. [Fig. 236] (a) is a block diagram showing the configuration of a mini-character performance selection table set in the ROM of the voice lamp control device in the 11th embodiment, and (b) is a diagram showing a schematic diagram of the provisions of the V Challenge small win table of the mini-character performance selection table in the 11th embodiment. [Fig. 237] (a) is a diagram showing a schematic diagram of the contents of the normal small win table of the mini-character performance selection table in the 11th embodiment, and (b) is a diagram showing a schematic diagram of the contents of the non-small win table of the mini-character performance selection table in the 11th embodiment. [Fig. 238] 11. (a) is a block diagram showing the configuration of the small win performance selection table set in the ROM of the voice lamp control device in the 11th embodiment, (b) is a diagram showing the typical contents of the table for small wins H14 to J14 in the small win performance selection table in the 11th embodiment, and (c) is a diagram showing the typical contents of the table for small wins K14 to M14 in the small win performance selection table in the 11th embodiment. [Fig. 239] 17 is a flowchart showing the small win start process 14 executed by the MPU in the main control device in the eleventh embodiment. [Fig. 240] 16 is a flowchart showing the small win control process 14 executed by the MPU in the main control device in the eleventh embodiment. [Fig. 241] 13 is a flowchart showing the main processing 14 executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 242] 13 is a flowchart showing the performance update process 14 executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 243] 13 is a flowchart showing the operation support performance processing executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 244] 13 is a flowchart showing the development determination process executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 245] 23 is a flowchart showing a character mode setting process executed by an MPU in the voice lamp control device in the 11th embodiment. [Fig. 246] A flowchart showing the mini character setting process executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 247] A flowchart showing various setting button input monitoring processing executed by an MPU in a voice lamp control device in the 11th embodiment. [Fig. 248] 23 is a flowchart showing a limit period setting process executed by an MPU in a voice lamp control device in the 11th embodiment. [Fig. 249] 13 is a flowchart showing the hit-related processing 14 executed by an MPU in the voice lamp control device in the 11th embodiment. [Fig. 250] A flowchart showing the small win type command processing executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 251] A flowchart showing operation content command processing executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 252] 13 is a flowchart showing the variable display setting process 14 executed by the MPU in the voice lamp control device in the 11th embodiment. [Fig. 253]16 is a flowchart showing the cheering performance setting process executed by an MPU in the voice lamp control device in the 11th embodiment. [Fig. 254] 23 is a flowchart showing an action timing determination process executed by an MPU in a voice lamp control device in the 11th embodiment. [Figure 255] 23 is a flowchart showing a command determination process 14 executed by an MPU in a display control device in an eleventh embodiment. [Fig. 256] 23 is a flowchart showing an action command process executed by an MPU in a display control device in an eleventh embodiment. [Fig. 257] FIG. 23 is a top view of a guide flow path of a lottery device in a twelfth embodiment. [Fig. 258] 13(a) and 13(b) are diagrams showing an example of a display mode during execution of an operation support effect in the 12th embodiment. [Fig. 259] 23(a) and 23(b) are diagrams showing an example of a display mode when a volume setting item is selected while an operation support effect is being executed in the 12th embodiment. [Fig. 260] FIG. 23 is a diagram showing a schematic diagram of the operation pattern of each part in the lottery device during execution of a small win game in the twelfth embodiment. [Fig. 261] 12(a) is a block diagram showing the configuration of the ROM of the voice lamp control device in the 12th embodiment, and (b) is a block diagram showing the configuration of the RAM of the voice lamp control device in the 12th embodiment. FIG. [Fig. 262] (a) is a diagram showing a schematic representation of the contents of the button type selection table set in the ROM of the voice lamp control device in the 12th embodiment, (b) is a diagram showing a schematic representation of the contents of the winning (non-operation) table of the button type selection table in the 12th embodiment, and (c) is a diagram showing a schematic representation of the contents of the winning (operation) table of the button type selection table in the 12th embodiment. [Fig. 263]12(a) is a diagram showing a schematic representation of the contents of the table for misses (non-operation) in the button status selection table in the 12th embodiment, and FIG. 12(b) is a diagram showing a schematic representation of the contents of the table for misses (operation) in the button status selection table in the 12th embodiment. [Fig. 264] 23 is a flowchart showing various setting button input monitoring processing 15 executed by an MPU in a voice lamp control device in the twelfth embodiment. [Fig. 265] 23 is a flowchart showing various setting button input monitoring processing 15 executed by an MPU in a voice lamp control device in the twelfth embodiment. [Fig. 266] 23 is a flowchart showing the processing performed by the MPU in the voice lamp control device in the 12th embodiment when the up or down button is pressed. [Fig. 267] 23 is a flowchart showing the processing performed by the MPU in the voice lamp control device in the 12th embodiment when the left or right button is pressed. [Fig. 268] FIG. 23 is a diagram showing an example of a display mode during light intensity setting in the twelfth embodiment. [Fig. 269] A front view of the game board of a pachinko machine in the thirteenth embodiment. [Fig. 270] A partially enlarged view of the vicinity of the small prize winning device in the thirteenth embodiment. [Fig. 271] A diagram showing the ball flow within the small prize winning device in the 13th embodiment. [Fig. 272] A diagram showing the ball flow into the accessory route flow path in the 13th embodiment. [Fig. 273] FIG. 23 is a diagram showing a ball flow into a straight V-shaped flow path in the thirteenth embodiment. [Fig. 274] 13(a) is a cross-sectional view showing a schematic configuration of a rotating body located in an operating state in the 13th embodiment, and FIG. 13(b) is a cross-sectional view showing a schematic configuration of a rotating body located in an initial state in the 13th embodiment. [Fig. 275]13(a) is a front view showing a schematic configuration of the prop device in the 13th embodiment, and FIG. 13(b) is a plan view showing a schematic configuration of the prop device in the 13th embodiment. [Fig. 276] 13(a) is a plan view showing a schematic diagram of the ball flow within the reel device in the 13th embodiment when the ball enters the V-shaped hole, and FIG. 13(b) is a plan view showing a schematic diagram of the ball flow within the reel device in the 13th embodiment when the ball enters the OUT-shaped hole. [Fig. 277] A partially enlarged view of the vicinity of the gate-type electric accessory in the thirteenth embodiment. [Fig. 278] This is a timing chart showing the operation of small win opening pattern A in the thirteenth embodiment. [Fig. 279] This is a timing chart showing the operation of small win opening pattern B in the thirteenth embodiment. [Fig. 280] A diagram showing the game flow of a pachinko machine in the 13th embodiment. [Fig. 281] 13(a) is a diagram showing the period from winning the small prize A to playing the small prize in the 13th embodiment, and (b) is a diagram showing the period from winning the small prize B to playing the small prize in the 13th embodiment. [Fig. 282] 13(a) is a diagram showing a schematic diagram of the display screen when a small win is won in the 13th embodiment, and FIG. 13(b) is a diagram showing a schematic diagram of the display screen when a small win game starts in the 13th embodiment. [Fig. 283] 13(a) is a diagram showing a schematic diagram of the display screen when a V is won during a small win game in the 13th embodiment, and FIG. 13(b) is a diagram showing a schematic diagram of the display screen of the device challenge performance executed during a small win game in the 13th embodiment. [Fig. 284] 13(a) is a diagram showing a schematic diagram of the display screen during the reel challenge performance in the 13th embodiment, and FIG. 13(b) is a diagram showing a schematic diagram of the success screen of the reel challenge performance in the 13th embodiment. [Fig. 285]13(a) is a schematic diagram showing the failure screen of the reel challenge performance in the 13th embodiment, and FIG. 13(b) is a schematic diagram showing the display screen that is displayed when the power is turned on in an error state in the 13th embodiment. [Fig. 286] 13(a) is a block diagram showing the configuration of the ROM of the main control device in the 13th embodiment, and FIG. 13(b) is a diagram showing a schematic diagram of the prescribed contents of the first win random number 14 table set in the ROM of the main control device in the 13th embodiment. [Fig. 287] 13(a) is a diagram showing a schematic diagram of the contents of the first winning type selection 14 table set in the ROM of the main control device in the 13th embodiment, and (b) is a diagram showing a schematic diagram of the contents of the small winning type selection 14 table set in the ROM of the main control device in the 13th embodiment. [Fig. 288] This is a diagram showing a schematic diagram of the specified contents of the small win scenario table set in the ROM of the main control device in the thirteenth embodiment. [Fig. 289] 13(a) is a block diagram showing the configuration of the variation pattern selection 14 table set in the ROM of the main control device in the 13th embodiment, (b) is a diagram showing the specified contents of the normal variation pattern 14 table set in the ROM of the main control device in the 13th embodiment, and (c) is a diagram showing the specified contents of the time-saving variation pattern 14 table set in the ROM of the main control device in the 13th embodiment. [Fig. 290] FIG. 23 is a block diagram showing the configuration of a RAM of a main control device in the thirteenth embodiment. [Fig. 291] 13(a) is a block diagram showing the configuration of the ROM of a voice lamp control device in the 13th embodiment, and (b) is a diagram showing a schematic diagram showing the specified contents of the display comment selection table set in the ROM of the voice lamp control device in the 13th embodiment. [Fig. 292] A block diagram showing the configuration of a RAM of a voice lamp control device in the 13th embodiment. [Fig. 293]23 is a flowchart showing the special symbol variation process 15 executed by the MPU in the main control device in the thirteenth embodiment. [Fig. 294] 23 is a flowchart showing the small win start process 15 executed by the MPU in the main control device in the thirteenth embodiment. [Fig. 295] 23 is a flowchart showing a start-up process 15 executed by an MPU in a main control device in the thirteenth embodiment. [Fig. 296] 13 is a flowchart showing the return processing during a small win executed by the MPU in the main control device in the 13th embodiment. [Fig. 297] 23 is a flowchart showing the small win control process 15 executed by the MPU in the main control device in the 13th embodiment. [Figure 298] 23 is a flowchart showing a V-passing detection process 15 executed by an MPU in a main control device in the thirteenth embodiment. [Figure 299] 23 is a flowchart showing the game status setting process executed by the MPU in the main control device in the 13th embodiment. [Figure 300] 23 is a flowchart showing the game status determination process executed by the MPU in the main control device in the thirteenth embodiment. [Fig. 301] 13 is a flowchart showing the small win monitoring process executed by the MPU in the main control device in the 13th embodiment. [Fig. 302] 13 is a flowchart showing the performance update process 15 executed by the MPU in the voice lamp control device in the 13th embodiment. [Fig. 303] 23 is a flowchart showing the hit-related processing 15 executed by an MPU in the voice lamp control device in the 13th embodiment. [Fig. 304] 13 is a flowchart showing the small prize winning command processing executed by the MPU in the voice lamp control device in the 13th embodiment. [Fig. 305]14(a) is a front view showing a schematic configuration of the prop device in the fourteenth embodiment, and FIG. 14(b) is a plan view showing a schematic configuration of the prop device in the fourteenth embodiment. [Fig. 306] 1(a) is a plan view showing a schematic diagram of the ball flow within the reel device in the 14th embodiment when the ball enters the V-shaped hole, and FIG. 1(b) is a plan view showing a schematic diagram of the ball flow within the reel device in the 14th embodiment when the ball enters the OUT-shaped hole. [Fig. 307] 23 is a timing chart showing the operation of small win opening pattern A in the fourteenth embodiment. [Fig. 308] 14(a) is a schematic diagram showing the display screen during the reel challenge performance in the 14th embodiment, and FIG. 14(b) is a schematic diagram showing the screen displayed when the reel challenge performance in the 14th embodiment has elapsed a specified period of time. [Fig. 309] 14(a) is a front view showing a schematic configuration of the prop device in the first modified example of the 14th embodiment, and FIG. 14(b) is a plan view showing a schematic configuration of the prop device in the first modified example of the 14th embodiment. [Fig. 310] 1(a) is a plan view showing a schematic diagram of the ball flow within the reel device in the first modified example of the 14th embodiment when the ball enters the V-shaped area, and FIG. 1(b) is a plan view showing a schematic diagram of the ball flow within the reel device in the first modified example of the 14th embodiment when the ball enters the OUT-shaped area. [Fig. 311] 23 is a timing chart showing the operation of small win opening pattern C in the first modified example of the fourteenth embodiment. [Fig. 312] FIG. 20(a) is an enlarged view showing a schematic configuration of a delay device in a second modified example of the fourteenth embodiment, and FIG. 20(b) is a plan view of the delay device in the second modified example of the fourteenth embodiment. [Fig. 313] 23 is a timing chart showing the operation of small win opening pattern D in the second modified example of the fourteenth embodiment. [Fig. 314] A front view of the game board of a pachinko machine in the 15th embodiment. [Fig. 315] A partially enlarged view of the lower right area of ​​the pachinko machine in the 15th embodiment. [Fig. 316] A figure showing what happens when a ball enters each operating port in the 15th embodiment. [Fig. 317] 15 is a timing chart showing the correspondence between the operation of a gate-type electric device during time-saving in the fifteenth embodiment and the switching operation of a switching valve. [Fig. 318] A diagram showing the game flow of a pachinko machine in the 15th embodiment. [Fig. 319] 15 is a timing chart showing the operation of various devices during a small win game in the fifteenth embodiment. [Fig. 320] 15(a) is a diagram showing an example of a display screen during time-saving A state in the 15th embodiment, and FIG. 15(b) is a diagram showing an example of a special 2 jackpot ending screen during time-saving A state in the 15th embodiment. [Fig. 321] 15(a) is a diagram showing an example of a display screen during a reel rush in the 15th embodiment, and FIG. 15(b) is a diagram showing an example of a reel rush end screen in the 15th embodiment. [Fig. 322] 15(a) is a diagram showing an example of a big win screen during a reel rush in the 15th embodiment, and FIG. 15(b) is a diagram showing an example of a big win screen during a reel rush in the 15th embodiment. [Fig. 323] FIG. 23 shows an example of an error screen in the fifteenth embodiment. [Fig. 324] 15(a) is a schematic diagram showing a portion of the contents of the ROM of the main control device in the 15th embodiment, and FIG. 15(b) is a schematic diagram showing the first win random number 16 table in the 15th embodiment. [Fig. 325] 15A is a schematic diagram showing a first winning type selection 16 table in the fifteenth embodiment, and FIG. 15B is a schematic diagram showing a small winning type selection 16 table in the fifteenth embodiment. [Fig. 326]This is a schematic diagram showing a small win scenario table in the 15th embodiment. [Fig. 327] FIG. 23 is a schematic diagram showing a portion of the contents of the RAM of the main control device in the fifteenth embodiment. [Fig. 328] 15(a) is a schematic diagram showing a portion of the contents of the ROM of a voice lamp control device in the 15th embodiment, and FIG. 15(b) is a schematic diagram showing a title selection table in the 15th embodiment. [Fig. 329] A schematic diagram showing a portion of the contents of the RAM of a voice lamp control device in the 15th embodiment. [Fig. 330] 15 is a flowchart showing the normal pattern change processing 16 executed by the MPU in the main control device in the 15th embodiment. [Fig. 331] 15 is a flowchart showing the small win return process 16 executed by the MPU in the main control device in the fifteenth embodiment. [Fig. 332] 23 is a flowchart showing a main process 16 executed by an MPU in a main control device in the fifteenth embodiment. [Figure 333] 23 is a flowchart showing the small win control process 16 executed by the MPU in the main control device in the fifteenth embodiment. [Fig. 334] 23 is a flowchart showing the small win end timing process 16 executed by the MPU in the main control device in the fifteenth embodiment. [Figure 335] 23 is a flowchart showing a V-passing detection process 16 executed by an MPU in a main control device in the fifteenth embodiment. [Fig. 336] 23 is a flowchart showing power-off processing executed by an MPU in a main control device in the fifteenth embodiment. [Figure 337] 23 is a flowchart showing a command determination process 16 executed by an MPU in a voice lamp control device in the fifteenth embodiment. [Figure 338]23 is a flowchart showing the state command processing 16 executed by the MPU in the voice lamp control device in the 15th embodiment. [Figure 339] 23 is a flowchart showing the hit-related processing 16 executed by the MPU in the voice lamp control device in the 15th embodiment. [Fig. 340] 15 is a flowchart showing the variable display setting process 16 executed by an MPU in a voice lamp control device in the 15th embodiment. [Fig. 341] A flowchart showing the final variable performance setting processing executed by an MPU in a voice lamp control device in the 15th embodiment. [Fig. 342] 15(a) is a diagram showing an example of a jackpot screen during a normal rush in variant 1 of the 15th embodiment, and FIG. 15(b) is a diagram showing an example of a screen during a revival chance in variant 1 of the 15th embodiment. [Figure 343] FIG. 23 is a diagram showing a game flow of a pachinko machine in variant example 1 of the fifteenth embodiment. [Fig. 344] 15(a) is a schematic diagram showing a portion of the contents of the ROM of the main control device in variant example 1 of the 15th embodiment, and FIG. 15(b) is a schematic diagram showing the first winning type selection table in variant example 1 of the 15th embodiment. [Figure 345] 15(a) is an enlarged front view of a rolling device in Modification 2 of the fifteenth embodiment, and FIG. 15(b) is an enlarged plan view of the rolling device in Modification 2 of the fifteenth embodiment. [Fig. 346] A front view of the game board of a pachinko machine in variant example 3 of the fifteenth embodiment. [Figure 347] 23 is a timing chart showing the operation of various devices during a small win game in variant example 3 of the fifteenth embodiment. [Fig. 348] A figure showing an example of a special 2 small win screen during a normal rush in variant example 3 of the 15th embodiment. [Figure 349]17(a) is a diagram showing an example of a normal small win game start screen in the 16th embodiment, and FIG. 17(b) is a diagram showing an example of a display screen for the first normal small win game opening in the 16th embodiment. [Fig. 350] 17A is a diagram showing an example of a second start screen for a small win game during normal play in the 16th embodiment, and FIG. 17B is a diagram showing an example of a start screen for a small win game during normal play in the 16th embodiment. [Fig. 351] 16(a) is a diagram showing an example of a ball storage completion screen during a small win game in the 16th embodiment, and FIG. 16(b) is a diagram showing an example of a waiting screen until the stored balls are discharged in the 16th embodiment. [Fig. 352] 13 is a flowchart showing the performance update process 17 executed by an MPU in a voice lamp control device in the 16th embodiment. [Figure 353] 20 is a flowchart showing the hit-related processing 17 executed by an MPU in the voice lamp control device in the 16th embodiment. [Fig. 354] 17 is a flowchart showing the status command processing executed by an MPU in a voice lamp control device in the 16th embodiment. [Figure 355] A front view of the game board of a pachinko machine in a structural modification of the 15th embodiment. [Figure 356] A partially enlarged view of the lower right area of ​​a pachinko machine in a structural modification of the fifteenth embodiment. [Figure 357] 15 is a timing chart showing the correspondence between the operation of the gate-type electric device during time saving in a structural modification of the fifteenth embodiment and the switching operation of the switching valve. [Figure 358] 23(a) and (b) are diagrams showing a presentation display screen in a presentation modification example of the fifteenth embodiment. [Figure 359] 23(a) and 23(b) are diagrams showing a display screen when power is turned on in a control modification of the fifteenth embodiment. [Figure 360]15(a) is a diagram showing the configuration of the RAM in the MPU in the main control device in a control variant of the 15th embodiment, and FIG. 15(b) is a diagram showing the configuration of the power recovery status selection table in the RAM in the MPU in the main control device in a control variant of the 15th embodiment. [Fig. 361] FIG. 23 is a diagram showing the configuration of a RAM in an MPU in a main control device in a control modification of the fifteenth embodiment. [Fig. 362] 23 is a flowchart showing a power-off process A executed by an MPU in a main control device in a control modification of the fifteenth embodiment. [Figure 363] 23 is a flowchart showing the return process A during a small win executed by the MPU in the main control device in the control variant of the fifteenth embodiment. [Figure 364] A front view of the game board of a pachinko machine in the 17th embodiment. [Figure 365] 17(a) and (b) are diagrams showing the state of the second general winning port before and after a ball enters the first general winning port in the 17th embodiment. [Fig. 366] 17(a) and (b) are diagrams showing the state of the third general winning port before and after a ball enters the second general winning port in the 17th embodiment. [Figure 367] 17(a) is a diagram showing an example of the display mode during the opening period of a winning regular right pattern in the 17th embodiment, and FIG. 17(b) is a diagram showing an example of the display mode when the 4th special entrance is opened during the bonus state in the 17th embodiment. [Figure 368] 17(a) is a diagram showing an example of the display mode when a ball enters the fourth special ball entry port (initial winning) during the execution of the door breakthrough chance performance in the 17th embodiment, and FIG. 17(b) is a diagram showing an example of the display mode when a jackpot is won in a special pattern lottery during the execution of the door breakthrough chance performance in the 17th embodiment. [Figure 369] This is a timing chart showing an example of the change over time in the opening and closing operation of each part when a normal electric part in the 17th embodiment is opened and closed in opening pattern A. [Figure 370] A timing chart showing an example of the change over time in the opening and closing operation of each part when a normal electric part in the 17th embodiment is opened and closed in opening pattern B. [Fig. 371] 17(a) is a diagram showing the change over time in the presentation mode in the 17th embodiment when both of the two special pattern drawings performed after the fourth feature is released result in a miss, and FIG. 17(a) is a diagram showing the change over time in the presentation mode in the 17th embodiment when the second of the two special pattern drawings performed after the fourth feature is released results in a jackpot. [Fig. 372] (a) is a block diagram showing the configuration of the ROM of the main control device in the 17th embodiment, (b) is a diagram showing typically the contents of the first winning random number table set in the ROM of the main control device in the 17th embodiment, and (c) is a diagram showing typically the contents of the first winning type selection table set in the ROM of the main control device in the 17th embodiment. [Fig. 373] (a) is a diagram showing a schematic representation of the prescribed contents of the second winning random number table set in the ROM of the main control device in the 17th embodiment, (b) is a diagram showing a schematic representation of the prescribed contents of the variation pattern selection table set in the ROM of the main control device in the 17th embodiment, and (c) is a diagram showing a schematic representation of the prescribed contents of the second winning type selection table set in the ROM of the main control device in the 17th embodiment. [Fig. 374] FIG. 23 is a block diagram showing the configuration of a RAM of a main control device in the seventeenth embodiment. [Figure 375] A diagram showing the flow of play in a pachinko machine in the 17th embodiment. [Figure 376] A block diagram showing the configuration of a RAM of a voice lamp control device in the 17th embodiment. [Figure 377] 23 is a flowchart showing the special symbol variation process 20 executed by the MPU in the main control device in the seventeenth embodiment. [Figure 378]A flowchart showing the start winning processing 20 executed by the MPU in the main control device in the 17th embodiment. [Figure 379] 17 is a flowchart showing the normal pattern change processing 20 executed by the MPU in the main control device in the 17th embodiment. [Figure 380] 23 is a flowchart showing the main processing 20 executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 381] 17 is a flowchart showing the performance update process 20 executed by an MPU in a voice lamp control device in the 17th embodiment. [Figure 382] 23 is a flowchart showing a command determination process 20 executed by an MPU in a voice lamp control device in the 17th embodiment. [Figure 383] A flowchart showing the normal change pattern command processing executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 384] A flowchart showing the reel operation command processing executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 385] 23 is a flowchart showing the hit-related processing 20 executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 386] A flowchart showing the normal end command processing executed by the MPU in the voice lamp control device in the 17th embodiment. [Figure 387] 20 is a flowchart showing the variable display setting process 20 executed by an MPU in a voice lamp control device in the 17th embodiment. [Figure 388] 23 is a flowchart showing the door breakthrough performance setting process executed by an MPU in a voice lamp control device in the 17th embodiment. [Figure 389] A front view of the game board of a pachinko machine in the 18th embodiment. [Figure 390] An enlarged front view of the ball-distributing device in the 18th embodiment. [Figure 391] 23(a) and (b) are front views of the distribution mechanism of the second ball inlet in the 18th embodiment. [Figure 392] A figure showing an example of the change over time in the operation of each part from the time when a normal pattern is hit to the time when a jackpot starts in the 18th embodiment. [Figure 393] FIG. 18 is a diagram showing a schematic representation of the prescribed contents of the first winning random number table set in the ROM of the main control device in the 18th embodiment; (a) is a diagram showing a schematic representation of the prescribed contents of the first winning type selection table set in the ROM of the main control device in the 18th embodiment; and (c) is a diagram showing a schematic representation of the prescribed contents of the second winning random number table set in the ROM of the main control device in the 18th embodiment. [Figure 394] A diagram showing the flow of play in a pachinko machine in the 18th embodiment. [Figure 395] 23 is a flowchart showing the special symbol variation process 21 executed by the MPU in the main control device in the 18th embodiment. [Figure 396] 23 is a flowchart showing main processing 21 executed by an MPU in the main control device in the 18th embodiment. [Figure 397] 23 is a flowchart showing the small win control process 21 executed by the MPU in the main control device in the 18th embodiment. [Figure 398] 23 is a flowchart showing a V-passing detection process 21 executed by an MPU in a main control device in the eighteenth embodiment. [Figure 399] A front view of the game board of a pachinko machine in a modified example of the 18th embodiment. [Figure 400] A diagram showing the flow of play in the time-saving state of a pachinko machine in a modified example of the 18th embodiment. [Fig. 401] A figure showing an example of the display mode when a normal power winning is detected during the time-saving state in a modified example of the 18th embodiment. [Fig. 402] FIG. 23 is a front view of the game board of a pachinko machine in the 19th embodiment. [Fig. 403] FIG. 23 is an enlarged front view of a distribution mechanism in the nineteenth embodiment. [Fig. 404] FIG. 19 is a diagram showing a schematic representation of the prescribed contents of the first winning random number table set in the ROM of the main control device in the 19th embodiment, (a) is a diagram showing a schematic representation of the prescribed contents of the first winning type selection table set in the ROM of the main control device in the 19th embodiment, and (c) is a diagram showing a schematic representation of the prescribed contents of the second winning random number table set in the ROM of the main control device in the 19th embodiment. [Fig. 405] A diagram showing the flow of play in a pachinko machine in the 19th embodiment. [Fig. 406] 23 is a flowchart showing the special symbol variation process 22 executed by the MPU in the main control device in the 19th embodiment. [Fig. 407] A flowchart showing the start winning processing 22 executed by the MPU in the main control device in the 19th embodiment. [Fig. 408] 20 is a flowchart showing the normal pattern change processing 22 executed by the MPU in the main control device in the 19th embodiment. [Fig. 409] 23 is a flowchart showing a main process 22 executed by an MPU in the main control device in the nineteenth embodiment. [Fig. 410] 23 is a flowchart showing the big win control process 22 executed by the MPU in the main control device in the 19th embodiment. [Fig. 411] 23 is a flowchart showing the small win control process 22 executed by the MPU in the main control device in the 19th embodiment. [Fig. 412] A front view of the game board of a pachinko machine in the 20th embodiment. [Fig. 413] A figure showing an example of the change over time in the state of normal electric gimmicks and special patterns in the 20th embodiment. [Fig. 414] A diagram showing the flow of play in a pachinko machine in the 20th embodiment. [Fig. 415]A front view of the game board of a pachinko machine in the 21st embodiment. [Fig. 416] An enlarged front view of the ball distribution device in the 21st embodiment. [Fig. 417] A diagram showing the game flow of a pachinko machine in the 21st embodiment. [Fig. 418] 13A is a diagram showing an example of the display mode when a special probability state is set in the 21st embodiment, and FIG. 13B is a diagram showing an example of the display mode when a jackpot is won in the first special chart drawing in the 21st embodiment. [Fig. 419] 13A is a diagram showing an example of the display mode when the jackpot waiting state is reached in the 21st embodiment, and FIG. 13B is a diagram showing an example of the display mode when a ball remains in the crane at the end of the chance time in the 21st embodiment. [Fig. 420] 13A is a diagram showing an example of the display mode when a V is won and a jackpot game starts in the 21st embodiment, and FIG. 13B is a diagram showing an example of the display mode when a special drawing is missed and a jackpot is won in the first drawing in the 21st embodiment. [Fig. 421] (a) is a diagram showing a schematic representation of the contents of the first win random number table set in the ROM of the main control device in the 21st embodiment, (b) is a diagram showing a schematic representation of the contents of the first win type selection table set in the ROM of the main control device in the 21st embodiment, and (c) is a diagram showing a schematic representation of the contents of the regular win action selection table set in the ROM of the main control device in the 21st embodiment. [Fig. 422] 21(a) is a diagram showing a schematic diagram of the prescribed contents of the variation pattern selection table set in the ROM of the main control device in the 21st embodiment, and FIG. 21(b) is a block diagram showing the configuration of the RAM of the main control device in the 21st embodiment. [Fig. 423] A block diagram showing the configuration of the RAM of the voice lamp control device in the 21st embodiment. [Fig. 424]23 is a flowchart showing a timer interrupt process 30 executed by an MPU in a main control device in the twenty-first embodiment. [Fig. 425] 23 is a flowchart showing the special symbol variation processing 30 executed by the MPU in the main control device in the 21st embodiment. [Fig. 426] A flowchart showing the fall gate passing processing executed by the MPU in the main control device in the 21st embodiment. [Fig. 427] A flowchart showing the start winning processing 30 executed by the MPU in the main control device in the 21st embodiment. [Fig. 428] 23 is a flowchart showing main processing 30 executed by an MPU in the main control device in the twenty-first embodiment. [Fig. 429] 23 is a flowchart showing the big win control process 30 executed by the MPU in the main control device in the 21st embodiment. [Fig. 430] A flowchart showing the goal scoring situation determination process executed by the MPU in the main control device in the 21st embodiment. [Fig. 431] 23 is a flowchart showing the performance update process 30 executed by an MPU in a voice lamp control device in the 21st embodiment. [Fig. 432] 23 is a flowchart showing a command determination process 30 executed by an MPU in a voice lamp control device in the 21st embodiment. [Fig. 433] A flowchart showing status command related processing executed by an MPU in a voice lamp control device in the 21st embodiment. [Fig. 434] 23 is a flowchart showing the variable display setting process 30 executed by an MPU in a voice lamp control device in the 21st embodiment. [Fig. 435] A flowchart showing the selective variable performance setting process executed by an MPU in a voice lamp control device in the 21st embodiment. [Fig. 436] A front view of the game board of a pachinko machine in the 22nd embodiment. [Fig. 437] An enlarged front view of the ball distribution device in the 22nd embodiment. [Fig. 438] A diagram showing the main game flow of a pachinko machine in the 22nd embodiment. [Fig. 439] 13A is a diagram showing an example of the display mode when a normal winning jackpot is won in the 22nd embodiment, and FIG. 13B is a diagram showing an example of the display mode during loop mode in the 22nd embodiment. [Fig. 440] 13A is a diagram showing an example of the display mode when the loop mode is about to end in the 22nd embodiment, and FIG. 13B is a diagram showing an example of the display mode when the jackpot A is won during the loop mode in the 22nd embodiment. [Fig. 441] A figure showing an example of the display mode during big win B in loop mode in the 22nd embodiment. [Fig. 442] A block diagram showing the configuration of the ROM of the main control device in the 22nd embodiment. [Figure 443] 22(a) is a diagram showing a schematic representation of the contents of the first winning random number table set in the ROM of the main control device in the 22nd embodiment, and FIG. 22(b) is a diagram showing a schematic representation of the contents of the first winning type selection table set in the ROM of the main control device in the 22nd embodiment. [Figure 444] (a) is a diagram showing a schematic diagram of the prescribed contents of the second winning random number table set in the ROM of the main control device in the 22nd embodiment, (b) is a diagram showing a schematic diagram of the prescribed contents of the variation pattern selection table set in the ROM of the main control device in the 22nd embodiment, and (c) is a diagram showing a schematic diagram of the prescribed contents of the second winning type selection table set in the ROM of the main control device in the 22nd embodiment. [Figure 445] A diagram showing a schematic diagram of the prescribed contents of the general map variation pattern selection table set in the ROM of the main control device in the 22nd embodiment. [Fig. 446](a) is a diagram showing a schematic representation of the contents of the small win type selection table set in the ROM of the main control device in the 22nd embodiment, and (b) is a diagram showing a schematic representation of the contents of the small win operation scenario table set in the ROM of the main control device in the 22nd embodiment. [Figure 447] A diagram showing a schematic diagram of the prescribed contents of the normal power operation scenario table set in the ROM of the main control device in the 22nd embodiment. [Figure 448] A block diagram showing the configuration of a RAM of a voice lamp control device in the 22nd embodiment. [Figure 449] A flowchart showing the main processing performed by the MPU in the voice lamp control device in the 22nd embodiment. [Fig. 450] 22 is a flowchart showing a command determination process 31 executed by an MPU in a voice lamp control device in the 22nd embodiment. [Fig. 451] A flowchart showing the map-related processing executed by the MPU in the voice lamp control device in the 22nd embodiment. [Fig. 452] 22 is a flowchart showing the state command related processing 31 executed by the MPU in the voice lamp control device in the 22nd embodiment. [Fig. 453] 23 is a flowchart showing the hit-related processing 31 executed by the MPU in the voice lamp control device in the 22nd embodiment. [Fig. 454] 22 is a flowchart showing the variable display setting process 31 executed by an MPU in a voice lamp control device in the 22nd embodiment. [Fig. 455] A flowchart showing the loop state discrimination processing executed by an MPU in a voice lamp control device in the 22nd embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0022] First Embodiment A first embodiment of the present invention will be described below with reference to the accompanying drawings. Fig. 1 is a front view of a pachinko machine 10 in the first embodiment, Fig. 2 is a front view of a game board 13 of the pachinko machine 10, and Fig. 3 is a rear view of the pachinko machine 10.

