Game machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-09-26
- Publication Date
- 2026-03-18
AI Technical Summary
Existing gaming machines that enclose game balls inside the machine lack mechanisms to enhance gameplay excitement and engagement, leading to a static gaming experience.
The gaming machine incorporates a control system that allows players to participate in special games based on game value judgments, enabling updates to game value and performance control, thereby enhancing gameplay variety.
This solution improves gameplay excitement and engagement by offering players the opportunity to participate in varied special games, increasing the overall fun and interactive experience.
Smart Images

Figure 00000000_0000_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] In gaming machines where the gaming balls are sealed inside the machine, the gaming balls are not ejected outside the machine, which has the advantage of reducing the workload of hall employees, and since players do not come into direct contact with the gaming balls, it is easier to deter fraudulent behavior (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-104305 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the above gaming machine, since the gaming balls are not ejected outside the machine, the gaming ball count display simply increases and decreases in a monotonous manner, and improvements were desired in order to increase the enjoyment of the game.
[0005] In view of the above circumstances, the present invention aims to improve the enjoyment of games. [Means for solving the problem]
[0006] The gaming machine of the present invention is a gaming machine in which a game can be played using game value possessed by a player, and is equipped with a first control means capable of acquiring judgment information when an acquisition condition is met and controlling whether or not to play a special game advantageous to the player based on the judgment information, a second control means for storing the game value and capable of updating the game value to add, a third control means capable of controlling presentations, and an operation means capable of allowing the player to perform a selection operation, wherein the third control means makes it possible to select a first presentation by operating the operation means when a first value is satisfied as a result of the game value being added and updated by the second control means, and makes it possible to select a second presentation different from the first presentation by operating the operation means when a second value greater than the first value is satisfied as a result of the game value being added and updated by the second control means. [Effects of the Invention]
[0007] According to the present invention, it is possible to increase interest in games. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of the appearance of a gaming machine according to a first embodiment of the present invention. [Figure 2] 1 is an external rear view of the gaming machine according to the first embodiment of the present invention. [Figure 3] 1 is a front view of a game board according to a first embodiment of the present invention. [Figure 4] 1 is a block diagram of a gaming machine according to a first embodiment of the present invention. [Figure 5] This figure shows (A-1) the special pattern hit determination table for the first starting port, (A-2) the special pattern hit determination table for the second starting port, and (B) the normal pattern hit determination table, relating to the first embodiment of the present invention. [Figure 6] 1A and 1B are diagrams showing (A) a special symbol determination table, (B) a normal symbol determination table, and (C) details of rounds for each winning special symbol according to a first embodiment of the present invention. [Figure 7]1A and 1B are diagrams showing (A) a special symbol variation pattern table and (B) a reach selection ratio according to the first embodiment of the present invention. [Figure 8] FIG. 2 is a diagram showing a command table (1 / 2) according to the first embodiment of the present invention. [Figure 9] FIG. 2 is a diagram showing a command table (2 / 2) according to the first embodiment of the present invention. [Figure 10] 5 is a flowchart showing a main control board main process according to the first embodiment of the present invention. [Figure 11] 5 is a flowchart showing a setting value change process according to the first embodiment of the present invention. [Figure 12] 4 is a flowchart showing a setting value confirmation process according to the first embodiment of the present invention. [Figure 13] 4 is a flowchart showing main control board timer interrupt processing according to the first embodiment of the present invention. [Figure 14] 4 is a flowchart showing an input switch detection process according to the first embodiment of the present invention. [Figure 15] A flowchart showing the processing when the first starting port is detected in the first embodiment of the present invention. [Figure 16] A flowchart showing the processing when the second starting port is detected in the first embodiment of the present invention. [Figure 17] 10 is a flowchart showing the processing performed when the second large prize opening is detected in the first embodiment of the present invention. [Figure 18] 10 is a flowchart showing a special symbol-related process according to the first embodiment of the present invention. [Figure 19] 10 is a flowchart showing the processing at the start of special symbol variation according to the first embodiment of the present invention. [Figure 20] 10 is a flowchart showing a special symbol winning determination process according to the first embodiment of the present invention. [Figure 21] 10 is a flowchart showing processing during special pattern variation according to the first embodiment of the present invention. [Figure 22] 10 is a flowchart showing the jackpot 1 game processing according to the first embodiment of the present invention. [Figure 23]10 is a flowchart showing the small hit game processing according to the first embodiment of the present invention. [Figure 24] A flowchart showing the second type jackpot transition control processing related to the first embodiment of the present invention. [Figure 25] 10 is a flowchart showing the jackpot 2 game processing according to the first embodiment of the present invention. [Figure 26] 1 is a flowchart showing the main processing of the performance control board according to the first embodiment of the present invention. [Figure 27] 1 is a flowchart showing the performance control board timer interrupt processing according to the first embodiment of the present invention. [Figure 28] 10 is a flowchart showing a main command receiving process (1 / 2) according to the first embodiment of the present invention. [Figure 29] 10 is a flowchart showing a main command receiving process (2 / 2) according to the first embodiment of the present invention. [Figure 30] FIG. 2 is a diagram showing a variable effect pattern table according to the first embodiment of the present invention. [Figure 31] FIG. 1 is a diagram showing a notice determination table 1 (pre-reach notice) according to the first embodiment of the present invention. [Figure 32] FIG. 2 is a diagram showing a dialogue advance decision table according to the first embodiment of the present invention. [Figure 33] FIG. 2 is a diagram showing a button vibration notice determination table according to the first embodiment of the present invention. [Figure 34] FIG. 10 is a diagram showing a notice determination table 2 (reach notice) according to the first embodiment of the present invention. [Figure 35] 1A and 1B are diagrams showing (a) a logo preview determination table and (b) a vehicle group preview determination table according to the first embodiment of the present invention. [Figure 36] FIG. 10 is a diagram showing (a) a notice determination table 3 (super reach notice_conversation notice) relating to the first embodiment of the present invention, and (b) a diagram showing notice determination table 4 (super reach notice_cut-in notice). [Figure 37]FIG. 10 is a diagram showing (c) a notice determination table 5 (judgment during super reach) according to the first embodiment of the present invention, and (d) a diagram showing a performance button determination table. [Figure 38] 1 is a diagram showing a mode of a dialogue preview according to the first embodiment of the present invention. FIG. [Figure 39] 1A to 1C are diagrams showing aspects of button vibration notification according to the first embodiment of the present invention. [Figure 40] 1 is a diagram showing a form of a logo preview according to a first embodiment of the present invention. FIG. [Figure 41] 1 is a diagram showing an aspect of vehicle group advance notice in the first embodiment of the present invention. FIG. [Figure 42] A figure showing the form of a cut-in notice in the first embodiment of the present invention. [Figure 43] 1A to 1C are diagrams showing aspects of judgement effects according to the first embodiment of the present invention. [Figure 44] 1 is a diagram showing an aspect of conversation preview according to the first embodiment of the present invention. FIG. [Figure 45] 1 is a diagram showing an aspect of conversation preview according to the first embodiment of the present invention. FIG. [Figure 46] 1 is a diagram showing an aspect of conversation preview according to the first embodiment of the present invention. FIG. [Figure 47] 1 is a diagram showing an aspect of a multi-line reach according to a first embodiment of the present invention. FIG. [Figure 48] 1 is a simplified time chart (normal game state) of variable effects according to an embodiment of the present invention. [Figure 49] 1A to 1C are diagrams showing aspects of auxiliary images (a1) to (a2), and details of auxiliary images (b) to (d) according to a first embodiment of the present invention. [Figure 50] FIG. 10 is a diagram showing the form of the judgment presentation (judgment during jackpot) during one game of jackpot according to the first embodiment of the present invention. [Figure 51] A figure showing the mode selection presentation during jackpot 1 game in the first embodiment of the present invention. [Figure 52] This is a diagram explaining the details of the presentation of small hit game and big hit 2 game when mode A is selected in the first embodiment of the present invention. [Figure 53] A figure showing the mode of small hit game and big hit 2 game when mode A is selected in the first embodiment of the present invention. [Figure 54] A figure showing the mode of the continuation judgment presentation (judgment during jackpot) during jackpot 1 play and jackpot 2 play in the first embodiment of the present invention. [Figure 55] 3A to 3C are diagrams showing various tables for icon effects according to the first embodiment of the present invention. [Figure 56] 3A to 3C are diagrams showing various tables for icon effects according to the first embodiment of the present invention. [Figure 57] A figure showing various tables of icon effects in the first embodiment of the present invention, and effect tables during jackpot 1 play and jackpot 2 play. [Figure 58] A figure showing the presentation table during jackpot 1 play and jackpot 2 play in the first embodiment of the present invention. [Figure 59] 1A to 1C are diagrams showing aspects of mode selection presentations for each mode according to the first embodiment of the present invention. [Figure 60] 1 is a diagram showing the state of each mode during a time-shortening gaming state (state during RUSH) according to the first embodiment of the present invention. FIG. [Figure 61] 4 is a flowchart showing a performance status monitoring process according to the first embodiment of the present invention. [Figure 62] FIG. 2 is a diagram showing an overview of the measurement effect during RUSH according to the first embodiment of the present invention. [Figure 63] FIG. 2 is a diagram showing an overview of the measurement effect during RUSH according to the first embodiment of the present invention. [Figure 64] FIG. 10 is a front view of the appearance of a gaming machine according to a second embodiment of the present invention. [Figure 65] FIG. 4 is a block diagram of a gaming machine according to a second embodiment of the present invention. [Figure 66] FIG. 10 is a simplified diagram showing main information communications according to a second embodiment of the present invention. [Figure 67] 10 is a flowchart showing a main control board main process according to the second embodiment of the present invention. [Figure 68]10 is a flowchart showing main control board timer interrupt processing according to the second embodiment of the present invention. [Figure 69] 10 is a flowchart showing a frame control board main process according to the second embodiment of the present invention. [Figure 70] 10 is a flowchart showing a frame control board timer interrupt process according to the second embodiment of the present invention. [Figure 71] 10 is a flowchart showing a switch input confirmation process according to the second embodiment of the present invention. [Figure 72] 10 is a flowchart showing a game ball count management process according to a second embodiment of the present invention. [Figure 73] 10 is a flowchart showing a game ball count information update process according to a second embodiment of the present invention. [Figure 74] 10 is a flowchart showing a counting process according to a second embodiment of the present invention. [Figure 75] 10 is a flowchart showing the main processing of the performance control board according to the second embodiment of the present invention. [Figure 76] 10 is a flowchart showing the performance control board timer interrupt processing according to the second embodiment of the present invention. [Figure 77] 10 is a flowchart showing a frame control board information communication (reception) process according to the second embodiment of the present invention. [Figure 78] FIG. 10 is a diagram showing an example of a movable body operating position according to game ball number information according to the second embodiment of the present invention. [Figure 79] FIG. 10 is a diagram showing an example of a performance table according to a second embodiment of the present invention. [Figure 80] FIG. 10 is a diagram showing an example of a counting effect according to the second embodiment of the present invention. [Figure 81] FIG. 10 is a diagram showing an example of a long press according to the second embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] (First embodiment) A first embodiment of the present invention will be specifically described below with reference to the drawings, using a pachinko gaming machine 1 as an example. In the following description, the terms "front," "rear," "left," "right," "upper," and "lower" refer to the pachinko gaming machine 1 shown in Figure 1 as seen from the player's side.
[0010] As shown in Figure 1, the pachinko game machine 1 has an outer frame 2 for installation on a game machine installation island (not shown) in an amusement parlor, a middle frame 3 that is pivotally supported by the outer frame 2 and that detachably holds a game board 6, a glass frame 4 that is pivotally supported by the middle frame 3 and faces the front of the game board 6, allowing the game board 6 to be seen through transparent glass, and a tray member 5 that is pivotally supported by the middle frame 3 and is located below the glass frame 4, and is capable of storing game balls.
[0011] The middle frame 3 is provided with a launching device for launching game balls into the play area 7 of the game board 6, and a launch handle 8 for causing the launching device to perform a launch operation. The launch handle 8 is held by a player and can be rotated within a predetermined range, and the amount of rotation (volume) can be used to adjust the launch strength when launching game balls into the play area 7. For example, when the launch handle 8 is rotated a first rotation amount (first launch strength), the game ball is launched to the left side of the play area 7 (play area 7a) (so-called "left shot" is possible), and when the launch handle 8 is rotated a second rotation amount greater than the first rotation amount (second launch strength), the game ball is launched to the right side of the play area 7 (play area 7b) (so-called "right shot" is possible). The play area 7a forms a predetermined path, and the play area 7b forms a specific path.
[0012] A handle touch sensor (not shown) is provided on the firing handle 8. This handle touch sensor turns ON when the player is holding the firing handle 8, and the ON signal is input to the payout control board 300. This makes it possible to know that the firing handle 8 is being held by the player.
[0013] The glass frame 4 is provided with a light-emitting device 9 (lamp, LED, etc.), which can emit light to decorate the pachinko gaming machine 1. For example, in the special symbol winning determination process described below, when a special symbol is determined to be a winning symbol, the light can emit rainbow colors to notify the player that the special symbol has been won.
[0014] The light-emitting device 9 includes an effect button LED provided in the effect button 14. The effect button LED is provided inside the effect button 14, and is covered from above with a transparent cover so that the light-emitting mode can be seen. For example, the effect button LED can emit light in white, blue, green, red, and rainbow colors.
[0015] Furthermore, a speaker 10 is provided in the glass frame 4 (upper portion), which is capable of outputting music (BGM), voice, and sound effects. For example, when a normal game mode (described later) is being controlled, music corresponding to the normal game mode can be output, and when a time-saving game mode (described later) is being controlled, music corresponding to the time-saving game mode can be output. Furthermore, a lower speaker 10 is provided in the glass frame 4 (lower portion), which is capable of outputting voice and sound effects. A speaker lamp (not shown) is provided in the lower speaker 10, which is configured to light up during the flash effect when a prize is won, which will be described later.
[0016] The light emitting device 9 and the speaker 10 can issue an abnormality alert when an abnormality occurs in the pachinko gaming machine 1. For example, the light emitting device 9 can emit light in a light emitting pattern dedicated to abnormality alert, and the speaker 10 can output a voice or warning sound that notifies the user of the specific details of the abnormality.
[0017] The tray member 5 is composed of an upper tray 5a and a lower tray 5b, and when the amount of game balls stored in the upper tray 5a exceeds a certain amount, the game balls are dispensed into the lower tray 5b. The tray member 5 is also provided with a ball removal button 11 for discharging the game balls stored in the upper tray 5a into the lower tray 5b at the end of a game, a ball lending button 12 for requesting the payout of game balls from a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the insertion port of the game ball lending device, a balance display 12a for displaying the remaining balance of the valuable medium, and a ball lending available lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0018] The tray member 5 is also provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect is executed to encourage the player to operate each operating means. The effect button 14 and the effect lever 15 may be provided independently of each other, or may be provided integrally.
[0019] In addition, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to vibrate them. For example, they may be vibrated as a notice effect, or may be vibrated when announcing a transition to a big win game or a small win game (described later). Note that only one of the effect button 14 and the effect lever 15 may be provided, or multiple of either may be provided.
[0020] Furthermore, the effective operation time of the effect lever 15 may be set simultaneously with the effective operation time of the effect button 14, or vice versa. For example, if the effect lever 15 is operated in a scene that prompts the operation of the effect button 14, it may be determined that an operation input of the effect lever 15 has been made, and the corresponding effect may be executed.
[0021] The tray member 5 is also provided with a cross key button 16 that can be operated by the player to adjust the volume of the music (BGM), voice, and sound effects output from the speaker 10, adjust the amount of light emitted from the light-emitting device 9, select a mode (described later), and activate a menu screen to perform operations corresponding to each menu. Note that the cross key button 16 is an operation device for selecting a mode and performing operations related to the menu screen, and a separate, independent operation device dedicated to adjusting the volume and light amount may be provided.
[0022] Next, the configuration of the rear side of the pachinko gaming machine 1 will be explained based on Fig. 2. On the rear side of the pachinko gaming machine 1, various control boards such as a main control board 100, a performance control board 200, a payout control board 300, a payout device 304, and a power supply board 400, which will be described later, are provided (to be precise, these various control boards are attached to the rear side of the inner frame 3).
[0023] The main control board 100 is also provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information that is rewritten as games are played in the area of the main RAM 103. For example, if the game parlor closes while the game is still in the time-shortened game mode, the manager (e.g., a game parlor clerk) can turn on the power while pressing the RAM clear switch 105, clearing the game information in the time-shortened game mode and allowing the game to be restarted from the normal game mode when the parlor opens the next day.
[0024] The RAM clear switch 105 also functions as a switch for switching the setting value in a setting change state, which will be described later. Details will be described later with reference to a flowchart, but for example, in the case of six setting values, when the setting value "1" is displayed on the display 104, which will be described later, pressing the RAM clear switch 105 once switches the setting value from "1" to "2," and when the RAM clear switch 105 is pressed once again, the setting value switches from "2" to "3," and thereafter, each time the RAM clear switch 105 is pressed once, the setting value switches to "4," "5," and "6," and when the setting value "6" is displayed on the display 104, pressing the RAM clear switch 105 once switches the setting value from "6" to "1."
[0025] Although the RAM clear switch 105 is provided on the main control board 100, it may be provided on the power supply board 400 or directly on the inner frame 3, for example, as long as it can input to the main control board 100.
[0026] The main control board 100 is also provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of a plurality of setting levels, which will be described later. Specifically, when a setting change key (not shown) managed by a gaming parlor's staff is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (the power SW 400a is turned ON) while pressing the RAM clear switch 105, the machine enters a setting change state in which a setting value can be set. Details of the setting change state will be described later using a flowchart.
[0027] The setting change keyhole 31 is also used to check the currently set setting values. Specifically, when a setting change key managed by a staff member of the gaming parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (power SW400a is turned ON), the machine enters a setting check state in which the setting values can be checked. Details of the setting check state will be described later using a flowchart.
[0028] The setting change keyhole 31 can be rotated by the setting change key, and for example, the main CPU 101 can detect three positions (states): a vertical position, a horizontal position, and a diagonal position. Note that although the setting change keyhole 31 is provided on the main control board 100, the installation location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.
[0029] The main control board 100 is also provided with a display 104. The display 104 is configured to display the setting value if the setting is changed or confirmed, and if the setting is not changed or confirmed, it displays game performance information calculated using the formula, for example, "(number of paid-out game balls in normal game mode ÷ number of out balls in normal game mode) × 100."
[0030] When the game performance information is not in a setting change state or a setting confirmation state (for example, when execution of a timer interrupt process is permitted), it is calculated at each interrupt (for example, every 4 ms), and at each predetermined display timing (for example, every 5 seconds), the current section and three previous sections (the three previous sections: one section before, two sections before, and three sections before) can be displayed. That is, the display switches between the following: display of the current section → predetermined time has passed (5 seconds have passed) → display of past section (1) → predetermined time has passed (5 seconds have passed) → display of past section (2) → predetermined time has passed (5 seconds have passed) → display of past section (3) → predetermined time has passed (5 seconds have passed) → display of the current section.
[0031] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or transparent synthetic resin, and has an image display device 26 detachably attached to the back side. The game board 6 is formed with a game area 7 in which game balls can roll, and is formed with an outer rail member 18 and an inner rail member 19 for guiding game balls shot out from the launching device to the game area 7. In addition, the gaming area 7 is provided with a gate member 20 through which gaming balls can pass, a first starting port 21 through which gaming balls can enter, a stage 17 for facilitating entry of the ball into the first starting port 21, a second starting port 22 through which gaming balls can enter, a normal winning port 23 through which gaming balls can enter, a first large winning port 24 through which gaming balls can enter when the jackpot 1 game or the jackpot 2 game described below is being played, a second large winning port 32 through which gaming balls can enter when the small winning game described below is being played, an outlet 25 for discharging gaming balls that do not enter any of the winning ports outside the gaming area (gaming ball discharge gutter), a movable body 28 that can move up and down, and other equipment such as gaming nails (not shown) and a windmill. In this embodiment, the entry of a game ball into the first starting hole 21, the second starting hole 22, the normal winning hole 23, the first large winning hole 24, and the second large winning hole 32 may be referred to as a "winning" or "entering a ball," and the entry of a game ball into the first starting hole 21 or the second starting hole 22 may be referred to as a "starting winning."
[0032] The game area 7 has a game area 7a (a game area for so-called "left-handed hits") formed to the left of the center (dotted line C) and a game area 7b (a game area for so-called "right-handed hits") formed to the right of the center.
[0033] The gate member 20 is located in the right center of the gaming area 7, allowing the gaming ball to pass through when a so-called "right hit" is being performed, in which the gaming ball is launched to the right side of the gaming area 7. The gate member 20 is also always open upward, allowing the gaming ball to pass through at all times. When a gaming ball passes through the gate member 20 and is detected by the gate detection SW 20a, the "passing gate detection processing" described below is performed, and a "normal symbol hit determination processing" is performed to determine whether or not to protrude a protruding member (not shown) located in the second starting hole 22. After the normal symbol change time has elapsed, a "normal symbol change game" is executed in which the determination result of the normal symbol hit determination processing is derived. The gate member 20 may also be located in the left center of the gaming area 7.
[0034] When a normal symbol variation game based on passage through the gate member 20 is being played, if a game ball passes through the gate member 20 again, the execution of the normal symbol variation game based on that passage is put on hold, and up to four games can be put on hold, excluding the normal symbol variation game being played. Specifically, a pending memory area for the normal symbol changing game is provided in the main RAM 103, and this pending memory area is composed of a "change memory area" corresponding to the normal symbol changing game that is currently changing, a "first memory area" corresponding to the normal symbol changing game that will be played after the currently changing normal symbol changing game has ended, and then a "second memory area", a "third memory area", and a "fourth memory area".When the currently changing normal symbol changing game has finished changing, the judgment information (each random number value) stored in the "first memory area" is moved to the "change memory area", the judgment information stored in the "second memory area" is moved to the "first memory area", the judgment information stored in the "third memory area" is moved to the "second memory area", the judgment information stored in the "fourth memory area" is moved to the "third memory area", and the "fourth memory area" becomes empty.