[0023] As shown in Fig. 1, a pachinko machine 10 comprises an outer frame 11, the outer shell of which is formed by wooden frames assembled into a substantially rectangular shape, and an inner frame 12, which is formed to have substantially the same external shape as the outer frame 11 and is supported so as to be openable and closable relative to the outer frame 11. Metal hinges 18 are attached to the outer frame 11 at two locations, top and bottom, on the left side as viewed from the front (see Fig. 1), in order to support the inner frame 12, and the inner frame 12 is supported so as to be openable and closable toward the front side, with the side where the hinges 18 are provided serving as the axis for opening and closing.

[0024] A game board 13 (see FIG. 2) having numerous nails and ball entrances 64, 640, 67, etc. is detachably attached to the back side of the inner frame 12. A pinball game is played by game balls flowing down the front of the game board 13. The inner frame 12 is equipped with a ball launching unit 112a (see FIG. 8) that launches game balls to the front area of ​​the game board 13, a launching rail (not shown) that guides the game balls launched from the ball launching unit 112a to the front area of ​​the game board 13, and the like.

[0025] On the front side of the inner frame 12, there is provided a front frame 14 that covers the upper side of the front face, and a lower plate unit 15 that covers the lower side. Metal hinges 19 are attached to two locations, top and bottom, on the left side when viewed from the front (see Figure 1), in order to support the front frame 14 and the lower plate unit 15, and the front frame 14 and the lower plate unit 15 are supported so that they can be opened and closed toward the front side, with the side where the hinges 19 are provided serving as the axis for opening and closing. The locks on the inner frame 12 and the front frame 14 can be released by inserting a special key into the keyhole 21 of the cylinder lock 20 and performing a specified operation.

[0026] The front frame 14 is assembled with decorative resin parts, electric parts, etc., and has a window 14c formed in a substantially elliptical shape at its approximate center. A glass unit 16 having two glass sheets is disposed on the rear side of the front frame 14, and the front of the game board 13 can be seen from the front side of the pachinko machine 10 through the glass unit 16.

[0027] In the front frame 14, an upper tray 17 for storing game balls is formed in a generally box-like shape with an open top that protrudes forward, and prize balls and loan balls are discharged into the upper tray 17. The bottom surface of the upper tray 17 is formed with a downward inclination to the right side when viewed from the front (see FIG. 1), and the game balls inserted into the upper tray 17 are guided to the ball launching unit 112a by this inclination. In addition, a frame button 22 is provided on the upper surface of the upper tray 17. This frame button 22 is operated by the player, for example, when changing the effects and backgrounds displayed on the third symbol display device 81 described later.

[0028] The front frame 14 is provided with various light-emitting means such as lamps around its periphery (for example, corners). The light-emitting means change and control the light-emitting state by lighting or blinking in response to changes in the game state such as a jackpot or a predetermined reach, and play a role in enhancing the presentation effect during the game. The periphery of the window portion 14c is provided with illumination units 29-33 incorporating light-emitting means such as LEDs. In the pachinko machine 10, these illumination units 29-33 function as presentation lamps such as jackpot lamps, and when a jackpot or reach presentation is performed, each illumination unit 29-33 lights up or blinks by lighting or blinking the built-in LEDs, thereby notifying that a jackpot is being won or that a reach is being reached just before a jackpot. In addition, the upper left part of the front frame 14 when viewed from the front (see FIG. 1) is provided with an indicator lamp 34 incorporating light-emitting means such as LEDs and capable of indicating that prize balls are being paid out and that an error has occurred.

[0029] Also, a small window 35 is formed by attaching transparent resin to the underside of the right-side illumination unit 32 from the back side so that the back side of the front frame 14 can be seen, and the certificate stamps and the like affixed to the attachment space K1 (see FIG. 2) on the front of the game board 13 can be seen from the front of the pachinko machine 10. Also, in the pachinko machine 10, a plated member 36 made of chrome-plated ABS resin is attached to the area around the illumination units 29-33 to create a more brilliant appearance.

[0030] A ball lending operation unit 40 is disposed below the window portion 14c. The ball lending operation unit 40 is provided with a number display unit 41, a ball lending button 42, and a return button 43. When the ball lending operation unit 40 is operated with bills, cards, etc. inserted into a card unit (ball lending unit) (not shown) arranged on the side of the pachinko machine 10, game balls are lent out in response to the operation. Specifically, the number display unit 41 is an area where the remaining balance information of the card, etc. is displayed, and a built-in LED is lit to display the remaining balance in numbers as the remaining balance information. The ball lending button 42 is operated to obtain loan balls based on information recorded on a card, etc. (recording medium), and loan balls are supplied to the upper tray 17 as long as there is a remaining balance on the card, etc. The return button 43 is operated when requesting the return of a card, etc. inserted into the card unit. In addition, in pachinko machines where game balls are directly dispensed from a ball dispensing device to the upper tray 17 without going through a card unit, i.e., in so-called cash machines, the ball dispensing operation unit 40 is not necessary, but in this case, a decorative sticker or the like may be added to the installation part of the ball dispensing operation unit 40 to make the parts configuration common. It is possible to commonize pachinko machines using a card unit and cash machines.

[0031] The lower tray unit 15, located below the upper tray 17, has a lower tray 50 in the center, which is formed in a roughly box-like shape with an open top, for storing game balls that could not be stored in the upper tray 17. On the right side of the lower tray 50, an operation handle 51 is arranged, which is operated by the player to shoot the game balls into the front of the game board 13. Inside the operation handle 51, there are built-in a touch sensor 51a for permitting the operation of the ball launching unit 112a, a push-button type shooting stop switch 51b for stopping the shooting of the game balls while the switch is pressed, and a variable resistor (not shown) for detecting the amount of rotation of the operation handle 51 by a change in electrical resistance. When the operating handle 51 is rotated clockwise by the player, the touch sensor 51a is turned on and the resistance value of the variable resistor changes in accordance with the amount of rotation, and the game ball is shot with a strength corresponding to the resistance value of the variable resistor which changes in accordance with the amount of rotation of the operating handle 51, thereby shooting the game ball into the front of the game board 13 with a flight amount corresponding to the operation of the player. Also, when the operating handle 51 is not being operated by the player, the touch sensor 51a and the shot stop switch 51b are turned off.

[0032] In this embodiment, the configuration is as described above, but it is not limited thereto. The main control device 110 or another control device may be configured to detect the game balls launched by the ball launching unit 112a, or to detect that the solenoid of the ball launching unit 112a has launched a game ball. Also, the number of detected game balls may be counted and stored until a process such as RAM clearing is executed.

[0033] A ball removal lever 52 is provided on the lower front part of the lower tray 50 to be operated when discharging the game balls stored in the lower tray 50 downward. This ball removal lever 52 is always biased to the right, and by sliding it to the left against this bias, a bottom opening formed on the bottom surface of the lower tray 50 opens, and the game balls fall naturally from the bottom opening and are discharged. This ball removal lever 52 is usually operated with a box (generally called a "dollar box") for receiving the game balls discharged from the lower tray 50 placed below the lower tray 50. As described above, the operating handle 51 is disposed on the right side of the lower tray 50, and an ashtray 53 is attached to the left side of the lower tray 50.

[0034] As shown in FIG. 2, the game board 13 is constructed by assembling a number of nails and windmills for ball guides, rails 61 and 62, a general winning opening 63, a first ball opening 64, a second ball opening 640, a variable winning device 65, an operating winning opening 660, a variable display unit 80, and the like, on a wooden base board 60 machined into a substantially square shape when viewed from the front, and the peripheral portion is attached to the back side of the inner frame 12. The general winning opening 63, the first ball opening 64, the second ball opening 640, the variable winning device 65, the operating winning opening 660, and the variable display unit 80 are disposed in through holes formed in the base board 60 by router processing, and are fixed from the front side of the game board 13 with wood screws or the like. In addition, the front center portion of the game board 13 can be viewed from the front side of the inner frame 12 through the window portion 14c (see FIG. 1) of the front frame 14. The configuration of the game board 13 will be described below mainly with reference to FIG. 2.

[0035] An outer rail 62 formed by bending a strip-shaped metal plate into a substantially arc shape is set up on the front of the game board 13, and an inner rail 61 formed of a strip-shaped metal plate similar to the outer rail 62 is set up on the inside of the outer rail 62. The inner rail 61 and the outer rail 62 surround the front periphery of the game board 13, and the game board 13 and the glass unit 16 (see FIG. 1) surround the front and rear, forming a game area on the front of the game board 13 where games are played according to the behavior of the game balls. The game area is a substantially circular area (an area where a starting hole, etc. are arranged and where a launched game ball flows down) formed on the front of the game board 13 and partitioned by the two rails 61, 62 and the arc member 70. The game area also includes all areas where game balls that have passed through the return ball prevention member 68 flow down until they pass through the out hole 66 or the winning hole.

[0036] The two rails 61, 62 are provided to guide the game ball launched from the ball launching unit 112a (see FIG. 8) to the upper part of the game board 13. The tip part (upper left part of FIG. 2) of the outer rail 62 is provided with an operating winning hole 660 into which the game ball can enter. When the game ball enters the operating winning hole 660, the operating winning hole 660 transitions to a jackpot state (special game state) which is advantageous for the player. In more detail, when a jackpot is determined by a lottery of a special symbol (first symbol), the operating winning hole 660 is set to a state (jackpot waiting state) in which the ball entering the operating winning hole 660 is effective. Note that even if the game ball enters the operating winning hole 660 during normal times, it does not affect the game. In the jackpot waiting state, the player launches the game ball toward the operating winning hole 660, and the game ball enters (wins) the operating winning hole, starting the jackpot. As shown in FIG. 2, a rotating member 670a that rotates at a constant speed is disposed to the left of the operating winning opening 660 when viewed from the front. This rotating member 670a can be disposed so as to prevent the game ball shot toward the operating winning opening 660 from moving toward the operating winning opening 660 or not, depending on its rotation position. Therefore, the game ball cannot enter the operating winning opening 660 (start a big win) unless the game ball is shot at a timing when the rotating member 670a is disposed so as not to prevent the game ball. Therefore, when a big win is determined by the lottery of the special pattern, the game ball can be shot taking into account the arrangement of the rotating member 670a, so that the player's interest in the game can be improved.

[0037] As shown in Fig. 2, the operational winning port 660 is provided at the end of a flow path (operational winning port flow path) that is wider than one game ball and narrower than two game balls. This operational winning port flow path is configured to receive (flow into) game balls shot at a predetermined range of shooting strength (for example, a range of shooting strength of 95% to 100%) including at least the maximum momentum (shooting strength). Therefore, when a big win is determined by the lottery of the special pattern and the game is in a big win waiting state, when aiming at the operational winning port 660, the game ball can be easily made to enter the operational winning port 660 by simply rotating the handle 51 to the maximum movable range.

[0038] A return rubber 69 is attached to the tip of the inner rail 61. A game ball launched with a predetermined launch strength (for example, a launch strength in the range of 90% to 95%) hits the return rubber 69 and bounces back toward the center while its momentum is attenuated. In addition, between the lower right tip of the inner rail 61 and the upper right tip of the outer rail 62, a resin arc member 70 formed with an arc on the inner side connecting the rails is driven into the base plate 60 and fixed thereto.

[0039] In this pachinko machine 10, when a game ball enters either the first ball entrance 64 or the second ball entrance 640, a lottery for a special symbol (first symbol) is performed, and when a game ball passes through the normal ball entrance 67, a lottery for a normal symbol (second symbol) is performed. In the lottery for a special symbol performed for a ball entering the first ball entrance 64 or the second ball entrance 640, a judgment is made as to whether or not a special symbol is a jackpot, and if a special symbol is determined to be a jackpot, the type of the jackpot is also judged. When a special symbol is a jackpot, the pachinko machine 10 transitions to a special game state, and the specific winning hole 65a, which is normally closed, is opened for a predetermined time (for example, until 30 seconds have passed or until a predetermined number of game balls enter), and the opening is repeated a number of times (number of rounds) according to the type of the jackpot. As a result, a large number of game balls enter the specific winning port 65a, and a larger number of prize balls are paid out than usual. There are six types of special symbol jackpots, "jackpot A" to "jackpot F", and after the special game state ends, a game value (game value) according to the result of the jackpot game is given to the player as an added value after the jackpot ends. The three types of "jackpot A to C" are jackpot types that can be determined when a jackpot is obtained by a lottery for special symbols executed when a game ball enters the first ball entrance 64, and the three types of "jackpot D to F" are jackpot types that can be determined when a jackpot is obtained by a lottery for special symbols executed when a game ball enters the second ball entrance 640. Hereinafter, for the sake of simplicity, the lottery for the special pattern that is executed when the gaming ball enters the first ball entrance 64 will be referred to as the lottery for the first special pattern, and the lottery for the special pattern that is executed when the gaming ball enters the second ball entrance 640 will be referred to as the lottery for the second special pattern.