[0035] The first starting hole 21 is provided in the center of the game area 7. When a game ball is shot to the left side of the game area 7, i.e., when a so-called "left shot" is being performed, the game ball can enter the first starting hole 21, but when a so-called "right shot" is being performed, the game ball cannot enter the first starting hole 21. The first starting hole 21 is always open upward, always allowing game balls to enter the first starting hole 21. When a game ball enters the first starting hole 21 and is detected by the first starting hole detection SW21a, for example, a "3" game ball is paid out as a prize ball. If any reserved memory area is empty in addition to the prize balls, a "pattern change game" is executed in which a special symbol hit determination process is performed, and special symbols and decorative symbols (including a fourth symbol) described below are displayed in a variable manner, and the determination result of the special symbol hit determination process (special symbols and decorative symbols) is derived (determined display) after a variable time has elapsed.
[0036] When a symbol change game based on a ball entering the first starting hole 21 is being played, if another game ball enters the first starting hole 21, the execution of the symbol change game based on the ball entering is suspended, and up to four symbols can be suspended, excluding the symbol change game being played.
[0037] Specifically, the main RAM 103 is provided with a reserved memory area for the symbol-changing game. The reserved memory area is composed of a "change memory area" corresponding to the currently changing symbol-changing game, a "first memory area" corresponding to the symbol-changing game to be played after the currently changing symbol-changing game ends, and subsequent areas: a "second memory area," a "third memory area," and a "fourth memory area." When the currently changing symbol-changing game ends with determination information stored in all reserved memory areas, the determination information stored in the "first memory area" is transferred to the "change memory area," the determination information stored in the "second memory area" is transferred to the "first memory area," the determination information stored in the "third memory area" is transferred to the "second memory area," and the determination information stored in the "fourth memory area" is transferred to the "third memory area," leaving the "fourth memory area" empty. Note that while the first starting hole 21 is an entrance hole through which a game ball can enter, it may also be configured as a passage area through which a game ball can pass.
[0038] In addition, a start hole light emitting device 210a is provided around the first start hole 21. When a game ball enters the first start hole 21, the start hole light emitting device 210a emits light to notify the ball that it has entered, and when a hold-ahead reading performance described below is performed, it can emit light in the same color as the reserved icon (or the variable icon) that is the target of the hold-ahead reading performance. This allows the color of the hidden reserved icon (or the variable icon) to be recognized from the light emitting color of the start hole light emitting device 210a, for example, even if the reserved icon (or the variable icon) is temporarily hidden (for example, during a super reach).
[0039] The second starting hole 22 is provided in the right center of the game area 7, and is capable of accepting game balls when a so-called "right-hand shot" is performed, in which the game ball is shot to the right side of the game area 7, but is not capable of accepting game balls when a so-called "left-hand shot" is performed. Unlike the first starting hole 21, the second starting hole 22 is not always open upward, and in principle does not allow game balls to enter (is in a "closed" state). In other words, the second starting hole 22 has a protruding member that can protrude forward, and only when this protruding member protrudes forward (when in an "open" state) is the second starting hole 22 capable of accepting game balls.
[0040] Regarding whether or not the protruding member is protruded forward to allow the game ball to enter, when a normal symbol win is determined in the normal symbol win determination process, it can be opened and closed in the opening and closing mode shown in "Opening and closing of second start hole" in Fig. 6. Then, when a game ball enters the second start hole 22 and is detected by the second start hole detection SW22a, for example, a "2" game ball is paid out as a prize ball, and a symbol variation game is executed.
[0041] When a symbol change game based on a ball entering the second start hole 22 is being played, if another game ball enters the second start hole 22, the execution of the symbol change game based on that ball entry is not put on hold. In other words, in the main RAM 103, the only memory area related to balls entering the second start hole 22 is the "change memory area" corresponding to the currently changing symbol change game.
[0042] Although the storage area for balls entering the second starting hole 22 is described as being provided with only a "variable storage area," it may be configured in the same manner as the storage area for balls entering the first starting hole 21 described above. Also, a protruding member that can move back and forth is used as the second starting hole 22, but a so-called "electric tulip" with movable wing pieces may also be used. Also, although the second starting hole 22 is described as an entrance hole through which game balls can enter, it may be configured as a passage area through which game balls can pass.
[0043] In this embodiment, a series of steps, such as a game ball entering the first starting hole 21 and the second starting hole 22, a special symbol hit determination process being performed, a variably displayed special symbol and decorative symbol, and a determination result of the special symbol hit determination process (special symbol and decorative symbol) being derived (determined display) after a variation time has elapsed, may be referred to as a "symbol variation game" or simply as a "game with one variation." Furthermore, the period during which the "symbol variation game" is being executed may be referred to as a "variable display."
[0044] Furthermore, when one gaming ball enters the first starting hole 21, a "pattern change game" based on the entry of one gaming ball is executed in the first special symbol display device 27a and the image display device 26, and when one gaming ball enters the second starting hole 22, a "pattern change game" based on the entry of one gaming ball is executed in the second special symbol display device 27b and the image display device 26. Therefore, the "pattern change game" refers to a general term for games played between the first special symbol display device 27a and the image display device 26, and a general term for games played between the second special symbol display device 27b and the image display device 26.
[0045] Furthermore, in this embodiment, the derivation of the determination result (special symbols and decorative symbols) of the special symbol hit determination process after the variation time in the symbol variation game has elapsed is referred to as a "confirmed display" (of the special symbols and decorative symbols). A "confirmed display" is a state in which the special symbols and decorative symbols have completely stopped. On the other hand, in the symbol variation game, temporarily stopping the decorative symbols (excluding the fourth symbol here) before the variation time has elapsed is referred to as a "temporary stop display" of the decorative symbols. Examples of a "temporary stop display" include the decorative symbols on the left and right when in a "reach" state, as described below, and the "swinging change display" before the "confirmed display." The "fluctuation display" before the "determined display" is, for example, a fluctuating display at a branching point where the decorative symbol, for example, "767" is "temporarily stopped" and then "determined" as "767", or a losing "767" is temporarily "temporarily stopped" and then a reversal effect is performed to derive "777" and then "determined" to "777". Note that the fourth symbol is "determined" without a "temporary stop".
[0046] There are four normal winning openings 23, three on the lower left of the gaming area 7 and one on the lower right. The three normal winning openings 23 on the lower left are designed to allow game balls to enter when a left-handed player is playing (but not when a right-handed player is playing), and the one normal winning opening 23 on the lower right is designed to allow game balls to enter when a right-handed player is playing (but not when a left-handed player is playing). Like the first starting opening 21, the normal winning openings 23 are always open upward and always allow game balls to enter. When a game ball enters a normal winning opening 23 and is detected by the normal winning opening detection SW 23a, for example, eight game balls are paid out as prize balls. The positions of the normal winning openings 23 can be arbitrarily changed, and the number of normal winning openings 23 may be less than four. In addition, the number of prize balls may be different between the "3" normal winning holes 23 on the lower left and the "1" normal winning hole 23 on the lower right.
[0047] The first large prize opening 24 is located in the lower right part of the game area 7, and is capable of receiving game balls when a "right hit" is being performed (no balls can be received when a "left hit" is being performed). The first large prize opening 24 has an opening / closing door, and when a special symbol hit is determined in the special symbol hit determination process, a large prize 1 game is executed, and the opening / closing door tilts forward, allowing the game ball to enter. When a game ball enters the first large prize opening 24 and is detected by the first large prize opening detection SW24a, for example, "15" game balls are paid out as prize balls.
[0048] During one jackpot game, the door of the first large prize opening 24 opens (tilts forward) for the number of rounds (R) shown in FIG. 6. The door opens (tilts forward) for 29.5 seconds (S = seconds) per round. If the first large prize opening detection switch 24a detects 10 game balls entering the game before 29.5 seconds have elapsed, the door closes and the game proceeds to the next round, even if 29.5 seconds have not yet elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before the first large prize opening detection switch 24a detects 10 game balls entering the game (so-called "attacker full open"), the door closes and the game proceeds to the next round. In this case, the specified number of balls entered per round, 10, is not reached, and the game ends, which is disadvantageous to the player.
[0049] In this embodiment, a door that tilts forward is used as the first large prize opening 24, but a so-called "electric tulip" or a "shutter member" that moves back and forth may also be used.
[0050] The second large prize opening 32 is located in the lower right part of the game area 7, and is capable of receiving a game ball when a "right-handed hit" is being performed (it is not possible for a "left-handed hit" to receive a game ball). A specific area (a so-called "V prize opening") into which a game ball can enter is provided inside the second large prize opening 32. When a game ball enters the specific area, a jackpot 2 game is executed. That is, when a small win is determined in the special symbol hit determination process, a small win game is executed, and the opening / closing door tilts forward to allow the game ball to enter. Furthermore, a cover member of the specific area is opened to allow the game ball to enter the specific area. When a game ball enters the specific area during a small win game (for example, the first round), the small win game ends, and a jackpot 2 game is executed. In other words, in a jackpot 2 game, the opening and closing door of the first large prize opening 24 opens (tilts forward) for the number of awarded rounds shown in Figure 6, but since the first round is a small prize game, the second large prize opening 32 opens, and from the second round onwards the first large prize opening 24 opens.
[0051] In addition, a cover member (not shown) is provided in the specific area, and when a small win game is being played, the cover member is in an open state. In this embodiment, special symbols F and G are provided as special symbols that will play a small win game. When these special symbols appear, the cover member is in an open state, allowing the game ball to enter the specific area. In other words, in a small win game, as long as you "hit right" according to the instructions, it is possible to play a game ball in the specific area, and it is possible to play a big win 2 game.
[0052] The image display device 26 has a display area covering substantially the entire area, is positioned higher than the stage 17, and is capable of displaying a symbol-changing game and effect images in the display area. That is, when a gaming ball enters the first starting hole 21 or the second starting hole 22 and a special symbol hit determination process is performed, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are changed (vertical scrolled) in the variable display area. Note that, whether the gaming ball enters the first starting hole 21 or the second starting hole 22, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are changed (vertical scrolled) in the variable display area (the special symbol display device is different, but the decorative symbols used in the image display device 26 are the same).
[0053] Then, a performance image is displayed within the variable time, and when the variable time has elapsed, if there is a special win (or small win), for example, a "7" is stopped on each decorative pattern and the decorative pattern combination of "777" is displayed to confirm that there is a special win (or small win). On the other hand, if there is a special loss, for example, the decorative pattern combination of "765" is displayed to confirm that there is a special loss.
[0054] In addition to each decorative symbol, a fourth symbol 26d (the "fourth" symbol following the above-mentioned left decorative symbol 26a, center decorative symbol 26b, and right decorative symbol 26c) can be displayed in the lower right of the display area, and variable display and fixed display are possible in synchronization with each decorative symbol. Also, the image display device 26 can display a first start port reserved number image 26e that displays the number of reserved symbols for the symbol change game in the first start port 21 from "0" to "4," and a first start port first reserved ball image display area 26g, a first start port second reserved ball image display area 26h, a first start port third reserved ball image display area 26i, and a first start port fourth reserved ball image display area 26j (simply indicated as "g," "h," "i," and "j" in FIG. 3) that display the number of reserved symbols for the symbol change game in the first start port 21 with reserved ball images. Also, a variable icon display area 26o (simply indicated as "o" in FIG. 3) that displays an icon image corresponding to the currently executed symbol variable game can be displayed.
[0055] The number of reserved balls displayed in the first start port reserved ball number image 26e is synchronized with the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. For example, if "4" is displayed in the first start port reserved ball number image 26e, "4" reserved ball images will be displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j.
[0056] The number of reserved balls displayed as the first start port reserved ball number image 26e may be referred to as "numeric reserved balls" below. Also, the reserved ball images displayed in the first start port first reserved ball image display area 26g, the first start port second reserved ball image display area 26h, the first start port third reserved ball image display area 26i, and the first start port fourth reserved ball image display area 26j may be referred to as "reserved icons" below. Also, the icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" below. Also, the variable icons and reserved icons may be collectively referred to simply as "icons."
[0057] Although the variable icon display area 26o, the first start port first reserved ball image display area 26g, the first start port second reserved ball image display area 26h, the first start port third reserved ball image display area 26i, and the first start port fourth reserved ball image display area 26j are displayed on the image display device 26, this is not limited to this and they may be displayed on an LED, lamp, etc., or on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-LCD").
[0058] The left decorative pattern 26a, the center decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d can display pattern images from "1" to "8." If the result of the special pattern hit determination process is a special win, any of the following pattern combinations can be displayed depending on the special pattern: "111," "222," "333," "444," "555," "666," "777," and "888." If the result of the special pattern hit determination process is a small win, any of the following pattern combinations can be displayed: "111," "222," "444," "555," "666," and "888." There may also be a combination of patterns (for example, "999") exclusively for small wins.
[0059] On the other hand, if the result of the special symbol hit determination process is a special symbol miss, it is possible to display a combination of symbols other than the above combination of symbols. If it is a miss, when a special symbol variation pattern accompanied by a "reach" is determined in the special symbol variation pattern described below, a symbol combination such as "767" is confirmed and displayed, and when a special symbol variation pattern without a "reach" is determined, a symbol combination such as "765" is confirmed and displayed.
[0060] The combination of symbols confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c is the same as the combination of symbols confirmed and displayed by the fourth pattern 26d. For example, when "777" is confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the fourth pattern 26d also confirms and displays "777", and when "767" is confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the fourth pattern 26d also confirms and displays "767".
[0061] "Reach" refers to a state in which the left decorative pattern 26a and the right decorative pattern 26c display the same number (temporary stop display), and the middle decorative pattern 26b displays a variable number (the patterns that display a temporary stop and the patterns that display a variable number are not limited to this), and in this embodiment, if the determination result of the "special pattern hit determination process" is a special pattern hit, the process is configured to always go through "Reach," so it can be said that this is a state in which the player can expect to win the game.
[0062] In addition, the fourth pattern 26d may not be a combination of the above-mentioned patterns, but may simply display a single-digit number, a two-digit number, or a symbol or character, and may be illuminated in different colors to identify a special win, a special miss, a small win, or the type of pattern.
[0063] The symbol display device 27 is provided outside the game area (outside the outer rail member 18), which is an area of the game board 6 that is different from the game area 7. The symbol display device 27 is provided with a first special symbol display 27a, whose display is controlled by the main control board 100, that executes a symbol change game based on a game ball entering the first starting hole 21, and a second special symbol display 27b that executes a symbol change game based on a game ball entering the second starting hole 22. The first special symbol display 27a and the second special symbol display 27b are configured with 7-segment displays, and in the symbol change game, the special symbol flashes "-" (horizontal bar symbol) from the start of change, and when the timing comes to derive the determination result of the special symbol hit determination process, if it is a miss, the "-" (horizontal bar symbol) is lit (confirmed display), and if it is a special symbol hit, for example, a "7" is lit (confirmed display). In other words, the "special symbol" refers to a symbol whose display is controlled by the main control board 100.
[0064] In this embodiment, the "special symbols," the left decorative symbol 26a, the center decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d described above may be simply referred to as "symbols" or "identification information." Also, the left decorative symbol 26a, the center decorative symbol 26b, and the right decorative symbol 26c managed by the performance control board 200 may be simply referred to as "decorative symbols." Also, the left decorative symbol 26a, the center decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d managed by the performance control board 200 may be collectively referred to as "sub-symbols."
[0065] The pattern display device 27 is provided with a first special pattern hold display 27c, which is display controlled by the main control board 100 and displays the number of reserved balls for the pattern change game based on the game ball entering the first starting hole 21.
[0066] The first special symbol reserved indicator 27c is composed of two dot LED indicators, and can display the number of reserved balls by "turning off," "turning on," or "flashing." For example, when the number of reserved balls is "0," both dot LED indicators are "turned off," when the number of reserved balls is "1," one is "turned on" and the other is "turned off," when the number of reserved balls is "2," both are "turned on," when the number of reserved balls is "3," one is "turned on" and the other is "flashing," and when the number of reserved balls is "4," both are "flashing."
[0067] The first special symbol reserved indicator 27c is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (except when a command error occurs). For example, if both first special symbol reserved indicators 27c are "flashing" (if there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. Note that, hereinafter, the first special symbol reserved indicator 27c may be referred to as the "main reserved ball indicator."
[0068] The first special symbol reserved indicator 27c is configured with two dot LED indicators, but is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided, and the display may be displayed on the liquid crystal display device.
[0069] The symbol display device 27 is also provided with a normal symbol display 27e, the display of which is controlled by the main control board 100, and which executes a normal symbol variation game based on the passage of a gaming ball through the gate member 20. The normal symbol display 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of variation, it repeatedly executes a mode in which one is turned on and the other is turned off, and a mode in which one is turned off and the other is turned on, and when it is time to derive the determination result of the normal symbol win determination process, if the normal symbol is a miss, it performs a confirmation display in which one is turned on and the other is turned off, and if the normal symbol is a win, it performs a confirmation display in which one is turned off and the other is turned on.
[0070] The symbol display device 27 is also provided with a normal symbol reserve indicator 27f, which is display-controlled by the main control board 100 and displays the number of reserved symbols for the normal symbol variation game based on the passing of the gaming ball through the gate member 20. The normal symbol reserve indicator 27f is composed of two dot LED indicators, similar to the first special symbol reserve indicator 27c, and the display format for the number of reserved symbols is also the same, so detailed explanation will be omitted.
[0071] The symbol display device 27 is also provided with a round indicator 27g that is display-controlled by the main control board 100 and displays the "number of rounds (see FIG. 6)." The round indicator 27g is composed of two dot LED indicators, one for 4 rounds and one for 10 rounds. For example, if a special symbol A wins, the LED indicator for 4 rounds lights up and the others go out, and if a special symbol D wins, the LED indicator for 10 rounds lights up and the others go out.
[0072] The game board 6 is provided with a plurality of board lighting devices 29 (e.g., full-color LEDs), which, when the power is on to the pachinko game machine 1, emit light in a predetermined light pattern, thereby enhancing the decorativeness of the pachinko game machine 1. For example, as shown by reference numeral 29 in FIG. 3, the board lighting devices 29 can decorate the entire game area 7 of the game board 6. In addition, all of the board lighting devices 29 can be turned off to highlight the display content of the image display device 26. In addition, the predetermined light emission pattern is made up of a plurality of light emission patterns that specify the light emission speed, light emission color, which LEDs to emit light and which LEDs not to emit light, etc.
[0073] On the right side of the image display device 26, a first special symbol sub-hold indicator 29a and a right-hit indicator 29c are provided as one embodiment of the board lighting device 29. The first special symbol sub-hold indicator 29a is controlled by the performance control board 200 and is composed of two dot LED indicators, which can display the number of holds by turning them off, on, or off. For example, when the number of holds is "0," both dot LED indicators are "off," when the number of holds is "1," one is "on" and the other is "off," when the number of holds is "2," both are "on," when the number of holds is "3," one is "on" and the other is "blinking," and when the number of holds is "4," both are "blinking."
[0074] The first special symbol sub-reserve indicator 29a is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (except in the case of a command error, etc.). For example, if both first special symbol sub-reserve indicators 29a are "flashing" (if there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. Note that, hereinafter, the first special symbol sub-reserve indicator 29a may be referred to as the "sub-reserve indicator."
[0075] Although the first special symbol sub-hold display 29a is configured with two dot LED displays, it is not limited to this. For example, it may be displayed on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-LCD").
[0076] The right-hit indicator 29c is display-controlled by the performance control board 200, and for example, lights up based on receiving an opening command during a big hit game or a small hit game, or lights up based on receiving a game state designation command (time reduction). This can encourage the player to make a right hit. On the other hand, it is turned off during a normal game state (turned off based on receiving a game state designation command (normal)), which can encourage the player to make a left hit. Note that the right-hit indicator 29c is turned off to encourage the player to make a left hit, but a left-hit indicator may be provided and the left-hit indicator may be turned on to encourage the player to make a left hit.
[0077] Next, the internal configuration of the pachinko gaming machine 1 (block diagram of the control system) will be described with reference to Fig. 4. Note that the description of the configuration of the gaming board 6 in Fig. 3 will be omitted as appropriate.
[0078] The pachinko gaming machine 1 is equipped with a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 on the rear side of the inner frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so as to enable only one-way communication from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are also connected via a harness or the like so as to enable two-way communication. The payout control board 300 is also connected so as to enable only one-way communication from the payout control board 300 to the performance control board 200. The power supply board 400 is also connected so as to receive external power via a power plug (not shown) and to be able to supply the supplied external power to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0079] The main control board 100 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays and drive control for various solenoids. The performance control board 200 is also connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays.
[0080] The main control board 100 is equipped with a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores control programs necessary for the control processing related to the progress of the game, and a main RAM 103 that can read and write necessary for the control processing related to the progress of the game. In addition to these, although not shown in the figure, the main control board 100 is also equipped with an interrupt controller circuit that issues an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates random numbers within a certain range, etc. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0081] The main RAM 103 is provided with storage areas (not shown) for managing various information. For example, there are a setting value storage area for storing setting value information, a special symbol status flag storage area for storing the status of a special symbol, a game status storage area for storing the game status, a jackpot status storage area for storing the status in a jackpot game, a small win status storage area for storing the status in a small win game, a normal symbol status flag storage area for storing the status of a normal symbol, and a normal symbol win status storage area for storing the status in a normal symbol win game.
[0082] Counters (not shown) for managing various information (time and number of times) are provided in the main RAM 103. For example, there are a time-saving number counter for counting (storing counts) the number of times the symbol variation game has been played in the time-saving game state, a time management counter for managing various times (e.g., opening time, etc.), and a round number counter for managing the number of rounds in the jackpot 1 game and the jackpot 2 game.
[0083] The gate detection SW20a is provided inside the passage opening of the gate member 20 of the gaming board 6, and is a SW for detecting that a gaming ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness, a relay board, etc., and when the passage of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that inputs the detected information controls to immediately execute the normal pattern variation game when the normal pattern reserve indicator 27f is not executing a normal pattern variation game and no determination information is stored in any of the normal pattern variation memory areas to the fourth memory area, and controls to suspend the execution of the normal pattern variation game when determination information is stored up to the third memory area, for example, and controls not to suspend the execution of the normal pattern variation game when determination information is stored up to the fourth memory area.
[0084] The first start hole detection SW21a is provided inside the winning hole of the first start hole 21 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the first start hole 21. In other words, the first start hole detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out three gaming balls as prize balls for the gaming ball having entered the first start hole 21.