[0040] When the special symbol (first symbol) is drawn, the first symbol display device 37 starts displaying the special symbol in a variable manner, and after a predetermined time (for example, 7 to 90 seconds) has elapsed, the special symbol showing the result of the drawing is displayed stationary. When a game ball enters the first ball entrance 64 or the second ball entrance 640 while the variable display is being performed on the first symbol display device 37, the number of balls entering is reserved up to a maximum of four times for each type of ball entrance, and the number of reserved balls is displayed by the first symbol display device 37 and also by the third symbol display device 81. When the variable display on the first symbol display device 37 ends, if there are still reserved balls remaining for the first ball entrance 64 or the second ball entrance 640, the next special symbol is drawn and the variable display corresponding to the lottery is started.

[0041] On the other hand, in the lottery for the normal symbol performed for the passage of the game ball through the normal ball entrance 67, a win or loss judgment is made as to whether or not the normal symbol is a winning combination. When the normal symbol is a winning combination, the electric device 640a associated with the second ball entrance 640 is changed to an open position for a predetermined time (for example, 0.2 seconds or 1 second), thereby opening the second ball entrance 640. Note that, during normal times, the electric device 640a is arranged in a closed position, so that the second ball entrance 640 is closed. Therefore, it is impossible (difficult) for a ball flowing down from above when viewed from the front to enter the second ball entrance 640 because it is blocked by the electric device 640a. On the other hand, when the normal symbol is a winning combination, the electric device 640a is opened, so that the ball flowing down toward the second ball entrance 640 is more likely to enter the second ball entrance 640, and as a result, the lottery for the second special symbol is more likely to be performed.

[0042] In addition, when the lottery for the normal symbol (second symbol) is performed, the second symbol display device 83 starts displaying the normal symbol in a variable manner, and after a predetermined time (e.g., 3 seconds or 30 seconds) has elapsed, the normal symbol showing the lottery result is displayed stationary. If a game ball passes through the normal ball entrance 67 while the variable display is being performed on the second symbol display device 83, the number of times the ball has passed through is reserved up to a maximum of four times, and the number of reserved balls is displayed by the first symbol display device 37 and is also displayed by the second symbol reserved lamp 84. When the variable display on the second symbol display device 83 ends, if there are reserved balls remaining for the normal ball entrance 67, the lottery for the next normal symbol is performed, and the variable display according to the lottery is started.

[0043] As described above, there are six types of special symbol jackpots: "jackpot A" to "jackpot F."

[0044] When "jackpot A" is reached, the special game state will be in which the number of rounds is 8 (8 round jackpot). On the other hand, when "jackpot B" or "jackpot C" is reached, the special game state will be in which the number of rounds is 5 (5 round jackpot), when "jackpot D" is reached, the special game state will be in which the number of rounds is 16 (16 round jackpot), and when "jackpot E" or "jackpot F" is reached, the special game state will be in which the number of rounds is 10 (10 round jackpot). Furthermore, when "jackpot A", "jackpot B", "jackpot D", or "jackpot E" is reached, the special game state will transition to a high probability state of special symbols (during the special symbol probability change) after the jackpot ends. In addition, when the high probability state of special symbols is granted, the probability of winning with normal symbols also increases (a time-saving state of normal symbols is granted). The high probability state of special symbols and the time-saving state of normal symbols will continue from the end of the jackpot until the next jackpot occurs. On the other hand, if you get a "Big Win C" or "Big Win F", the normal symbol time-saving state will be granted after the big win ends, but the high probability state of the special symbol will not be granted. The normal symbol time-saving state granted after the end of this "Big Win C" or "Big Win F" will end when the special symbol lottery is executed 100 times.

[0045] Here, the "high probability state of special symbols" refers to a state in which the probability of winning a special symbol is increased, that is, a so-called "high probability state of special symbols" (special symbol probability state), in other words, a game state in which it is easy to transition to a special game state (jackpot). On the other hand, when it is not in the "high probability state of special symbols", it is called a "low probability state of special symbols", which indicates a state in which the probability of winning a jackpot is lower than the probability state of special symbols, that is, the probability of winning a jackpot of special symbols is normal (special symbol low probability state). Also, the "time-saving state of normal symbols" (high probability state of normal symbols) refers to a game state in which the probability of winning a normal symbol is increased and the game ball is easy to enter the second ball entrance 640. On the other hand, when it is not in the "time-saving state of normal symbols", it is called a "normal state of normal symbols" (low probability state of normal symbols), which indicates a state in which the probability of winning a normal symbol is normal, that is, a state in which the probability of winning is lower than during time-saving.

[0046] As described above, in the present embodiment, the number of rounds at the time of the special symbol jackpot is different depending on the type of jackpot. In contrast, the number of rounds may be common to all types of jackpots (for example, all 5 rounds). In addition, in the present embodiment, the "special symbol probability state" granted after the jackpot is configured to continue until the next jackpot, but this is not limited to this. For example, the period during which the "special symbol probability state" continues may be limited to the time until the number of special symbol lotteries is executed a predetermined number of times (for example, 100 times). In this case, the number of lotteries that result in the "special symbol probability state" may be different from the number of lotteries that result in the "normal symbol time-saving state". Also, the number of lotteries may be variable depending on the type of jackpot.

[0047] In this pachinko machine 10, when the initial setting is performed by turning on the power, etc., the machine is always set to the "low probability state of special symbols" and the "normal state of normal symbols". Then, when any of "jackpot A", "jackpot B", "jackpot D", and "jackpot E" occurs, the machine transitions from the "low probability state of special symbols" to the "probability state of special symbols" and from the "normal state of normal symbols" to the "time-saving state of normal symbols". In this case, the set "probability state of special symbols" and "time-saving state of normal symbols" continue until the next jackpot occurs. On the other hand, when "jackpot C" or "jackpot F" occurs, the machine transitions to the "low probability state of special symbols" and the "time-saving state of normal symbols". Hereafter, for the sake of simplicity, jackpots that give a "special symbol probability state" and a "normal symbol time-saving state" after the jackpot ends ("jackpot A", "jackpot B", "jackpot D", "jackpot E") will be referred to as "probable probability jackpots". On the other hand, jackpots that give only 100 "normal symbol time-saving states" after the jackpot ends ("jackpot C", "jackpot F") will be referred to as "normal jackpots".

[0048] A first symbol display device 37 is provided at the lower left side of the game board 13 when viewed from the front (lower left side of FIG. 2), which is provided with a plurality of light emitting diodes (hereinafter abbreviated as "LEDs") 37a as light emitting means and a seven-segment display 37b. The first symbol display device 37 displays according to each control performed by the main control device 110 described later, and mainly displays the game status of the pachinko machine 10. The plurality of LEDs 37a display a change by indicating whether or not a lottery for a special symbol performed in conjunction with a ball entering the first ball entrance 64 (initial winning) is being performed, and indicates a special symbol (first symbol) according to the lottery result of the special symbol as a stop symbol after the change is completed, and indicates the number of reserved balls, which is the number of game balls (reserved balls) that have not been changed among the game balls that have entered the first ball entrance 64 or the second ball entrance 640, by lighting up.

[0049] When a game ball enters the first ball entrance 64 or the second ball entrance 640 while the first pattern display device 37 is displaying a varying special pattern (first pattern), the number of balls entering the game is reserved up to four times, and the number of reserved balls is displayed by the first pattern display device 37 and also by the third pattern display device 81. In this embodiment, the first ball entrance 64 and the second ball entrance 640 are each configured to be reserved up to four times, but the maximum number of reserved times is not limited to four times, and may be set to three or less, or five or more times (e.g., eight times).

[0050] The seven-segment display 37b displays the number of rounds during a jackpot and any errors. The LEDs 37a are configured so that each LED emits a different color (e.g., red, green, and blue), and the combination of these colors makes it possible to display various game states of the pachinko machine 10 (such as a high probability state for special symbols and a time-saving state for normal symbols) with a small number of LEDs. The LEDs 37a not only display whether the lottery result for the special symbols as the symbols to be stopped after the variation ends is a jackpot or not, but also display the special symbol (first symbol) according to the type of jackpot (jackpot A to F) if it is a jackpot.

[0051] In addition, the game area is provided with a plurality of general winning openings 63 through which 5 to 15 game balls are paid out as prize balls when a game ball wins. In addition, a variable display unit 80 is provided in the center of the game area. The variable display unit 80 is provided with a third pattern display device 81 made of a liquid crystal display (hereinafter simply referred to as "display device") and a second pattern display device 83 made of LEDs. In this variable display unit 80, a center frame 86 is provided so as to surround the outer periphery of the third pattern display device 81.

[0052] The third symbol display device 81 performs decorative display according to the display of the first symbol display device 37. For example, when a game ball enters the first ball entrance 64 or the second ball entrance 640 (initial winning), this triggers the first symbol display device 37 to perform a variable display of a special symbol (first symbol). Furthermore, the third symbol display device 81 performs a variable display of a third symbol corresponding to the variable display of the special symbol in synchronization with the variable display of the special symbol.

[0053] The third symbol display device 81 is composed of a large 8-inch liquid crystal display, and the display contents are controlled by the display control device 114 described later, so that, for example, three symbol rows, left, center, and right, are displayed. Each symbol row is composed of multiple symbols, and these symbols are vertically scrolled for each symbol row, so that the third symbol is variably displayed on the display screen of the third symbol display device 81. In this embodiment, the display of the game state according to the control of the main control device 110 is performed by the first symbol display device 37, while the third symbol display device 81 performs a decorative display according to the display of the first symbol display device 37. Note that, instead of a display device, for example, the third symbol display device 81 may be configured using a reel or the like.

[0054] Here, the display contents of the third symbol display device 81 will be described with reference to Fig. 6. Fig. 7 is a drawing for explaining the display screen of the third symbol display device 81, Fig. 6(a) is a diagram showing the area division setting and the effective line setting of the display screen, and Fig. 6(b) is a diagram showing an example of the actual display screen.

[0055] The third design is composed of nine main designs numbered "1" to "9". Each main design is composed of a number from "1" to "9". Each main design is composed of a rear design of a wooden box with a number from "1" to "9" added to it, and the main designs with odd numbers (1, 3, 5, 7, 9) have large numbers added to almost the entire front of the wooden box. In contrast, the main designs with even numbers (2, 4, 6, 8) have additional designs imitating characters such as planes, furoshiki, and helmets added to almost the entire front of the wooden box, and even numbers are added in small green on the lower right side of the additional designs so that they are displayed in front of the additional designs.

[0056] In the pachinko machine 10 of this embodiment, when the result of the lottery for the special symbols performed by the main control device 110 (see FIG. 8) described later is a jackpot, a variable display in which the same main symbols are aligned is performed, and the jackpot occurs after the variable display ends. On the other hand, when the result of the lottery for the special symbols is a miss, a variable display in which the same main symbols are not aligned is performed.

[0057] For example, if the result of the special symbol lottery is a probability jackpot (either "jackpot A", "jackpot B", "jackpot D", or "jackpot E"), a variable display is performed in which the main symbols with any of the numbers "1" to "9" are aligned. Also, if the result is a normal jackpot ("jackpot C" or "jackpot F"), a variable display is performed in which the main symbols with even numbers "0, 2, 4, 6, 8" are aligned. That is, a variable display in which the main symbols with odd numbers "1, 3, 5, 7, 9" are aligned may only be performed in the case of a probability jackpot. Even in the case of a probability jackpot, by configuring the device so that a variable display in which the main symbols with even numbers are aligned may be performed, it is possible to play during the jackpot in the hope of a probability jackpot, even if the main symbols with even numbers are aligned. On the other hand, if the result of the special symbol lottery is a miss, a variable display in which the main symbols with the same numbers are not aligned is performed. In addition, in the probability variable jackpot, the rate at which the variable display in which the main symbols with even numbers are aligned is set to, for example, 60%. In addition, when the probability variable jackpot is started by the variable display in which the main symbols with even numbers are aligned, a performance is executed to notify the player that the probability variable jackpot has been reached during a predetermined period of the jackpot (for example, during a 5-round round period).

[0058] As shown in Figure 6(a), the display screen of the third pattern display device 81 is roughly divided into two, top and bottom, with the lower 2 / 3 being the main display area Dm which displays the changing third pattern, and the remaining upper 1 / 3 being the secondary display area Ds which displays preview effects, characters, number of reserved balls, etc.

[0059] The main display area Dm is divided into three display areas Dm1 to Dm3, left, center, and right, and three pattern columns Z1, Z2, and Z3 are displayed in each of the three display areas Dm1 to Dm3. The above-mentioned third patterns are displayed in a specified order in each of the pattern columns Z1 to Z3. That is, the main patterns are arranged in ascending or descending order of numbers in each of the pattern columns Z1 to Z3, and the display is changed by scrolling from top to bottom with periodicity for each of the pattern columns Z1 to Z3. In particular, the numbers of the main patterns are arranged in descending order in the left pattern column Z1, and the numbers of the main patterns are arranged in ascending order in the center pattern column Z2 and the right pattern column Z3.

[0060] In addition, in the main display area Dm, the third symbols are displayed in three rows, the top, middle, and bottom, for each of the symbol rows Z1 to Z3. The middle section of this main display area Dm is set as the active line L1, and the third symbols are displayed on the active line L1 in the order of the left symbol row Z1 → the right symbol row Z3 → the center symbol row Z2 in each game. This state of display is maintained for at least one second. In this way, by displaying the stopped third symbols for a certain period (one second or more), it is possible to prevent the player from overlooking whether or not the combination of third symbols corresponds to a jackpot (whether or not the lottery result of the special symbols is a jackpot). In addition, if a combination of jackpot symbols (a combination of the same main symbols in this embodiment) is aligned on the active line L1 when the third symbols are stopped, the jackpot is confirmed, and a standby state effect indicating a jackpot standby state is displayed. Details of this standby state effect will be described later with reference to FIG. 7. Also, by making the game ball enter (win) the operation winning hole 660 during the jackpot waiting state, the jackpot starts and a jackpot video (opening performance) is displayed.

[0061] In addition, if the combination of the third symbols displayed in a stopped state corresponds to a miss and there is a reserved ball, after the display is stopped for one second, a variable display corresponding to a lottery based on the reserved ball starts. In addition, if there are multiple reserved balls, the lottery is executed based on the reserved ball corresponding to the oldest ball.

[0062] On the other hand, when there are no reserved balls and the third symbol of the combination corresponding to the missing special symbol is displayed for one second, the third symbol continues to be displayed as a stopped symbol. This state continues until a predetermined time (e.g., 15 seconds) has passed or a new game ball enters the first ball entrance 64. If a predetermined time (e.g., 15 seconds) has passed since the third symbol was displayed as a stopped symbol, a demo effect is displayed indicating that no game is being played. It is rare for a player to continuously shoot game balls for a predetermined time (e.g., 15 seconds) without any balls entering the first ball entrance 64, and most of the cases in which the third symbol continues to be displayed as a stopped symbol for a predetermined time (e.g., 15 seconds) are due to the player quitting the game and no game is being played on the pachinko machine 10 at all. Therefore, in the pachinko machine 10 of this embodiment, when a predetermined time (e.g., 15 seconds) has elapsed since the third symbol was stopped and displayed, it is determined that the player is not playing, and a demo performance is started. This allows a player who is about to select the pachinko machine 10 to start playing to easily determine whether or not a game is being played based on the presence or absence of the demo performance display. On the other hand, if a new game ball enters the first ball entrance 64 before the predetermined time (e.g., 15 seconds) has elapsed, a variable display of the third symbol corresponding to the new ball is executed.

[0063] The sub-display area Ds is provided horizontally above the main display area Dm, and is further divided into three equal small areas Ds1 to Ds3 in the left-right direction. Of these, the small area Ds1 is an area that displays the number of reserved balls, which is the number of game balls (reserved balls) that have not yet been changed among the game balls that have entered the first ball entrance 64 and the second ball entrance 640, and the small areas Ds2 and Ds3 are areas that display preview performance images.

[0064] On the actual display screen, as shown in Fig. 4(b), a total of nine main symbols of the third symbol are displayed in the main display area Dm. In the sub-display area Ds, a video is displayed in the small area Ds3 on the right, suggesting to the player that the state is easier to transition to a big win than usual. In the small area Ds2 in the center, a predetermined character 710 (in this embodiment, a boy wearing a headband) usually performs a predetermined action, and sometimes a special action other than the predetermined action or another character appears, etc., to perform a preview performance.

[0065] On the other hand, when a game ball enters the first ball entrance 64 or the second ball entrance 640 while the third pattern display device 81 (first pattern display device 37) is performing a variable display, the number of balls that enter is reserved for each type of ball entrance up to a maximum of four times, and the number of reserved balls is displayed by the first pattern display device 37 and also in the small area Ds1 of the sub-display area Ds. In the small area Ds1, one reserved ball number pattern is displayed for each reserved ball, and the number of reserved balls is displayed according to the number of reserved ball number patterns displayed. In other words, when one reserved ball number pattern is displayed in the small area Ds1, it indicates that the number of reserved balls is one ball, and when four reserved ball number patterns are displayed, it indicates that the number of reserved balls is four balls. In addition, when no reserved ball number pattern is displayed in the small area Ds1, it indicates that the number of reserved balls is zero, that is, there are no reserved balls. In addition, the left half of the small region Ds1 displays a reserved ball number symbol indicating the number of reserved balls based on balls entering the first ball entrance 64, and the right half of the small region Ds2 displays a reserved ball number symbol indicating the number of reserved balls based on balls entering the second ball entrance 640. In the example of FIG. 6(b), four reserved ball number symbols are displayed in the left half of the small region Ds1, while no reserved ball number symbol is displayed in the right half, indicating that there are four reserved balls of the first special symbol, but no reserved balls of the second special symbol.

[0066] In this embodiment, the first ball entrance 64 and the second ball entrance 640 are configured to be reserved up to four times, respectively, but the maximum number of reserved balls is not limited to four times, and may be set to three or less, or five or more times (e.g., eight times). Also, instead of displaying the reserved ball number pattern in the small area Ds1, the reserved ball number may be displayed in a part of the third pattern display device 81 as a number, or the four divided areas may be displayed in a different manner (e.g., color or lighting pattern) according to the number of reserved balls. Also, since the number of reserved balls is indicated by the first pattern display device 37, the third pattern display device 81 may not display the number of reserved balls. Furthermore, the variable display device unit 80 may be provided with four reserved lamps indicating the number of reserved balls, which is the maximum number of reserved balls, and the number of reserved balls may be displayed according to the number of reserved lamps that are lit.

[0067] The second pattern display device 83 performs a changing display by indicating, by its lighting state, whether or not the lottery for the normal pattern that is carried out when the gaming ball passes through the normal ball entrance 67 is being carried out, and by its lighting state, indicates, as the stopping pattern after the changing has ended, a normal pattern (second pattern) corresponding to the lottery result for the normal pattern.

[0068] More specifically, the second symbol display device 83 performs a variable display in which a symbol of "○" and a symbol of "×" as a normal symbol (second symbol) are alternately lit each time a game ball passes through either the left or right normal ball entrance 67. When the variable display in the second symbol display device 83 stops at a predetermined symbol (the symbol of "○" in this embodiment), the pachinko machine 10 is configured such that the electric device 640a associated with the second ball entrance 640 is activated (opened) for a predetermined time, and as a result, the game ball is easily allowed to enter the second ball entrance 640. The number of times that the game ball passes through the normal ball entrance 67 is reserved up to four times, and the number of reserved balls is displayed by the first symbol display device 37 described above and is also displayed by the second symbol reserved lamp 84. Four second symbol reserved lamps 84 are provided, the number of maximum reserved numbers, and are arranged symmetrically below the third symbol display device 81.

[0069] In addition, the variable display of the normal symbol (second symbol) may be performed by switching on and off a plurality of lamps in the second symbol display device 83 as in this embodiment, or may be performed by using a part of the first symbol display device 37 and the third symbol display device 81. Similarly, the second symbol reservation lamp 84 may be turned on by a part of the third symbol display device 81. In addition, the passage of the game ball through the normal ball entrance 67 is not limited to the maximum number of reserved balls being four times, as in the first ball entrance 64 and the second ball entrance 640, and may be set to three times or less, or five times or more (for example, eight times). In addition, since the number of reserved balls is indicated by the first symbol display device 37, the second symbol reservation lamp 84 may not be turned on.

[0070] A first ball entrance 64 through which a game ball can enter is disposed below the variable display unit 80. When a game ball enters the first ball entrance 64, a first ball entrance switch (not shown) provided on the back side of the game board 13 is turned on, and when the first ball entrance switch is turned on, a lottery for a first special symbol is performed by the main control device 110, and a display according to the lottery result is displayed by the LED 37a of the first symbol display device 37. The first ball entrance 64 is also one of the winning holes from which five prize balls are paid out when a game ball enters. Note that, in the first ball entrance 64, nails or the like are disposed so that a game ball that flows down the flow path on the left side of the variable display unit 80 (a game ball hit from the left) can enter the first ball entrance 64 more easily than a game ball that flows down the flow path on the right side of the variable display unit 80 (a game ball hit from the right).

[0071] A second ball entrance 640 through which a game ball can enter is provided on the lower right side of the variable display unit 80 when viewed from the front. When a game ball enters the second ball entrance 640, a second ball entrance switch (not shown) provided on the back side of the game board 13 is turned on, and the main control device 110 draws a second special symbol due to the second ball entrance switch being turned on, and a display according to the drawing result is displayed on the LED 37a of the first symbol display device 37. The second ball entrance 640 is also one of the winning holes from which five prize balls are paid out when a game ball enters. As shown in FIG. 2, the second ball entrance 640 is provided on the right side of the game board 13, so basically only game balls that flow down a flow path provided to the right of the variable display unit 80 enter the second ball entrance 640.

[0072] The right variable winning device 65 is disposed in the lower left direction of the second ball entrance 640 when viewed from the front, and a right specific winning entrance 65a in a horizontally long rectangular shape is provided in the approximate center of the right variable winning device 65. The left variable winning device 650 is disposed in the lower left direction of the right variable winning device 65 when viewed from the front. The left variable winning device 650 is provided with a horizontally long rectangular opening and closing plate that covers the left specific winning entrance 650a, and a large opening solenoid (not shown) for driving the opening and closing to the front side with the lower side of the opening and closing plate as an axis. The opening and closing plate is normally in a closed state in which the game ball cannot win. In the closed state of the opening and closing plate, the opening and closing plate and the game board 13 are closed so as to be on the same plane, so that the game ball can pass through the front side of the opening and closing plate. In addition, the opening and closing plate is tilted downward on the front side to temporarily form an open state in which the game ball is likely to win the left specific winning entrance 650a. In the pachinko machine 10, when the lottery for the special symbol performed by the main control device 110 results in a jackpot, after a predetermined time (variable time) has elapsed, the LED 37a of the first symbol display device 37 is turned on to show the jackpot stop symbol, and the third symbol stop symbol corresponding to the jackpot is displayed on the third symbol display device 81, indicating that the jackpot has been confirmed (the player has obtained the right to win the jackpot). In the jackpot waiting state entered when the jackpot has been confirmed, the game state transitions to a special game state in which a larger number of prize balls than in normal times are paid out by making the game ball enter the operating winning hole 660. In this special game state, the right specific winning hole 65a and the left specific winning hole 650a, which are normally closed, are opened for a predetermined time (for example, until 30 seconds have elapsed or until a predetermined number of game balls have entered). That is, the opening and closing door 65f1 that normally closes the right specific winning port 65a is opened when the first round of the jackpot (special game state) occurs, and balls can enter the right specific winning port 65a. 10 prize balls are awarded for each game ball that enters the right specific winning port 65a. In addition, in each round from the second round of the jackpot (special game state) onwards, the left specific winning port 650a is opened and balls can enter. As with the right specific winning port 65a, 10 prize balls are awarded for each game ball that enters the left specific winning port 650a.

[0073] The right specific winning port 65a, the left specific winning port 650a, and the above-mentioned second ball entry port 640 are arranged at positions where a game ball (a game ball hit to the right) flowing down the flow path on the right side of the variable display unit 80 can enter (easy to enter). In other words, they are arranged at positions where a game ball flowing down the flow path on the left side of the variable display unit 80 cannot enter (difficult to enter). Therefore, in order for a player to receive a prize ball during a big win (to gain profits), he or she only needs to hit the game ball to the right. Here, as shown in FIG. 2, the right variable winning device 65 is arranged in a state of being slightly inclined downward to the left as viewed from the front. As a result, when a player hits to the right with the opening and closing door 65f1 closed and the game ball reaches the top surface of the right variable winning device 65, the game ball that has reached the right can be made to flow down to the left as viewed from the front along the inclination of the right variable winning device 65 and enter the out port 66. Therefore, it is possible to prevent (suppress) the game ball shot by hitting from the right side from staying on the upper part (upper surface of the opening and closing door 65f1) of the right variable winning device 65. As shown in Fig. 2, since the left variable winning device 650 is disposed on the lower left side of the right variable winning device 65, when the left specific winning port 650a is open, the game ball that flows down along the inclination of the right variable winning device 65 to the lower left direction as viewed from the front enters the left specific winning port 650a.

[0074] In the pachinko machine 10 in the first embodiment, the condition for each round of the jackpot to end (the opened right specific winning port 65a or the left specific winning port 650a is closed again) is made different depending on the round of the jackpot (the type of the specific winning port to be opened). Specifically, in the first round (the round in which the right specific winning port 65a is opened), the opening / closing door 65f1 is closed when 30 seconds have passed since the opening / closing door 65f1 was opened, or when two or more game balls have won (entered) the right specific winning port 65a, and the first round ends. On the other hand, in each round from the second round of the jackpot onwards (the round in which the left specific winning port 650a is opened), the left specific winning port 650a is closed when 30 seconds have passed since the opening of the left specific winning port 650a, or when ten or more game balls have won into the left specific winning port 650a, and the round ends.

[0075] In the right variable winning device 65, a sensor for detecting the entry of a game ball into the right specific winning port 65a is provided inside the right variable winning device 65. Therefore, a time lag occurs between the entry of a game ball into the right specific winning port 65a (entering the right specific winning port 65a) and the detection of the entry. More specifically, it takes about 0.5 seconds from the entry of a game ball into the right specific winning port 65a until the number of balls that enter is actually counted. In other words, it takes about 0.5 seconds from the entry of a game ball into the right specific winning port 65a to the closing of the opening and closing door 65f1, which is the number of game balls that satisfy the end condition of the round. Therefore, if additional game balls can be entered during this 0.5 seconds, more prize balls can be won than usual (when only the number of balls that satisfy the end upper limit of the round enters). In the first embodiment, in one round (the round in which the right specific winning port 65a is opened), the player can intentionally cause the right specific winning port 65a to win more game balls than the number of game balls that is the end condition of the round. Hereinafter, for the sake of simplicity of explanation, winning (winning) a number of game balls in the specific winning port 65a that exceeds the upper limit of the number of winning balls (number of winning balls) set in each round is referred to as "over winning".

[0076] Details will be described later with reference to FIG. 4 and FIG. 5, but in this first embodiment, in order to make it easier to generate an over-winning, the upper surface of the opening and closing door 65f1 is configured so that the period from when the game ball reaches the upper surface of the opening and closing door 65f1 until it passes through the upper surface of the opening and closing door 65f1 is long. By configuring in this way, while one game ball is flowing down the upper surface of the opening and closing door 65f1, it becomes easier to add multiple game balls and make them reach the upper surface of the opening and closing door 65f1. Therefore, in a jackpot waiting state, at the timing when more game balls are flowing down the upper surface of the opening and closing door 65f1, by making the game ball enter the operating winning port 660 to start the jackpot (opening the opening and closing door 65f1), all game balls flowing down the upper surface of the opening and closing door 65f1 can be made to enter the opened right specific winning port 65a. As described above, the first round of the jackpot ends when two or more winnings (balls entering) into the specific winning port 65a are detected. However, if the first round of the jackpot can be started with three or more game balls having reached the top surface of the opening and closing door 65f1 before the start of the jackpot, three or more game balls can be entered (entered) into the right specific winning port 65a, and more prize balls can be acquired than would normally be acquired (for two winning balls). Therefore, a game that affects the number of prize balls that the player can acquire in the first round of the jackpot depending on the timing of entering the game ball into the operating winning port 660 can be provided, so that the player can enjoy the game more during the jackpot waiting state. In addition, in order to make the game ball reach the opening and closing door 65f1 during the jackpot waiting state, it is sufficient to perform a right shot with a shooting intensity (a shooting intensity of less than 95%) that does not cause the game ball to enter the operating winning port 660 (the game ball does not flow into the flow path for the operating winning port (see FIG. 2)).

[0077] Next, the structure of the upper surface of the opening and closing door 65f1 will be described with reference to Figures 4 and 5. First, Figure 4(a) is a front perspective view of the variable winning device 65 with the opening and closing door 65f1 closed, and Figure 4(b) is a front perspective view of the variable winning device 65 with the opening and closing door 65f1 open.

[0078] As shown in FIG. 4(a), the upper surface of the opening / closing door 65f1 is provided with protrusions 65f1a to 65f1c for preventing the game ball from flowing down. The game ball flowing down the upper surface of the opening / closing door 65f1 is prevented from flowing down by the protrusions 65f1a to 65f1c, so that the game ball flows down the opening / closing door 65f1 along the outer periphery of the protrusions 65f1a to 65f1c. That is, a zigzag flow path is formed on the opening / closing door 65f1 by the protrusions 65f1a to 65f1c. Therefore, the period required for the game ball to completely flow down the upper surface of the opening / closing door 65f1 can be made longer than when the protrusions 65f1a to 65f1c are not provided (i.e., when the game ball can flow down the opening / closing door 65f1 in a straight line from the right to the left as viewed from the front). This makes it easier for multiple game balls to reach the upper surface of the opening and closing door 65f1 while one game ball is flowing down the upper surface of the opening and closing door 65f1. Therefore, in the big win waiting state, when more game balls are flowing down the upper surface of the opening and closing door 65f1, by making the game ball enter the operation winning port 660 to start the big win (opening the opening and closing door 65f1), more game balls can be over-winning.

[0079] FIG. 4(b) is a diagram showing a state in which the opening and closing door 65f1 is opened. As shown in FIG. 4(b), the opening and closing door 65f1 slides from the front side as viewed from the front to the back side as viewed from the front, and is stored inside the game board 13 through an opening provided in the game board 13. This causes the right specific winning opening 65a to be in an open state. When the right specific winning opening 65a is opened, a game ball flowing down from the right direction of the right variable winning device 65 can enter the right specific winning opening 65a. In addition, since the height of the opening for storing the opening and closing door 65f1 is sufficiently low compared to the diameter of the game ball, it is possible to prevent a game ball that was flowing down the upper surface of the opening and closing door 65f1 at the time when the sliding movement of the opening and closing door 65f1 starts from being stored inside the game board 13 together with the opening and closing door 65f1. Therefore, when the opening and closing door 65f1 slides toward the inside of the game board 13, the game ball resting on the upper surface of the opening and closing door 65f1 can be dropped into the specific winning opening 65a.

[0080] Here, in the first embodiment, the time required for one game ball to pass through the opening and closing door 65f1 is configured to be about 4 seconds. And, the interval between launching the game balls (the interval between launching the first game ball and launching the next game ball) is configured to be the shortest 0.6 seconds. This allows about six additional game balls to be launched while one game ball is flowing down the top surface of the opening and closing door 65f1. Therefore, in the big win waiting state, about seven game balls are continuously launched toward the variable winning device 65, and then the game balls are made to enter the operating winning hole 660, so that the first round can be started in a state where about seven game balls are flowing down the top surface of the opening and closing door 65f1. That is, the opening and closing door 65f1 can be opened to allow all game balls flowing down the top surface of the opening and closing door 65f1 to enter the specific winning hole 65a. This allows the player to win more prize balls than usual (for two winning balls), so that the player can devise ways to make more game balls reach the opening and closing door 65f1 and enter the operating winning opening 660 in the jackpot waiting state. This can increase the player's interest in the game in the jackpot waiting state. This provides a gameplay that allows the player to intentionally cause an over-winning by making the game ball enter the operating winning opening 660 while the game ball is flowing down the opening and closing door 65f1 in the jackpot waiting state.

[0081] In the first embodiment, the three protrusions 65f1a to 65f1c are provided on the upper surface of the opening / closing door 65f1 to allow the game ball to bypass the protrusions 65f1a to 65f1c and to lengthen the period during which the game ball passes through the opening / closing door 65f1, but this is not limited to the above. For example, instead of or in addition to providing the protrusions 65f1a to 65f1c, the material of the upper surface of the opening / closing door 65f1 may be made of a material (e.g., an elastic body) having a higher friction coefficient than other parts (the surface of the game board 13, the inner surface of the variable winning device 65, etc.), or may be processed to make it difficult for the game ball to roll (e.g., by providing unevenness on the surface).

[0082] In the first embodiment, the first round is ended when 30 seconds have elapsed since the start of the first round, or when two or more game balls enter the specific winning hole 65a before 30 seconds have elapsed. That is, the end condition is set so that the first round is ended by almost certainly having the upper limit number (two balls) of game balls enter the specific winning hole 65a if the player hits from the right, but the end condition is not limited to this. For example, the first round may be ended in a period of time in which it is difficult to enter the game ball even if the player hits from the right aiming at the right specific winning hole 65a after the start of the first round. Specifically, the first round may be ended when 0.5 seconds have elapsed since the start of the first round, or when 10 or more game balls enter the specific winning hole 65a before 0.5 seconds have elapsed. In this configuration, if the game ball is not passing over the top surface of the opening and closing door 65f1 at the timing when the game ball enters the operation winning hole 660, it is possible to provide a gameplay that increases the possibility that the first round will end without any game ball entering the right specific winning hole 65a. Therefore, for a player who wants to win a prize ball in the first round, it is possible to enjoy the gameplay of aiming the operation winning hole 660 after shooting the game ball toward the opening and closing door 65f1 before the game ball enters the operation winning hole 660 in the jackpot waiting state. Therefore, it is possible to improve the player's interest in the game in the jackpot waiting state.

[0083] FIG. 5 is a top view of the opening / closing door 65f1 as viewed from the vertical top side. As shown in FIG. 5, in the upper surface of the opening / closing door 65f1, the passage detection sensors 228a-228f capable of detecting the passage of the game ball are embedded in the meandering path along which the game ball can (easily) roll. These passage detection sensors 228a-228f are arranged at a distance that is at least greater than the diameter of the game ball in the path formed on the upper surface of the opening / closing door 65f1. These passage detection sensors 228a-228f are made of known optical sensors that output H (high) when a game ball is placed above them, and output L (low) when there is nothing obstructing them above. In the present first embodiment, the combination of the outputs of these passage detection sensors 228a-228f is configured to be monitored on the voice lamp control device 113 side. During the jackpot waiting state, the device is configured to be able to execute a performance that suggests an estimate of the number of game balls flowing down the top surface of the opening and closing door 65f1 according to a combination of the outputs of the passage detection sensors 228a to 228f. That is, the device is configured to be able to execute a performance that suggests the degree of advantage when the game balls enter the operation winning opening 660. As a result, by having the game balls enter the operation winning opening 660 at a timing that suggests that more game balls are flowing down the opening and closing door 65f1 according to the performance content, it is possible to more easily make a larger number of game balls enter the over-winning state. Therefore, the player can more easily aim for the over-winning state. Details of the waiting state performance executed during this jackpot waiting state will be described with reference to FIG. 7.

[0084] 7(a) and (b) are diagrams showing the display mode during the standby state performance executed in the jackpot standby state. As shown in FIG. 7(a), when the jackpot standby state is entered, a display area HR1 in which the words "jackpot confirmed!" are displayed is formed on the upper side of the display screen of the third symbol display device 81 as seen from the front. The display contents of this display area HR1 allow the player to easily recognize that the jackpot has been confirmed (the player has obtained the right to win the jackpot). In addition, the combination of third symbols (final stop symbols) that was finally stopped and displayed (confirmed) in the variable display performance executed before the jackpot standby state is entered is displayed below the display area HR1. By displaying the final stop symbols even during the jackpot standby state, the player can easily check at any time whether the current jackpot is a guaranteed jackpot or a normal jackpot.

[0085] On the right side of the final stop symbol as viewed from the front, a chance meter CM is displayed that is vertically long and vertically divided into six small areas. Each area constituting the chance meter CM is configured to be variable between an unlit appearance and an illuminating appearance, and the number of illuminating small areas indicates the degree of advantage when a game ball enters the activated winning hole 660. More specifically, the number of small areas is configured to be set to an illuminating appearance (illuminating state) in order (priority) from the lower small area according to the number of sensors whose output is H (high) among the passage detection sensors 228a to 228f. In other words, it is indicated that at least the number of game balls in the chance meter CM that are illuminating (illuminating state) are passing through the upper surface of the opening and closing door 65f1 (when the opening and closing door 65f1 is opened, the game balls can be entered into the right specific winning hole 65a). For ease of explanation, hereafter, the small areas of the Chance Meter CM that appear to be illuminated will be referred to as "gauges," the number of small areas that appear to be illuminated will be referred to as "gauge number," and the change in the appearance of the small areas to illuminate will be referred to as "accumulating the gauge."

[0086] Below the final stop pattern, a display area HR2 is formed in which the characters "Aim for 'GO!' to charge the meter!!", the characters "Aim for the upper right corner at the right time!!", and an image suggesting that the player aim for the activated winning hole 660 are displayed. The display contents of this display area HR2 allow the player to easily understand that the gauge number of the chance meter CM displayed on the right side of the display screen as viewed from the front can be increased by aiming for the normal ball entrance (through gate) 67 (see FIG. 2) with the characters "GO!". As described above, the gauge number of this chance meter CM is changed in conjunction with the detection contents of the passage detection sensors 228a to 228f arranged on the upper surface of the opening and closing door 65f1. By shooting a game ball with a shooting strength (shooting speed) that is enough to enter the normal ball entrance (through gate) 67, the game ball can also reach the variable winning device 65 arranged downstream. Therefore, by continuously shooting game balls toward the direction in which the normal ball entry port (through gate) 67 is arranged, the game balls also reach the upper surface of the opening and closing door 65f1 of the variable winning device 65 continuously. In this state, by shooting game balls aiming at the operation winning port 660 (i.e., at a shooting intensity of 95% to 100%) according to the display contents of the display area HR2, a big win is started and the opening and closing door 65f1 is opened. As a result, the game balls flowing down the opening and closing door 65f1 can be made to win (enter) almost the right specific winning port 65a. As described above, a rotating member 670a that rotates at a constant rotation speed is provided on the left side of the operation winning port 660 when viewed from the front. Since the rotating member 670a can prevent the game ball from entering the operation winning hole 660 depending on its rotational position, the game ball can be shot to the player at a timing that takes into account not only the gauge number of the chance meter CM but also the rotational position of the rotating member 670a. Therefore, the interest of the player in the game during the big win waiting state can be further improved.

[0087] FIG. 7(b) is a diagram showing a state where the gauge of the chance meter CM is filled up by three. As shown in FIG. 7(b), when a game ball is passing above the three sensors of the passing detection sensors 228c to 228e, the outputs of these three sensors become H (high). The voice lamp control device 113 detects the number of sensors that are outputting H and reflects this in the state of the chance meter CM. In the example of FIG. 7(b), the outputs of the three sensors (the passing detection sensors 228c to 228e) are H, so that the gauge of the chance meter CM is displayed in a state where three gauges are filled up. In this way, the number of game balls passing through the upper surface of the opening and closing door 65f1 is detected by the passing detection sensors 228a to 228f, and the number of game balls passing through is displayed as the gauge number of the chance meter CM according to the detection result, so that the timing when the player should aim for the operating winning hole 660 can be more easily understood. Therefore, even players who have little experience playing pachinko machines 10 can easily intuitively understand the timing to aim at the activated winning hole 660. This allows even first-time players to play casually, thereby improving the operating rate of the pachinko machine 10.

[0088] In the first embodiment, in the jackpot waiting state, the gauge number of the chance meter CM indicates the number of game balls passing through the upper surface of the opening and closing door 65f1, thereby indicating the degree of advantage when the game ball enters the operation winning opening 660, but the present invention is not limited to this. For example, the gauge number of the chance meter CM may indicate the degree of advantage of the jackpot. Specifically, for example, the gauge number of the chance meter CM may indicate the type of jackpot, thereby indicating the degree of advantage when the game ball enters the operation winning opening 660 to the player. Also, for example, the number of rounds of the jackpot may be configured to be indefinite at the time when the jackpot is confirmed, and the number of rounds of the jackpot may be selected by lottery at the time when the jackpot passes through the operation winning opening 660. Furthermore, the number of gauges may indicate the number of rounds to be determined by a lottery that is conducted when a gaming ball enters the operating winning port 660, thereby suggesting to the player the degree of advantage that will be gained by having the gaming ball enter the operating winning port 660.

[0089] Returning to Fig. 2, the explanation will be continued. An attachment space K1 for attaching a certificate stamp, an identification label, etc. is provided in the lower right corner of the game board 13. The certificate stamp, etc. attached in this attachment space K1 can be seen through a small window 35 in the front frame 14 (see Fig. 1).

[0090] Furthermore, the game board 13 is provided with an outlet 66. Game balls that do not enter any of the winning holes are guided through the outlet 66 to a ball discharge path (not shown). The game board 13 is provided with a large number of nails for appropriately dispersing and adjusting the falling direction of the game balls, and various components (gimmicks) such as windmills are also provided.

[0091] As shown in Fig. 3, the rear side of the pachinko machine 10 is mainly equipped with control board units 90, 91 and a back pack unit 94. The control board unit 90 is unitized with a main board (main control device 110), a voice lamp control board (voice lamp control device 113) and a display control board (display control device 114). The control board unit 91 is unitized with a payout control board (payout control device 111), a launch control board (launch control device 112), a power supply board (power supply device 115) and a card unit connection board 116.

[0092] The back pack unit 94 is a unit formed by the back pack 92 forming the protective cover and the payout unit 93. In addition, each control board is equipped with an MPU as a one-chip microcomputer that controls each part, a port for communicating with various devices, a random number generator used in various lotteries, a clock pulse generating circuit used for time counting and synchronization, etc. as necessary.

[0093] The main control device 110, the voice lamp control device 113 and the display control device 114, the payout control device 111 and the launch control device 112, the power supply device 115, and the card unit connection board 116 are each stored in the board boxes 100 to 104. The board boxes 100 to 104 each include a box base and a box cover that covers the opening of the box base, and the box base and the box cover are connected to each other to store the respective control devices and boards.

[0094] In addition, the board box 100 (main control device 110) and the board box 102 (dispensing control device 111 and launch control device 112) are connected (connected by a crimping structure) between the box base and the box cover by a sealing unit (not shown). In addition, a sealing seal (not shown) is affixed to the connection between the box base and the box cover, spanning the box base and the box cover. This sealing seal is made of a brittle material, and if an attempt is made to peel off the sealing seal to open the board box 100, 102 or to forcefully open the board box 100, 102, it will be cut into the box base side and the box cover side. Therefore, by checking the sealing unit or the sealing seal, it is possible to know whether the board box 100, 102 has been opened.

[0095] The payout unit 93 includes a tank 130 located at the top of the back pack unit 94 and opening upward, a tank rail 131 connected to the bottom of the tank 130 and gently inclined toward the downstream side, a case rail 132 connected vertically to the downstream side of the tank rail 131, and a payout device 133 provided at the most downstream part of the case rail 132 and performing payout of game balls by a predetermined electrical configuration of a payout motor 216 (see FIG. 8). The tank 130 is successively replenished with game balls supplied from the island equipment of the game hall, and the payout device 133 appropriately pays out the required number of game balls. A vibrator 134 for applying vibration to the tank rail 131 is attached to the tank rail 131.

[0096] In addition, the payout control device 111 is provided with a state recovery switch 120, the launch control device 112 is provided with a variable resistor operation knob 121, and the power supply device 115 is provided with a RAM erase switch 122 (see FIG. 3). The state recovery switch 120 is operated to clear ball jams (return to normal state) when a payout error occurs, such as ball jamming in the payout motor 216 (see FIG. 8). The operation knob 121 is operated to adjust the launch force of the launch solenoid. The RAM erase switch 122 (see FIG. 3) is operated when the power is turned on to return the pachinko machine 10 to its initial state.

[0097] <Electrical configuration in the first embodiment> Next, the electrical configuration of the pachinko machine 10 will be described with reference to Fig. 8. Fig. 8 is a block diagram showing the electrical configuration of the pachinko machine 10.

[0098] The main control device 110 is equipped with an MPU 201 as a one-chip microcomputer that is a calculation device. The MPU 201 has a ROM 202 that stores various control programs and fixed value data executed by the MPU 201, a RAM 203 that is a memory for temporarily storing various data when executing the control programs stored in the ROM 202, and various other circuits such as an interrupt circuit, a timer circuit, and a data transmission / reception circuit. In order to instruct the sub-control devices such as the dispensing control device 111 and the voice lamp control device 113 to operate, various commands are transmitted from the main control device 110 to the sub-control devices by the data transmission / reception circuit, but such commands are transmitted only in one direction from the main control device 110 to the sub-control devices.

[0099] The main control device 110 executes the main processes of the pachinko machine 10, such as the lottery for the big win, the setting of the display on the first symbol display device 37 and the third symbol display device 81, and the lottery for the display result on the second symbol display device 83. The RAM 203 is provided with a counter buffer (see FIG. 12) that stores various counters for controlling these processes.

[0100] Here, the counters and the like provided in the RAM 203 of the main control device 110 will be described with reference to Fig. 12. These counters and the like are used by the MPU 201 of the main control device 110 to perform a jackpot lottery, settings for the display of the first symbol display device 37 and the third symbol display device 81, and a lottery for the display result of the second symbol display device 83.

[0101] The first winning random number counter C1 used for the winning lottery, the first winning type counter C2 used for selecting the winning pattern, the stop type counter C3 used for selecting the stop type, the change type counter CS1 used for selecting the change pattern, and the first initial value random number counter CINI1 used for setting the initial value of the first winning random number counter C1 are used for setting the big win lottery and the first symbol display device 37 and the third symbol display device 81. The second winning random number counter C4 is used for the lottery of the normal symbol (second symbol display device 83), and the second initial value random number counter CINI2 is used for setting the initial value of the second winning random number counter C4. Each of these counters is a loop counter that adds 1 to the previous value each time it is updated and returns to 0 after reaching the maximum value.

[0102] Each counter is updated, for example, at 2 millisecond intervals, which is the execution interval of the timer interrupt process (see FIG. 21), and some counters are updated irregularly during the main process (see FIG. 30), and the updated values ​​are appropriately stored in a counter buffer set in a predetermined area of ​​the RAM 203. The RAM 203 is provided with a first special symbol reserved ball storage area 203a consisting of four reserved areas (reserved areas 1 to 4), and each of these areas stores the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 in accordance with the timing of the ball entering the first ball entrance 640. The RAM 203 is also provided with a second special symbol reserved ball storage area 203b consisting of four reserved areas (reserved areas 1 to 4), and each of these areas stores the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 in accordance with the timing of the ball entering the second ball entrance 640. The RAM 203 is also provided with an execution area 203c, which stores the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3, which are the targets of the lottery. The RAM 203 is also provided with a normal symbol reserved ball storage area 203d, which consists of one execution area and four reserved areas (reservation areas 1 to 4), and each of these areas stores the value of the second winning random number counter C4 in accordance with the timing when the game ball passes through the normal ball entrance (through gate) 67.