[0085] Furthermore, when an input is made from the first start port detection SW21a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b, and if no judgment information is stored in any of the change memory areas for the special pattern (first start port) through the fourth memory area, the main control board 100 immediately controls to execute the pattern change game in the first special pattern display device 27a, and if judgment information is stored up to the third memory area, for example, it controls to suspend the execution of the pattern change game, and if judgment information is stored up to the fourth memory area, it controls not to suspend the execution of the pattern change game.
[0086] The second start hole detection SW22a is provided inside the winning hole of the second start hole 22, and is a SW for detecting that a gaming ball has entered the second start hole 22. In other words, the second start hole detection SW22a and the main control board 100 are connected via a harness, a relay board, or the like, and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out two gaming balls as prize balls resulting from the gaming ball entering the second start hole 22.
[0087] In addition, when an input is received from the second start port detection SW22a, if the pattern change game is not being executed on either the first special pattern display device 27a or the second special pattern display device 27b, the main control board 100 (main CPU 101) immediately controls the second special pattern display device 27b to execute the pattern change game.
[0088] The second start port opening / closing solenoid 22b is provided behind the second start port 22, and is a solenoid for opening and closing the protruding member provided in the above-mentioned second start port 22. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) determines that a normal symbol is a hit in the normal symbol hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing manner shown in "Opening and closing of the second start port" in Figure 6.
[0089] The normal winning opening detection SW 23a is provided inside the winning opening of the normal winning opening 23 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the normal winning opening 23. In other words, the normal winning opening detection SW 23a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out eight gaming balls as prize balls for the gaming ball having entered the normal winning opening 23.
[0090] The first large prize opening detection SW 24a is provided inside the prize opening of the first large prize opening 24, and is a SW for detecting that a gaming ball has entered the first large prize opening 24. In other words, the first large prize opening detection SW 24a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to cause the payout control board 300 to pay out 15 gaming balls as prize balls for the gaming ball having entered the first large prize opening 24. In addition, the main control board 100 (main CPU 101) transmits a large prize opening entry designation command indicating that a gaming ball has entered the first large prize opening 24 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the first large winning opening 24.
[0091] The first large prize opening opening solenoid 24b is provided behind or to the side of the first large prize opening 24, and is a solenoid for opening and closing the opening and closing door provided in the first large prize opening 24. In other words, the first large prize opening opening opening solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the first large prize opening opening opening solenoid 24b to open and close the opening and closing door for the number of rounds shown in Figure 6 during one big win game.
[0092] The second large prize opening detection SW 32a is provided inside the prize opening of the second large prize opening 32, and is a SW for detecting that a gaming ball has entered the second large prize opening 32. In other words, the second large prize opening detection SW 32a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to cause the payout control board 300 to pay out "15" gaming balls as prize balls for the gaming ball having entered the second large prize opening 32. In addition, the main control board 100 (main CPU 101) transmits a large prize opening entry designation command indicating that a gaming ball has entered the second large prize opening 32 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the second large winning opening 32.
[0093] The second large prize opening opening / closing solenoid 32b is provided behind the second large prize opening 32, and is a solenoid for opening and closing the opening / closing door provided in the second large prize opening 32. In other words, the second large prize opening opening / closing solenoid 32b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the second large prize opening opening / closing solenoid 32b when a small win is determined in the special symbol win determination process.
[0094] The specific area detection SW 32c is provided in a specific area inside the winning opening of the second large winning opening 32, and is a SW for detecting that a gaming ball has entered the specific area of the second large winning opening 32. In other words, the specific area detection SW 32c and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to have the payout control board 300 pay out "15" gaming balls as prize balls for the gaming ball having entered the specific area. Furthermore, the main control board 100 (main CPU 101) that has input the detected information performs processing to end the small win game and transition to the big win 2 game. In addition, the main control board 100 (main CPU 101) transmits a specific area winning designation command indicating that the gaming ball has entered the specific area of the second large winning opening 32 to the performance control board 200. This allows the performance control board 200 to also recognize the status of the gaming ball entering the specific area of the second large winning opening 32.
[0095] The specific area opening / closing solenoid 32d is provided behind the specific area and is a solenoid for opening and closing the lid member provided in the specific area. In other words, the specific area opening / closing solenoid 32d and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the specific area opening / closing solenoid 32d to open and close the lid member when a small win is determined in the special symbol win determination process. Note that the opening time and closing time of the lid member can be set to any time.
[0096] The out detection SW25a is provided downstream of the flow path that collects game balls that have entered the first start port 21 and been detected by the first start port detection SW21a, game balls that have entered the second start port 22 and been detected by the second start port detection SW22a, game balls that have entered the normal prize port 23 and been detected by the normal prize port detection SW23a, game balls that have entered the first large prize port 24 and been detected by the first large prize port detection SW24a, game balls that have entered the second large prize port 32 and been detected by the second large prize port detection SW32a, and game balls that have entered the out port 25.
[0097] The out detection SW 25a and the main control board 100 are connected via a harness, a relay board, etc., and when an incoming game ball is detected, the detected information is input to the main control board 100. This allows the number of out balls to be determined on the main control board 100. It is also possible to provide an out detection SW at the outlet 25 and count the game balls detected by the out detection SW as the number of out balls.
[0098] The first special symbol display 27a is provided in the symbol display device 27, and is display-controlled by the main control board 100 to execute a symbol change game based on a game ball entering the first starting hole 21. That is, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the first special symbol display 27a when an execution condition for the symbol change game on the first special symbol display 27a is met. Note that the execution condition for the symbol change game on the first special symbol display 27a is met when a positive determination is made in the processing of step S105-2-2 in the "special symbol change start processing" (see FIG. 19) described below.
[0099] The second special symbol display 27b is provided in the symbol display device 27, and is display-controlled by the main control board 100 to execute a symbol change game based on a game ball entering the second starting hole 22. That is, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the second special symbol display 27b when the execution condition for the symbol change game on the second special symbol display 27b is met. Note that the execution condition for the symbol change game on the second special symbol display 27b is met when a positive determination is made in the processing of step S105-2-1 in the "special symbol change start processing" (see FIG. 19).
[0100] The first special symbol reserve indicator 27c is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved symbols in the symbol change game based on a game ball entering the first starting hole 21. That is, the first special symbol reserve indicator 27c and the main control board 100 are connected via a harness, a relay board, or the like. When the main control board 100 receives information indicating that a game ball has been detected from the first starting hole detection SW 21a, it controls the display of the first special symbol reserve indicator 27c (from off to on, or from on to flashing) if the upper limit of reserved symbols (4) has not been reached. On the other hand, when the symbol change game based on a game ball entering the first starting hole 21 that is currently changing ends, it controls the display of the first special symbol reserve indicator 27c (from flashing to on, or from on to off).
[0101] The normal symbol display 27e is provided in the symbol display device 27, and is a display for executing a normal symbol variation game whose display is controlled by the main control board 100. In other words, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the normal symbol variation game on the normal symbol display 27e when the execution conditions for the normal symbol variation game on the normal symbol display 27e are met.
[0102] The normal symbol reserve indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of reserved balls for the normal symbol variation game based on the passage of a gaming ball through the gate member 20. In other words, the normal symbol reserve indicator 27f and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) receives information that a gaming ball has been detected from the gate detection SW20a, it controls the display of the normal symbol reserve indicator 27f (from off to on, or from on to flashing) if the upper limit of reserved balls (4 balls) has not been reached. On the other hand, when the currently varying normal symbol variation game ends, it controls the display of the normal symbol reserve indicator 27f (from flashing to on, or from on to off).
[0103] The round indicator 27g is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of rounds. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, or the like. For example, when a symbol variable game determined to be a special symbol win in the special symbol win determination process ends and a special symbol (e.g., "7") indicating a win is displayed on the first special symbol display 27a, the round indicator 27g is controlled to light up, and when a jackpot 1 game or a jackpot 2 game is being played, the round indicator 27g is controlled to light up continuously, and when the jackpot 1 game or the jackpot 2 game ends, the round indicator 27g is controlled to light out.
[0104] The magnetic sensors 27h are provided at multiple locations on the game board 6 and are sensors for detecting magnetism. That is, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when an abnormal magnetism exceeding a predetermined specified value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetism. When an abnormal magnetism is detected, information indicating the detection of the abnormal magnetism (a magnetic abnormality error designation command) is sent to the performance control board 200. This makes it possible to notify the user that an abnormal magnetism has been detected.
[0105] The radio wave sensors 27i are provided at multiple locations on the gaming board 6 and are sensors for detecting radio waves. That is, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect abnormal radio waves. When abnormal radio waves are detected, information indicating the detection of the abnormal radio waves (a radio wave abnormality error designation command) is transmitted to the performance control board 200. This makes it possible to notify the user that abnormal radio waves have been detected.
[0106] The performance control board 200 is provided with a performance control unit 200a, which has a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores the control programs required for the performance control processing, and a sub-RAM 203 that can read and write data required for the performance control processing. Also provided is an image / sound control unit 200b that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the image / sound control unit 200b has an image / sound CPU 204 that executes image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 equipped with a frame buffer that stores image generation data, etc. In addition, there is provided a light emission drive control unit 200c that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the light emission drive control unit 200c has a light emission drive CPU 208 that executes light emission control processing and drive control processing, a light emission drive ROM 209 that stores the control programs required for the light emission control processing and drive control processing, and a light emission drive RAM 210 that can read and write the data required for the light emission control processing and drive control processing.
[0107] The performance control unit 200a is also connected so that operation information from the performance button detection SW14a, the performance lever detection SW15a, and the cross key detection SW16a can be input.
[0108] The effect button detection SW 14a is provided on the effect button 14 and is a SW for detecting that the effect button 14 has been pressed by a player when the effect button 14 is in its valid operation time. That is, the effect button detection SW 14a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect button 14 has been pressed is input to the effect control board 200. The effect control board 200, which has input the information indicating that the effect button 14 has been pressed, controls the effect corresponding to the pressing of the effect button 14 via the image display device 26 and the speaker 10. Here, for example, in a symbol change game, the effect button 14 is set to have a valid operation time (also referred to as a valid operation period) for a predetermined period of time, and the effect button detection SW 14a only detects pressing of the effect button 14 when the valid operation time is set.
[0109] The effect lever detection SW 15a is provided on the effect lever 15 and is a SW for detecting that the effect lever 15 has been operated by a player when the effect lever 15 is in its valid operation time. That is, the effect lever detection SW 15a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect lever 15 has been operated is input to the effect control board 200. Then, the effect control board 200, which has input the information indicating that the effect lever 15 has been operated, controls the effect corresponding to the operation of the effect lever 15 via the image display device 26 and the speaker 10. Here, for example, in a symbol variation game, the effect lever 15 has a valid operation time set for a predetermined period of time, and the effect lever detection SW 15a detects only operations when the valid operation time is set.
[0110] The cross key detection SW16a is provided on the cross key button 16, and is a switch for detecting that the player has pressed the cross key button 16. In other words, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the cross key button 16 has been operated is input to the performance control board 200.
[0111] As described above, by operating the cross key button 16, it is possible to adjust the amount of light emitted from the light-emitting device 9, the amount of light emitted from the image display device 26, and the volume of sound emitted from the speaker 10. Specifically, by pressing the up button on the cross key button 16, the amount of light can be increased (in stages), by pressing the down button on the cross key button 16, the amount of light can be decreased (in stages), by pressing the right button on the cross key button 16, the volume can be increased (in stages), and by pressing the left button on the cross key button 16, the volume can be decreased (in stages).
[0112] The light intensity may be set to three levels, "strong," "medium," and "weak," or may be further subdivided into five levels. The volume may be set to three levels, "high," "medium," and "low," or may be further subdivided into five levels. Furthermore, the image display device 26 may display a level gauge image indicating the degree of adjustment of the light intensity or volume, and the speaker 10 may emit an adjustment sound corresponding to the level. For example, if the volume adjustment level is configured to five levels, the adjustment sound corresponding to the lowest volume level 1 may be "Do," the adjustment sound corresponding to volume level 2 may be "Re," the adjustment sound corresponding to volume level 3 may be "Mi," the adjustment sound corresponding to volume level 4 may be "Fa," and the adjustment sound corresponding to the highest volume level 5 may be "So." The adjustment sound may be output at a volume value corresponding to the volume level. For example, "Re" may be output at a louder volume than "Do."
[0113] The level gauge image may be displayed in a manner that corresponds to the level of light intensity or volume, or in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that corresponds to the level of light intensity or volume means, for example, displaying the size (display area) of a level gauge image indicating volume level 2, which has a volume value greater than volume level 1, larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a constant display manner regardless of the level of light intensity or volume means displaying the size (display area) of the level gauge image in the same manner whether it is volume level 1 or volume level 2.
[0114] The adjustment sound corresponding to the volume level may be set to, for example, a "beep" sound at any level, with the volume value being different for each level. Specifically, it is assumed that when the volume level is 1, a "beep" sound is emitted at a volume value corresponding to volume level 1, and when the volume level is 2, a "beep" sound is emitted at a volume value corresponding to volume level 2 (a volume value greater than volume level 1).
[0115] In this embodiment, the light intensity and volume adjustments can be performed when the symbol change game is not being played, but they may also be performed when the symbol change game is being played. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a low volume. This prevents the effect images and sound corresponding to the symbol change game from being obstructed by the level gauge image and adjustment sound.
[0116] In addition, it may be possible to adjust the light intensity and the sound volume during the execution of the jackpot 1 game, the jackpot 2 game, and the small jackpot game. In this case, the display control of the level gauge image and the output control of the adjusted sound may be performed in the same way as when the light intensity and the sound volume are adjusted when the pattern variation game is not being played, or the display control of the level gauge image and the output control of the adjusted sound may be performed in the same way as when the light intensity and the sound volume are adjusted when the pattern variation game is being played.
[0117] Although the above-mentioned level gauge image is displayed on the image display device 26, if a display device other than the image display device 26 is provided, the image may be displayed on the other display device. This prevents the display content displayed on the image display device 26 from being obstructed by the display of the level gauge image. When the light intensity is adjusted, the level gauge image may be displayed, but the adjustment sound may not be output.
[0118] Furthermore, in this embodiment, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", "cut-in preview", or "super reach judgement" described below, the corresponding effect will not be executed. For example, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", the "dialogue preview" will not be executed. In other words, the cross key button 16 is a device used exclusively for adjusting the volume, adjusting the light intensity, operating menus, selecting modes, etc.
[0119] The image / sound control unit 200b is connected to an image display device 26, which is capable of displaying image information generated by the image / sound control unit 200b. Also, the image / sound control unit 200b is connected to a speaker 10, which is capable of outputting sound information generated by the image / sound control unit 200b.
[0120] The speaker 10 is capable of outputting music (BGM), voice, and sound effects. For example, if information indicating a closed state is not input from a frame open detection SW 3a (described later), the speaker 10 outputs a sound informing the user that the inner frame 3 is in an open state. In other words, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, or the like, and the above-mentioned sounds are output from the speaker 10 under the control of the image / sound control unit 200b.
[0121] The light emitting device 9, the starting port light emitting device 210a, and the board lighting device 29 are connected to the light emitting drive control unit 200c, and light emission can be controlled by the light emitting drive control unit 200c. The light emitting drive control unit 200c is also connected to the board drive device 30, and the movable body 28 can be driven and controlled via the board drive device 30.
[0122] The movable body 28 is provided on the game board 6 and is capable of performing actions such as "dropping," "swinging," and "rotating." By performing these actions, it is possible to suggest the possibility of a winning game being awarded.
[0123] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation in front of the display area of the image display device 26 to check whether the above-mentioned operations such as "drop," "swing," and "rotation" are performed normally. This initial operation involves moving the movable body 28 to the front of the display area of the image display device 26, and therefore the display content displayed in the display area becomes difficult to see for a certain period of time due to the movable body 28. Note that even if the display content displayed in the display area becomes difficult to see due to the initial operation, other components (e.g., the starting port light-emitting device 210a, the first special symbol hold indicator 27c, the board lighting device 29, etc.) do not become difficult to see due to the initial operation of the movable body 28.
[0124] Although not shown in the figure, the sub CPU 201 also includes an interrupt controller circuit that issues an interrupt signal to the sub CPU 201, a hardware random number generation circuit that generates random numbers within a certain range, and the like.
[0125] The payout control board 300 is equipped with a payout CPU 301 that executes the payout control process, a payout ROM 302 that stores the control program required for the payout control process, and a payout RAM 303 that can read and write data required for the payout control process. Also, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper tray 5a.
[0126] Specifically, in the main control board 100, for example, when information that a gaming ball has been detected is input from the first start hole detection SW21a, a payout command signal is sent from the main control board 100 to the payout control board 300 to pay out three prize balls, and the payout control board 300, which receives this, controls the payout device 304 to pay out the three prize balls to the upper tray 5a. Then, when the payout of the three prize balls is completed, a payout completion signal is sent from the payout control board 300 to the main control board 100, and the payout of the gaming balls in response to the input of information that a gaming ball has been detected from the first start hole detection SW21a is completed.
[0127] In addition, the launch handle 8 is connected to the payout control board 300 via a harness or the like, and when the player touches the above-mentioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of launch volume (not shown) provided on the launch handle 8.
[0128] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness or the like, and by controlling the launching device 305, gaming balls are launched into the gaming area 7. Specifically, when the player holds the launching handle 8 and inputs the amount of rotation of the launching handle 8, the payout control board 300 controls the launching device 305 with a launch strength according to the amount of rotation of the launching handle 8, causing the gaming balls to be launched.
[0129] In addition, the payout control board 300 is connected so as to receive an input signal from the ball lending button 12 shown in Figure 1 via a ball lending unit, etc., and when the ball lending button 12 is operated by a player, the payout control board 300 controls the payout device 304 to pay out a number of game balls (e.g., 125 balls) corresponding to one operation of the ball lending button 12 into the upper tray 5a.
[0130] The frame open detection SW3a is provided on the middle frame 3 and can detect an "open" state when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect a "closed" state when the glass frame 4 and the middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness, a relay board, etc., and when the above-mentioned "closed" state is in effect, information indicating the closed state is input to the dispensing control board 300. On the other hand, when the above-mentioned "open" state is in effect, the above-mentioned "closed" state information is not input to the dispensing control board 300, and this lack of input allows the dispensing control board 300 (dispensing CPU 301) to detect the above-mentioned "open" state. The dispensing control board 300 (dispensing CPU 301) can transmit information indicating the "closed" state and information indicating the "open" state (a frame open error designation command) to the performance control board 200.
[0131] Between the upper tray 5a and the lower tray 5b, a passage is formed to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full tank detection SW 300a is provided in this passage. If game balls guided to the lower tray 5b are stored without being discharged (outside the gaming machine), the game balls will stop in the passage, and when a predetermined amount of game balls have stopped, the full tank detection SW 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full tank detection SW 300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information that the full tank detection SW 300a is ON to the performance control board 200. This allows the performance control board 200 to issue a notification urging the player to discharge the game balls stored in the lower tray 5b.
[0132] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the dispensing control board 300 via harnesses or the like, and receives external power via a power plug (not shown), which is then supplied to the main control board 100, the performance control board 200, and the dispensing control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (AC 100 volts) to DC 24 volts.
[0133] Next, the special symbol winning determination table and the normal symbol winning determination table will be described using FIG. 5. The special symbol winning determination table (for the first starting gate) of FIG. 5 (A-1) and the special symbol winning determination table (for the second starting gate) of FIG. 5 (A-2) are stored in the main ROM 102. In this embodiment, six setting values can be set. FIGS. 5 (A-1) and (A-2) show an example of a special symbol winning determination table for setting value 1, and descriptions of other setting values are omitted. For example, when the setting value is set to 1, the main CPU 101 performs the special symbol winning determination process by referring to the special symbol winning determination table for setting value 1. When the setting value is set to 6, the main CPU 101 performs the special symbol winning determination process by referring to the special symbol winning determination table for setting value 6 (not shown). The setting value is not limited to "6" levels, and can be any value. For example, it may be "4" levels or "2" levels.
[0134] Alternatively, a gaming machine may be provided with only the special symbol winning determination table shown in FIGS. 5(A-1) and 5(A-2) without setting values (a non-setting machine may also be used). Alternatively, a gaming machine may be provided with setting values but only the special symbol winning determination table shown in FIGS. 5(A-1) and 5(A-2). That is, a gaming machine may be provided with only one setting value, and the main control board main processing shown in FIG. 10 may be the same as that of a gaming machine with multiple setting values. Even if a gaming machine has only one setting value, it is acceptable to perform the setting value change processing shown in FIG. 11 and the setting value confirmation processing shown in FIG. 12. This allows common processing between a gaming machine with multiple setting values (a setting machine) and a gaming machine with only one setting value (effectively a non-setting machine), thereby reducing the developer's workload. Furthermore, if a gaming machine has only one setting value, it is acceptable to use the same main control board 100 as a gaming machine with multiple setting values (the hardware may also be common). This allows for the use of common components, thereby reducing costs.
[0135] In the special symbol winning judgment table (for the first starting hole) of Figure 5 (A-1), when the game state is the normal game state and when the time-saving game state, the probability of being judged as a special symbol winning in the special symbol winning judgment process is "1 / 319", and the probability of being judged as a special symbol losing is "318 / 319". In addition, regardless of the game state, a ball entering the first starting hole 21 will never be judged as a small winning.
[0136] In the special symbol winning judgment table (for the second starting slot) of Figure 5 (A-2), when the game state is the time-saving game state, the probability of being judged as a special symbol winning in the special symbol winning judgment process is "1 / 319", the probability of being judged as a special symbol losing is "318 / 319", and the probability of being judged as a small winning is "1 / 1".
[0137] In addition, in the first starting port 21, the small hit determination process is executed, but it may not be determined as a small hit, or the small hit determination process itself may not be executed. Also, in the second starting port 22, it is always determined as a small hit, but it may be determined as a "miss" in the small hit determination process. For example, it may be determined as a small hit at "1 / 1.01".
[0138] In addition, in the special symbol hit determination table for the setting value "6" (not shown), when the game state is in the normal game state and the time-saving game state, the probability of being determined as a special symbol hit in the special symbol hit determination process is "1 / 280", and the probability of being determined as a miss is "279 / 280". In this way, by being able to set different special symbol hit probabilities for each setting value, it becomes easier for the gaming parlor to manage the ball output. Note that the small hit probability is the same for all setting values.
[0139] Furthermore, in the time-saving game state, as shown in Figures 5(B) and 6(B), compared to the normal game state, it is easier to win a normal symbol in the normal symbol winning determination process, and an advantageous opening / closing mode is selected as the opening / closing mode of the protruding member of the second starting port 22 when a normal symbol winning is achieved, so it can be said that the time-saving game state is a game state that is more advantageous for the player than the normal game state.
[0140] Furthermore, in the time-saving game state, even if the special symbol hit determination process determines that the special symbol has not been hit, it is always determined to be a small hit, whereas in the normal game state, it is never determined to be a small hit, so it can be said that the time-saving game state is a game state that is more advantageous to the player than the normal game state.
[0141] In this embodiment, as shown in FIG. 3, the gate member 20 is provided on the right side of the play area 7, but not on the left side of the play area 7. If a right-handed shot is performed in normal play mode and a game ball passes through the gate member 20, a normal win occurs at "4 / 256" as shown in FIG. 5, and the protruding member of the second start hole 22 can open. However, since the opening time is "0.9 seconds," it is difficult to get the game ball to enter the second start hole 22, and most of the shot game balls pass through the outlet hole 25. Therefore, in normal play mode, the optimal game for a player is to perform a left-handed shot and get the game ball to enter the first start hole 21. Therefore, when the gate detection SW 20a detects a game ball in normal play mode, a left-handed shot notification is issued to encourage the player to play in the optimal game mode.
[0142] If a right hit is made in a normal game state, and the game ball passes through the gate member 20, resulting in the game ball entering the second starting hole 22, the special symbol winning determination process will not be executed. This makes it possible to prevent inappropriate gameplay from being performed.
[0143] Next, the normal symbol hit determination table of FIG. 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of a normal symbol hit being determined in the normal symbol hit determination process is "4 / 256," and the probability of a normal symbol miss being determined is "252 / 256." When the game state is the time-saving game state, the probability of a normal symbol hit being determined in the normal symbol hit determination process is "255 / 256," and the probability of a normal symbol miss being determined is "1 / 256." Therefore, the time-saving game state is more likely to determine a normal symbol hit in the normal symbol hit determination process than the normal game state, making it a more advantageous game state for the player. Note that the normal symbol hit determination table does not have a set value (although the set value is common), but a set value similar to that of the special symbol hit determination table may be set. For example, the setting value "6" may make it easier to win a normal symbol in the normal symbol winning judgment compared to the setting value "1." Also, in the normal game state, the probability of being judged as a normal symbol winning in the normal symbol winning judgment process is "4 / 256," and the probability of being judged as a normal symbol missing is "252 / 256," but this is not limiting, and the probability of being judged as a normal symbol missing may also be "256 / 256."
[0144] Next, the special symbol determination table and the normal symbol determination table will be described using Figure 6. First, the special symbol determination table in Figure 6(A) has two tables: (1) a table for the first starting hole 21, which is referenced when determining the special symbol to be confirmed and displayed on the first special symbol display 27a in the case of a special symbol win or a special symbol miss as a result of the special symbol hit determination process performed based on the gaming ball entering the first starting hole 21; and (2) a table for the second starting hole 22, which is referenced when determining the special symbol to be confirmed and displayed on the second special symbol display 27b in the case of a special symbol win or a special symbol miss as a result of the special symbol hit determination process performed based on the gaming ball entering the second starting hole 22. These tables are stored in the main ROM 102. Then, the main CPU 101 refers to the table corresponding to the starting hole into which the gaming ball entered to determine the special symbol based on the determination result of the special symbol hit determination process.
[0145] In this embodiment, the game awarded when a special winning is determined based on a game ball entering the first starting hole 21 is referred to as a "jackpot 1 game," the game awarded when a special winning is determined based on a game ball entering the second starting hole 22 is referred to as a "jackpot 1 game," the game awarded when a small winning is determined based on a game ball entering the second starting hole 22 is referred to as a "small winning game," and the game awarded when the second type jackpot transition control process (see FIG. 24) is executed as a result of the execution of the "small winning game" is referred to as a "jackpot 2 game." In other words, the pachinko gaming machine 1 in this embodiment has specifications known as a "type 1 / type 2 mixed machine" that includes a route for transitioning to a jackpot game when a special winning is determined, and a route for transitioning to a jackpot game via a small winning game. The "Big Hit 1 Game" is described in detail in FIG. 22, the "Big Hit 2 Game" is described in detail in FIG. 25, and the "Small Hit Game" is described in detail in FIG.
[0146] In the special symbol determination table of (1) in FIG. 6(A), if the result of the special symbol winning determination process indicates a special symbol win, the main CPU 101 determines one of the special symbols, "special symbol A" or "special symbol B." Specifically, when the gaming ball enters the first starting hole 21, a random number for determining the special symbol is acquired, and one of the special symbols is determined by referring to the acquired random number for determining the special symbol. For example, if the acquired random number for determining the special symbol is "0 to 50," "special symbol A" is determined, and if the acquired random number for determining the special symbol is "51 to 99," "special symbol B" is determined. Then, once the special symbol is determined, the "number of rounds" and "after one jackpot game" (the game state after one jackpot game) are determined uniquely. If "special symbol A" is determined, four rounds are assigned as the "number of rounds," and a time-saving game state is assigned as "after one jackpot game." If "special symbol B" is determined, four rounds are awarded as the "number of rounds," and the normal game state is established as "after one jackpot game." On the other hand, if the result of the special symbol winning determination process is a special symbol miss, the main CPU 101 determines "special symbol C." For "special symbol C," which is a special symbol miss, the "number of rounds" and "after one jackpot game" are not defined, and for example, if "special symbol C" is determined in the normal game state, the normal game state will continue even after the "special symbol C" is confirmed and displayed.
[0147] In the special symbol determination table of (2) in FIG. 6(A), if the result of the special symbol hit determination process is a special symbol hit, the main CPU 101 determines "special symbol D." The specific determination method is the same as that of (1) in FIG. 6(A) described above, and therefore will not be described here. If "special symbol D" is determined, 10 rounds are awarded as the "number of rounds," and a time-saving game state is awarded as "after one big win." On the other hand, if the result of the special symbol hit determination process is a special symbol miss, the main CPU 101 determines "special symbol E."
[0148] As such, when a special winning pattern is achieved, the rate at which a time-saving game state is awarded is 51% for the first starting hole 21 and 100% for the second starting hole 22. Therefore, it can be said that it is more advantageous for the player to be awarded one jackpot game based on the ball landing in the second starting hole 22 than to be awarded one jackpot game based on the ball landing in the first starting hole 21.
[0149] In this embodiment, no set value is set in the special symbol determination table, but a set value may be set. For example, the determination rate of the special symbol may be different when the set value is "1" and when the set value is "6." In this case, the rate of entering the time-saving game state may be the same for all set values, but the "number of rounds" may have different rates for each set value. For example, the set value may be "6" so that a more advantageous number of rounds is more likely to be awarded, or the set value may be "1" so that a more advantageous number of rounds is more likely to be awarded.
[0150] In the special symbol determination table of (3) in FIG. 6(A), if the result of the special symbol hit determination process is a small hit, the main CPU 101 determines one of the special symbols, "special symbol F" or "special symbol G." The specific determination method is the same as that of (1) in FIG. 6(A) above, so explanation is omitted, but the probability that "special symbol F" is determined is "80 / 100," and the probability that "special symbol G" is determined is "20 / 100." If "special symbol F" is determined, 10 rounds are awarded as the "number of rounds," and a time-saving game state is established as "after two jackpot games." On the other hand, if "special symbol G" is determined, 10 rounds are awarded as the "number of rounds," and a normal game state is established as "after two jackpot games."
[0151] Strictly speaking, the 10 rounds in the special symbol determination table of (3) in Figure 6 (A) are small win games in the first round, and big win 2 games in the second round to the tenth round. As will be described in detail later in the small win game processing, in the first round of small win games, the condition for transition to the second round or later is that the specific area detection SW32c detects a game ball, and if the specific area detection SW32c does not detect a game ball in the first round of small win games, the transition to the second round does not occur, and the game ends with only the small win game being executed, and after the small win game ends, the game transitions to the normal game state.
[0152] Next, the normal symbol determination table of Figure 6 (B) is stored in the main ROM 102, and is a table that is referenced when determining the normal symbol to be confirmed and displayed on the normal symbol display 27e when the normal symbol win determination process is performed based on the game ball passing through the gate member 20, and when the normal symbol win determination process is performed, the main CPU 101 determines "normal symbol A" in the normal symbol determination process performed in the normal symbol-related process when the normal symbol win determination process is performed, and when the normal symbol win is performed, the main CPU 101 determines "normal symbol B" in the normal symbol determination process performed in the normal symbol-related process when the game state is the time-saving game state when the normal symbol win determination process is performed, and when the normal symbol win determination process is performed, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol-related process when the normal symbol win determination process is performed, and when the normal symbol loses, the main CPU 101 determines "normal symbol D" in the normal symbol determination process.
[0153] As with the special symbols described above, the content of the normal symbols is also uniquely determined. When "normal symbol A" is selected, the protruding member of the second start hole 22 opens "1" time in "0.9S." When "normal symbol B" is selected, the protruding member of the second start hole 22 does not open. When "normal symbol C" is selected, the protruding member of the second start hole 22 opens "3" time in "1.8S." When "normal symbol D" is selected, the protruding member of the second start hole 22 does not open. Therefore, when a normal symbol wins, the opening and closing mode of the protruding member of the second start hole 22 is more advantageous in the time-saving game state than in the normal game state, and it can be said that this is a more advantageous game state for the player.
[0154] The state in which the protruding member of the second starting hole 22 opens "3" times in "1.8S" is referred to as the "electric support state." On the other hand, the state in which the protruding member of the second starting hole 22 opens "1" time in "0.9S" is referred to as the "non-electric support state." For example, when controlling the "electric support state," the main CPU 101 sets "1" in the normal symbol state flag storage area of the main RAM 103, and when controlling the "non-electric support state," it sets "0" in the normal symbol state flag storage area of the main RAM 103.
[0155] Although no set value is provided in the normal symbol determination table, a set value may be provided in the same manner as in the special symbol determination table. For example, the probability of determining a normal symbol win in the normal symbol win determination process may be different for each set value, and a set value of "6" may be easier to win than a set value of "1", or vice versa. Also, the opening and closing manner of the second starting port 22 may be different for each set value. For example, a set value of "6" may open and close in a more advantageous manner than a set value of "1", or vice versa.
[0156] As described above, since it is more advantageous for the player to be awarded one jackpot game based on a ball entering the second starting hole 22 than to be awarded one jackpot game based on a ball entering the first starting hole 21, in a time-saving game state in which the second starting hole 22 can be opened in "1.8S x 3 times," it is optimal for the player to hit the ball to the right and have the game ball enter the second starting hole 22. Also, since a small jackpot game is not awarded based on a ball entering the first starting hole 21, but is only awarded based on a ball entering the second starting hole 22, it is more advantageous for the player to have the special symbol hit determination process executed based on the ball entering the second starting hole 22, so in a time-saving game state, it is optimal for the player to hit the ball to the right and have the game ball enter the second starting hole 22. Therefore, when the first start hole detection SW21a detects a game ball in the time-shortened game state, a right-hit notification is issued to encourage the player to play in the most optimal manner.
[0157] Next, Figure 6(C) shows details of rounds for each winning special symbol. For special symbols A and B, the first major prize slot 24 opens for 29.5 seconds per round, repeating four times. For special symbol D, the first major prize slot 24 opens for 29.5 seconds per round, repeating ten times. For special symbols F and G, the second major prize slot 32 opens for 10 seconds in the first round, and the first major prize slot 24 opens for 29.5 seconds in the second round, repeating nine times. Note that, for special symbols F and G, if the launch handle 8 is maintained at the second launch intensity, for example, a gaming ball can be placed into the specific area detection switch 32c in the first round, and a gaming ball can be placed into the first major prize slot 24 in the second round and thereafter (there is no need to change the launch intensity between the first round and the second round and thereafter). This prevents the game from becoming too complicated for the player.
[0158] In addition, in a small win game, if one ball enters the specific area detection SW32c and nine balls enter the second large winning hole detection SW32a, the small win game may end before 10 seconds have elapsed.
[0159] In this embodiment, the game state (other than jackpot 1 game, jackpot 2 game, and small hit game) includes a normal game state and a time-saving game state. Both the normal game state and the time-saving game state are low-probability states (special hit probability 1 / 319), and this embodiment does not include a high-probability state. Furthermore, only the time-saving game state is an "electric support state," while the normal game state, jackpot 1 game, jackpot 2 game, and small hit game are "non-electric support states."
[0160] The time-saving game state is designed to end upon transition to a big win 1 game or a small win game (first termination condition), and other termination conditions are set, such as when 100 symbol variation games have been played (second termination condition). However, if a game ball is placed in the second starting hole 22, even if it is determined that the special symbol has not been won, a small win will always be won, so the majority of games end with the first termination condition, but exceptionally, if a game ball continues to be placed in the first starting hole 21 during the time-saving game state, the second termination condition may be met.
[0161] In this embodiment, the game is configured with only a low probability state, but it may also have a high probability state (probability change game state), or a time-saving game state (so-called c time-saving) which is entered when a specific pattern combination is displayed as confirmed, or a time-saving game state (so-called b time-saving) which is entered when a predetermined number of pattern change games have been executed without being determined to be a special winning pattern.
[0162] Next, the special symbol variation pattern table will be described with reference to FIG. The special symbol variation pattern table in Fig. 7(A) is stored in the main ROM 102, and is a table to be referenced when determining the variation time in the symbol variation game. Also, Fig. 7(B) is an example showing the selection ratio of reach, and when a game ball enters the first start hole 21 or the second start hole 22, a reach determination random number is obtained, and if the obtained reach determination random number corresponds to the random number value for executing reach, the content of the reach to be executed (variation pattern for executing reach) is determined based on the selection ratio shown in Fig. 7(B).
[0163] When the game state is the normal game state and the result of the special symbol hit determination process is a special symbol miss, the main CPU 101 determines one of the variation patterns from "Variation Pattern 1" to "Variation Pattern 8." For example, when the game ball enters the first starting hole 21, a reach determination random number is acquired, and if the reach determination random number corresponds to a random number for executing a reach, one of the variation patterns is determined from "Variation Pattern 3" to "Variation Pattern 8." If the reach determination random number does not correspond to a random number for executing a reach, "Variation Pattern 1" or "Variation Pattern 2" is determined. Note that, as an example, the reach determination random number is such that a random number from 0 to 89 corresponds to "not executing a reach," and a random number from 90 to 99 corresponds to "executing a reach." If a special symbol miss symbol variation game is played 10 times, a reach is executed one of the times.
[0164] On the other hand, when the game state is the normal game state and the result of the special symbol hit determination process is a special symbol hit, the main CPU 101 determines one of the fluctuation patterns from "Fluctuation Pattern 9" to "Fluctuation Pattern 14" by referring to the random number value for determining the special symbol fluctuation pattern obtained when the game ball enters the first starting hole 21, for example.
[0165] Then, when the fluctuation pattern is determined, the "effect content" and the "fluctuation time" (number of seconds S) are determined univocally. When "fluctuation pattern 1" is determined, "shortened fluctuation" is determined as the "effect content", and "2S" is determined as the "fluctuation time". "Shortened fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c simultaneously. When "fluctuation pattern 2" is determined, "normal fluctuation" is determined as the "effect content", and "7S" is determined as the "fluctuation time". "Normal fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c in that order. When "fluctuation pattern 3" is determined, "normal reach" is determined as the "effect content", and "15S" is determined as the "fluctuation time". A "normal reach" is a reach that involves a reach but does not involve any particular development effect (for example, a temporary stop display indicating a miss, followed by a change in the middle decorative pattern 26b). Since the selection rate is low when the special symbol is hit and the selection rate is high when the special symbol is missed, it is positioned as a reach with a low expectation of a hit on the special symbol.
[0166] If "Variation Pattern 4" is determined, "Super Reach 1" is determined as the "Performance Content" and "40S" is determined as the "Variation Time." "Super Reach 1" refers to a reach that performs a development performance during the execution of a reach (normal reach) and executes a new reach at the development destination, and is positioned as a reach with a higher expectation of hitting the special chart than a "normal reach" based on the selection rate of reaches in Figure 7(B).
[0167] If "Variation Pattern 5" is determined, "Super Reach 2-1" is determined as the "Performance Content" and "50S" is determined as the "Variation Time." "Super Reach 2-1" refers to a reach that performs a development performance during the execution of a reach (normal reach) and executes a new reach at the development destination, and is positioned as a reach with a higher expectation of hitting the special chart than "Normal Reach" and "Super Reach 1" based on the selection rate of reaches in Figure 7 (B).
[0168] If "Variation Pattern 6" is determined, "Super Reach 2-2" is determined as the "Performance Content" and "55S" is determined as the "Variation Time." "Super Reach 2-2" refers to a reach that performs a development performance during the execution of a reach (normal reach) and executes a new reach at the development destination, and is positioned as a reach with a higher expectation of hitting the special chart than "Normal Reach," "Super Reach 1," and "Super Reach 2-1" based on the selection rate of reaches in Figure 7(B).
[0169] When "Variation Pattern 7" is determined, "Super Reach 2-3" is determined as the "Performance Content" and "60S" is determined as the "Variation Time." "Super Reach 2-3" refers to a reach that performs a development performance during the execution of a reach (normal reach) and executes a new reach at the development destination, and based on the reach selection rate in Figure 7 (B), it is positioned as a reach with a higher expectation of hitting the special chart than "Normal Reach," "Super Reach 1," "Super Reach 2-1," and "Super Reach 2-2."
[0170] If "Variation Pattern 8" is determined, "Super Reach 3" is determined as the "Performance Content" and "Variation Time" is determined as "60S." "Super Reach 3" refers to a reach that performs a development performance during the execution of a reach (normal reach) and executes a new reach at the development destination, and based on the reach selection rate in Figure 7(B), it is positioned as a reach with a higher expectation of hitting the special chart than "Normal Reach," "Super Reach 1," "Super Reach 2-1," "Super Reach 2-2," and "Super Reach 2-3."
[0171] "Variation Pattern 9" to "Variation Pattern 13" are special hits for "Super Reach 1," "Super Reach 2-1," "Super Reach 2-2," "Super Reach 2-3," and "Super Reach 3," so explanations will be omitted.
[0172] When "variation pattern 14" is determined, "full rotation reach" is determined as the "presentation content", and "120S" is determined as the "variation time". "Full rotation reach" is a reach in which the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are aligned with "111", "222", "333", "444", "555", "666", "777", and "888" and scroll (variably displayed) at a low speed, and finally, for example, "777" is displayed as a final result.
[0173] In addition, the selectable variation patterns in the case of a special winning may be determined by the determined special symbol. For example, variation patterns 9 to 12 may be selectable regardless of whether special symbol A or special symbol B is determined, and variation patterns 13 to 14 may be selected only when special symbol A is determined. On the other hand, variation patterns 9 to 14 may be selectable regardless of whether special symbol A or special symbol B is determined.
[0174] When the game state is in the time-saving game state, if the result of the special symbol hit determination process is a special symbol miss, the main CPU 101 determines "variation pattern 15." If "variation pattern 15" is determined, "ultra-shortened variation" is determined as the "presentation content," and "variation time" is determined to be "1S." "Ultra-shortened variation" refers to a variation that does not result in a reach and simultaneously stops the left decorative symbol 26a, the center decorative symbol 26b, and the right decorative symbol 26c. Note that, since a special symbol miss does not occur when a game ball enters the second starting hole 22 in the time-saving game state, "variation pattern 15" is not necessary.
[0175] Also, when the game state is in the time-saving game state, if the result of the special symbol hit determination process is a small hit, "variation pattern 16" is determined. When "variation pattern 16" is determined, "ultra-shortened variation" is determined as the "presentation content" and "variation time" is determined as "1S". In other words, when it is a small hit, the left decorative pattern 26a, the center decorative pattern 26b, and the right decorative pattern 26c are quickly stopped simultaneously without reaching a win.
[0176] Also, when the game state is in the time-saving game state, if the result of the special symbol hit determination process is a special symbol hit, "variation pattern 17" is determined. When "variation pattern 17" is determined, "ultra-shortened variation" is determined as the "presentation content" and "variation time" is determined as "1S". In other words, when the special symbol hit is determined, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are quickly stopped simultaneously without reaching a win.
[0177] In this way, whether it is a small win or a special win, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are stopped simultaneously without reaching a win, so that the "RUSH" (for example, the period from when the game shifts to the time-saving game state until the game shifts to the normal game state by winning the special pattern G) can be played at a good tempo, giving the player a sense of satisfaction.
[0178] In addition, if a "left hit" is performed in the time-saving game state and the game ball enters the first starting hole 21, one of the variation patterns 1 to 14 will be executed depending on the result of the special pattern hit determination process.
[0179] Furthermore, the special symbol variation patterns are not limited to those shown in FIG. 7, and multiple special symbol variation patterns may be provided. Also, the special symbol variation pattern table referenced may differ depending on the setting value. For example, a special symbol variation pattern that is easy to select for each setting value may be provided, or a special symbol variation pattern that can only be selected with that setting value may be provided. This allows the player to guess (or understand) the setting value from the effects of the executed special symbol variation pattern, which leads to increased interest in the game.
[0180] Next, the commands sent from the main control board 100 to the performance control board 200 will be explained based on Figures 8 and 9. Note that Figures 8 and 9 only show the main commands, and there are also commands that are omitted.
[0181] The "first special pattern storage designation command" (0 to 4) indicates the number of first special patterns reserved, and is set in the main RAM 103 and sent to the performance control board 200 when the number of first special patterns reserved increases or decreases.
[0182] The "second special symbol storage designation command" (0) indicates the number of reserved second special symbols, and is set in the main RAM 103 and sent to the performance control board 200 when the number of reserved second special symbols increases or decreases.
[0183] The "performance pattern designation command" indicates the type of special pattern to be displayed in a stopped state, and is set in the main RAM 103 and sent to the performance control board 200 when various special patterns are determined and the display of the special patterns begins to change.
[0184] The "small win designation command" indicates that a small win has been won, and is set in the main RAM 103 when the variable display of the special symbols starts, and is sent to the performance control board 200. When the performance control board 200 receives this command, it determines the combination of decorative symbols that will notify that a small win has been won.