[0103] Each counter will be described in detail. The first hit random number counter C1 is configured to be incremented by 1 in sequence within a predetermined range (for example, 0 to 399) and to return to 0 after reaching a maximum value (for example, 399 in the case of a counter that can take values ​​from 0 to 399). In particular, when the first hit random number counter C1 goes around once, the value of the first initial value random number counter CINI1 at that time is read as the initial value of the first hit random number counter C1.

[0104] Also, the first initial value random number counter CINI1 is configured as a loop counter that is updated within the same range as the first hit random number counter C1. That is, for example, if the first hit random number counter C1 is a loop counter that can take a value from 0 to 399, the first initial value random number counter CINI1 is also a loop counter that can take a value from 0 to 399. This first initial value random number counter CINI1 is updated once every execution of the timer interrupt process (see FIG. 21), and is repeatedly updated within the remaining time of the main process (see FIG. 30).

[0105] The value of the first winning random number counter C1 is updated, for example, periodically (in this embodiment, once for each timer interrupt process), and when a gaming ball enters the first ball entrance 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM 203. On the other hand, when a gaming ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b.

[0106] As described above, the value of the random number for the special symbol jackpot is set by the first winning random number table 202a (see FIG. 9(b)) stored in the ROM 202 of the main control device 110, and when the value of the first winning random number counter C1 matches the value of the random number for the special symbol set by the first winning random number table, it is determined that the special symbol is a jackpot. In addition, this first winning random number table 202a is divided into two types, one for a low probability of the special symbol (period in which the special symbol is in a low probability state) and one for a high probability of the special symbol jackpot that is higher than the low probability (period in which the special symbol is in a probability variable state), and the number of random numbers for the jackpot included in each is set differently (see FIG. 9(b)). In this way, by making the number of random numbers for the jackpot different, the probability of the jackpot is changed between the low probability of the special symbol and the high probability of the special symbol.

[0107] The first winning type counter C2 determines the display mode of the first symbol display device 37 when a special symbol jackpot is obtained, and is configured to be incremented by one within a predetermined range (for example, 0 to 99) and return to 0 after reaching a maximum value (for example, 99 in the case of a counter that can take values ​​of 0 to 99). The value of the first winning type counter C2 is updated, for example, periodically (once for each timer interrupt process in this embodiment), and when a game ball enters the first ball entrance 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM 203 (in the execution area 203c when the lottery for the special symbol is not being executed). On the other hand, when a game ball enters the second ball entrance 640, the value is stored in the second special symbol reserved ball storage area 203b of the RAM 203 (in the execution area 203c when the lottery for the special symbol is not being executed).

[0108] Here, if the value of the first winning random number counter C1 stored in the execution area 203c is not a random number that results in a jackpot for the special pattern, in other words, if it is a random number that results in a miss for the special pattern, the display mode corresponding to the stopped pattern displayed on the first pattern display device 37 will be that which occurs when the special pattern is missed.

[0109] On the other hand, if the value of the first winning random number counter C1 stored in the execution area 203c is a random number that results in a special jackpot, the display mode corresponding to the stopped symbols displayed on the first symbol display device 37 will be that of the special jackpot. In this case, the specific display mode of the jackpot will be the display mode indicated by the value of the first winning type counter C2 stored in the same first special symbol reserved ball storage area 203a or the second special symbol reserved ball storage area 203b.

[0110] The first winning random number counter C1 in the pachinko machine 10 of this embodiment is configured as a 2-byte loop counter in the range of 0 to 399. In this first winning random number counter C1, there are two random number values ​​that result in a jackpot for the special symbol when the probability of the special symbol is low, and the random number values ​​"0, 1" are stored in the first winning random number table for low probability (see 202a1 in FIG. 9(b)). In this way, when the probability of the special symbol is low, the total number of random number values ​​that result in a jackpot is 2 out of the total number of random number values ​​of 400, so the probability of a jackpot for the special symbol is "1 / 200". The random number value (counter value) that results in a jackpot is common to the drawing of the first special symbol and the drawing of the second special symbol.

[0111] On the other hand, when the probability of a special symbol is high, there are 20 random numbers that will result in a special symbol jackpot, and the values ​​"0 to 19" are stored in the first jackpot random number table for high probability (see 202a2 in Figure 9(b)). Thus, when the probability of a special symbol is high, the total number of random numbers that will result in a jackpot is 20 out of a total of 400, so the probability of a special symbol jackpot is "1 / 20".

[0112] In addition, the value of the first winning type counter C2 in the pachinko machine 10 of this embodiment is configured as a loop counter in the range of 0 to 99. Then, as shown in FIG. 10(a), when a jackpot is won by drawing the first special symbol and the value of the first winning type counter C2 is "0 to 4", the jackpot type is "jackpot A" (8 rounds of guaranteed jackpot). When the value is "5 to 64", the jackpot type is "jackpot B" (5 rounds of guaranteed jackpot), and when the value is "65 to 99", the jackpot type is "jackpot C" (5 rounds of normal jackpot).

[0113] On the other hand, if the second special symbol is selected as the jackpot and the value of the first jackpot type counter C2 is "0-4", the jackpot type will be "jackpot D" (16-round variable jackpot). If the value is "5-64", the jackpot type will be "jackpot E" (10-round variable jackpot), and if the value is "65-99", the jackpot type will be "jackpot F" (10-round normal jackpot).

[0114] In this manner, the pachinko machine 10 of the present embodiment is configured so that six types of winning types (big winning types A to F) are determined according to the type of special symbol and the value of the random number indicated by the first winning type counter C2.

[0115] The stop type selection counter C3 is configured to be incremented by 1 in the range of, for example, 0 to 99, and to return to 0 after reaching the maximum value (i.e., 99). In this embodiment, the stop type selection counter C3 selects the stop type displayed on the third symbol display device 81 when the ball is lost, and selects three stop (performance) patterns: "reach before and after miss" (for example, 98, 99) in which the final stop symbol stops one symbol before and after the reach symbol after the reach occurs, "reach other than miss before and after" (for example, in the range of 90 to 97) in which the final stop symbol stops other than before and after the reach symbol after the reach occurs, and "complete miss" (for example, in the range of 0 to 89) in which the reach does not occur. The value of the stop type selection counter C3 is updated, for example, periodically (in this embodiment, once for each timer interrupt process), and when a game ball enters the first ball entrance 64, the value is stored in the first special symbol reserved ball storage area 203a of the RAM 203 (when the lottery for the special symbol is not being executed, the execution area 203c). In addition, when the game ball enters the second ball entrance 640, the value is stored in the second special pattern reserved ball storage area 203b of the RAM 203 (or in the execution area 203c if the lottery for the special pattern is not being executed).

[0116] The random number value for determining the stop type of the special symbol from the value (random number value) of the stop type selection counter C3 is set by a stop type selection table (not shown), and this table is provided in the ROM 202 of the main control device 110. In this embodiment, the table is divided into a table for high probability of special symbols and a table for low probability of special symbols, and the range of the random number value set for each losing stop type is changed according to the table. This is to change the selection ratio of the stop type depending on whether the pachinko machine 10 is in a high probability state of special symbols or a low probability state of special symbols.

[0117] For example, in a high probability state, a table for high probability in which the range of random numbers corresponding to the stop type of "complete miss" is wide, 0 to 89, is selected so that the reach performance is not selected more than necessary because a jackpot is likely to occur, and "complete miss" is likely to be selected. In this table, the "reach for front and rear miss" is narrowed to 98,99, and the "reach other than front and rear miss" is also narrowed to 90 to 97, making it difficult to select "reach for front and rear miss" or "reach other than front and rear miss". In addition, in a low probability state, a table for low probability in which the range of random numbers corresponding to the stop type of "complete miss" is narrowed to 0 to 79 in order to ensure the time for the game ball to enter the first ball entrance 64 is selected, making it difficult to select "complete miss".

[0118] In this stop type selection table, the range of random numbers corresponding to the stop type of "reach other than front and rear miss" is widened to 80 to 97, making it easier to select "reach other than front and rear miss". Therefore, in a low probability state, it is possible to perform many reach displays with long performance times, so that the time for the game ball to enter the first ball entrance 64 can be secured, and the variable display by the third symbol display device 81 is more likely to be performed continuously. In the latter table, the range of random numbers corresponding to the stop type of "reach other than front and rear miss" is also set to 98,99.

[0119] The variation type counter CS1 is configured to be incremented by 1 in sequence within the range of, for example, 0 to 198, and to return to 0 after reaching the maximum value (i.e., 198). The variation type counter CS1 determines the rough display mode, such as so-called normal reach and super reach. The display mode is determined, specifically, by determining the variation time of the pattern variation. Based on the variation time determined by the variation type counter CS1, the reach type and detailed pattern variation mode of the third pattern displayed on the third pattern display device 81 are determined by the voice lamp control device 113 and the display control device 114. The value of the variation type counter CS1 is updated once every time the main process (see FIG. 30) described later is executed once, and is repeatedly updated during the remaining time in the main process. Note that a variation pattern table 202d (see FIG. 11(a)) that stores a random number value that determines one variation time of the pattern variation from the value (random number value) of the variation type counter CS1 is provided in the ROM 202 of the main control device 110.

[0120] Here, the variation pattern table 202d will be described with reference to Fig. 11(a) to (d). As shown in Fig. 11(a), the variation pattern table 202d at least includes a jackpot variation pattern table 202d1 (see Fig. 11(b)), a loss (normal) variation pattern table 202d2 (see Fig. 11(c)), and a loss (probable) variation pattern table 202d3 (see Fig. 11(d)) as tables for selecting a variation pattern based on the lottery of the first special symbol.

[0121] First, referring to FIG. 11(b), the big win variation pattern table 202d1 will be described. FIG. 11(b) is a schematic diagram showing the contents of the big win variation pattern table 202d1. The big win variation pattern table 202d1 is a data table that specifies the type of variation pattern (variation time) to be selected when the lottery result of the special symbol is a big win. As the big win variation pattern, various normal reaches (30 seconds), various super reaches (60 seconds), and special reaches (90 seconds) are specified. In the big win variation pattern table 202d1, each variation pattern is associated with each value of the variation type counter CS1.

[0122] Specifically, the range of "0 to 50" as the judgment value of the fluctuation type counter CS1 corresponds to the fluctuation pattern of various normal reaches (30 seconds), the range of "51 to 179" corresponds to the fluctuation pattern of various super reaches (60 seconds), and the range of "180 to 198" corresponds to the fluctuation pattern of various special reaches (90 seconds). When selecting a fluctuation pattern when the lottery result of the special symbol is a jackpot, the MPU 201 of the main control device 110 selects a fluctuation pattern in which a judgment value corresponding to the acquired value of the fluctuation type counter CS1 is set from the jackpot fluctuation pattern table 202d1.

[0123] FIG. 11(c) is a schematic diagram showing the contents of the miss (normal) fluctuation pattern table 202d2. The miss (normal) fluctuation pattern table 202d2 is a data table that specifies the type of fluctuation pattern (fluctuation time) to be selected when the lottery result of the special symbol is a miss in a low probability state of the special symbol. When the lottery result of the special symbol is a miss, as described above, the stop type is determined by the value of the stop type selection counter C3 whether it is a complete miss (non-reach) or a reach miss (common to reach) from the stop type selection table (not shown). Specifically, for example, in a low probability state of the special symbol, if the value of the stop type selection counter C3 is in the range of "0 to 79", a complete miss is set, and if it is in the range of "80 to 99", a miss reach (front and rear miss reach, reach other than front and rear miss) is set.

[0124] Here, when the fluctuation pattern type is a complete miss, either a short miss (7 seconds) with a relatively short fluctuation time or a long miss (10 seconds) with a relatively long fluctuation time is set. For the short miss (7 seconds), "0 to 98" is set as the judgment value of the fluctuation type counter CS1, and for the long miss (10 seconds), "99 to 198" is set.

[0125] In addition, for missed reaches, the judgment value of the fluctuation type counter CS1 is set in the range of "0 to 149" for various missed normal reaches (30 seconds), in the range of "150 to 197" for various missed super reaches (60 seconds), and at "198" for various missed special reaches (90 seconds).

[0126] In this way, when the lottery result for the special pattern during normal game play is a miss, the MPU 201 of the main control device 110 determines the stop type, and selects a fluctuation pattern from the miss (normal) fluctuation pattern table 202d2 based on the value of the fluctuation type counter CS1 obtained from the miss (normal) fluctuation pattern table 202d2.

[0127] Fig. 11(d) is a schematic diagram showing the contents of the miss (probability change) variation pattern table 202d3. This miss (probability change) variation pattern table 202d3 is a data table that specifies the type of variation pattern (variation time) to be selected when the lottery for the special symbol is a miss in the probability change state of the special symbol. In this miss (probability change) variation pattern table 202d3, the value of the variation type counter CS1 set is different from that of the miss (normal) variation pattern table 202d2 described above.

[0128] As described above, when the game state is a sure-win game state, if the value of the stop type selection counter C3 is in the range of "0 to 89" according to the stop type selection table not shown, a complete miss is determined, and if it is in the range of "90 to 99", a miss reach (front or rear miss reach, reach other than front or rear miss) is determined.

[0129] In this way, in the case of a probability variation game state, the probability of reaching a winning position when a miss occurs is set lower than in the normal game state. Therefore, it is possible to prevent the time required for a miss to change during a probability variation game from becoming longer, and the time required for a big win from becoming longer. Therefore, it is possible to prevent the game from becoming longer during a probability variation game state, when a big win is more likely to occur, and the player from feeling bored.

[0130] Returning to FIG. 12, the explanation continues. The second winning random number counter C4 is configured as a loop counter that is incremented by 1 within the range of, for example, 0 to 239, and returns to 0 after reaching a maximum value (i.e., 239). When the second winning random number counter C4 goes around once, the value of the second initial value random number counter CINI2 at that time is read as the initial value of the second winning random number counter C4. In this embodiment, the value of the second winning random number counter C4 is updated, for example, periodically, for each timer interrupt process, and is acquired when it is detected that the gaming ball has passed through the through gate 67, and is stored in the normal symbol reserved ball storage area 203d of the RAM 203.

[0131] The value of the random number that results in a winning normal symbol is set by a second winning random number table 202c (see FIG. 10(b)) stored in the ROM 202 of the main control device, and when the value of the second winning random number counter C4 matches the value of the random number that results in a winning that is set by the second winning random number table, it is determined that the normal symbol is a winning symbol. In addition, this second winning random number table is divided into two types, one for low probability of normal symbols (period in which the normal symbol is in the normal state) and one for high probability of normal symbols that have a higher probability of winning than the low probability (period in which the normal symbol is in the time-saving state), and the number of random numbers that result in a big win included in each type is set differently (see FIG. 10(b)). In this way, by making the number of random numbers that result in a winning different, the probability of winning is changed between low probability of normal symbols and high probability of normal symbols.

[0132] As shown in Figure 10(b), when the probability of a normal symbol is low, there are 24 random numbers that will result in a normal symbol win, and the values ​​are "5 to 28." Thus, when the probability of a normal symbol is low, the total number of random numbers that will result in a jackpot is 24 out of a total of 240, so the probability of a special symbol winning is "1 / 10."

[0133] When the pachinko machine 10 is in a low probability state of a normal symbol, if the game ball passes through the normal ball entrance (through gate) 67, the value of the second winning random number counter C4 is acquired, and the variable display of the normal symbol is executed for 30 seconds on the second symbol display device 83. If the acquired value of the second winning random number counter C4 is within the range of "5 to 28", it is determined to be a win, and after the variable display on the second symbol display device 83 ends, a "circle" symbol is displayed as a stop symbol (second symbol), and the electric device 640a associated with the second ball entrance 640 is opened only "0.2 seconds x 1 time". In this embodiment, when the pachinko machine 10 is in a low probability state of a normal symbol, if a winning symbol is a normal symbol, the electric device 640a is opened only "0.2 seconds x 1 time", but the opening time and number of times may be set arbitrarily. For example, it may be opened "0.5 seconds x 2 times".

[0134] On the other hand, when the probability of winning a normal symbol is high, there are 200 random numbers that will result in a jackpot for the normal symbol, ranging from 5 to 204. These random numbers are stored in the second jackpot random number table for high probability. Thus, when the probability of winning a special symbol is low, there are a total of 240 random numbers, and the total number of random numbers that will result in a jackpot is 200, so the probability of winning a special symbol is 1 / 1.2.

[0135] When the pachinko machine 10 is in a high probability state of a normal symbol, when the game ball passes through the normal ball entrance (through gate) 67, the value of the second winning random number counter C4 is acquired, and the variable display of the normal symbol is executed for 3 seconds on the second symbol display device 83. If the acquired value of the second winning random number counter C4 is in the range of "5 to 204", it is determined that the normal symbol is a winning symbol. In this case, after the variable display on the second symbol display device 83 ends, a "circle" symbol is displayed as a stop symbol (second symbol), and the electric role 640a is opened "1 second x 2 times". In this way, when the normal symbol is in a high probability state, the variable display time is very short from "30 seconds to 3 seconds" compared to when the normal symbol is in a low probability state, and further, the opening period of the electric role 640a is very long from "0.2 seconds x 1 time to 1 second x 2 times", so that the game ball is easily allowed to enter the second ball entrance 640. In this embodiment, when the pachinko machine 10 is in a high probability state of winning a normal symbol, the electric device 64a is opened only for "1 second x 2 times" when the normal symbol wins, but the opening time and number of times can be set arbitrarily. For example, it may be opened for "3 seconds x 2 times."

[0136] The second initial value random number counter CINI2 is configured as a loop counter that is updated within the same range as the second hit random number counter C4 (value = 0 to 239), and is updated once for each timer interrupt processing (see Figure 21) and repeatedly updated within the remaining time of the main processing (see Figure 30).

[0137] In this way, various counters, etc. are provided in the RAM 203, and the main control unit 110 can execute the main processes of the pachinko machine 10, such as drawing a jackpot, setting the display on the first pattern display device 37 and the third pattern display device 81, and drawing the display results on the second pattern display device 83, depending on the values ​​of these counters, etc.

[0138] Returning to Fig. 8, the explanation will be continued. In addition to the counter buffer shown in Fig. 12, the RAM 203 has a stack area in which the contents of the internal registers of the MPU 201 and the return addresses of the control programs executed by the MPU 201 are stored, and a work area (working region) in which various flags and values ​​of counters, I / O, etc. are stored. The RAM 203 is configured so that it can hold (back up) data by receiving a backup voltage from the power supply device 115 even after the power supply to the pachinko machine 10 is cut off, and all data stored in the RAM 203 is backed up.

[0139] When the power supply is cut off due to a power outage or the like, the stack pointer and the values ​​of each register at the time of the power outage (including the time of the power outage; the same applies below) are stored in the RAM 203. On the other hand, when the power is turned on (including the time of the power being turned on due to the power outage being resolved; the same applies below), the state of the pachinko machine 10 is restored to the state before the power outage based on the information stored in the RAM 203. Writing to the RAM 203 is executed by the main processing (see FIG. 30) when the power supply is turned off, and the restoration of each value written to the RAM 203 is executed in the start-up processing (see FIG. 29) when the power supply is turned on. Note that the NMI terminal (non-maskable interrupt terminal) of the MPU 201 is configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power supply is cut off due to a power outage or the like, and when the power outage signal SG1 is input to the MPU 201, the NMI interrupt processing (see FIG. 28) as the power outage processing is immediately executed.

[0140] Next, the specific contents of the ROM 202 will be described with reference to Fig. 9(a). Fig. 9(a) is a block diagram showing the configuration of the ROM 202 provided in the main control device 110 in this embodiment. The ROM 202 of the main control device 110 stores at least a first win random number table 202a, a first win type selection table 202b, a second win random number table 202c, and a variation pattern selection table 202d as part of the fixed value data described above.

[0141] The first winning random number table 202a (see FIG. 9(b)) is a data table in which the value of the first winning random number counter C1 and the lottery result are defined. Specifically, in the low probability state of the special symbol, the range of the judgment value for determining a big win is defined as "0, 1" (see 202a1 in FIG. 9(b)), and in the high probability state (probability change state) of the special symbol, the range of the judgment value for determining a big win is defined as "0 to 19" (see 202a2 in FIG. 9(b)). When the value of the first winning random number counter C1 acquired based on the start winning coincides with any of the judgment values ​​corresponding to the big win defined in this first winning random number table 202a (see FIG. 9(b)), it is determined that the big win is a special symbol.

[0142] The first winning type selection table 202b (see FIG. 10(a)) is a data table in which a judgment value for determining a jackpot type is stored for each type of special symbol, and the judgment value of the first winning type counter C2 is specified in association with each jackpot type. In the pachinko machine 10 of this embodiment, when a jackpot of a special symbol is judged to be a jackpot, the value of the first winning type counter C2 obtained based on the start winning is compared with the first winning type selection table 202b, and the jackpot type corresponding to the value of the first winning type counter C2 is selected.

[0143] As shown in FIG. 10(a), the range of the value of the first winning type counter C2 from 0 to 4 for the first special symbol is set to correspond to "jackpot A" (see 202b1 in FIG. 10(a)). This "jackpot A" is a jackpot with 8 rounds, which is given a "special symbol probability state" that continues until the next jackpot and a "normal symbol time-saving state" after the jackpot ends. Of the 100 possible counter values ​​of the first winning type counter C2, there are 5 counter values ​​that become "jackpot A", so the rate at which "jackpot A" is determined when the first special symbol is selected for the jackpot is 5% (5 / 100). This "jackpot A" is the most advantageous jackpot type among the jackpots of the first special symbol, since it has the most rounds among the jackpots of the first special symbol, and the advantageous "special symbol probability state" and "normal symbol time-saving state" are given after the jackpot ends.

[0144] For the first special symbol, the range of the value of the first winning type counter C2 from 5 to 64 is set to correspond to "jackpot B" (see 202b2 in FIG. 10(a)). This "jackpot B" is a jackpot with 5 rounds, which is given a "special symbol probability state" that continues until the next jackpot and a "normal symbol time-saving state" after the jackpot ends. Of the 100 possible counter values ​​of the first winning type counter C2, there are 60 counter values ​​that become "jackpot B", so the rate at which "jackpot B" is determined when the first special symbol is selected for the lottery is 60% (60 / 100). Although this "jackpot B" has a smaller number of rounds, it is a relatively advantageous jackpot type for players because it is given a favorable "special symbol probability state" and a "normal symbol time-saving state" after the jackpot ends, just like "jackpot A".

[0145] For the first special symbol, the range of the value of the first winning type counter C2 from 65 to 99 is set to correspond to "jackpot C" (see 202b3 in FIG. 10(a)). This "jackpot C" is a jackpot with 5 rounds, and after the jackpot, a "time-saving state of normal symbols" is given, which continues until 100 special symbol lotteries are completed. Of the 100 possible counter values ​​of the first winning type counter C2, there are 35 counter values ​​that become "jackpot C", so the rate at which "jackpot C" is determined when the first special symbol lottery results in a jackpot is 35% (35 / 100). This "jackpot C" has a smaller number of rounds, and the game state after the jackpot is less favorable than "jackpot A" or "jackpot B", so it is a jackpot type that is disadvantageous to the player.