[0185] The "special pattern change pattern designation command" indicates the time for which the special pattern changes on the first special pattern display device 27a or the second special pattern display device 27b, and is set in the main RAM 103 and sent to the performance control board 200 when the display of the special pattern changes starts on the first special pattern display device 27a or the second special pattern display device 27b.
[0186] The "special pattern confirmation command" indicates that a special pattern has been stopped and displayed, and is set in the main RAM 103 when a special pattern is stopped and displayed on the first special pattern display device 27a or the second special pattern display device 27b, and is sent to the performance control board 200.
[0187] The "normal pattern confirmation command" indicates that the normal pattern has been stopped and displayed, and is set in the main RAM 103 when the normal pattern display 27e stops and displays the normal pattern, and is sent to the performance control board 200.
[0188] The "starting port winning designation command" is intended to notify the performance control board 200 in advance that a game ball has won a starting port and the result of the special pattern winning determination process, and is set in the main RAM 103 when a game ball wins the first starting port 21 or the second starting port 22, and is sent to the performance control board 200.
[0189] The "large prize slot entry designation command" is used to notify the performance control board 200 of the entry of a game ball into the first large prize slot 24 and the entry of a game ball into the second large prize slot 32, and is set in the main RAM 103 and sent to the performance control board 200 when a game ball enters the first large prize slot 24 or the second large prize slot 32.
[0190] The "specific area winning designation command" is used to notify the performance control board 200 that a game ball has won the specific area detection SW32c, and is set in the main RAM 103 and sent to the performance control board 200 when a game ball wins the specific area detection SW32c.
[0191] The "opening designation command for special chart winning game" indicates that jackpot 1 game is about to start, and is set in main RAM 103 when jackpot 1 game of 4 rounds or 10 rounds starts, and is sent to the performance control board 200.
[0192] The "opening designation command for small win game" indicates that a small win game will start, and is set in the main RAM 103 when the small win game starts and is sent to the performance control board 200. In addition, when the small win game ends and the big win 2 game starts, an opening designation command indicating the start of the big win 2 game may be provided.
[0193] The "round designation command" indicates the number of rounds for jackpot 1 play and jackpot 2 play, and is set in the main RAM 103 when the round play for each jackpot play starts, and is sent to the performance control board 200.
[0194] The "ending designation command for special chart winning game" indicates that the jackpot 1 game and the jackpot 2 game have ended, and is set in the main RAM 103 when each jackpot game ends and sent to the performance control board 200.
[0195] The "ending designation command for small hit game" indicates that the small hit game has ended, and is set in the main RAM 103 when the small hit game has ended, and is sent to the performance control board 200.
[0196] The "normal symbol storage designation command" (0 to 4) indicates the number of reserved normal symbols, and is set in the main RAM 103 and sent to the performance control board 200 when the value stored in the reserved normal symbol number storage area increases or decreases.
[0197] The "normal pattern designation command" (normal pattern 0 to 3) indicates the type of normal pattern to be displayed in a stopped state on the normal pattern display 27e, and is set in the main RAM 103 and sent to the performance control board 200 when various normal patterns are determined and the display of the changing normal patterns begins.
[0198] The "normal pattern change designation command" indicates the time for the normal pattern to change on the normal pattern display 27e, and is set in the main RAM 103 when the display of the normal pattern change begins, and is sent to the performance control board 200.
[0199] The "opening designation command for normal winning" indicates that a normal winning game is about to begin, and is set in the main RAM 103 when a normal winning game begins, and is sent to the performance control board 200.
[0200] The "normal winning ending designation command" indicates that various normal winning games have ended, and is set in the main RAM 103 when the normal winning game has ended, and is sent to the performance control board 200.
[0201] The "game state designation command" indicates whether the game is in a normal game state or a time-saving game state, and is set in the main RAM 103 and transmitted to the performance control board 200 at the start of the special symbol variation, the end of the special symbol variation (at the start of jackpot 1 game and jackpot 2 game), and the end of jackpot 1 game and jackpot 2 game according to each game state designation command. Each game state designation command will also be described in detail in the flowchart.
[0202] The "power on command" and "power restoration command" (for when waiting for customers, when special charts are changing, and when special charts are winning) indicate whether or not powering on the pachinko gaming machine 1 involves initializing the main RAM 103, and when the power to the pachinko gaming machine 1 is turned on, the power on command or power restoration command corresponding to whether or not the main RAM 103 has been initialized and the gaming status is sent to the performance control board 200.
[0203] The "customer waiting state designation command" indicates that the machine has entered a customer waiting state in which the display of special patterns is not changed, and is set in the main RAM 103 when the machine enters a customer waiting state and is sent to the performance control board 200.
[0204] The "error designation command" (various types) indicates that an error has occurred in the pachinko game machine 1 and the type of error, and is set in the main RAM 103 when it is determined that various abnormalities have occurred and is sent to the performance control board 200.
[0205] The "error removal designation command" (various types) indicates that an error that occurred in the pachinko game machine 1 has been resolved, and is set in the main RAM 103 and sent to the performance control board 200 when the resolution of various abnormalities is detected.
[0206] The "setting value designation commands" (1 to 6) indicate the setting values set in the pachinko gaming machine 1, and are sent to the performance control board 200 after the power to the pachinko gaming machine 1 is turned on, specifically after the power-on designation command or the power-restoration designation command is sent, or while the setting change process is being executed, or while the setting confirmation process is being executed.
[0207] The "setting value changing command" indicates that the setting change process is being executed, and is sent to the performance control board 200 while the setting change process is being executed. The "setting value checking command" indicates that the setting check process is being executed, and is sent to the performance control board 200 while the setting check process is being executed. The "setting value confirmation end command" indicates that the setting confirmation process has ended, and is sent to the performance control board 200 while the setting confirmation process is being executed.
[0208] Next, the control processing performed by the main CPU 101 of the main control board 100 will be described.
[0209] (Main control board main processing) 10 is a flowchart showing the main processing performed in the main control board 100. This processing is started by the main CPU 101 of the main control board 100 when the power is turned on to the pachinko gaming machine 1 and voltage is supplied to each control board from the power supply board 400.
[0210] (Step S1) In step S1, the main CPU 101 determines whether the pachinko gaming machine 1 is in a power outage (power failure state). As a result, if the power is out (power failure state), the process of step S1 is repeatedly executed, and if the power is not out (power failure state), the process proceeds to step S2. If the power is out (power failure state), the process can be executed using a backup power source (not shown).
[0211] (Step S2) In step S2, the main CPU 101 prohibits interrupts (main control board timer interrupt processing). As a result, the main CPU 101 executes only this processing until an interrupt is permitted in step S18 described later. Then, once the interrupt is prohibited, the processing proceeds to step S3.
[0212] After the processing of step S2 is completed, a firing stop signal (a firing stop command) may be output to set the firing permission signal to a prohibited state. This prevents the game ball from being fired while the interrupt is prohibited. Then, in the first main control board timer interrupt processing after the interrupt is permitted in step S18 described below, the firing permission signal may be set to an permitted state.
[0213] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (whether it is pressed). That is, it determines whether the power supply of the pachinko gaming machine 1 is turned ON (the power SW 400a is ON) with the RAM clear switch 105 pressed. As a result, if the RAM clear switch 105 is ON, the process proceeds to step S4, and if the RAM clear switch 105 is not ON, the process proceeds to step S9.
[0214] (Step S4) In step S4, main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key has been inserted into setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position; if it does not detect this, it determines that the setting change key is not in the setting change position. If the result shows that the setting change key is in the setting change position, it proceeds to step S5, and if the setting change key is not in the setting change position, it proceeds to step S7.
[0215] (Step S5) In step S5, the main CPU 101 executes the setting value change process shown in Fig. 11. This process will be described in detail later with reference to Fig. 11. Then, when the setting value change process ends, the process proceeds to step S6.
[0216] (Step S6) In step S6, the main CPU 101 transmits a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and power has been turned on. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Power on" and the speaker 10 to output the sound "Power on." After transmitting the power-on command, the process proceeds to step S17.
[0217] (Step S7) In step S7, if the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if a time-reduced gaming state is in effect when the gaming parlor closes, the normal gaming state can be restarted when the gaming parlor opens the next day. After initializing areas 1 and 2 (excluding the setting value storage area) of the main RAM 103, the process proceeds to step S8.
[0218] (Step S8) In step S8, the main CPU 101 transmits a power-on command, and after transmitting the power-on command, the process proceeds to step S17.
[0219] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10. If the setting change key is not in the setting change position, the process proceeds to step S11.
[0220] (Step S10) In step S10, the main CPU 101 executes the setting value confirmation process shown in Fig. 12. This process will be described in detail later with reference to Fig. 12. Then, when the setting value confirmation process ends, the process proceeds to step S11.
[0221] (Step S11) In step S11, the main CPU 101 determines whether backed-up data exists. For example, when the power supply of the pachinko gaming machine 1 is turned off, a backup process (not shown) is performed to retain data, store a checksum, and turn on a backup flag. If the backup flag is on, it is determined that backed-up data exists; if the backup flag is not on, it is determined that no backed-up data exists. If backed-up data exists, the process proceeds to step S12; if no backed-up data exists, it is determined that this is the first power-on, and the process proceeds to step S17.
[0222] (Step S12) In step S12, the main CPU 101 calculates a checksum of the area of the main RAM 103. After calculating the checksum of the area of the main RAM 103, the process proceeds to step S13.
[0223] (Step S13) In step S13, main CPU 101 determines whether the checksum of the area in main RAM 103 is normal. For example, it determines whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12, and if they match, it determines that the checksum is normal, and if they do not match, it determines that the checksum is abnormal. If the checksum is normal, the process proceeds to step S15, and if the checksum is abnormal, the process proceeds to step S14.
[0224] (Step S14) In step S14, the main CPU 101 executes a game stop process (error setting). Specifically, it transmits an error command to the performance control board 200 to notify an error using the light emitting device 9, the speaker 10, the image display device 26, etc., and performs a process that makes it impossible to cancel the error unless the setting value change process of Fig. 13 is performed. Then, it remains in this process unless the setting value change process of Fig. 13 is performed.
[0225] (Step S15) In step S15, the main CPU 101 executes recovery processing. That is, the main CPU 101 restores the normal state to the state before the power outage. Then, once the normal state is restored to the state before the power outage, the main CPU 101 proceeds to step S16.
[0226] (Step S16) In step S16, the main CPU 101 transmits a power restoration command. The power restoration command indicates that the RAM clear switch 105 is OFF and power has been restored (returned to the state before the power outage). Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Power restoration in progress" and the speaker 10 to output the sound "Power restoration in progress." After transmitting the power restoration command, the process proceeds to step S17.
[0227] (Step S17) In step S17, the main CPU 101 executes the setting of the CTC. That is, the setting of the CTC (Counter Timer Circuit) having the function of generating a pulse output at a fixed period and the function of measuring time is executed, and the time constant register of the CTC is set so that the main control board timer interrupt processing described later is executed periodically every 4 ms. Then, after the setting of the CTC is executed, the process proceeds to step S18.
[0228] (Step S18) In step S18, the main CPU 101 permits an interrupt (puts the game in a state in which it is possible to play). Then, after permitting the interrupt, the main CPU 101 stands by, and thereafter, a main control board timer interrupt process, which will be described later, is performed every 4 ms.
[0229] (Regarding setting value change processing) 11 is a flowchart showing the setting value change processing (a subroutine of step S5 of the main control board main processing) performed on the main control board 100. The state in which the processing of FIG. 11 is being performed corresponds to the above-mentioned "setting change state."
[0230] (Step S5-1) In step S5-1, main CPU 101 initializes the areas (excluding the setting value storage area) of main RAM 103. After initializing the areas (excluding the setting value storage area) of main RAM 103, the process proceeds to step S5-2.
[0231] (Step S5-2) In step S5-2, the main CPU 101 transmits a setting value changing command. The setting value changing command is a command indicating that a setting value change process is being performed, and upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "settings changing" and the speaker 10 to output a sound saying "settings changing." Then, upon transmitting the setting value changing command, the process proceeds to step S5-3.
[0232] (Step S5-3) In step S5-3, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of main RAM 103 is "1," "1" is displayed on display 104. After reading out the current setting value and displaying it on display 104, the process proceeds to step S5-4.
[0233] (Step S5-4) In step S5-4, main CPU 101 determines whether a setting value change operation has been performed. Specifically, it determines whether RAM clear switch 105 is ON. If RAM clear switch 105 is ON, the process proceeds to step S5-5. If RAM clear switch 105 is not ON, the process proceeds to step S5-7.
[0234] (Step S5-5) In step S5-5, main CPU 101 executes a process to change the set value. For example, if the RAM clear switch 105 is turned ON when the set value is "1," the set value is changed to "2," if the RAM clear switch 105 is turned ON when the set value is "2," the set value is changed to "3," if the RAM clear switch 105 is turned ON when the set value is "3," the set value is changed to "4," if the RAM clear switch 105 is turned ON when the set value is "4," the set value is changed to "5," if the RAM clear switch 105 is turned ON when the set value is "5," the set value is changed to "6," and if the RAM clear switch 105 is turned ON when the set value is "6," the set value is changed to "1." Then, after the set value is changed, the process proceeds to step S5-6.
[0235] (Step S5-6) In step S5-6, main CPU 101 displays the changed setting value on display 104 (for example, the rightmost segment). For example, if RAM clear switch 105 is turned ON while setting value "1" is displayed, setting value "2" is displayed; if RAM clear switch 105 is turned ON while setting value "2" is displayed, setting value "3" is displayed; if RAM clear switch 105 is turned ON while setting value "3" is displayed, setting value "4" is displayed; if RAM clear switch 105 is turned ON while setting value "4" is displayed, setting value "5" is displayed; if RAM clear switch 105 is turned ON while setting value "5" is displayed, setting value "6" is displayed; and if RAM clear switch 105 is turned ON while setting value "6" is displayed, setting value "1" is displayed. Then, after the changed setting value is displayed on display 104, the process proceeds to step S5-7.
[0236] (Step S5-7) In step S5-7, main CPU 101 determines whether a setting value confirmation operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal) to a position rotated 90 degrees counterclockwise (vertical). If a setting value confirmation operation has been performed, the process proceeds to step S5-8, and if a setting value confirmation operation has not been performed, the process proceeds to step S5-4.
[0237] (Step S5-8) In step S5-8, the main CPU 101 stores the setting value in the setting value storage area of the main RAM 103. That is, when the desired setting value is displayed on the display 104, the setting value of the pachinko gaming machine 1 is confirmed by rotating the setting change key 90 degrees counterclockwise (vertical direction). Thereby, subsequent games are played based on the stored setting value. Then, once the setting value is stored in the setting value storage area of the main RAM 103, the process proceeds to step S5-9.
[0238] (Step S5-9) In step S5-9, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S5-6. Then, after display 104 is hidden, the process proceeds to step S5-10.
[0239] (Step S5-10) In step S5-10, the main CPU 101 transmits a setting value specification command. The setting value specification command is a command indicating setting value information. When the performance control board 200 receives this command, it stores the setting value information in the sub-RAM 203 and references the setting value information stored in the sub-RAM 203 when executing the setting value suggestion performance described below. Furthermore, when the performance control board 200 receives this command, it terminates the notification such as "Settings are being changed" described above. Then, after transmitting the setting value specification command, the processing proceeds to step S6 of the main control board main processing.
[0240] Note that even when one set value is provided, the set value change process may be performed, and in step S5-5, for example, the set value may be changed from "1" to "1", and in step S5-6, for example, when the RAM clear switch 105 is turned ON while the set value "1" is being displayed, the set value "1" may be displayed. Also, in step S5-8, the set value "1" is already stored, but it may be newly updated and stored.
[0241] (Regarding setting value confirmation processing) 12 is a flowchart showing the setting value confirmation process (a subroutine of step S10 of the main control board main process) performed on the main control board 100. The state in which the process of FIG. 12 is being performed corresponds to the above-mentioned "setting confirmation state."
[0242] (Step S10-1) In step S10-1, the main CPU 101 transmits a setting value checking command. The setting value checking command is a command indicating that a setting value checking process is being performed. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Settings checking" and the speaker 10 to output a sound saying "Settings checking." Then, after transmitting the setting value checking command, the process proceeds to step S10-2.
[0243] (Step S10-2) In step S10-2, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of main RAM 103 is "1," "1" is displayed on display 104. After reading out the current setting value and displaying it on display 104, the process proceeds to step S10-3.
[0244] (Step S10-3) In step S10-3, main CPU 101 determines whether an end operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal) to a position rotated 90 degrees counterclockwise (vertical). If an end operation has been performed, the process proceeds to step S10-4; if an end operation has not been performed, the process loops until an end operation is performed.
[0245] (Step S10-4) In step S10-4, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S10-2 above. Then, after display 104 is hidden, the process proceeds to step S10-5.
[0246] (Step S10-5) In step S10-5, the main CPU 101 transmits a setting value confirmation end command. The setting value confirmation end command is a command indicating that the setting value confirmation process has ended, and when the performance control board 200 receives this command, it terminates the notification such as "Settings confirmation in progress" described above. Then, after transmitting the setting value confirmation end command, the process proceeds to step S11 of the main control board main process.
[0247] Note that the setting value confirmation process may be performed even when a single setting value is provided. Also, when no setting value is provided and the device is designated as a setting-unequipped device, the processes of Figs. 11 and 12 may be omitted.
[0248] (Main control board timer interrupt processing) 13 is a flowchart showing main control board timer interrupt processing performed in the main control board 100. This processing is executed by periodically (for example, every 4 ms) interrupting the above-mentioned main control board main processing.
[0249] (Step S101) In step S101, the main CPU 101 saves information stored in a register, and then proceeds to step S102.
[0250] (Step S102) In step S102, the main CPU 101 executes a time management process to update a timer used in a game (for example, the opening time of the first special winning port 24, etc.). After updating the timer used in a game, the process proceeds to step S103.
[0251] (Step S103) In step S103, the main CPU 101 executes updating of initial random numbers such as random number values for determining whether a special symbol has won, random number values for determining whether a special symbol has decided, random number values for determining a special symbol variation pattern, and random number values for determining whether a game is about to win. The random number values for determining whether a special symbol has won, random number values for determining whether a special symbol has decided, random number values for determining a special symbol variation pattern, and random number values for determining whether a game is about to win constitute determination information. Then, when the various random number update processes are completed, the process proceeds to step S104.
[0252] (Step S104) In step S104, the main CPU 101 detects input from each switch shown in Fig. 4. This process will be described in detail later with reference to Fig. 14. Then, when an input from each switch is detected, the process proceeds to step S105.
[0253] (Step S105) In step S105, the main CPU 101 executes processing related to the special symbol. This processing will be described in detail later with reference to Fig. 18. Then, when the processing related to the special symbol is completed, the process proceeds to step S106.
[0254] (Step S106) In step S106, the main CPU 101 executes processing related to the normal symbol. For example, when the gaming ball passes through the gate member 20, the main CPU 101 executes "normal symbol winning determination processing" to determine the normal symbol and the normal symbol variation time. Then, when the processing related to the normal symbol is completed, the processing proceeds to step S107.
[0255] (Step S107) In step S107, the main CPU 101 executes processing related to the payout of game balls. For example, when the entry of a game ball is detected in the input SW detection processing of step S104, a payout command signal is set in a payout command transmission area in order to send a payout command signal to the payout control board 300 to pay out the corresponding prize ball, and a payout completion signal is received from the payout control board 300. Then, when the processing related to the payout of game balls is completed, the process proceeds to step S108.
[0256] (Step S108) In step S108, the main CPU 101 executes an abnormality determination process. For example, it determines whether the magnetic sensor 27h detects an abnormal magnetism, whether the radio wave sensor 27i detects an abnormal radio wave, etc., and if an abnormality is detected, it executes a process for issuing an error notification. Then, after completing the abnormality determination process, the process proceeds to step S109.
[0257] (Step S109) In step S109, the main CPU 101 executes a process of transmitting various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command has been set in a command transmission area provided in the main control board 100, and if a command has been set, transmits the set command to the performance control board 200 or the payout control board 300. Then, when the command transmission process is completed, the process proceeds to step S110.
[0258] (Step S110) In step S110, the main CPU 101 performs display control (variable display and fixed display) of special symbols on the first special symbol display device 27a in the case of a symbol variation game based on a gaming ball entering the first starting hole 21, and performs display control (variable display and fixed display) of special symbols on the second special symbol display device 27b in the case of a symbol variation game based on a gaming ball entering the second starting hole 22. Then, when the display control of special symbols is completed, the process proceeds to step S111.
[0259] (Step S111) In step S111, the main CPU 101 executes display control (variable display and fixed display) of the normal symbol on the normal symbol display device 27e. Also, based on the fact that the gaming ball has passed through the gate member 20 and the normal symbol variable game has ended, the main CPU 101 executes display control of the normal symbol reserved display device 27f. Then, when the display control of the normal symbol has ended, the process proceeds to step S112.
[0260] (Step S112) In step S112, the main CPU 101 executes a game performance information management process. Specifically, the main CPU 101 calculates game performance information using the above-mentioned formula "(number of paid-out game balls in normal game mode ÷ number of out balls in normal game mode) × 100" and executes a process of displaying the calculated game performance information on the display 104. Then, when the game performance information management process is completed, the process proceeds to step S113.
[0261] (Step S113) In step S113, main CPU 101 restores the information saved in step S101 to the register, and then ends the main control board timer interrupt process.
[0262] (Input SW detection process) FIG. 14 is a flowchart showing the input switch detection process performed in the main control board 100 (a subroutine of step S104 of the main control board timer interrupt process).
[0263] (Step S104-1) In step S104-1, the main CPU 101 executes a process when the first start hole is detected. This process will be described in detail later with reference to Figure 15. Then, when the process when the first start hole is detected is completed, the process proceeds to step S104-2.
[0264] (Step S104-2) In step S104-2, when the main CPU 101 receives information that a game ball has been detected from the second start hole detection SW22a, it executes a second start hole detection process. This process will be described in detail later with reference to Fig. 16. Then, when the second start hole detection process is completed, the process proceeds to step S104-3.
[0265] (Step S104-3) In step S104-3, when the main CPU 101 receives information from the normal winning port detection SW23a that a game ball has been detected, it executes a process of setting a payout command signal in a payout command transmission area in order to have the payout control board 300 pay out eight game balls as prize balls. Then, when the normal winning port detection process is completed, the process proceeds to step S104-4.