[0146] Also, as shown in FIG. 10(a), for the second special symbol, the value of the first winning type counter C2 in the range of "0 to 4" is associated with "jackpot D" (see 202b4 in FIG. 10(a)). This "jackpot D" is a jackpot with 16 rounds, and after the jackpot ends, a "special symbol probability state" that continues until the next jackpot, and a "normal symbol time-saving state" are granted. Of the 100 possible counter values ​​of the first winning type counter C2, there are 5 counter values ​​that become "jackpot D", so the rate at which "jackpot D" is determined when the second special symbol is selected for the lottery is 5% (5 / 100). This "jackpot D" is the most advantageous jackpot type for the player because it has the most rounds and the game state after the jackpot ends is also advantageous.

[0147] For the second special symbol, the range of the value of the first winning type counter C2 from 5 to 64 is set to correspond to "jackpot E" (see 202b5 in FIG. 10(a)). This "jackpot E" is a jackpot with 10 rounds, and after the jackpot ends, a "special symbol probability state" that continues until the next jackpot, and a "normal symbol time-saving state" are given. Of the 100 possible counter values ​​of the first winning type counter C2, there are 60 counter values ​​that become "jackpot E", so the rate at which "jackpot E" is determined when the first special symbol is selected for the lottery is 60% (60 / 100). Although this "jackpot E" has fewer rounds than "jackpot D", the game state after the jackpot ends is set to be as advantageous as "jackpot A", "jackpot B", and "jackpot D", so it is a type of jackpot that is advantageous to the player.

[0148] For the second special symbol, the value of the first winning type counter C2 in the range of "65 to 99" is associated with "jackpot F" (see 202b6 in FIG. 10(a)). This "jackpot F" is a jackpot with 10 rounds, and after the jackpot, a "time-saving state of normal symbols" is granted, which continues until 100 special symbol lotteries are completed. Of the 100 possible counter values ​​of the first winning type counter C2, there are 35 counter values ​​that become "jackpot F", so the rate at which "jackpot F" is determined when a jackpot is obtained by lottery of the first special symbol is 35% (35 / 100). Although the number of rounds of this "jackpot F" is greater than that of the first special symbol jackpot ("jackpot A" to "jackpot C"), the game state after the jackpot ends is unfavorable, so it is a jackpot type that is unfavorable to the player.

[0149] In this way, if the second special symbol is selected as the jackpot, it will be a jackpot type with more rounds than the first special symbol, so the second special symbol is more advantageous for the player than the first special symbol. The ratio of the special jackpot to the regular jackpot is the same for both the first special symbol and the second special symbol (65% special jackpot, 35% regular jackpot).

[0150] The second winning random number table 202c (see FIG. 10(b)) is a data table in which winning judgment values ​​for normal symbols are specified (stored). Specifically, in the normal state of the normal symbols, "5 to 28" are specified as the judgment values ​​for winning the normal symbols (see 202c1 in FIG. 10(b)). Also, in the high probability state of the normal symbols, "5 to 204" are specified as the judgment values ​​for winning the normal symbols (see 202c2 in FIG. 10(b)). In the pachinko machine 10 of this embodiment, the value of the second winning random number counter C4 acquired based on the passage of the game ball through the normal ball entrance (through gate) 67 and the second winning random number table 202c are referenced to determine whether or not the normal symbol is a winning symbol.

[0151] The fluctuation pattern table 202d (see FIG. 11) is a data table in which the judgment value of the fluctuation type counter CS1 for determining the display mode of the fluctuation pattern is specified for each display mode. Note that the details of the fluctuation pattern table 202d are as described above in the explanation of the fluctuation type counter CS1, so the detailed explanation is omitted here.

[0152] Next, the details of the RAM 203 will be described with reference to Fig. 13. Fig. 13 is a block diagram showing the configuration of the RAM 203 of the main control device 110. As shown in Fig. 13, the RAM 203 has at least a first special symbol reserved ball storage area 203a, a second special symbol reserved ball storage area 203b, an execution area 203c, a normal symbol reserved ball storage area 203d, a first special symbol reserved ball number counter 203e, a second special symbol reserved ball number counter 203f, a normal symbol reserved ball number counter 203g, a probability variable flag 203h, a time-saving counter 203i, a ball entry waiting flag 203j, a big win start flag 203k, a big win flag 203m, and a other memory area 203z.

[0153] The first special pattern reserved ball storage area 203a has four reserved areas (reserved area 1 to reserved area 4), and each of these areas stores the values ​​of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3.

[0154] More specifically, when a game ball enters the first ball entrance 64 (initial entry), the values ​​of the counters C1 to C3 are acquired, and the acquired data is stored in the four reserve areas (reservation 1 area to reserve 4 area) in the order of the area numbers (1 to 4) from the smallest to the smallest. In other words, the smaller the area number, the more data corresponding to the oldest prize is stored, and the first reserve area stores data corresponding to the oldest prize. Note that if data is stored in all four reserve areas, no new data is stored.

[0155] Thereafter, when the main control device 110 draws a lottery for a special symbol, the values ​​of the counters C1 to C3 stored in the first reserved area of ​​the first special symbol reserved ball storage area 203a are shifted (moved) to the execution area 203c (see FIG. 12), and a determination such as the drawing of the special symbol is made based on the values ​​of the counters C1 to C3 stored in the execution area.

[0156] When data is shifted from the reserved area 1 to the execution area 203c, the reserved area 1 becomes empty. Therefore, a shift process is performed to move the winning data stored in the other reserved areas (reserved area 2 to reserved area 4) to the reserved areas with area numbers one smaller (reserved area 1 to reserved area 3). In this embodiment, data is shifted only for the reserved areas (reserved area 2 to reserved area 4) in which winning data is stored in the first special symbol reserved ball storage area 203a.

[0157] The second special symbol reserved ball storage area 203b has four reserved areas, similar to the first special symbol reserved ball storage area 203a. In this second special symbol reserved ball storage area 203b, each counter value acquired based on the start winning into the second ball entrance 640 is stored. The method of storing the counter value is the same as that of the first special symbol reserved ball storage area 203a, so a detailed description thereof will be omitted.

[0158] The execution area 203c is a memory area in which the values ​​of the counters C1 to C3 used to execute the lottery for the special symbols are stored. The values ​​of the counters C1 to C3 stored in the execution area 203c are compared with the first winning random number table 202a, the first winning type selection table 202b, etc., and the lottery for the special symbols is executed.

[0159] The normal symbol reserved ball storage area 203d has one execution area and four reserved areas (reserved 1st area to reserved 4th area). The second winning random number counter C4 is stored in each of these areas. More specifically, when the game ball passes through the normal ball entrance (through gate) 67, the value of the counter C4 is acquired, and the acquired data is stored in the vacant areas of the four reserved areas (reserved 1st area to reserved 4th area) in order from the area with the smallest area number (1st to 4th). That is, like the first special symbol reserved ball storage area 203a and the second special symbol reserved ball storage area 203b, data corresponding to the winning is stored while maintaining the winning order. Note that if data is stored in all four reserved areas, nothing is newly stored.

[0160] Thereafter, in the main control device 110, when a lottery is held for a winning normal symbol, the value of the counter C4 stored in the first reserved area of ​​the normal symbol reserved ball storage area 203d is shifted (moved) to the execution area, and a determination such as the lottery for a winning normal symbol is made based on the value of the counter C4 stored in the execution area.

[0161] In addition, when data is shifted from the reserved area 1 to the execution area, the reserved area 1 becomes vacant, so a shift process is performed to move the winning data stored in other reserved areas to a reserved area with an area number smaller by 1, as in the case of the first special symbol reserved ball storage area 203a and the second special symbol reserved ball storage area 203b. In addition, the data shift is performed only for the reserved area in which the winning data is stored.

[0162] The first special symbol reserved ball number counter 203e is a counter that counts the number of reserved balls (number of waiting times) of the variable display (variable display performed by the third symbol display device 81) of the special symbol (first symbol) performed by the first symbol display device 37 based on the ball entering the first ball entrance 64 (initial winning), up to a maximum of four times. The initial value of this first special symbol reserved ball number counter 203e is set to zero, and each time a game ball enters the first ball entrance 64 and the number of reserved balls of the variable display increases, it is incremented by one up to a maximum value of four (see S404 in FIG. 24). On the other hand, the first special symbol reserved ball number counter 203e is decremented by one each time a new variable display of the special symbol is executed (see S210 in FIG. 22).

[0163] The value of the first special symbol reserved ball counter 203e (the number of reserved balls N1 of the variable display of the first special symbol) is notified to the voice lamp control device 113 by a reserved ball number command (see S211 in FIG. 22 and S405 in FIG. 24). The reserved ball number command is a command transmitted from the main control device 110 to the voice lamp control device 113 every time the value of the first special symbol reserved ball counter 203e is changed.

[0164] The voice lamp control device 113 can obtain the value of the number of reserved balls of the variable display reserved in the main control device 110 by the reserved ball number command transmitted from the main control device 110 every time the value of the first special pattern reserved ball number counter 203e is changed. As a result, even if the reserved ball number of the variable display managed by the first special pattern reserved ball number counter 223b of the voice lamp control device 113 deviates from the actual reserved ball number of the variable display reserved in the main control device 110 due to the influence of noise or the like, the deviation can be corrected by the reserved ball number command received next.

[0165] The voice lamp control device 113 manages the number of reserved balls based on the reserved ball number command, and sends a reserved ball number display command to notify the display control device 114 of the number of reserved balls every time the number of reserved balls changes. The display control device 114 displays the reserved ball number pattern on the third pattern display device 81 based on the reserved ball number notified by the reserved ball number display command.

[0166] The second special symbol reserved ball number counter 203f is a counter that counts the number of reserved balls (standby times) of the variable display (variable display performed by the third symbol display device 81) of the special symbol (first symbol) performed by the first symbol display device 37 based on the ball entering the second ball entrance 640 (initial winning), up to a maximum of four times. The initial value of this second special symbol reserved ball number counter 203f is set to zero, and each time a game ball enters the second ball entrance 640 and the number of reserved balls of the variable display increases, it is incremented by one up to the maximum value of four (see S410 in FIG. 24). On the other hand, the second special symbol reserved ball number counter 203f is decremented by one each time a new variable display of the special symbol is executed (see S205 in FIG. 22). The value of this second special symbol reserved ball number counter 203f is also notified to the voice lamp control device 113 by the reserved ball number command, like the value of the first special symbol reserved ball number counter 203e.

[0167] The normal symbol reserved ball number counter 203g is a counter that counts the number of reserved balls (waiting times) of the variable display of the normal symbol (second symbol) performed by the second symbol display device 83 based on the passage of the game ball through the normal ball entrance (through gate) 67 up to a maximum of four times. The normal symbol reserved ball number counter 203g is initially set to zero, and is incremented by one up to the maximum value of four each time the game ball passes through the through gate 67 and the number of reserved balls of the variable display increases (see S704 in FIG. 27). On the other hand, the normal symbol reserved ball number counter 203g is decremented by one each time a new variable display of the normal symbol (second symbol) is executed (see S605 in FIG. 26).

[0168] When the game ball passes through the through gate 67, if the value of the normal symbol reserved ball counter 203g (the number of reserved normal symbol variable display M) is less than 4, the value of the second winning random number counter C4 is acquired, and the acquired data is stored in the normal symbol reserved ball storage area 203d (S705 in FIG. 27). On the other hand, when the game ball passes through the through gate 67, if the value of the normal symbol reserved ball counter 203g is 4, nothing is newly stored in the normal symbol reserved ball storage area 203d (S703 in FIG. 27: No).

[0169] The probability change flag 203h is a flag indicating whether the pachinko machine 10 is in a probability change state of a special symbol. If the probability change flag 203h is on, it indicates that the pachinko machine 10 is in a probability change state of a special symbol, and if the probability change flag 203h is off, it indicates that the pachinko machine 10 is in a low probability state of a special symbol. Also, as described above, during the probability change state of a special symbol, the time-saving state of a normal symbol is entered. Therefore, if the probability change flag 203h is on, it indicates that the special symbol is in a probability change state and also that the normal symbol is in a time-saving state.

[0170] The probability variable flag 203h is initially set to OFF, and when a probability variable jackpot (any of "jackpot A", "jackpot B", "jackpot D", and "jackpot E") occurs, it is set to ON at the end of the jackpot (see S1215 in FIG. 32). Also, the probability variable flag 203h is reset to OFF when a jackpot game starts (see S219 in FIG. 22).

[0171] This probability variable flag 203h is referenced in the special symbol variation start process to determine whether the game state is a probability variable state or not (see S302 in FIG. 23). Specifically, when the special symbol variation start process (FIG. 23, S213) is executed, a lottery for a special symbol is performed. In the special symbol variation start process (FIG. 23, S213), the probability variable flag 203h is referenced, and if it is on, a lottery for a special symbol is performed based on the first winning random number table 202a for high probability (see 202a2 in FIG. 9(b)). On the other hand, if the probability variable flag 203h is off, a lottery for a special symbol is performed based on the first winning random number table 202a for low probability (see 202a1 in FIG. 9(b)).

[0172] In addition, the probability variable flag 203h is also referred to in the normal symbol variation process to determine whether the game state is in the time-saving state or not (S608, S614, S620 in FIG. 26). Specifically, the probability variable flag 203h and the time-saving counter 203i described later are referred to in the normal symbol variation process, and if the probability variable flag 203h is on or the value of the time-saving counter 203i is 1 or more, it is determined that the normal symbol is in the time-saving state, and a lottery for the normal symbol is performed based on the second winning random number table 202c for high probability (see 202c2 in FIG. 10(b)) (see S609 in FIG. 26). On the other hand, if the probability variable flag 203h is off and the value of the time-saving counter 203i is 0, it is determined that the normal state of the normal symbol is in progress, and the lottery for the normal symbol is performed based on the second winning random number table 202c for low probability (see 202c1 in FIG. 10(b)) (see S610 in FIG. 26). In addition, in the normal symbol variation process, the probability variable flag 203h is also referenced when determining the variation time of the normal symbol and the opening time of the electric role 640a in the case of a winning normal symbol (see S614, S620 in FIG. 26).

[0173] The time-saving counter 203i is a counter that indicates whether the pachinko machine 10 is in a time-saving state of a normal pattern. If the value of the time-saving counter 203i is 1 or more, it indicates that the pachinko machine 10 is in a time-saving state of a normal pattern. If the value of the time-saving counter 203i is 0 and the probability variable flag 203h is off, it indicates that the pachinko machine 10 is in a normal state of a normal pattern. The initial value of this time-saving counter 203i is set to zero, and each time a special pattern is drawn in the main control device 110 and a normal jackpot is obtained, the value is set to 100 at the end of the normal jackpot (see S1214 in FIG. 32). In addition, regardless of the type of jackpot, if a jackpot is obtained by drawing a special pattern, the value is set to 0 during the setting of the start of the jackpot (see S219 in FIG. 22).

[0174] When a lottery is performed for a winning normal symbol, the value of the time-saving counter 203i and the state of the probability variable flag 203h are referenced, and if the value of the time-saving counter 203i is 1 or more or the probability variable flag 203h is on, it is determined that the time-saving normal symbol is in a normal state. In this case, a lottery for a normal symbol is performed based on the second winning random number table for high probability (see S609 in FIG. 26). On the other hand, if the value of the time-saving counter 203i is 0 and the probability variable flag 203h is off, it is determined that the normal state of the normal symbol is in a normal state, and a lottery for a normal symbol is performed based on the second winning random number table for low probability (see S610 in FIG. 26).

[0175] The ball entry standby flag 203j is a flag indicating whether or not the jackpot waiting state is in which the start of the jackpot is waited for until the game ball enters the operation winning hole 660. If the ball entry standby flag 203j is on, it means that the jackpot is waiting, and if it is off, it means that the jackpot is not waiting. The ball entry standby flag 203j is set to on when the jackpot is won by the lottery of the special symbol and the variation time of the variation pattern corresponding to the jackpot has elapsed (see S220 in FIG. 22). In addition, the ball entry standby flag 203j is set to off when the game ball enters the operation winning hole 660 during the jackpot waiting state (see S1104 in FIG. 31). While the ball entry standby flag 203j is on, the entry of the ball into the operation winning hole 660 is treated as valid (the jackpot starts when the ball entry is detected).

[0176] The jackpot start flag 203k is a flag indicating whether or not to start a jackpot. If the jackpot start flag 203k is on, it means that it is time to start a jackpot (a game ball has entered the operation winning hole 660 and the jackpot waiting state has ended), and if it is off, it means that it is not time to start a jackpot. The jackpot start flag 203k is set to on when a game ball enters the operation winning hole 660 during the jackpot waiting state (see S1103 in FIG. 31). Also, the jackpot start flag 203k is set to off when the start of a jackpot is set (see S1203 in FIG. 32).

[0177] The jackpot flag 203m is a flag indicating whether or not a jackpot (special game state) is in progress. If the jackpot flag 203m is on, it means that a jackpot is in progress, and if it is off, it means that a jackpot is not in progress. The jackpot flag 203m is set to on when a jackpot is obtained by drawing a special symbol and a jackpot (special game state) starts (see S1203 in FIG. 32). Also, it is set to off when the jackpot (special game state) ends (see S1217 in FIG. 32). In the special symbol variation process (see FIG. 22), the jackpot flag 203m is referenced to determine whether or not a jackpot is in progress (see S201 in FIG. 22).

[0178] The other memory area 203z is an area for temporarily storing other counter values ​​and the like used by the MPU 201 of the main control device 110.

[0179] In this manner, various counters and flags are provided in RAM 203 of main control device 110.

[0180] Returning to Fig. 8, the explanation will be continued. The MPU 201 of the main control device 110 is connected to an input / output port 205 via a bus line 204 consisting of an address bus and a data bus. The input / output port 205 is connected to the payout control device 111, the voice lamp control device 113, the first symbol display device 37, the second symbol display device 83, a solenoid 209 consisting of a large opening solenoid for driving the opening / closing door 65f1 for closing or opening the right specific winning port 65a and the left specific winning port 650a, a solenoid for driving an electric role, and the rotating body motor 670c for rotating the rotating member 670a. The MPU 201 transmits various commands and control signals to these via the input / output port 205.

[0181] In addition, various switches 208 consisting of a group of switches and a group of sensors not shown in the figure, and a RAM erase switch (FIG. 3, 122) circuit 253 described below that is provided in the power supply device 115 are connected to the input / output port 205, and the MPU 201 performs various processes based on signals output from the various switches 208 and a RAM erase signal SG2 output from the RAM erase switch (FIG. 3, 122) circuit 253.

[0182] The payout control device 111 drives a payout motor 216 to control the payout of prize balls and loan balls. The MPU 211, which is a calculation device, has a ROM 212 that stores a control program executed by the MPU 211, fixed value data, etc., and a RAM 213 used as a work memory, etc.

[0183] The RAM 213 of the payout control device 111, like the RAM 203 of the main control device 110, has a stack area in which the contents of the internal registers of the MPU 211 and the return address of the control program executed by the MPU 211 are stored, and a work area (working area) in which the values ​​of various flags, counters, I / O, etc. are stored. The RAM 213 is configured to be able to hold (back up) data by being supplied with a backup voltage from the power supply device 115 even after the power supply of the pachinko machine 10 is cut off, and all data stored in the RAM 213 is backed up. In addition, like the MPU 201 of the main control device 110, the NMI terminal of the MPU 211 is configured to receive a power outage signal SG1 from the power outage monitoring circuit 252 when the power supply is cut off due to a power outage or the like, and when the power outage signal SG1 is input to the MPU 211, an NMI interrupt process (see FIG. 28) is immediately executed as a process during a power outage.

[0184] An input / output port 215 is connected to the MPU 211 of the payout control device 111 via a bus line 214 consisting of an address bus and a data bus. The input / output port 215 is connected to the main control device 110, the payout motor 216, the launch control device 112, and the like. Although not shown, the payout control device 111 is connected to a prize ball detection switch for detecting the paid-out prize balls. The prize ball detection switch is connected to the payout control device 111 but is not connected to the main control device 110.

[0185] The launch control device 112 controls the ball launch unit 112a so that the strength of the game ball is set according to the amount of rotation of the operating handle 51 when the main control device 110 issues an instruction to launch the game ball. The ball launch unit 112a is equipped with a launch solenoid and an electromagnet (not shown), and the launch solenoid and the electromagnet are permitted to be driven when a predetermined condition is met. Specifically, the touch sensor 51a detects that the player is touching the operating handle 51, and on condition that the firing stop switch 51b for stopping the launch of the game ball is off (not operated), the launch solenoid is excited according to the amount of rotation of the operating handle 51, and the game ball is launched with a strength according to the amount of operation of the operating handle 51.

[0186] The voice lamp control device 113 controls the output of voice from the voice output device (such as a speaker not shown) 226, the output of turning on and off the lamp display device (such as the illumination unit 29 to 33 and the display lamp 34) 227, and the setting of the display mode of the third pattern display device 81, such as variable display performance (variable display), performed by the display control device 114. The MPU 221, which is a calculation device, has a ROM 222 that stores the control program executed by the MPU 221, fixed value data, etc., and a RAM 223 used as a work memory, etc.

[0187] An input / output port 225 is connected to the MPU 221 of the voice and lamp control device 113 via a bus line 224 consisting of an address bus and a data bus. The input / output port 225 is connected to the main control device 110, the display control device 114, the voice output device 226, the lamp display device 227, the passage detection sensors 228a to 228f, the frame button 22, etc.

[0188] The sound lamp control device 113 is configured to monitor the output of the passing detection sensors 228a to 228f, and is capable of grasping the approximate number of game balls flowing down the upper surface of the opening and closing door 65f1 from the number of sensors whose output is H (high). Then, in the big win waiting state, the state (amount of the gauge) of the chance meter CM displayed on the third symbol display device 81 is varied in correspondence with the number of game balls grasped according to the number of sensors. This allows the player to easily understand by sight the amount of prize balls that can be obtained when the game balls enter the operating winning hole 660 (the number of game balls that enter when the opening and closing door 65f1 is opened). Therefore, during the big win waiting state, the player can be made to hit the right side more aggressively with a shooting intensity (a shooting intensity less than 95%) that does not reach the operating winning hole 660, and to make more game balls reach the upper surface of the opening and closing door 65f1. Therefore, it is possible to improve the interest in the game during the big win waiting state.

[0189] In addition, the voice lamp control device 113 monitors input from the frame button 22, and when the frame button 22 is operated by the player, it controls the voice output device 226 and the lamp display device 227 to change the stage displayed on the third pattern display device 81 or change the performance content during a super reach, and also instructs the display control device 114. When the stage is changed, a back image change command including information on the changed stage is sent to the display control device 114 so that the third pattern display device 81 displays a back image corresponding to the changed stage. Here, the back image refers to an image displayed on the back side of the third pattern, which is the main image displayed on the third pattern display device 81.

[0190] The voice lamp control device 113 judges an error according to a command from the main control device 110 and the status of various devices connected to the voice lamp control device 113, and transmits an error command including the type of the error to the display control device 114. The display control device 114 controls the third pattern display device 81 to display an error message image corresponding to the error type (e.g., vibration error) indicated by the received error command without delay.

[0191] Next, a detailed description will be given of the electrical configuration of the voice lamp control device 113. Fig. 14(a) is a schematic diagram showing the contents of the ROM 222 of the MPU 221 of the voice lamp control device 113. The ROM 222 has at least a variation pattern selection table 222a.