[0266] (Step S104-4) In step S104-4, when the main CPU 101 receives information from the first special prize opening detection SW 24a that game balls have been detected, the main CPU 101 executes processing to set a payout command signal in a payout command transmission area to cause the payout control board 300 to pay out 15 game balls as prize balls. The main CPU 101 also sets a special prize opening entry designation command in the command transmission area to notify the user of the image display device 26 or the like that game balls have entered the first special prize opening 24. Examples of notification using the image display device 26 or the like include, for example, when the first special prize opening detection SW 24a detects more than 10 game balls per round (also known as an over-entry), announcing this fact by displaying a message on the image display device 26, a sound (e.g., "Yay!") from the speaker 10, or a prize highlighting effect (described below). Then, when the first special prize opening detection processing is completed, the process proceeds to step S104-5.
[0267] (Step S104-5) In step S104-5, the main CPU 101 executes the second large prize opening detection process. This process will be described in detail later with reference to Fig. 17. Then, when the second large prize opening detection process is completed, the process proceeds to step S104-6.
[0268] (Step S104-6) In step S104-6, when the main CPU 101 receives information from the gate detection SW 20a that a game ball has been detected, it executes a process when a passing gate is detected. Then, when the process when a passing gate is detected is completed, the process proceeds to step S105 of the main control board timer interrupt process.
[0269] (Regarding processing when the first starting port is detected) FIG. 15 is a flowchart showing the first start port detection process performed in the main control board 100 (a subroutine of step S104-1 of the input SW detection process).
[0270] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether information indicating that a game ball has entered has been input from the first start hole detection SW21a. If information indicating that a game ball has entered has been input from the first start hole detection SW21a, the process proceeds to step S104-1-2. If information indicating that a game ball has entered has not been input from the first start hole detection SW21a, the process proceeds to step S104-2 of the input SW detection process.
[0271] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out three game balls as prize balls for the game ball entering the first start opening 21. Then, after setting the prize ball command, the process proceeds to step S104-1-3.
[0272] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the above-mentioned "fourth storage area" has been stored. In other words, it determines whether the number of reserved symbol variation games in the first start slot 21 is "4". If the "fourth storage area" has been stored, the process proceeds to step S104-2 of the input switch detection process, and if the "fourth storage area" has not been stored, the process proceeds to step S104-1-4.
[0273] (Step S104-1-4) In step S104-1-4, the main CPU 101 acquires a random number value for determining whether a special symbol has been won. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. After acquiring the random number value for determining whether a special symbol has been won, the process proceeds to step S104-1-5.
[0274] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for determining a special symbol. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. After acquiring the random number value for determining a special symbol, the process proceeds to step S104-1-6.
[0275] (Step S104-1-6) In step S104-1-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern and a random number value for reaching a winning position. The random number value acquired in this process will be used in the winning position determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19), which will be described later. Then, after acquiring the random number value for determining a special symbol variation pattern and the random number value for reaching a winning position, the process proceeds to step S104-1-7.
[0276] The acquisition of the random number value for determining whether a special symbol has won, the random number value for determining a special symbol, the random number value for determining a special symbol variation pattern, and the random number value for determining whether a special symbol has reached the win state may be performed before step S104-1-3. If it is determined in step S104-1-3 that the values have been stored up to the "fourth storage area," the acquired random number value may be discarded.
[0277] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores the random number values for determining whether a special symbol has won, the random number values for determining whether a special symbol has been determined, the random number values for determining whether a special symbol has changed, and the random number values for determining whether a special symbol has reached the winning position in an available memory area as determination information. For example, if the values up to the "third memory area" have been stored and the "fourth memory area" is available, the random number values are stored in the "fourth memory area." After storing the random number values in the available memory areas, the process proceeds to step S104-1-8.
[0278] (Step S104-1-8) In step S104-1-8, the main CPU 101 executes a winning time determination process. This winning time determination process is a process for determining whether the random number value acquired in step S104-1-4 is a special symbol winning value prior to the special symbol winning time determination process in the special symbol variation start time process (see FIG. 19). As a result, for example, if the random number value for special symbol winning time determination stored in the "fourth memory area" in step S104-1-7 is a special symbol winning value, a preview effect ("preview effect" described below) can be executed across multiple variations. Then, when the winning time determination process is completed, the process proceeds to step S104-1-9.
[0279] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning designation command in the command transmission area in order to send the first start port winning designation command to the performance control board 200. The first start port winning designation command also includes information on the judgment result of the winning time judgment process in step S104-1-8, and by receiving this command, the performance control board 200 can recognize whether the judgment result of the winning time judgment process is a win or a miss. Then, after setting the first start port winning designation command, the processing proceeds to step S104-1-10.
[0280] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the first special symbol storage designation command in the command transmission area in order to transmit the first special symbol storage designation command to the performance control board 200. Then, when the first special symbol storage designation command is set, the process proceeds to step S104-2 of the input switch detection process.
[0281] (Regarding processing when the second starting port is detected) FIG. 16 is a flowchart showing the process executed by the main control board 100 when the second start port is detected (a subroutine of step S104-2 of the input SW detection process).
[0282] (Step S104-2-1) In step S104-2-1, the main CPU 101 determines whether or not information indicating that a game ball has entered has been input from the second start hole detection SW 22a. If information indicating that a game ball has entered has been input from the second start hole detection SW 22a, the process proceeds to step S104-2-2. If information indicating that a game ball has entered has not been input from the second start hole detection SW 22a, the process proceeds to step S104-3 of the input SW detection process.
[0283] (Step S104-2-2) In step S104-2-2, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out two game balls as prize balls for the game ball entering the second start opening 22. Then, after setting the prize ball command, the process proceeds to step S104-2-3.
[0284] (Step S104-2-3) In step S104-2-3, the main CPU 101 determines whether it is stored in the "variable memory area." In other words, it determines whether a pattern variation game based on a ball entering the second starting hole 22 is being executed. If it is stored in the "variable memory area," the process proceeds to step S104-3 of the input switch detection process, and if it is not stored in the "variable memory area," the process proceeds to step S104-2-4.
[0285] (Step S104-2-4) In step S104-2-4, the main CPU 101 acquires a random number value for determining whether a special symbol has won. After acquiring the random number value for determining whether a special symbol has won, the main CPU 101 proceeds to step S104-2-5.
[0286] (Step S104-2-5) In step S104-2-5, the main CPU 101 acquires a random number value for determining a special symbol. After acquiring the random number value for determining a special symbol, the main CPU 101 proceeds to step S104-2-6.
[0287] (Step S104-2-6) In step S104-2-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern and a random number value for reach judgment. After acquiring the random number value for determining a special symbol variation pattern and the random number value for reach judgment, the process proceeds to step S104-2-7.
[0288] The acquisition of the random number value for determining a special symbol win, the acquisition of the random number value for determining a special symbol, the acquisition of the random number value for determining a special symbol variation pattern, and the random number value for determining a reach may be performed before step S104-2-3. If it is determined in step S104-2-3 that the random number value is stored in the "variable memory area", the acquired random number value may be discarded.
[0289] (Step S104-2-7) In step S104-2-7, the main CPU 101 stores the random number value for determining whether a special symbol has won, the random number value for determining whether a special symbol has been determined, the random number value for determining whether a special symbol has changed, and the random number value for determining whether a special symbol has reached the winning position in the variable memory area as determination information. After storing each random number value in the available variable memory area, the process proceeds to step S104-2-8.
[0290] (Step S104-2-8) In step S104-2-8, the main CPU 101 sets the second start port winning designation command in the command transmission area in order to send the second start port winning designation command to the performance control board 200. Then, after setting the second start port winning designation command, the process proceeds to step S104-2-9.
[0291] (Step S104-2-9) In step S104-2-9, the main CPU 101 sets the second special symbol storage designation command in the command transmission area in order to transmit the second special symbol storage designation command to the performance control board 200. Then, when the second special symbol storage designation command is set, the process proceeds to step S104-2 of the input switch detection process.
[0292] (Regarding the process when the second large prize slot is detected) FIG. 17 is a flowchart showing the process performed by the main control board 100 when the second big winning port is detected (a subroutine of step S104-5 of the input switch detection process).
[0293] (Step S104-5-1) In step S104-5-1, the main CPU 101 determines whether information indicating that a game ball has been detected has been input from the specific area detection SW 32c. If information indicating that a game ball has been detected has been input from the specific area detection SW 32c, the process proceeds to step S104-5-2, and if information indicating that a game ball has been detected has not been input from the specific area detection SW 32c, the process proceeds to step S104-5-8.
[0294] (Step S104-5-2) In step S104-5-2, the main CPU 101 sets a prize ball command in the payout command transmission area to have the payout control board 300 pay out 15 game balls as prize balls for the game ball entering the specific area detection SW 32c. After setting the prize ball command, the process proceeds to step S104-5-3.
[0295] (Step S104-5-3) In step S104-5-3, the main CPU 101 acquires a random number value for determining a special symbol. After acquiring the random number value for determining a special symbol, the main CPU 101 proceeds to step S104-5-4.
[0296] (Step S104-5-4) In step S104-5-4, the main CPU 101 executes a small win special symbol determination process. For example, if the random number value for determining the special symbol acquired in step S104-5-3 is "0 to 79", the special symbol F is determined, and if the random number value for determining the special symbol acquired in step S104-5-3 is "80 to 99", the special symbol G is determined. Then, when the small win special symbol is determined, the process proceeds to step S104-5-5.
[0297] (Step S104-5-5) In step S104-5-5, the main CPU 101 sets a performance symbol designation command in the command transmission area to make the performance control board 200 recognize the determined special symbol. For example, if special symbol F is determined, a "special symbol F performance symbol designation command" is set, and if special symbol G is determined, a "special symbol G performance symbol designation command" is set. Then, when the performance symbol designation command is set, the process proceeds to step S105-5-6 of the special symbol variation start processing.
[0298] (Step S104-5-6) In step S104-5-6, the main CPU 101 turns on the specific area passage flag in the specific area passage flag storage area of the main RAM 103. After turning on the specific area passage flag, the process proceeds to step S104-5-7.
[0299] (Step S104-5-7) In step S104-5-7, the main CPU 101 sets the specific area winning designation command in the command transmission area to transmit the specific area winning designation command to the effect control board 200. Upon receiving the command, the effect control board 200 performs an effect (for example, "V win!") to notify the player that the gaming ball has passed through the specific area via the image / sound control unit 200b. Then, after setting the specific area winning designation command, the process proceeds to step S104-6 of the input switch detection process.
[0300] (Step S104-5-8) In step S104-5-8, the main CPU 101 determines whether or not information indicating that a game ball has been detected has been input from the second large prize opening detection SW 32a. If information indicating that a game ball has been detected has been input from the second large prize opening detection SW 32a, the process proceeds to step S104-5-9. If information indicating that a game ball has been detected has not been input from the second large prize opening detection SW 32a, the process proceeds to step S104-6 of the input switch detection process.
[0301] (Step S104-5-9) In step S104-5-9, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out 15 game balls as prize balls for the game ball entering the second large prize opening detection SW 32a. Then, after setting the prize ball command, the process proceeds to step S104-6 of the input SW detection process.
[0302] (Regarding special pattern related processing) FIG. 18 is a flowchart showing the special symbol-related processing performed in the main control board 100 (a subroutine of step S105 of the main control board timer interrupt processing).
[0303] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating a stopped state is stored in the special symbol state flag storage area of the main RAM 103. For example, when the main CPU 101 starts the variation of the special symbol, it sets the value "1" indicating the variation in the special symbol state flag storage area (step S105-2-12 in FIG. 19 described later), and when it stops the variation of the special symbol, it sets the value "0" indicating the stopped state in the special symbol state flag storage area (step S105-4-3 in FIG. 21 described later). After setting the value "0" indicating the stopped state, if the special symbol is a hit, the value "2" indicating a big hit 1 game is set, and if the special symbol is a small hit game, the value "3" indicating a small hit game is set. If the value "0" indicating that the device is stopped is set, the process proceeds to step S105-2, and if the value "0" indicating that the device is stopped is not set, the process proceeds to step S105-3.
[0304] (Step S105-2) In step S105-2, the main CPU 101 executes special symbol variation start processing. This processing will be described in detail later with reference to Fig. 19. Then, when the special symbol variation start processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.
[0305] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating that the special symbol state is changing is stored in the special symbol state flag storage area of the main RAM 103. If the value "1" indicating that the special symbol state is changing is set, the process proceeds to step S105-4, and if the value "1" indicating that the special symbol state is changing is not set, the process proceeds to step S105-5.
[0306] (Step S105-4) In step S105-4, the main CPU 101 executes a special symbol variation process. This process will be described in detail later with reference to Fig. 20. Then, when the special symbol variation process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0307] (Step S105-5) In step S105-5, the main CPU 101 determines whether a flag indicating one jackpot game is stored in the special symbol state flag storage area of the main RAM 103. If the value "2" indicating one jackpot game is set, the process proceeds to step S105-6, and if the value "2" indicating one jackpot game is not set, the process proceeds to step S105-7.
[0308] (Step S105-6) In step S105-6, the main CPU 101 performs a jackpot 1 game process. This process will be described in detail later with reference to Figure 22. After completing the jackpot 1 game process, the process proceeds to step S106 of the main control board timer interrupt process.
[0309] (Step S105-7) In step S105-7, the main CPU 101 determines whether a flag indicating a small win game is stored in the special symbol state flag storage area of the main RAM 103. If the value "3" indicating a small win game is set, the process proceeds to step S105-8, and if the value "3" indicating a small win game is not set, the process proceeds to step S105-9.
[0310] (Step S105-8) In step S105-8, the main CPU 101 performs small win game processing. This processing will be described in detail later with reference to Figure 23. Then, when the small win game processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.
[0311] (Step S105-9) In step S105-9, the main CPU 101 determines that the value "0" indicating the stopped state is not set, and determines that the value "1" indicating the fluctuating state is not set, and determines that the value "2" indicating the jackpot 1 game is not set, and determines that the value "3" indicating the small win game is not set, then determines that the value "4" indicating the jackpot 2 game is set, and performs the jackpot 2 game processing. This processing will be described in detail later using FIG. 25. Then, when the jackpot 2 game processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.
[0312] (Regarding the processing at the start of special pattern fluctuations) FIG. 19 is a flowchart showing the special symbol variation start processing performed in the main control board 100 (a subroutine of step S105-2 of the special symbol related processing).
[0313] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is any memory in the variable memory area of the symbol variable game corresponding to the second starting slot 22 provided in the main RAM 103. If there is any memory in the variable memory area, the process proceeds to step S105-2-6, and if there is no memory in the variable memory area, the process proceeds to step S105-2-2.
[0314] (Step S105-2-2) In step S105-2-2, the main CPU 101 determines whether there is a reservation in the reservation memory area corresponding to the first start port 21 provided in the main RAM 103. If there is a reservation corresponding to the first start port 21, the process proceeds to step S105-2-3, and if there is no reservation corresponding to the first start port 21, the process proceeds to step S105-2-5.
[0315] (Step S105-2-3) In step S105-2-3, the main CPU 101 subtracts "1" from the number of reserved balls in the first start port 21. The subtraction corresponds to sliding the judgment information in the "relevant variable memory area" to the "fourth memory area" and then emptying the memory area of "1". Accordingly, the display of the first special symbol reserved indicator 27c also changes to a display mode corresponding to the number of reserved balls (from "flashing" to "on" or from "on" to "off"). Then, after subtracting "1" from the number of reserved balls in the first start port 21, the process proceeds to step S105-2-4.
[0316] (Step S105-2-4) In step S105-2-4, the main CPU 101 sets a first special symbol storage designation command in the command transmission area to subtract the number of reserved symbols managed by the performance control board 200. Then, when the first special symbol storage designation command is set, the process proceeds to step S105-2-6.
[0317] (Step S105-2-5) In step S105-2-5, the main CPU 101 sets a customer waiting state designation command in the command transmission area to display a "Waiting for customers" screen on the image display device 26. Then, after setting the customer waiting state designation command, the process proceeds to step S106 of the main control board timer interrupt process.
[0318] The "Waiting for Customers" screen is, for example, a state in which the sub-patterns confirmed and displayed in the most recently completed pattern change game, the background image displayed in the most recently completed pattern change game, the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j, and an additional image (e.g., a level gauge image or an image resembling a cross key button) informing the user that volume or light intensity adjustment is possible. After a predetermined time has elapsed in the "Waiting for Customers" screen, a "demo effect" is executed. In the "demo effect," the sub-patterns and background image displayed in the "Waiting for Customers" screen, the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j, and the entire display area are not displayed, and instead, for example, the machine name, manufacturer name, and warning information urging the user to avoid addiction to the game are displayed. Then, when a predetermined time has elapsed in the "demo performance", the machine will again enter the "waiting for customers" state.
[0319] It is also possible not to send the customer waiting state designation command. In this case, the performance control board 200 measures the time from the end of the previous symbol variation game, and if a predetermined time is measured without receiving a new start command (such as a special symbol variation pattern designation command), the "Waiting for Customers" screen is displayed. In this way, the customer waiting state designation command is unnecessary, which makes it possible to reduce commands and simplify control.
[0320] (Step S105-2-6) In step S105-2-6, if the main CPU 101 reaches this process after performing step S105-2-1, it uses the determination information acquired and stored in the second start hole detection process, while if the main CPU 101 reaches this process after performing step S105-2-4, it executes the special symbol winning determination process using the determination information acquired and stored in the first start hole detection process. This process will be described in detail later using Figure 20. Then, when the special symbol winning determination process is completed, the process proceeds to step S105-2-7.
[0321] (Step S105-2-7) In step S105-2-7, the main CPU 101 determines the variation pattern of the special symbol in the symbol variation game (using FIG. 7). For example, first, the random number value for reach determination is referenced, and if it corresponds to the random number value for executing reach, the variation pattern of the special symbol is determined based on the reach selection ratio of FIG. 7(B). If it does not correspond to the random number value for executing reach, the variation pattern of the special symbol is determined by reference to the random number value for determining the special symbol variation pattern. Note that the variation pattern of the special symbol may be determined using only the random number value for determining the special symbol variation pattern, without using the random number value for reach determination. Then, once the variation pattern of the special symbol is determined, the process proceeds to step S105-2-8.
[0322] (Step S105-2-8) In step S105-2-8, the main CPU 101 sets a special symbol variation pattern designation command in the command transmission area to send a command indicating the special symbol variation pattern determined in step S105-2-7 to the performance control board 200. For example, if "variation pattern 9" is determined in step S105-2-7, a special symbol variation pattern designation command indicating "variation pattern 9" is set. Then, after the special symbol variation pattern designation command is set, the process proceeds to step S105-2-9.
[0323] (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the fluctuation time (see FIG. 7) corresponding to the special symbol fluctuation pattern determined in step S105-2-7 in the time management counter of the main RAM 103. For example, if "fluctuation pattern 9" is determined, the fluctuation time "40S" is set. Then, after the fluctuation time is set, the process proceeds to step S105-2-10.
[0324] (Step S105-2-10) In step S105-2-10, the main CPU 101 sets the value "1" indicating that the special symbol is changing in the special symbol status flag storage area of the main RAM 103. This allows the player to recognize that the special symbol is changing. In addition, in this process, the subtraction of the change time set in step S105-2-9 is started. Then, when the value "1" indicating that the special symbol is changing is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0325] In the above explanation of Figure 19, if there is judgment information for the second starting hole 22 in step S105-2-1, the special pattern hit judgment process is executed in priority to the first starting hole 21, but the special pattern hit judgment process may also be executed in the order in which the balls enter the first starting hole 21 and the second starting hole 22.
[0326] (Regarding the special pattern winning determination process) FIG. 20 is a flowchart showing the special symbol winning determination process carried out in the main control board 100 (a subroutine of step S105-2-6 of the special symbol variation start process).
[0327] (Step S105-2-6-1) In step S105-2-6-1, the main CPU 101 determines whether or not a special symbol has been won. That is, it determines whether the random number value for determining whether or not a special symbol has been won in the determination information matches the random number value for the special symbol win. If a special symbol has been won, the process proceeds to step S105-2-6-2. If a special symbol has not been won, the process proceeds to step S105-2-6-3.
[0328] (Step S105-2-6-2) In step S105-2-6-2, the main CPU 101 determines a special symbol. That is, the special symbol is determined using a random number value for determining a special symbol and a special symbol determination table. Once the special symbol is determined, the process proceeds to step S105-2-6-6.
[0329] (Step S105-2-6-3) In step S105-2-6-3, the main CPU 101 determines whether or not it is a small win. That is, it determines whether the random number value for determining the special symbol win in the determination information matches the random number value for the small win. If it is a small win, the process proceeds to step S105-2-6-4, and if it is not a small win, the process proceeds to step S105-2-6-5.
[0330] (Step S105-2-6-4) In step S105-2-6-4, the main CPU 101 sets a small win designation command in the command transmission area to make the performance control board 200 recognize that a small win has been won. Then, when the small win designation command is set, the process proceeds to step S105-2-7 of the special symbol variation start processing.
[0331] (Step S105-2-6-5) In step S105-2-6-5, the main CPU 101 determines the losing special symbol. That is, the main CPU 101 determines the losing special symbol using the random number value for determining the special symbol and the special symbol determination table. Then, once the losing special symbol is determined, the process proceeds to step S105-2-6-7.
[0332] (Step S105-2-6-6) In step S105-2-6-6, the main CPU 101 sets a performance symbol designation command in the command transmission area to make the performance control board 200 recognize the determined special symbol. For example, if special symbol A is determined, a "special symbol A performance symbol designation command" is set. Then, when the performance symbol designation command is set, the process proceeds to step S105-2-7 of the special symbol variation start processing.
[0333] (Step S105-2-6-7) In step S105-2-6-7, the main CPU 101 sets a performance symbol designation command in the command transmission area to make the performance control board 200 recognize the determined special symbol. For example, if the special symbol C is determined, a "special symbol C performance symbol designation command" is set. Then, when the performance symbol designation command is set, the process proceeds to step S105-2-7 of the special symbol variation start processing.
[0334] (Regarding processing during special pattern changes) FIG. 21 is a flowchart showing the special symbol variable process performed in the main control board 100 (a subroutine of step S105-4 of the special symbol related process).