[0192] The variation pattern selection table 222a is used to determine more detailed variation contents from the rough variation contents (variation time, variation type (reach, miss, etc.)) indicated by the variation pattern command output from the main control device 110 based on the variation pattern command. This allows more diverse variation modes to be determined. Here, one of multiple types of variation modes is determined by lottery for the rough variation contents instructed by the main control device 110.

[0193] Next, referring to Fig. 14(b), the RAM 223 in the MPU 221 of the voice lamp control device 113 will be described. Fig. 14(b) is a block diagram showing the contents of the RAM 223. The RAM 223 is provided with at least a winning information storage area 223a, a first special symbol reserved ball number counter 223b, a second special symbol reserved ball number counter 223c, a fluctuation start flag 223d, a stop type selection flag 223e, a fluctuation time counter 223f, a standby state performance flag 223g, a level counter 223h, a game state storage area 223i, and a miscellaneous memory area 223z.

[0194] The winning information storage area 223a has four memory areas (first area to fourth area) for the first special symbol and the second special symbol. In addition, it has one execution area. Each area stores winning information. In this pachinko machine 10, when a start winning is detected in the main control device 110, various information (win / lose, stop type, change pattern) obtained when a lottery for a special symbol corresponding to the start winning is performed is predicted (estimated) in the main control device 110 from each value of the first winning random number counter C1, the first winning type counter C2, and the stop type selection counter C3 acquired in response to the start winning, and the predicted various information is notified from the main control device 110 to the voice lamp control device 113 by a winning information command.

[0195] When the voice lamp control device 113 receives the winning information command, various information (win / lose, stop type, change pattern) notified by the winning information command is extracted as winning information, and the winning information is stored in the winning information storage area 223a. More specifically, the extracted winning information is stored in the four areas (first area to fourth area) in order of the area number (first to fourth) from the smallest area number among the available areas. In other words, the smaller the area number, the more data corresponding to the oldest winning is stored, and the first area stores data corresponding to the oldest winning.

[0196] The first special pattern reserved ball count counter 223b is a counter that counts the number of reserved balls (waiting count) corresponding to the drawing of the first special pattern reserved in the main control unit 110 up to a maximum of four times, and the second special pattern reserved ball count counter 223c is a counter that counts the number of reserved balls corresponding to the drawing of the second special pattern up to a maximum of four times.

[0197] As described above, the voice lamp control device 113 cannot directly access the main control device 110 to obtain the values ​​of the first special symbol reserved ball number counter 203e and the second special symbol reserved ball number counter 203f stored in the RAM 203 of the main control device 110. Therefore, the voice lamp control device 113 counts the number of reserved balls based on the reserved ball number command sent from the main control device 110, and manages the number of reserved balls for each type of special pattern in the first special symbol reserved ball number counter 223b and the second special symbol reserved ball number counter 223c.

[0198] Specifically, when the number of reserved balls in the variable display is increased by a ball entering the first ball entrance 64 or the second ball entrance 640, or when the main control unit 110 executes a variable display for a special pattern and decreases the number of reserved balls, the main control unit 110 transmits a reserved ball number command indicating the value of the first special pattern reserved ball number counter 203e or the value of the second special pattern reserved ball number counter 203f after the addition or subtraction to the voice lamp control unit 113.

[0199] When the voice lamp control device 113 receives the reserved ball number command transmitted from the main control device 110, it obtains the value of the first special pattern reserved ball number counter 203e or the second special pattern reserved ball number counter 203f of the main control device 110 from the reserved ball number command and stores it in the first special pattern reserved ball number counter 223b or the second special pattern reserved ball number counter 223c (see S4308 in FIG. 36). In this way, the voice lamp control device 113 updates the values ​​of the first special pattern reserved ball number counter 223b and the second special pattern reserved ball number counter 223c according to the reserved ball number command transmitted from the main control device 110, so that the values ​​can be updated in synchronization with the values ​​of the first special pattern reserved ball number counter 203e and the second special pattern reserved ball number counter 203f of the main control device 110.

[0200] The values ​​of the first special symbol reserved ball number counter 223b and the second special symbol reserved ball number counter 223c are used to display the reserved ball number pattern in the third symbol display device 81. That is, in response to receiving the reserved ball number command, the voice lamp control device 113 stores the reserved ball number indicated by the command in the first special symbol reserved ball number counter 223b and the second special symbol reserved ball number counter 223c, and transmits the display reserved ball number command to the display control device 114 to notify the display control device 114 of the stored values ​​of the first special symbol reserved ball number counter 223b and the second special symbol reserved ball number counter 223c.

[0201] When the display control device 114 receives the display reserved ball number command, it controls the drawing of the image so that the reserved ball number pattern corresponding to the reserved ball number value indicated by the command, that is, the value of the first special pattern reserved ball number counter 223b and the second special pattern reserved ball number counter 223c of the voice lamp control device 113, is displayed in the sub-display area Ds of the third pattern display device 81. As described above, the first special pattern reserved ball number counter 223b and the second special pattern reserved ball number counter 223c are changed in synchronization with the first special pattern reserved ball number counter 203e and the second special pattern reserved ball number counter 203f of the main control device 110. Therefore, the number of reserved ball number patterns displayed in the small area Ds1 of the third pattern display device 81 can also be changed in synchronization with the value of the first special pattern reserved ball number counter 203e and the second special pattern reserved ball number counter 203f of the main control device 110. Therefore, the third pattern display device 81 can accurately display the number of reserved balls whose varying display is pending.

[0202] The fluctuation start flag 223d is turned on when a fluctuation pattern command transmitted from the main control device 110 is received (see S4302 in FIG. 36), and is turned off when the fluctuation display in the third symbol display device 81 is set (see S4502 in FIG. 38). When the fluctuation start flag 223d is turned on, a display fluctuation pattern command is set based on the fluctuation pattern extracted from the received fluctuation pattern command.

[0203] The display variation pattern command set here is stored in a ring buffer for command transmission provided in the RAM 223, and is transmitted to the display control device 114 during the command output process (S4102) of the main process (see FIG. 34) executed by the MPU 221. By receiving this display variation pattern command, the display control device 114 starts display control of the variation performance so that the third pattern is displayed on the third pattern display device 81 in the variation pattern indicated by this display variation pattern command.

[0204] The stop type selection flag 223e is turned on when a stop type command transmitted from the main control device 110 is received (see S4305 in FIG. 36), and is turned off when the stop type is set in the third symbol display device 81 (see S4507 in FIG. 38). When the stop type selection flag 223e is turned on, the stop type is determined based on the stop type extracted from the received stop type command (the jackpot type in the case of a jackpot).

[0205] The variable time counter 223f is a counter that counts the variable time of the variable display of the special pattern. When a variable pattern command is received from the main control device 110, the variable time corresponding to the variable pattern notified by the variable pattern command is set in the variable time counter 223f.

[0206] The standby state performance flag 223g is a flag indicating whether or not the standby state performance (see Figs. 7(a) and (b)) is being executed. When this standby state performance flag 223g is on, it means that the standby state performance is being executed, and when it is off, it means that the standby state performance is not being executed. This standby state performance flag 223g is set to on when a standby state command indicating that a jackpot standby state has been entered is received from the main control device 110 and the start of the standby state performance is set (see S4403 in Fig. 37). Also, this standby state performance flag 223g is set to off when an opening command indicating the start of a jackpot is received from the main control device 110 (see S4406 in Fig. 37).

[0207] The level counter 223h is a counter that indicates the gauge number (level) of the chance meter CM displayed on the display screen of the third symbol display device 81 in the standby state performance (see Fig. 7(a) and (b)). The value of this level counter 223h is updated in conjunction with the number of sensors whose output is H (high) among the passage detection sensors 228a to 228f (see S4204 in Fig. 35). That is, the number of sensors whose output is H (high) is set as the counter value.

[0208] The game status storage area 223i is a storage area for storing data corresponding to the game status of the pachinko machine 10. This game status storage area 223i is updated every time a status command outputted every time a change occurs in the game status of the pachinko machine 10 from the main control device 110 is received (see S4310 in FIG. 36). The game status storage area 223i is configured, for example, as a 1-byte storage area, and is configured so that the game status can be specified by the status of the lowest two bits. More specifically, for example, the lowest bit indicates whether or not the normal symbol is in a time-saving status, and the second lowest bit indicates whether or not the special symbol is in a probability variable status. Therefore, in the "low probability state of special symbols" and the "normal state of normal symbols", the lower two bits are "00B", in the "low probability state of special symbols" and the "time-saving state of normal symbols", the lower two bits are "01B", and in the "probability variable state of special symbols" and the "time-saving state of normal symbols", the lower two bits are "11B". The MPU 221 of the sound lamp control device 113 can grasp the game state of the pachinko machine 10 on the sound lamp control device 113 side based on the data stored in this game state storage area 223i.

[0209] The other memory area 223z is provided as an area for storing data other than the above-mentioned data, and is an area for temporarily storing other counter values ​​used by the MPU 221 of the voice lamp control device 113.

[0210] The RAM 223 also has a command storage area (not shown) that temporarily stores commands received from the main control device 110 until processing corresponding to the commands is performed, and a timer that counts the performance time. The command storage area is configured as a ring buffer, and data is read and written using a FIFO (First In First Out) method. When the command determination process (see FIG. 36) of the voice lamp control device 113 is executed, the first command stored in the command storage area is read out from among the unprocessed commands stored therein, and the command determination process analyzes the command and performs processing corresponding to the command.

[0211] The display control device 114 is connected to the voice lamp control device 113 and the third symbol display device 81, and controls the variable display (variable performance) of the third symbol in the third symbol display device 81 and the continuous notice performance based on the command received from the voice lamp control device 113. The details of this display control device 114 will be described later with reference to FIG.

[0212] The power supply device 115 has a power supply unit 251 for supplying power to each unit of the pachinko machine 10, a power failure monitoring circuit 252 for monitoring power interruption due to a power failure or the like, and a RAM deletion switch circuit 253 provided with a RAM deletion switch 122 (see FIG. 3). The power supply unit 251 is a device that supplies the necessary operating voltage to each of the control devices 110-114, etc. through a power supply path not shown. In summary, the power supply unit 251 takes in an AC voltage of 24 volts supplied from the outside, generates a voltage of 12 volts for driving various switches such as the various switches 208, solenoids such as the solenoid 209, motors, etc., a voltage of 5 volts for logic, a backup voltage for RAM backup, etc., and supplies the necessary voltages to each of the control devices 110-114, etc.

[0213] The power failure monitoring circuit 252 is a circuit for outputting a power failure signal SG1 to each NMI terminal of the MPU 201 of the main control device 110 and the MPU 211 of the dispensing control device 111 when the power is cut off due to the occurrence of a power failure or the like. The power failure monitoring circuit 252 monitors the voltage of 24 volts DC, which is the maximum voltage output from the power supply unit 251, and when this voltage becomes less than 22 volts, it judges that a power failure (power failure, power cut) has occurred and outputs the power failure signal SG1 to the main control device 110 and the dispensing control device 111. By outputting the power failure signal SG1, the main control device 110 and the dispensing control device 111 recognize the occurrence of a power failure and execute NMI interrupt processing. Note that the power supply unit 251 is configured to maintain the output of the voltage of 5 volts, which is the drive voltage of the control system, at a normal value for a sufficient time to execute the NMI interrupt processing, even after the voltage of 24 volts DC becomes less than 22 volts. Therefore, the main control unit 110 and the dispensing control unit 111 can normally execute and complete the NMI interrupt processing (see Figure 28).

[0214] The RAM clear switch circuit 253 is a circuit for outputting a RAM clear signal SG2 to the main control device 110 to clear the backup data when the RAM clear switch 122 (see FIG. 3) is pressed. When the main control device 110 inputs the RAM clear signal SG2 when the pachinko machine 10 is powered on, it clears the backup data and transmits a payout initialization command to the payout control device 111 to clear the backup data in the payout control device 111.

[0215] Next, the electrical configuration of the display control device 114 will be described with reference to Fig. 15. Fig. 15 is a block diagram showing the electrical configuration of the display control device 114. The display control device 114 has an MPU 231, a work RAM 233, a character ROM 234, a resident video RAM 235, a normal video RAM 236, an image controller 237, an input port 238, an output port 239, and bus lines 240 and 241.

[0216] The input side of the input port 238 is connected to the output side of the voice lamp control device 113, and the output side of the input port 238 is connected to the MPU 231, the work RAM 233, the character ROM 234, and the image controller 237 via the bus line 240. The image controller 237 is connected to the resident video RAM 235 and the normal video RAM 236, and is connected to the output port 239 via the bus line 241. The output side of the output port 239 is connected to the third pattern display device 81.

[0217] In addition, even if the pachinko machine 10 is of a different model having a different probability of winning a jackpot with a special pattern or a different number of prize balls paid out for one jackpot with a special pattern, there are models that have the exact same specifications for the pattern configuration displayed on the third pattern display device 81, so the display control device 114 is made into a common component to reduce costs.

[0218] In the following, the MPU 231, character ROM 234, image controller 237, resident video RAM 235, and normal video RAM 236 will be described first, and then the work RAM 233 will be described.

[0219] First, the MPU 231 controls the display contents of the third symbol display device 81 based on the display variation pattern command output from the voice lamp control device 113 based on the variation pattern command of the main control device 110. The MPU 231 has a built-in command pointer 231a, reads and fetches the command code stored at the address indicated by the command pointer 231a, and executes various processes according to the command code. The MPU 231 is configured to be reset by the power supply device 115 immediately after power is turned on (including power recovery from a power outage. The same applies below), and when the system reset is released, the command pointer 231a is automatically set to "0000H" by the hardware of the MPU 231. Then, each time a command code is fetched, the value of the command pointer 231a is incremented by one. Also, when the MPU 231 executes a command to set the command pointer, the value of the pointer indicated by the command to set is set to the command pointer 231a.

[0220] Although details will be described later, in this embodiment, the control program executed by MPU 231 and various fixed value data used in the control program are not stored in a dedicated program ROM as in conventional gaming machines, but rather are stored in a character ROM 234 provided for storing image data to be displayed on the third pattern display device 81.

[0221] Although the details will be described later, the character ROM 234 is composed of a NAND type flash memory 234a that can achieve a large capacity in a small area. This allows not only image data but also control programs and the like to be sufficiently stored. If the control programs and the like are stored in the character ROM 234, there is no need to provide a dedicated program ROM for storing the control programs and the like. This allows the number of parts in the display control device 114 to be reduced, which not only reduces manufacturing costs but also suppresses an increase in the rate of failures due to an increase in the number of parts.

[0222] On the other hand, NAND flash memory generally has a problem that the read speed is slow, especially when performing random access. For example, when reading data arranged continuously on multiple pages, data from the second page onwards can be read at high speed, but when reading data from the first page, it takes a long time from when the address is specified until the data is output. Also, when reading non-contiguous data, it takes a long time each time the data is read. As described above, since the read speed of NAND flash memory is slow, if the MPU 231 is configured to directly read the control program from the character ROM 234 and execute various processes, it may take a long time to read the instructions constituting the control program, and even if a high-performance processor is used as the MPU 231, the processing performance of the display control device 114 may be deteriorated.

[0223] Therefore, in this embodiment, when the system reset of the MPU 231 is released, first, the control program stored in the NAND type flash memory 234a of the character ROM 234 is transferred to and stored in the work RAM 233 provided for temporary storage of various data. Then, the MPU 231 executes various processes according to the control program stored in the work RAM 233. The work RAM 233 is composed of a DRAM (Dynamic RAM) as described later, and data is read and written at high speed, so that the MPU 231 can read the commands constituting the control program without delay. Therefore, the display control device 114 can maintain high processing performance, and the third pattern display device 81 can be used to easily execute diversified and complicated performances.

[0224] The character ROM 234 is a memory that stores the control program executed in the MPU 231 and the data of the image displayed on the third symbol display device 81, and is connected to the MPU 231 via a bus line 240. The MPU 231 directly accesses the character ROM 234 after the system reset is released via the bus line 240, and transfers the control program stored in the second program storage area 234a1 of the character ROM 234 to the program storage area 233a of the work RAM 233. The image controller 237 is also connected to the bus line 240, and the image controller 237 transfers the image data stored in the character storage area 234a2 of the character ROM 234 to the resident video RAM 235 and the normal video RAM 236 connected to the image controller 237.

[0225] The character ROM 234 is configured by modularizing a NAND type flash memory 234a, a ROM controller 234b, a buffer RAM 234c, and a NOR type ROM 234d.

[0226] The NAND type flash memory 234a is a non-volatile memory provided as the main storage unit in the character ROM 234, and has at least a second program memory area 234a1 which stores most of the control programs executed by the MPU 231 and fixed value data for driving the third pattern display device 81, and a character memory area 234a2 which stores data of images (characters, etc.) to be displayed on the third pattern display device 81.

[0227] Here, the NAND type flash memory has a feature that a large storage capacity can be obtained in a small area, and the character ROM 234 can be easily made large-capacity. As a result, in this pachinko machine, by using a NAND type flash memory 234a having a capacity of, for example, 2 gigabytes, many images can be stored in the character storage area 234a2 as images to be displayed on the third symbol display device 81. Therefore, in order to further increase the interest of the player, the images displayed on the third symbol display device 81 can be diversified and complicated.

[0228] In addition, the NAND type flash memory 234a can store a control program and fixed value data in the second program storage area 234a1 while storing a large amount of image data in the character storage area 234a2. In this way, the control program and fixed value data can be stored in the character ROM 234 provided for storing the data of the image to be displayed on the third symbol display device 81 without providing a dedicated program ROM as in conventional gaming machines, so that the number of parts in the display control device 114 can be reduced, the manufacturing cost can be reduced, and an increase in the occurrence rate of failures due to an increase in the number of parts can be suppressed.

[0229] The ROM controller 234b is a controller for controlling the operation of the character ROM 234, and for example, based on an address transmitted from the MPU 231 or the image controller 237 via the bus line 240, reads out corresponding data from the NAND type flash memory 234a etc., and outputs it to the MPU 231 or the image controller 237 via the bus line 240.

[0230] Here, the NAND flash memory 234a, by its nature, generates a relatively large number of error bits (bits to which erroneous data is written) when writing data, and generates defective data blocks to which data cannot be written. Therefore, the ROM controller 234b performs known error correction on the data read from the NAND flash memory 234a, and also performs known data address conversion so that data is read from and written to the NAND flash memory 234a while avoiding the defective data blocks.

[0231] This ROM controller 234b performs error correction on data read from the NAND flash memory 234a, which includes error bits. Therefore, even if the NAND flash memory 234a is used as the character ROM 234, it is possible to prevent the MPU 231 from performing processing or the image controller 237 from generating various images based on erroneous data.

[0232] Furthermore, since the ROM controller 234b analyzes the bad data blocks of the NAND flash memory 234a and avoids access to the bad data blocks, the MPU 231 and the image controller 237 can easily access the character ROM 234 without considering the address positions of the bad data blocks which differ in each NAND flash memory 234a. Therefore, even if the NAND flash memory 234a is used for the character ROM 234, it is possible to prevent the access control to the character ROM 234 from becoming complicated.

[0233] The buffer RAM 234c is a memory used as a buffer for temporarily storing data read from the NAND flash memory 234a. When an address assigned to the character ROM 234 is specified from the MPU 231 or the image controller 237 via the bus line 240, the ROM controller 234b judges whether or not one page (e.g., 2 kilobytes) of data including the data corresponding to the specified address is set in the buffer RAM 234c. If the data is not set, the ROM controller 234b reads one page (e.g., 2 kilobytes) of data including the data corresponding to the specified address from the NAND flash memory 234a (or the NOR ROM 234d) and temporarily sets it in the buffer RAM 234c. The ROM controller 234b then performs a known error correction process and outputs the data corresponding to the specified address to the MPU 231 or the image controller 237 via the bus line 240.

[0234] The buffer RAM 234c is configured with two banks, and one page of data of the NAND flash memory 234a can be set per bank. This allows the ROM controller 234b to output data of the NAND flash memory 234a to the outside by using one bank while data is set in the other bank, or to perform parallel processing of transferring one page of data including data corresponding to an address designated by the MPU 231 or the image controller 237 from the NAND flash memory 234a to one bank and setting it, and reading data corresponding to an address designated by the MPU 231 or the image controller 237 from the other bank and outputting it to the MPU 231 or the image controller 237. This allows the responsiveness of the character ROM 234 to be improved when reading it out.

[0235] The NOR ROM 234d is a non-volatile memory provided as a sub-storage section in the character ROM 234, and is configured to have a much smaller capacity (for example, 2 kilobytes) than the NAND flash memory 234a in order to complement the NAND flash memory 234a. The NOR ROM 234d is provided with at least a first program storage area 234d1 for storing, among the control programs stored in the character ROM 234, programs that are not stored in the second program storage area 234a1 of the NAND flash memory 234a, specifically, a part of a boot program that is executed first in the MPU 231 after the system reset is released.

[0236] The boot program is a control program for starting the display control device 114 so that various controls for the third pattern display device 81 can be executed, and the MPU 231 executes this boot program first after the system reset is released. This allows the display control device 114 to be in a state where various controls can be executed. The first program storage area 234d1 stores a predetermined number of commands (for example, if the capacity of one page is 2 kilobytes, then 1024 words (1 word = 2 bytes) worth of commands) from the command to be first processed by the MPU 231 after the system reset is released, within the capacity of one bank of the buffer RAM 234c (i.e., one page of the NAND type flash memory 234a) of this boot program. Note that the number of commands of the boot program stored in the first program storage area 234d1 may be set appropriately according to the specifications of the display control device 114, as long as it is within the capacity of one bank of the buffer RAM 234c or less.

[0237] When the system reset is released, the MPU 231 is configured to set the value of the instruction pointer 231a to "0000H" by hardware and to specify the address "0000H" indicated by the instruction pointer 231a to the bus line 240. On the other hand, when the ROM controller 234b of the character ROM 234 detects that the address "0000H" has been specified to the bus line 240, it sets the boot program stored in the first program storage area 234d1 of the NOR type ROM 234d in one bank of the buffer RAM 234c and outputs the corresponding data (instruction code) to the MPU 231.

[0238] When the MPU 231 fetches the instruction code received from the character ROM 234, it executes various processes according to the fetched instruction code, increments the instruction pointer 231a by 1, and specifies the address indicated by the instruction pointer 231a to the bus line 240. Then, while the address specified by the bus line 240 is an address indicating a program stored in the NOR type ROM 234d, the ROM controller 234b of the character ROM 234 reads out the instruction code at the corresponding address from the buffer RAM 234c in the program previously set in the buffer RAM 234c from the NOR type ROM 234d, and outputs it to the MPU 231.

[0239] In this embodiment, the reason why not all the control programs are stored in the NAND flash memory 234a, but only a predetermined number of commands from the boot program, starting with the command to be processed first by the MPU 231 after the system reset is released, are stored in the NOR ROM 234d, is as follows: As described above, the NAND flash memory 234a has a problem specific to NAND flash memories in that, when reading data from the first page, it takes a long time from when an address is specified until the data is output.