[0335] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variable time has elapsed in the time management counter of the main RAM 103. For example, if "variable pattern 9" is determined and "40S" is set, it determines whether "40S" has elapsed. If the variable time for the special symbol has elapsed, the process proceeds to step S105-4-2, and if the variable time for the special symbol has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0336] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol determination command in the command transmission area to transmit a special symbol determination command for stopping the sub-symbols being variably displayed on the image display device 26 to the performance control board 200. Then, after setting the special symbol determination command, the process proceeds to step S105-4-3.
[0337] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that the special symbol is stopped. Then, after setting the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area, the process proceeds to step S105-4-4.
[0338] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the determination result of step S105-2-6 in Fig. 19 is a special winning. If it is a special winning, the process proceeds to step S105-4-5, and if it is not a special winning, the process proceeds to step S105-4-10.
[0339] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets a value (2) indicating "jackpot 1" in the special symbol state flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that it is jackpot 1 (jackpot 1 game). Then, after setting the value (2) indicating "jackpot 1" in the special symbol state flag storage area, the process proceeds to step S105-4-6.
[0340] (Step S105-4-6) In step S105-4-6, the main CPU 101 sets "0" indicating the "non-electric support state" in the normal symbol state flag storage area of the main RAM 103. As a result, the "non-electric support state" is established during the first jackpot game. Then, after setting "0" indicating the "non-electric support state," the process proceeds to step S105-4-7.
[0341] (Step S105-4-7) In step S105-4-7, the main CPU 101 transitions to a jackpot 1 game opening, which notifies the user that a jackpot 1 game has started. For example, the jackpot status storage area of the main RAM 103 stores the status of a jackpot 1 game, with "0" set for opening, "1" set for the first big prize winning slot 24 being open, "2" set for the inter-round interval, and "3" set for the ending. After transitioning to the jackpot 1 game opening, the process transitions to step S105-4-8.
[0342] (Step S105-4-8) In step S105-4-8, the main CPU 101 sets an opening designation command in the command transmission area to transmit an opening designation command to the designation control board 200 to execute the designation corresponding to the opening of one jackpot game. For example, when special symbol A is determined, an opening designation command for a game that wins a 4R special symbol is set, and when special symbol D is determined, an opening designation command for a game that wins a 10R special symbol is set. Then, after setting the opening designation command, the process proceeds to step S105-4-9.
[0343] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets a time corresponding to the opening of the jackpot 1 game (for example, "10S") in the time management counter of the main RAM 103. Then, after setting the time corresponding to the opening of the jackpot 1 game, the process proceeds to step S106 of the main control board timer interrupt process.
[0344] (Step S105-4-10) In step S105-4-10, the main CPU 101 determines whether the determination result in step S105-2-6 of Fig. 19 is a small win. If it is a small win, the process proceeds to step S105-4-11, and if it is not a small win, the process proceeds to step S105-4-16.
[0345] (Step S105-4-11) In step S105-4-11, the main CPU 101 sets a value (3) indicating "small win" in the special symbol state flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that a small win is occurring (small win game). Then, when the value (3) indicating "small win" is set in the special symbol state flag storage area, the process proceeds to step S105-4-12.
[0346] (Step S105-4-12) In step S105-4-12, the main CPU 101 sets "0" indicating the "non-electric support state" in the normal symbol state flag storage area of the main RAM 103. As a result, the "non-electric support state" is established during the first jackpot game. Then, after setting "0" indicating the "non-electric support state," the process proceeds to step S105-4-13.
[0347] (Step S105-4-13) In step S105-4-13, the main CPU 101 transitions to a small win game opening, which notifies the user that a small win game has started. For example, the small win status storage area of the main RAM 103 stores the status of the small win game, and if it is the opening, "0" is set, if the second large winning opening 32 is open, "1" is set, and if it is the ending, "2" is set. Then, after transitioning to the small win game opening, the process transitions to step S105-4-14.
[0348] (Step S105-4-14) In step S105-4-14, the main CPU 101 sets an opening designation command for a small win in the command transmission area in order to transmit an opening designation command for executing a performance corresponding to the opening of a small win game to the performance control board 200. Then, after setting the opening designation command for a small win, the process proceeds to step S105-4-15.
[0349] (Step S105-4-15) In step S105-4-15, the main CPU 101 sets the time corresponding to the opening of the small win game (for example, "10S") in the time management counter of the main RAM 103. Then, after setting the time corresponding to the opening of the small win game, the process proceeds to step S106 of the main control board timer interrupt process.
[0350] (Step S105-4-16) In step S105-4-16, the main CPU 101 determines whether or not the time-saving count counter is set to a time-saving count. If the time-saving count counter is set to a time-saving count, the process proceeds to step S105-4-17. If the time-saving count counter is not set to a time-saving count, the process proceeds to step S106 of the main control board timer interrupt process.
[0351] (Step S105-4-17) In step S105-4-17, the main CPU 101 subtracts 1 from the time-saving number counter. After subtracting 1 from the time-saving number, the main CPU 101 proceeds to step S105-4-18.
[0352] (Step S105-4-18) In step S105-4-18, the main CPU 101 determines whether the value of the time-saving count counter after subtracting 1 is 0. If the value of the time-saving count counter after subtraction is 0, the process proceeds to step S105-4-19, and if the value of the time-saving count counter after subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0353] (Step S105-4-19) In step S105-4-19, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, it stores "0", which indicates the normal gaming state, in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-4-20.
[0354] (Step S105-4-20) In step S105-4-20, the main CPU 101 sets a game state designation command (normal) in the command transmission area to transmit the game state designation command (normal) indicating that the game is in a normal game state to the performance control board 200. Then, when the game state designation command (normal) is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0355] (About the jackpot 1 game process) FIG. 22 is a flowchart showing the big win 1 game processing performed in the main control board 100 (a subroutine of step S105-6 of the special symbol related processing).
[0356] (Step S105-6-1) In step S105-6-1, the main CPU 101 determines whether the opening is in progress. That is, it determines whether "0" indicating the opening is set in the jackpot status storage area of the main RAM 103. If the opening is in progress, the process proceeds to step S105-6-2, and if the opening is not in progress, the process proceeds to step S105-6-4.
[0357] (Step S105-6-2) In step S105-6-2, the main CPU 101 determines whether the time corresponding to the opening (for example, "10 seconds") has elapsed. If the time corresponding to the opening has elapsed, the process proceeds to step S105-6-3. If the time corresponding to the opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0358] (Step S105-6-3) In step S105-6-3, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. It also sets the opening time to 29.5 seconds in the time management counter of the main RAM 103. It also sets a round designation command (first opening) in the command transmission area. This starts the first round of the first large prize game. Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0359] (Step S105-6-4) In step S105-6-4, the main CPU 101 determines whether the first large prize opening is currently open. It then determines whether "1", which indicates that the large prize opening is currently open, is set in the jackpot status storage area of the main RAM 103. If the large prize opening is currently open, the process proceeds to step S105-6-5. If the large prize opening is not currently open, the process proceeds to step S105-6-7.
[0360] (Step S105-6-5) In step S105-6-5, the main CPU 101 determines whether either of the following first major prize opening closure conditions has been met: first major prize opening 24 has remained open for 29.5 seconds without 10 balls being detected by the first major prize opening detection SW 24a, or 10 balls have been detected by the first major prize opening detection SW 24a. If the first major prize opening closure condition has been met, processing proceeds to step S105-6-6; if the first major prize opening closure condition has not been met, processing proceeds to step S106 of the main control board timer interrupt processing.
[0361] (Step S105-6-6) In step S105-6-6, the main CPU 101 transitions to the inter-round interval, which is the time from when the first large prize opening 24 closes until when it opens again. After transitioning to the inter-round interval, the main CPU 101 transitions to step S106 of the main control board timer interrupt process.
[0362] When transitioning to the round interval, the interval time is set in the counter. This interval time is set to 2.5 seconds for special symbols A and B, and 0.5 seconds for special symbol D, and a shorter interval time is set for special symbol D.
[0363] (Step S105-6-7) In step S105-6-7, the main CPU 101 determines whether or not the inter-round interval is in progress. That is, it determines whether "2", which indicates the inter-round interval, is set in the jackpot status storage area of the main RAM 103. If the inter-round interval is in progress, the process proceeds to step S105-6-8. If the inter-round interval is not in progress, the process proceeds to step S105-6-12.
[0364] (Step S105-6-8) In step S105-6-8, the main CPU 101 determines whether the final round has ended. For example, if the number of remaining rounds is "0" after updating the number of rounds in step S105-6-10 (described later), the main CPU 101 determines that the final round has ended in this process. If the final round has ended, the process proceeds to step S105-6-9. If the final round has not ended, the process proceeds to step S105-6-10.
[0365] (Step S105-6-9) In step S105-6-9, the main CPU 101 transitions to an ending that notifies the end of the first big win game. In this process, the time corresponding to the ending of the first big win game (for example, 14S) is set in the time management counter of the main RAM 103, and an ending designation command corresponding to the special symbol is set in the command transmission area. Then, when the transition to the ending is made, the process transitions to step S106 of the main control board timer interrupt process.
[0366] (Step S105-6-10) In step S105-6-10, the main CPU 101 updates the value of the round number counter in the main RAM 103. The updating method may be increment or decrement. For example, if there are four rounds, the round number counter in the main RAM 103 may be set to "4" and decremented by one each time a round is completed, or the round number counter in the main RAM 103 may not be set to "4" but may be incremented by one each time a round is completed. Once the number of rounds has been updated, the process proceeds to step S105-6-11.
[0367] (Step S105-6-11) In step S105-6-11, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. It also sets the opening time to 29.5 seconds in the time management counter of the main RAM 103. It also sets a round designation command (for the second or subsequent openings) in the command transmission area. This starts the second or subsequent rounds of the first large prize game. Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0368] (Step S105-6-12) In step S105-6-12, the main CPU 101 determines whether the time corresponding to the ending (for example, 14 seconds) has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-6-13, and if the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0369] (Step S105-6-13) In step S105-6-13, the main CPU 101 determines whether the special symbol is either "special symbol A" or "special symbol D." In other words, it determines whether the special symbol determined based on the special symbol win is either "special symbol A" or "special symbol D." If the special symbol is either "special symbol A" or "special symbol D," the process proceeds to step S105-6-14, and if the special symbol is neither "special symbol A" nor "special symbol D," the process proceeds to step S105-6-18.
[0370] (Step S105-6-14) In step S105-6-14, the main CPU 101 sets the game state to the time-shortened game state. In this process, "1" is set in the game state storage area of the main RAM 103. Then, after "1" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-6-15.
[0371] (Step S105-6-15) In step S105-6-15, the main CPU 101 sets the time-saving number counter to the upper limit number of times (for example, 100). Then, after setting the time-saving number counter to the upper limit number of times, the main CPU 101 proceeds to step S105-6-16.
[0372] (Step S105-6-16) In step S105-6-16, the main CPU 101 sets a game state designation command (time reduction) in the command transmission area to transmit the game state designation command (time reduction) indicating the time-shortened game state to the performance control board 200. Then, after setting the game state designation command (time reduction), the process proceeds to step S105-6-17.
[0373] (Step S105-6-17) In step S105-6-17, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area of the main RAM 103. Note that in this process, the value "0" indicating that the special symbol is stopped is set, but as described above, during the first jackpot game, the special symbol is stopped, so this can be said to be a process of merely setting a flag to start the next variation. Then, when the value "0" indicating that the special symbol is stopped is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0374] (Step S105-6-18) In step S105-6-18, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, "0" indicating the normal gaming state is stored in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-6-19.
[0375] (Step S105-6-19) In step S105-6-19, the main CPU 101 sets the game state designation command (normal) in the command transmission area to transmit the game state designation command (normal) indicating the normal game state to the performance control board 200. Then, after setting the game state designation command (normal), the process proceeds to step S105-6-20.
[0376] (Step S105-6-20) In step S105-6-20, the main CPU 101 sets the value "0" indicating that the symbols are stopped in the special symbol status flag storage area of the main RAM 103. Note that in this process, the value "0" indicating that the symbols are stopped is set, but as mentioned above, during the first jackpot game, the special symbols are stopped, so this can be said to be a process of merely setting a flag to start the next variation. Then, when the value "0" indicating that the symbols are stopped is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0377] (Regarding small win game processing) FIG. 23 is a flowchart showing the small win game processing carried out in the main control board 100 (a subroutine of step S105-8 of the special symbol related processing).
[0378] (Step S105-8-1) In step S105-8-1, the main CPU 101 determines whether the opening is in progress. That is, it determines whether "0" indicating the opening is set in the small win status storage area of the main RAM 103. If the opening is in progress, the process proceeds to step S105-8-2, and if the opening is not in progress, the process proceeds to step S105-8-5.
[0379] (Step S105-8-2) In step S105-8-2, the main CPU 101 determines whether the time corresponding to the opening (for example, "10 seconds") has elapsed. If the time corresponding to the opening has elapsed, the process proceeds to step S105-8-3. If the time corresponding to the opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0380] (Step S105-8-3) In step S105-8-3, the main CPU 101 drives the second large prize opening opening solenoid 32b to open the second large prize opening 32. The main CPU 101 also sets the opening time to 10 seconds in the time management counter of the main RAM 103. This starts the first round of the small prize game. Once the second large prize opening 32 is opened, the process proceeds to step S105-8-4.
[0381] (Step S105-8-4) In step S105-8-4, the main CPU 101 drives the specific area opening / closing solenoid 32d to control the lid member provided in the specific area to change from a closed state to an open state. The lid member is opened in conjunction with the opening of the second large prize opening 32, and the lid member is closed in conjunction with the closing of the second large prize opening 32. After controlling the opening and closing of the lid member in the specific area, the process proceeds to step S106 of the main control board timer interrupt process.
[0382] (Step S105-8-5) In step S105-8-5, the main CPU 101 determines whether the specific area passage flag is ON by referring to the specific area passage flag storage area in the main RAM 103. If the specific area passage flag is ON, the process proceeds to step S105-8-6, and if the specific area passage flag is not ON, the process proceeds to step S105-8-7.
[0383] (Step S105-8-6) In step S105-8-6, the main CPU 101 performs a second-class jackpot transition control process. This process will be described in detail later with reference to Figure 24. Then, when the second-class jackpot transition control process is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0384] (Step S105-8-7) In step S105-8-7, the main CPU 101 determines whether the second large prize opening is currently open. That is, it determines whether "1", which indicates that the second large prize opening is currently open, is set in the small win status storage area of the main RAM 103. If the second large prize opening is currently open, the process proceeds to step S105-8-8. If the second large prize opening is not currently open, the process proceeds to step S105-8-11.
[0385] (Step S105-8-8) In step S105-8-8, the main CPU 101 determines whether one of the following conditions for closing the second large prize opening is met: the opening time of 10 seconds for the second large prize opening 32 has elapsed, or the second large prize opening detection SW 32a has detected 10 balls. If the second large prize opening closing condition is met, the process proceeds to step S105-8-9; if the second large prize opening closing condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.
[0386] (Step S105-8-9) In step S105-8-9, the main CPU 101 closes the second big winning opening 32 to end the small win game. Then, when the small win game is ended, the process proceeds to step S105-8-10.
[0387] (Step S105-8-10) In step S105-8-10, the main CPU 101 transitions to an ending that notifies the player that the small win game has ended. Also, the main CPU 101 sets a time corresponding to the ending (for example, "5S") in the time management counter of the main RAM 103. Then, after transitioning to the ending, the process transitions to step S106 of the main control board timer interrupt process.
[0388] (Step S105-8-11) In step S105-8-11, the main CPU 101 determines whether the time corresponding to the ending (for example, "5 seconds") has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-8-12, and if the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0389] (Step S105-8-12) In step S105-8-12, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, it stores "0", which indicates the normal gaming state, in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-8-13.
[0390] (Step S105-8-13) In step S105-8-13, the main CPU 101 sets the game state designation command (normal) in the command transmission area to transmit the game state designation command (normal) indicating the normal game state to the performance control board 200. Then, after setting the game state designation command (normal), the process proceeds to step S105-8-14.
[0391] (Step S105-8-14) In step S105-8-14, the main CPU 101 sets the value "0" indicating that the game is stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the game is stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0392] (Regarding the second-class jackpot transition control process) FIG. 24 is a flowchart showing the second type big win transition control process carried out in the main control board 100 (a subroutine of step S105-8-6 of the small win game process).
[0393] (Step S105-8-6-1) In step S105-8-6-1, the main CPU 101 closes the second big winning opening 32 to end the small win game. Then, when the small win game ends, the process proceeds to step S105-8-6-2.
[0394] (Step S105-8-6-2) In step S105-8-6-2, the main CPU 101 turns OFF the specific area passage flag in the specific area passage flag storage area of the main RAM 103. Then, after turning OFF the specific area passage flag, the process proceeds to step S105-8-6-3.
[0395] (Step S105-8-6-3) In step S105-8-6-3, the main CPU 101 sets the number of rounds (9 rounds from round 2 to round 10) in the round number counter of the main RAM 103. Then, after setting the number of rounds in the round number counter of the main RAM 103, the process proceeds to step S105-8-6-4.
[0396] (Step S105-8-6-4) In step S105-8-6-4, the main CPU 101 sets a value (4) indicating "Jackpot 2" in the special symbol state flag storage area of the main RAM 103. Then, after setting the value (4) indicating "Jackpot 2" in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0397] (About the jackpot 2 game process) FIG. 25 is a flowchart showing the big win 2 game processing performed in the main control board 100 (a subroutine of step S105-9 of the special symbol related processing).
[0398] (Step S105-9-1) In step S105-9-1, the main CPU 101 determines whether the start condition for the second round has been met. Note that a predetermined interval time (for example, "5 seconds") is provided from the end of the small win game to the start of the big win 2 game, and when this interval time has elapsed, it is determined that the start condition for the second round has been met. Then, if the start condition for the second round has been met, the process proceeds to step S105-9-2, and if the start condition for the second round has not been met, the process proceeds to step S105-9-3.
[0399] (Step S105-9-2) In step S105-9-2, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. The main CPU 101 also sets the opening time to 29.5 seconds in the time management counter of the main RAM 103. The main CPU 101 also sets a round designation command (here, the round designation command corresponding to the second opening) in the command transmission area. This starts the first round of the second large prize game (the second round if the small prize game is included). Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0400] (Step S105-9-3) In step S105-9-3, the main CPU 101 determines whether the first large prize opening is currently open. That is, it determines whether "1", which indicates that the first large prize opening is currently open, is set in the jackpot status storage area of the main RAM 103. If the first large prize opening is currently open, the process proceeds to step S105-9-4, and if the first large prize opening is not currently open, the process proceeds to step S105-9-6.
[0401] (Step S105-9-4) In step S105-9-4, the main CPU 101 determines whether either of the following first major prize opening closure conditions has been met: first major prize opening 24 has remained open for 29.5 seconds without 10 balls being detected by the first major prize opening detection SW 24a, or 10 balls have been detected by the first major prize opening detection SW 24a. If the first major prize opening closure condition has been met, processing proceeds to step S105-9-5; if the first major prize opening closure condition has not been met, processing proceeds to step S106 of the main control board timer interrupt processing.
[0402] (Step S105-9-5) In step S105-9-5, the main CPU 101 transitions to the inter-round interval, which is the time from when the first large prize opening 24 closes until when it opens again. Then, after transitioning to the inter-round interval, the main CPU 101 transitions to step S106 of the main control board timer interrupt process.
[0403] When transitioning to the inter-round interval, the interval time is set in the counter. This interval time is set to 0.5 seconds for the special symbols F and G. In other words, since the interval time for the special symbols D, F, and G is set to 0.5 seconds, the jackpot game executed during the RUSH can be quickly completed. Note that if a ball is placed in the first starting hole 21 during the RUSH, resulting in a special win, for example, if the special symbol A is determined, the inter-round interval is set to 2.5 seconds, so exceptions may occur even during the RUSH (and even when the RUSH continues).
[0404] (Step S105-9-6) In step S105-9-6, the main CPU 101 determines whether or not the inter-round interval is in progress. That is, it determines whether or not "2," which indicates the inter-round interval, is set in the jackpot status storage area of the main RAM 103. If the inter-round interval is in progress, the process proceeds to step S105-9-7. If the inter-round interval is not in progress, the process proceeds to step S105-9-11.
[0405] (Step S105-9-7) In step S105-9-7, the main CPU 101 determines whether the final round has ended. For example, if the number of remaining rounds is "0" after updating the number of rounds in step S105-9-9, the main CPU 101 determines that the final round has ended in this process. If the final round has ended, the process proceeds to step S105-9-8. If the final round has not ended, the process proceeds to step S105-9-9.
[0406] (Step S105-9-8) In step S105-9-8, the main CPU 101 transitions to an ending that notifies the player that the jackpot 2 game has ended. The main CPU 101 also sets the time corresponding to the ending of the jackpot 2 game (for example, "14S") in the time management counter of the main RAM 103, and sets an ending designation command corresponding to the special symbol in the command transmission area. Then, once the transition to the ending has been made, the process transitions to step S106 of the main control board timer interruption process.
[0407] (Step S105-9-9) In step S105-9-9, the main CPU 101 updates the value of the round number counter in the main RAM 103. After updating the round number, the process proceeds to step S105-9-10.
[0408] (Step S105-9-10) In step S105-9-10, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. The main CPU 101 also sets the opening time to 29.5 seconds in the time management counter of the main RAM 103. The main CPU 101 also sets a round designation command (for the third opening or later) in the command transmission area. This starts the third round or later of the second large prize game. Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0409] (Step S105-9-11) In step S105-9-11, the main CPU 101 determines whether the time corresponding to the ending (for example, 14 seconds) has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-9-12, and if the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0410] (Step S105-9-12) In step S105-9-12, the main CPU 101 determines whether the special symbol is "special symbol F." That is, it determines whether the special symbol determined in the second large winning slot detection process (FIG. 17) is "special symbol F." If the special symbol is "special symbol F," the process proceeds to step S105-9-13, and if the special symbol is not "special symbol F," the process proceeds to step S105-9-17.
[0411] (Step S105-9-13) In step S105-9-13, the main CPU 101 sets the game state to the time-shortened game state. In this process, "1" is set in the game state storage area of the main RAM 103. Then, after "1" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-9-14.