[0240] If all the control programs are stored in such a NAND flash memory 234a, when the address "0000H" is specified from the MPU 231 via the bus line 240 to fetch the command code that the MPU 231 should execute first after the system reset is released, the character ROM 234 must read one page of data including the data (command code) corresponding to the address "0000H" from the NAND flash memory 234a and set it in the buffer RAM 234c. And, because of the nature of the NAND flash memory 234a, it takes a lot of time from reading to setting in the buffer RAM 234c, so the MPU 231 consumes a lot of waiting time from specifying the address "0000H" to receiving the command code corresponding to the address "0000H". Therefore, the time required to start the MPU 231 is long, and as a result, there is a problem that the control of the third pattern display device 81 in the display control device 114 may not be started immediately.

[0241] On the other hand, since the NOR type ROM is a memory capable of reading data at high speed, by storing a predetermined number of commands from the command to be processed first by the MPU 231 after the system reset is released in the NOR type ROM 234d, when the address "0000H" is specified from the MPU 231 via the bus line 240 after the system reset is released, the character ROM 234 immediately sets the boot program stored in the first program storage area 234d1 of the NOR type ROM 234d in the buffer RAM 234c and outputs the corresponding data (command code) to the MPU 231. Therefore, the MPU 231 can receive the command code corresponding to the address "0000H" in a short time after specifying the address "0000H", and can start the MPU 231 in a short time. Therefore, even if the control program is stored in the character ROM 234 composed of the NAND type flash memory 234a with a slow read speed, the control of the third pattern display device 81 in the display control device 114 can be immediately started.

[0242] The boot program is programmed to transfer a predetermined amount (e.g., a page capacity of the NAND flash memory 234a) of the control programs stored in the second program storage area 234a1 of the NAND flash memory 234a, i.e., the control programs other than the boot program stored in the first program storage area 234d1 of the NOR ROM 234d, and fixed value data used in the control programs (e.g., a display data table, a transfer data table, etc., which will be described later), to the program storage area 233a and the data table storage area 233b of the work RAM 233. Then, the MPU 231 first transfers and stores the control programs stored in the second program storage area 234a1 to the program storage area 233a by using a bank different from the bank of the buffer RAM 234c in which the boot program of the first program storage area 234d1 is set, according to the boot program read from the first program storage area 234d1 after the system reset is released.

[0243] Here, as described above, the boot program stored in the first program storage area 234d1 is configured with a capacity equivalent to one bank of the buffer RAM 234c, so when the boot program in the first program storage area 234d1 is set in the buffer RAM 234c in response to the address of the internal bus being specified as "0000H", the boot program is set in only one bank of the buffer RAM 234c. Therefore, when the control program stored in the second program storage area 234a1 is transferred to the program storage area 233a according to the boot program in the first program storage area 234d1, the transfer process can be executed using the other bank while leaving the boot program in the first program storage area 234d1 set in one bank of the buffer RAM 234c. Therefore, since there is no need to perform a process of resetting the boot program in the first program storage area 234d1 in the buffer RAM 234c after the transfer process, the time required for the boot process can be shortened.

[0244] The boot program stored in the first program storage area 234d1 is programmed to set the instruction pointer 231a to a first predetermined address in the program storage area 233a when a predetermined amount of the control program stored in the second program storage area 234a1 is transferred to the program storage area 233a. As a result, after the system reset is released, when a predetermined amount of the control program stored in the second program storage area 234a1 is transferred to the program storage area 233a by the MPU 231, the instruction pointer 231a is set to the first predetermined address in the program storage area 233a.

[0245] Therefore, when a predetermined amount of the control programs stored in the second program storage area 234a1 are stored in the program storage area 233a, the MPU 231 can read out the control programs stored in the program storage area 233a and execute various processes. That is, the MPU 231 does not read out the control programs from the NAND flash memory 234a having the second program storage area 234a1 and fetches instructions, but reads out the control programs transferred to the work RAM 233 having the program storage area 233a, fetches instructions, and executes various processes. As will be described later, since the work RAM 233 is composed of a DRAM, a read operation is performed at high speed. Therefore, even if most of the control programs are stored in the NAND flash memory 234a, which has a slow read speed, the MPU 231 can fetch instructions at high speed and execute the process for the instructions.

[0246] Here, the control program stored in the second program storage area 234a1 includes the remaining boot program that is not stored in the first program storage area 234d1. On the other hand, the boot program stored in the first program storage area 234d1 is programmed so that the remaining boot program is included in the control program transferred from the second program storage area 234a1 to the program storage area 233a of the work RAM 233 by a predetermined amount, and the instruction pointer 231a is programmed so that the leading address of the remaining boot program stored in the program storage area 233a is set as a first predetermined address.

[0247] As a result, the MPU 231 transfers a predetermined amount of the control program stored in the second program memory area 234a1 to the program storage area 233a using the boot program stored in the first program memory area 234d1, and then executes the remaining boot program included in the transferred control program.

[0248] This remaining boot program executes a process of transferring all the remaining control programs not transferred to the program storage area 233a and fixed value data used in the control programs (for example, a display data table, a transfer data table, etc., described later) from the second program memory area 234a1 to the program storage area 233a or the data table storage area 233b by a predetermined amount at a time. Also, at the end of the boot program, the instruction pointer 231a is set to a second predetermined address in the program storage area 233a. Specifically, as this second predetermined address, the start address of the program stored in the program storage area 233a and corresponding to the initial setting process (see S6002 in FIG. 39) executed after the boot process (see S6001 in FIG. 39) by the boot program is completed is set.

[0249] The MPU 231 executes the remaining boot program, whereby all of the control programs and fixed value data stored in the second program memory area 234a1 are transferred to the program storage area 233a or the data table storage area 233b. When the boot program is executed to the end by the MPU 231, the instruction pointer 231a is set to the second predetermined address, and thereafter, the MPU 231 executes various processes using the control programs transferred to the program storage area 233a without referring to the NAND flash memory 234a.

[0250] Therefore, even if most of the control programs are stored in the character ROM 234 composed of the NAND type flash memory 234a with a slow read speed, the control programs are transferred to the program storage area 233a of the work RAM 233 after the system reset is released, so that the MPU 231 can read the control programs from the work RAM composed of the DRAM with a fast read speed and perform various controls. Therefore, the display control device 114 can maintain high processing performance, and the third pattern display device 81 can be used to easily execute diversified and complicated performances.

[0251] As described above, instead of storing the entire boot program in the NOR ROM 234d, a predetermined number of instructions are stored starting from the instruction to be processed first by the MPU 231 after the system reset is released, and the remaining boot program is stored in the second program storage area 234a1 of the NAND flash memory 234a, so that the control program stored in the second program storage area 234a1 can be transferred reliably to the program storage area 233a. Therefore, by simply adding the extremely small capacity NOR ROM 234d to the character ROM 234, the MPU 231 can be started up in a short time, and the increase in cost of the character ROM 234 due to the shortened time can be suppressed.

[0252] The image controller 237 is a digital signal processor (DSP) that draws an image and displays the drawn image on the third pattern display device 81 at a predetermined timing. The image controller 237 draws an image for one frame based on a drawing list (see FIG. 20) transmitted from the MPU 231, and develops the image in one of the first frame buffer 236b and the second frame buffer 236c, which will be described later, and outputs the image information for one frame previously developed in the other frame buffer to the third pattern display device 81, thereby displaying the image on the third pattern display device 81. The image controller 237 performs parallel processing of the drawing process of the image for one frame and the display process of the image for one frame within the image display time for one frame on the third pattern display device 81 (20 milliseconds in this embodiment).

[0253] The image controller 237 transmits a vertical synchronization interrupt signal (hereinafter referred to as a "V interrupt signal") to the MPU 231 every 20 milliseconds when the drawing process of one frame of image is completed. Every time the MPU 231 detects this V interrupt signal, it executes V interrupt processing (see FIG. 41(b)) and instructs the image controller 237 to draw the next frame of image. In response to this instruction, the image controller 237 executes the drawing process of the next frame of image and executes the process of displaying the image previously developed by drawing on the third pattern display device 81.

[0254] In this way, MPU 231 executes V interrupt processing in response to a V interrupt signal from image controller 237 and issues a drawing instruction to image controller 237, so that image controller 237 can receive an image drawing instruction from MPU 231 at image drawing and display processing intervals (20 milliseconds). Therefore, image controller 237 does not receive a drawing instruction for the next image at a stage where image drawing and display processing have not been completed, so it is possible to prevent starting drawing of a new image in the middle of drawing an image or developing an image in response to a new drawing instruction in a frame buffer in which image information currently being displayed is stored.

[0255] The image controller 237 also executes a process of transferring image data from the character ROM 234 to the resident video RAM 235 or the normal video RAM 236 based on a transfer instruction from the MPU 231 or transfer data information included in the drawing list.

[0256] Note that the drawing of an image is performed using image data stored in the resident video RAM 235 and the normal video RAM 236. That is, image data required for drawing is transferred from the character ROM 234 to the resident video RAM 235 or the normal video RAM 236 based on an instruction from the MPU 231 before the drawing is performed.

[0257] Generally, NAND flash memory facilitates large capacity ROM, but its read speed is slower than other ROMs (mask ROM, EEPROM, etc.). In contrast, in the display control device 114, the MPU 231 is configured to instruct the image controller 237 to transfer part of the image data stored in the character ROM 234 to the resident video RAM 235 after power-on. Then, as described later, the image data stored in the resident video RAM 235 is controlled to remain resident without being overwritten.

[0258] As a result, after the transfer of image data to be resident in the resident video RAM 235 is completed after the power is turned on, the image controller 237 can perform image drawing processing while using the image data resident in the resident video RAM 235. Therefore, if the image data used for drawing processing is resident in the resident video RAM 235, there is no need to read the corresponding image data from the character ROM 234 composed of the NAND type flash memory 234a, which has a slow read speed, when drawing an image, so the time required for reading can be saved, and the image can be drawn immediately and displayed on the third pattern display device 81.

[0259] In particular, the resident video RAM 235 stores resident image data of images that are frequently displayed and image data of images that should be displayed immediately after the display is determined by the main control unit 110 or the display control unit 114, so that even if the character ROM 234 is composed of a NAND type flash memory 234a, high responsiveness can be maintained until an image is displayed on the third pattern display device 81.

[0260] In addition, when the display control device 114 uses image data that is non-resident in the resident video RAM 235 to draw an image, the MPU 231 is configured to instruct the image controller 237 to transfer image data required for drawing from the character ROM 234 to the normal video RAM 236 before the drawing is performed. As described later, the image data transferred to the normal video RAM 236 may be deleted by overwriting after being used to draw the image, but when drawing the image, there is no need to read the corresponding image data from the character ROM 234 composed of the NAND type flash memory 234a, which has a slow read speed, and the time required for reading can be saved, so that the image can be drawn immediately and the drawn image can be displayed on the third pattern display device 81.

[0261] Furthermore, by storing image data in normal video RAM 236 as well, it is not necessary to keep all image data resident in resident video RAM 235, and therefore it is not necessary to prepare a large-capacity resident video RAM 235. Therefore, it is possible to suppress the increase in cost due to the provision of resident video RAM 235.

[0262] The image controller 237 has a buffer RAM 237a configured with a 132-KB SRAM, which is equivalent to the capacity of one block of the NAND flash memory 234a.

[0263] The image data transfer instruction given by the MPU 231 to the image controller 237 by the transfer instruction or the transfer data information of the drawing list includes the start address (start address of the storage source) and the end address (end address of the storage source) of the character ROM 234 where the image data to be transferred is stored, the transfer destination information (information indicating whether the transfer is to be made to the resident video RAM 235 or the normal video RAM 236), and the start address of the transfer destination (resident video RAM 235 or normal video RAM 236). Note that the data size of the image data to be transferred may be included instead of the end address of the storage source.

[0264] Image controller 237 reads one block of data from a predetermined address in character ROM 234 in accordance with various information in this transfer instruction, temporarily stores the data in buffer RAM 237a, and when resident video RAM 235 or normal video RAM 236 is not in use, transfers the image data stored in buffer RAM 237a to resident RAM 235 or normal video RAM 236. Then, this process is repeated until all image data stored from the storage source start address to the storage source end address indicated by the transfer instruction has been transferred.

[0265] This allows image data that is read out from the character ROM 234 over a long period of time to be temporarily stored in the buffer RAM 237a, and then the image data can be transferred from the buffer RAM 237a to the resident video RAM 235 or the normal video RAM 236 in a short time. Therefore, while the image data is transferred from the character ROM 234 to the resident video RAM 235 or the normal video RAM 236, the resident video RAM 235 or the normal video RAM 236 can be prevented from being occupied for a long time by the transfer of the image data. Therefore, it is possible to prevent the resident video RAM 235 or the normal video RAM 236 from being occupied by the transfer of the image data, which makes it impossible to use the video RAMs 235 and 236 for the drawing process of the image, and as a result, it is possible to prevent the drawing of the image and the display on the third pattern display device 81 from being delayed by the required time.

[0266] Furthermore, since the transfer of image data from the buffer RAM 234c to the resident video RAM 235 or the normal video RAM 236 is performed by the image controller 237, it is possible to easily determine the period during which the resident video RAM 235 and the normal video RAM 236 are not being used for image drawing processing or display processing on the third pattern display device 81, thereby simplifying processing.

[0267] The resident video RAM 235 is used so that image data transferred from the character ROM 234 is continuously held without being overwritten while the power is on, and is provided with a power-on main image area 235a, a back image area 235c, a character design area 235e, and an error message image area 235f, as well as at least a power-on variable image area 235b and a third design area 235d.

[0268] The power-on main image area 235a is an area for storing data corresponding to the power-on main image displayed on the third symbol display device 81 from when the power is turned on until all image data to be resident in the resident video RAM 235 is stored. The power-on variable image area 235b is an area for storing image data corresponding to the power-on variable image that displays the lottery result performed in the main control device 110 by a variable presentation when a game is started by the player while the power-on main image is displayed on the third symbol display device 81 and a ball is detected entering the first ball entrance 64 or the second ball entrance 640.

[0269] When power supply from the power supply unit 251 begins, the MPU 231 sends a transfer instruction to the image controller 237 to transfer image data corresponding to the power-on main image and the power-on variable image from the character ROM 234 to the power-on main image area 235a (see S6003 and S6004 in Figure 39).

[0270] Here, the power-on variable image will be described with reference to Fig. 16. Fig. 16 is an explanatory diagram for explaining the power-on image displayed on the third pattern display device 81 while the display control device 114 transfers image data to be stored in the resident video RAM 235 from the character ROM 234 immediately after power-on.

[0271] Immediately after power-on, the display control device 114 transfers image data corresponding to the power-on main image and the power-on variable image from the character ROM 234 to the power-on main image area 235a and the power-on variable image area 235b, and then transfers the remaining image data to be stored in the resident video RAM 235 from the character ROM 234 to the resident video RAM 235. While the remaining image data is being transferred, the display control device 114 uses the image data previously stored in the power-on main image area 235a to display the power-on main image shown in FIG. 16(a) on the third pattern display device 81.

[0272] At this time, when the display control device 114 receives a display pattern command transmitted from the voice lamp control device 113 based on a pattern command from the main control device 110, which is a command to start the change, the display control device 114 alternately displays a power-on change image with a "○" pattern at the lower right position on the display screen of the power-on main image as shown in Fig. 16(b) and a power-on change image with a "×" pattern at the same position as the "○" pattern as shown in Fig. 16(c) during the change period. Then, the display control device 114 judges the result of the lottery performed by the main control device 110 from the display pattern command and stop type command transmitted from the voice lamp control device 113 based on the change pattern command and stop type command from the main control device 110, and if it is a "jackpot of special pattern", the image shown in Fig. 16(b) is displayed for a certain period after the change performance stops, and if it is a "miss of special pattern", the image shown in Fig. 16(c) is displayed for a certain period after the change performance stops.

[0273] The MPU 231 instructs the image controller 237 to draw the power-on main image using the image data stored in the power-on main image area 235a until all image data to be resident in the resident video RAM 235 is transferred to the resident video RAM 235. This allows players and hall staff to check the power-on main image displayed on the third symbol display device 81 while the remaining image data to be resident is being transferred to the resident video RAM 235. Therefore, the display control device 114 can take time to transfer the remaining image data to be resident from the character ROM 234 to the resident video RAM 235 while the power-on main image is being displayed on the third symbol display device 81. Furthermore, since players can recognize that some processing is taking place while the main image is being displayed on the third pattern display device 81 when the power is turned on, they can wait until the transfer of image data to the resident video RAM 235 is completed without worrying that operation may have stopped until the remaining image data that should be resident in the resident video RAM 235 is transferred from the character ROM 234 to the resident video RAM 235.

[0274] In addition, when checking operation at a factory or the like during manufacturing, the main image is immediately displayed on the third pattern display device 81 when the power is turned on, making it possible to immediately confirm that the third pattern display device 81 has started operating without any problems when the power is turned on.Furthermore, the use of a NAND type flash memory 234a, which has a slow read speed, for the character ROM 234 prevents the efficiency of the operation check from deteriorating.

[0275] In addition, when a player starts playing while the power-on main image is displayed on the third symbol display device 81, and a ball is detected in the first ball entrance 64 or the second ball entrance 640, the MPU 231 instructs the image controller 237 to draw a power-on variable image using image data corresponding to the power-on variable image that is always present in the power-on variable image area 235b, and to alternately display the images shown in Fig. 16(b) and (c) on the third symbol display device 81. This allows a simple variable performance to be performed using the power-on variable image. Therefore, the player can confirm that a lottery has been drawn by the simple variable performance even while the power-on main image is displayed on the third symbol display device 81.

[0276] Furthermore, at the stage at which the power-on main image is displayed on the third pattern display device 81, image data corresponding to the power-on variable performance image is already resident in the power-on variable image area 235b, so if a ball is detected in the first ball entry slot 64 or the second ball entry slot 640 while the power-on main image is displayed on the third pattern display device 81, the corresponding variable performance can be instantly displayed on the third pattern display device 81.

[0277] Returning to Fig. 15, the explanation will be continued. The rear image area 235c is an area for storing image data corresponding to the rear image displayed on the third pattern display device 81. Here, referring to Fig. 17, the rear image and the range of the rear image stored in the rear image area 235c among the rear images will be explained. Fig. 17 is an explanatory diagram for explaining four types of rear images and the range of the rear image stored in the rear image area 235c of the resident video RAM 235 for each rear image, Fig. 17(a) shows the rear image A corresponding to the "sand beach stage", and Fig. 17(b) shows the rear image B corresponding to the "deep sea stage".

[0278] As shown in Fig. 17, the back images corresponding to the back surfaces A and B are prepared in the character ROM 234, and are longer horizontally than the display area displayed on the third pattern display device 81. The image controller 237 draws the image so that the back image is displayed on the third pattern display device 81 while scrolling the image horizontally from left to right.

[0279] The images (hereinafter referred to as "scrolling images") prepared for each of the backs A and B are configured so that the back images are continuous at positions a and c. The images between positions c and d and between positions a and a' are configured with images covering the horizontal width of the display area, and after the images between positions c and d are displayed as the display area on the third pattern display device 81, when the images between positions a and a' are displayed as the display area on the third pattern display device 81, the back images are scrolled and displayed on the third pattern display device 81 with a smooth connection.

[0280] When the change of the back type is decided and the stage is changed to the "sand beach stage" or "deep sea stage", the MPU 231 first sets the corresponding back image between position a and position a' as the initial position of the display area, and controls the image controller 237 so that the image at the initial position is displayed on the third pattern display device 81. Then, as time passes, the display area is moved from left to right relative to the scroll image, and the image controller 237 is controlled so that the display area is sequentially displayed on the third pattern display device 81, and when the display area reaches the image between position c and position d, the image controller 237 is controlled so that the display area is again displayed on the third pattern display device 81 as the image from position a to position a'. Therefore, the third pattern display device 81 can display the images between positions a to c by repeatedly scrolling them with a smooth connection as if they flow to the left.

[0281] Next, the range of the rear image stored in the rear image area 235c for each rear image will be described. As shown in FIG. 17(a), the rear image A corresponding to the initial stage, the sandy beach stage, is stored in the rear image area 235c of the resident video RAM 235 for the entire range of the rear image A, that is, all image data corresponding to positions a to d. Usually, the game is played without changing the stage while displaying the initial stage, the "sandy beach stage." Therefore, by making all image data of the rear image A corresponding to the frequently displayed "sandy beach stage" resident in the rear image area 235c, the number of data accesses to the character ROM 234 can be reduced. Therefore, the processing load on the display control device 114 can be reduced.

[0282] On the other hand, as shown in Figure 17(b), for rear side B corresponding to the "deep sea stage", only a portion of that rear side, i.e., image data corresponding to the image between position a and position b, is stored in rear side image area 235c of resident video RAM 235.

[0283] Here, in order to instantly change the background image, it would be ideal to keep the entire range of image data for all background images resident in the resident video RAM 235. However, doing so would require a very large capacity RAM to be used for the resident video RAM 235, which could lead to increased costs.

[0284] In contrast, in the present pachinko machine 10, the initial position of the back image displayed first when the stage is changed is fixed to the range from position a to position a' (or the range of Fig. 17(a)-(b)), and image data corresponding to the image between position a and position b including the initial position (or the image between Fig. 17(a)-(b)) is stored in the back image area 235c of the resident video RAM 235. Therefore, even if the character ROM 234 is configured with the NAND type flash memory 234a with a slow read speed, when the change of the stage is decided by lottery at the start of the change, the initial position of the back B can be displayed on the third pattern display device 81 immediately by using the image data resident in the back im...

Claims

【Claim 1】 launching means capable of launching a game ball; displacement means provided at a position reachable by the game ball launched at a predetermined launching intensity by the launching means and displaceable from a first position toward a second position different from the first position; configured such that a game ball launched at the predetermined launching intensity can pass through a predetermined portion through which the displacement means can pass when displaced from the first position toward the second position and enter a predetermined area in the game area; In a gaming machine configured such that a game ball entering the predetermined area can pass through any one of a plurality of sections including a first section and a second section, the length of the first section is configured to be longer than the length of the second section; a first area formed continuously with the first section; first detection means capable of detecting a game ball in the first area; a second area formed continuously with the second section; second detection means capable of detecting a game ball in the second area, and the gaming machine is configured such that dynamic display in a first mode can be started in response to detection of a game ball by the first detection means; the result of the dynamic display in the first mode is notified after a first dynamic display period during which the dynamic display in the first mode is executed; is configured such that dynamic display in a second mode different from the first mode can be started in response to detection of a game ball by the second detection means; the result of the dynamic display in the second mode is notified after a second dynamic display period during which the dynamic display in the second mode is executed; a first privilege is granted when a first specific result is notified as a result of the dynamic display in the first mode, and a second privilege is granted when a second specific result is notified as a result of the dynamic display in the second mode; having at least a first gaming state and a second gaming state in which it is easier for a game ball to pass through the second area than in the first gaming state; configured such that a game ball launched at the predetermined launching intensity can enter the predetermined area at least in the first gaming state and the second gaming state; configured such that a predetermined dynamic display in which the first dynamic display period is a predetermined period and a specific dynamic display in which the first dynamic display period is a specific period longer than the predetermined period can be executed; the specific dynamic display is configured to be more likely to notify the first specific result than the predetermined dynamic display; In the situation where the specific dynamic display is being executed, the result of the specific dynamic display being executed is configured to be the same whether a new game ball is detected by the first detection means or not. A predetermined mode that allows the player to recognize that the result of the specific dynamic display is the first specific result can be notified during the corresponding specific period. Among the specific periods, the second period after the first period has elapsed from the first predetermined period is configured such that it is easier for the player to recognize that the result of the corresponding specific dynamic display is the first specific result. A gaming machine characterized by this.