[0412] (Step S105-9-14) In step S105-9-14, the main CPU 101 sets "100" to the time-saving count counter provided in the main RAM 103. This causes a "100" time-saving game state to start from the next variation. Then, after setting "100" to the time-saving count counter provided in the main RAM 103, the process proceeds to step S105-9-15.
[0413] (Step S105-9-15) In step S105-9-15, the main CPU 101 sets a game state command (time reduction) in the command transmission area to transmit a game state designation command (time reduction) indicating that the game is in a time-shortened game state to the performance control board 200. Then, after setting the game state designation command (time reduction), the process proceeds to step S105-9-16.
[0414] (Step S105-9-16) In step S105-9-16, the main CPU 101 sets the value "0" indicating that the game is stopped in the special symbol status flag storage area of the main RAM 103. Then, when the value "0" indicating that the game is stopped is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0415] (Step S105-9-17) In step S105-9-17, the main CPU 101 sets the game state to the normal game state. Therefore, in this process, "0" is set in the game state storage area of the main RAM 103. Then, after "0" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-9-18.
[0416] (Step S105-9-18) In step S105-9-18, the main CPU 101 sets a game state designation command (normal) in the command transmission area to transmit the game state designation command (normal) indicating the normal game state to the performance control board 200. Then, after setting the game state designation command (normal), the process proceeds to step S105-9-19.
[0417] (Step S105-9-19) In step S105-9-19, the main CPU 101 sets the value "0" indicating that the game is stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the game is stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0418] Next, the control processing performed by the sub-CPU 201 of the performance control board 200 will be described.
[0419] (Regarding control processing performed by the sub-CPU 201) 26 to 29 are stored in the sub ROM 202, and the sub CPU 201 reads out the control programs from the sub ROM 202 and executes control processing in accordance with the read out control programs. First, the performance control board main processing in FIG. 26 will be described.
[0420] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko gaming machine 1 is in a power outage (power failure state). As a result, if the power is out (power failure state), the process of step S200 is repeatedly executed, and if the power is not out (power failure state), the process proceeds to step S201. If the power is out (power failure state), the process can be executed using a backup power source (not shown).
[0421] (Step S201) In step S201, the sub-CPU 201 executes an initial setting process to initialize the values of internal registers, etc. During this process, an initial screen (e.g., a color bar image, etc.) is displayed on the image display device 26. This initial screen continues until a power supply related information command is received later in the main command reception process. Then, when the initial setting process is completed, the process proceeds to step S202.
[0422] (Step S202) In step S202, the sub-CPU 201 executes the setting of the CTC. That is, the setting of the CTC (Counter Timer Circuit) having the function of generating a pulse output at a fixed period and the function of measuring time is performed, and the time constant register of the CTC is set so that the performance control board timer interrupt processing described later is performed periodically every 4 ms. Then, after the setting of the CTC is executed, the process proceeds to step S203.
[0423] (Step S203) In step S203, the sub-CPU 201 inhibits the interruption of the performance control board timer interrupt process, which is executed by periodically interrupting the performance control board main process. Then, after inhibiting the interruption, the process proceeds to step S204.
[0424] (Step S204) In step S204, the sub-CPU 201 updates the random numbers for effect. When the update process of the random numbers for effect is completed, the process proceeds to step S205.
[0425] (Step S205) In step S205, the sub-CPU 201 allows the interruption of the performance control board timer interrupt process, which is executed by periodically interrupting the performance control board main process. Then, when the interruption is allowed, the process again proceeds to step S203, and thereafter, steps S203 to S205 are looped.
[0426] (Regarding the performance control board timer interrupt processing) 27 is a flowchart showing the performance control board timer interrupt processing performed in the performance control board 200. This processing is executed by periodically (for example, every 4 ms) interrupting the performance control board main processing described above.
[0427] (Step S300) In step S300, the sub CPU 201 saves the contents of the registers in the stack area. After saving the contents of the registers in the stack area, the process proceeds to step S301.
[0428] (Step S301) In step S301, the sub-CPU 201 executes a process to update a timer managed by the performance control board 200. Then, after updating the timer, the process proceeds to step S302.
[0429] (Step S302) In step S302, the sub-CPU 201 executes input processing for the operation device. For example, it executes processing according to input from the effect button detection SW 14a, effect lever detection SW 15a, and cross key detection SW 16a. Then, when the input processing for the operation device is completed, the process proceeds to step S303.
[0430] (Step S303) In step S303, the sub CPU 201 executes the main command receiving process shown in Figures 28 and 29. This process will be described in detail later with reference to Figures 28 and 29. Then, when the main command receiving process ends, the process proceeds to step S304.
[0431] (Step S304) In step S304, the sub-CPU 201 executes a process to transmit a sub-command. A sub-command is a command set in the main command reception process shown in FIGS. 28 and 29, which will be described later, and in this process, the sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, the image / sound control unit 200b and the light emission drive control unit 200c that have received the sub-command control the display, sound, light emission, and drive effects corresponding to the sub-command. Then, once the sub-command has been transmitted, the process proceeds to step S305.
[0432] (Step S305) In step S305, the sub-CPU 201 executes a performance status monitoring process. This process will be described in detail later with reference to Fig. 58. Then, when the performance status monitoring process ends, the process proceeds to step S306.
[0433] (Step S306) In step S306, the sub-CPU 201 restores the contents saved in the stack area in step S300 to the register. Then, when the contents saved in the stack area are restored to the register, the performance control board timer interrupt process is terminated.
[0434] (Main command reception process) FIG. 28 is a flowchart showing main command reception processing 1 / 2 performed in performance control board 200 (a subroutine of step S303 of performance control board timer interrupt processing).
[0435] (Step S303-1) In step S303-1, the sub-CPU 201 determines whether a power-related information command has been received. Examples of power-related information commands include the power-on command and power-restoration command described above. If a power-related information command has been received, the process proceeds to step S303-2. If a power-related information command has not been received, the process proceeds to step S303-4.
[0436] (Step S303-2) In step S303-2, the sub-CPU 201 executes processing upon receiving a power-related information command. For example, if a power-on command is received, the sub-CPU 201 executes processing related to the power-on command (e.g., processing for displaying a screen indicating that RAM is being cleared), and if a power restoration command is received, the sub-CPU 201 executes processing related to the power restoration command (e.g., processing for displaying a screen indicating that restoration is being performed). Then, upon completion of this processing, the sub-CPU 201 proceeds to step S303-3.
[0437] (Step S303-3) In step S303-3, the sub-CPU 201 sets a power supply-related sub-command in the sub-command transmission area to transmit the power supply-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0438] (Step S303-4) In step S303-4, the sub-CPU 201 determines whether an error-related information command has been received. Examples of error-related information commands include the magnetic anomaly error command and the radio wave anomaly error command. If an error-related information command has been received, the process proceeds to step S303-5. If an error-related information command has not been received, the process proceeds to step S303-7.
[0439] (Step S303-5) In step S303-5, the sub-CPU 201 executes a process when it receives an error-related information command. For example, if it receives a magnetic anomaly error designation command, it executes a process to notify the user of a magnetic anomaly error, and if it receives a radio wave anomaly error designation command, it executes a process to notify the user of a radio wave anomaly error. After completing this process, it proceeds to step S303-6.
[0440] (Step S303-6) In step S303-6, the sub-CPU 201 sets the error-related sub-command in the sub-command transmission area to transmit the error-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0441] (Step S303-7) In step S303-7, the sub-CPU 201 determines whether a start port related information command has been received. Examples of start port related information commands include the first start port winning designation command and the special symbol storage designation command. If a start port related information command has been received, the process proceeds to step S303-8. If a start port related information command has not been received, the process proceeds to step S303-11.
[0442] (Step S303-8) In step S303-8, the sub-CPU 201 executes an icon change effect determination process. Specifically, when a first start port winning designation command is received, the sub-CPU 201 refers to the information on the determination result of the winning time determination process included in the command, and determines the display mode of the variable icon and the reserved icon (the color of the variable icon and the reserved icon described in the "reserved game pre-reading effect" described later). Note that in this embodiment, the "first storage area" to "fourth storage area" corresponding to the second start port 22 are not provided, so the reserved icon corresponding to the second start port 22 is not displayed, and naturally the "reserved game pre-reading effect" is not executed. Furthermore, during the time-shortened game state, the variable icon is not displayed, so naturally the "reserved game pre-reading effect (for the icon)" is not executed. Therefore, the icon change effect is an effect that is executed exclusively in response to a winning at the first start port 21. Then, after completing this process, the process proceeds to step S303-9.
[0443] (Step S303-9) In step S303-9, the sub-CPU 201 executes a process for determining whether to change the starting gate light emitting device. The light color of the starting gate light emitting device is linked to the color of the reserved icon determined in step S303-8. For example, if it is determined in step S303-8 that the color of the reserved icon is blue when the ball enters the starting gate, the starting gate light emitting device 210a will also emit blue light. After completing this process, the process proceeds to step S303-10.
[0444] (Step S303-10) In step S303-10, the sub-CPU 201 sets the start-up hole-related sub-command in the sub-command transmission area to transmit the start-up hole-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0445] (Step S303-11) In step S303-11, the sub-CPU 201 determines whether a gaming status related information command has been received. Examples of gaming status related information commands include a gaming status designation command (normal) and a gaming status designation command (time-shortened). If a gaming status related information command has been received, the process proceeds to step S303-12. If a gaming status related information command has not been received, the process proceeds to step S303-14.
[0446] (Step S303-12) In step S303-12, the sub-CPU 201 executes processing upon receiving a gaming state related information command. For example, when a gaming state designation command (normal) is received, the sub-CPU 201 executes processing relating to the normal gaming state (for example, processing to display a screen corresponding to the normal gaming state, etc.), and when a gaming state designation command (time-shortened) is received, the sub-CPU 201 executes processing relating to the time-shortened gaming state (for example, processing to display a screen corresponding to the normal gaming state, processing to light up the right-hit indicator 29c, etc.). Then, upon completion of this processing, the process proceeds to step S303-13.
[0447] (Step S303-13) In step S303-13, the sub-CPU 201 sets the game status related sub-command in the sub-command transmission area to transmit the game status related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0448] FIG. 29 is a flowchart showing main command reception processing 2 / 2 performed in performance control board 200 (a subroutine of step S303 of performance control board timer interrupt processing).
[0449] (Step S303-14) In step S303-14, the sub-CPU 201 determines whether or not a performance symbol designation command has been received. If a performance symbol designation command has been received, the process proceeds to step S303-15. If a performance symbol designation command has not been received, the process proceeds to step S303-17.
[0450] (Step S303-15) In step S303-15, the sub-CPU 201 executes a process when it receives a special symbol designation command. For example, when it receives a special symbol designation command specifying special symbol A, it determines a combination of symbols from "111" to "888" as a decorative symbol, and when it receives a special symbol designation command specifying special symbol B, it determines a combination of symbols from "111" to "666" or "888" as a decorative symbol. Then, when it finishes this process, it moves to step S303-16.
[0451] (Step S303-16) In step S303-16, the sub-CPU 201 sets the effect symbol sub-command in the sub-command transmission area to transmit the effect symbol sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the effect control board timer interrupt process.
[0452] (Step S303-17) In step S303-17, the sub-CPU 201 determines whether a small win designation command has been received. If a small win designation command has been received, the sub-CPU 201 proceeds to step S303-18. If a small win designation command has not been received, the sub-CPU 201 proceeds to step S303-20.
[0453] (Step S303-18) In step S303-18, the sub-CPU 201 executes a process to determine a small win decorative symbol. For example, based on a predetermined distribution value, it determines one of the symbol combinations "111", "222", "444", "555", "666", or "888". Then, when the small win decorative symbol is determined, it proceeds to step S303-19.
[0454] (Step S303-19) In step S303-19, the sub-CPU 201 sets the small win decorative symbol sub-command in the sub-command transmission area to transmit the small win decorative symbol sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0455] (Step S303-20) In step S303-20, the sub-CPU 201 determines whether a special symbol variation pattern designation command has been received. If a special symbol variation pattern designation command has been received, the sub-CPU 201 proceeds to step S303-21. If a special symbol variation pattern designation command has not been received, the sub-CPU 201 proceeds to step S303-26.
[0456] (Step S303-21) In step S303-21, the sub-CPU 201 executes a variable effect pattern determination process. Specifically, the variable effect pattern corresponding to the designated special symbol variable pattern is determined from the variable effect pattern table (FIG. 30) stored in the sub-ROM 202. The variable effect pattern table will be described later. Then, after completing this process, the process proceeds to step S303-22.
[0457] (Step S303-22) In step S303-22, the sub-CPU 201 executes an icon change effect update process. The icon change effect update process is to update the color of the icon determined in step S303-8 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, the process determines that the icon will change to yellow. In other words, the icon may change color every time one variation is played. Then, after the process is completed, the process proceeds to step S303-23.
[0458] (Step S303-23) In step S303-23, the sub-CPU 201 executes a process for updating the start port light-emitting device change effect. This process is performed in conjunction with the color updated in step S303-22. For example, if the color is updated to yellow in step S303-22, the start port light-emitting device 210a also changes from blue to yellow. After completing this process, the process proceeds to step S303-24.
[0459] (Step S303-24) In step S303-24, the sub-CPU 201 executes a process for determining a big win notice effect. Specifically, the sub-CPU 201 determines a big win notice effect to be executed in the symbol variation game from a big win notice effect determination table (see FIGS. 31 to 37) stored in the sub-ROM 202. Details of the notice effect will be explained in FIGS. 31 to 37. Then, after completing this process, the process proceeds to step S303-25.
[0460] (Step S303-25) In step S303-25, the sub-CPU 201 sets a variation pattern-related sub-command in the sub-command transmission area to transmit the variation pattern sub-command (for example, the information determined in steps S303-21 to S303-24) to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0461] (Step S303-26) In step S303-26, the sub-CPU 201 determines whether a special symbol determination command has been received. If the special symbol determination command has been received, the sub-CPU 201 proceeds to step S303-27. If the special symbol determination command has not been received, the sub-CPU 201 proceeds to step S303-29.
[0462] (Step S303-27) In step S303-27, the sub-CPU 201 executes a process when a special symbol confirmation command is received. Specifically, the sub-CPU 201 executes a process for confirming and displaying the left decorative symbol 26a, the center decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d. After completing this process, the process proceeds to step S303-28. In this embodiment, the left decorative symbol 26a, the center decorative symbol 26b, and the right decorative symbol 26c may be referred to as "decorative symbols" or "effect symbols."
[0463] (Step S303-28) In step S303-28, the sub-CPU 201 sets the special symbol determination sub-command in the sub-command transmission area to transmit the special symbol determination sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S304 of the performance control board timer interrupt process.
[0464] (Step S303-29) In step S303-29, the sub-CPU 201 executes processing corresponding to other received commands. For example, if the sub-CPU 201 receives a setting value change command, a setting value confirmation command, or a setting value confirmation end command, it executes processing corresponding to these received commands. Then, after completing the processing, it proceeds to step S304 of the performance control board timer interrupt processing.
[0465] (About the variable effect pattern table) FIG. 30(A) shows an example of a variable effect pattern table stored in the sub ROM 202.
[0466] The fluctuation performance pattern table defines one or more fluctuation performance patterns corresponding to each fluctuation pattern. In the case of fluctuation pattern 1, the shortened fluctuation of the fluctuation performance pattern (P1) is executed, and in the case of fluctuation pattern 2, for example, normal fluctuation 1 of the fluctuation performance pattern (P2) is executed 70% of the time, and normal fluctuation 2 of the fluctuation performance pattern (P3) is executed 30% of the time.
[0467] In addition, in the case of variation pattern 3, for example, normal reach 1 of variation presentation pattern (P4) is executed at a rate of 80% and normal reach 2 of variation presentation pattern (P5) is executed at a rate of 20%. In addition, in the case of variation pattern 4, showdown reach 1 of variation presentation pattern (P6) is executed at a rate of 60% and showdown reach 2 of variation presentation pattern (P7) is executed at a rate of 40%.
[0468] In addition, in the case of fluctuation pattern 5, for example, the multi-line (3-line) reach of the fluctuation performance pattern (P8) is executed at a rate of 70% and the multi-line (4-line) reach of the fluctuation performance pattern (P9) is executed at a rate of 30%. In addition, in the case of fluctuation pattern 6, for example, the multi-line (5-line) reach of the fluctuation performance pattern (P10) is executed at a rate of 60% and the multi-line (6-line) reach of the fluctuation performance pattern (P11) is executed at a rate of 40%.
[0469] Furthermore, if the variation pattern is 7, a multi-line (7-line) reach of the variation performance pattern (P12) is executed. Details of the multi-line reach will be described later in FIG. 47. Furthermore, if the variation pattern is 8, a 7-ten reach of the variation performance pattern (P13) is executed. The 7-ten reach is a single-line reach with the "7" symbol in the performance pattern.
[0470] In addition, in the case of variation pattern 9, for example, Showdown Reach 1 of variation presentation pattern (P14) is executed at a rate of 40% and Showdown Reach 2 of variation presentation pattern (P15) is executed at a rate of 60%. In other words, Showdown Reach 1 is more likely to be executed when the special symbol is missing and less likely to be executed when the special symbol is winning than Showdown Reach 2. In other words, from the player's perspective, the execution of Showdown Reach 2 increases the expectation of a winning game being executed rather than Showdown Reach 1 being executed.
[0471] Also, in the case of variation pattern 10, for example, the multi-line (3-line) reach of the variation presentation pattern (P16) is executed 30% of the time, and the multi-line (4-line) reach of the variation presentation pattern (P17) is executed 70% of the time. In other words, the multi-line (3-line) reach is more likely to be executed when the special symbol is lost and less likely to be executed when the special symbol is won than the multi-line (4-line) reach. In other words, from the player's perspective, the execution of the multi-line (4-line) reach increases the expectation of a winning game being executed compared to the execution of the multi-line (3-line) reach.
[0472] In addition, in the case of variation pattern 11, for example, the multi-line (5-line) reach of variation presentation pattern (P18) is executed 40% of the time, and the multi-line (6-line) reach of variation presentation pattern (P19) is executed 60% of the time. In other words, the multi-line (5-line) reach is executed more easily when the special symbol is lost than the multi-line (6-line) reach, and less easily when the special symbol is won. Furthermore, since the super reach 2-1, which can execute the multi-line (3-line) reach or the multi-line (4-line) reach, has a higher selection rate when the special symbol is lost than the super reach 2-2, which can execute the multi-line (5-line) reach or the multi-line (6-line) reach (Figure 7), from the player's perspective, the expectation of a winning game being executed increases in the order of multi-line (3-line) reach < multi-line (4-line) reach < multi-line (5-line) reach < multi-line (6-line) reach.
[0473] Furthermore, in the case of variation pattern 12, a multi-line (7-line) reach of the variation presentation pattern (P20) is executed. The Super Reach 2-3 in which a multi-line (7-line) reach is executed has a higher selection rate when a special symbol is won and a lower selection rate when a special symbol is lost than the Super Reach 2-1 in which a multi-line (3-line) reach or a multi-line (4-line) reach can be executed, and the Super Reach 2-2 in which a multi-line (5-line) reach or a multi-line (6-line) reach can be executed (Figure 7). Therefore, from the player's perspective, the expectation that a winning game will be executed increases in the order of multi-line (3-line) reach < multi-line (4-line) reach < multi-line (5-line) reach < multi-line (6-line) reach < multi-line (7-line) reach.
[0474] Furthermore, in the case of variation pattern 13, the 7-ten reach of the variation presentation pattern (P21) is executed. Super reach 3, in which the 7-ten reach is executed, has a higher selection rate when the special symbol is hit and a lower selection rate when the special symbol is lost than Super reach 2-1, in which multi-line (3-line) reach and multi-line (4-line) reach can be executed, Super reach 2-2, in which multi-line (5-line) reach and multi-line (6-line) reach can be executed, and Super reach 2-3, in which multi-line (7-line) reach is executed (Figure 7). Therefore, from the player's perspective, the expectation that a winning game will be executed increases in the order of multi-line (3-line) reach < multi-line (4-line) reach < multi-line (5-line) reach < multi-line (6-line) reach < multi-line (7-line) reach < 7-ten reach.
[0475] Also, in the case of variation pattern 14, the full rotation reach of the variation presentation pattern (P22) is executed. Since the full rotation reach is not executed when the special chart is lost (Figure 7), from the player's perspective, the expectation of a winning game being executed increases in the following order: multi-line (3-line) reach < multi-line (4-line) reach < multi-line (5-line) reach < multi-line (6-line) reach < multi-line (7-line) reach < 7-ten reach < full rotation reach.
[0476] Furthermore, if the fluctuation pattern is 15, the ultra-shortened fluctuation of the fluctuation presentation pattern (P23) is executed, if the fluctuation pattern is 16, the ultra-shortened fluctuation of the fluctuation presentation pattern (P24) is executed, and if the fluctuation pattern is 17, the ultra-shortened fluctuation of the fluctuation presentation pattern (P25) is executed.
[0477] (Regarding the production patterns that can form a reach) Next, using Figure 30 (B), we will explain the performance symbols that can form a reach. Note that Super Reach 1, Super Reach 2-1 to 2-3, and Super Reach 3 are common to both special winning and special losing symbols. Note that if there are multiple selectable symbols, they can be selected based on a predetermined allocation value.
[0478] First, in the case of a normal reach, the 1st to 6th symbols and the 8th symbol can be selected, but the 7th symbol cannot be selected.
[0479] In the case of Super Reach 1, symbols 1 to 6 and 8 can be selected, but symbol 7 cannot be selected. Note that the selectable symbols 1 to 6 and 8 here are intended to be the symbols that form the reach in the normal reach stage before transitioning to Super Reach 1.
[0480] In the case of Super Reach 2-1 to 2-3, the 1 symbol can be selected, and the 2 to 8 symbols cannot be selected. Note that the multi-line reach executed in Super Reach 2-1 to 2-3 is a reach in which the effect symbols that form the reach increase in stages, so the selectable 1 symbol here refers to the reach-forming symbol in the normal reach stage before transitioning to Super Reach 2-1 to 2-3. The increase in the effect symbols in a multi-line reach will be described later in Figure 47.
[0481] In the case of Super Reach 3, the 7 symbol is selectable, while the 1-6 symbols and the 8 symbol are not selectable. The selectable 7 symbol here refers to the symbol forming a reach in the normal reach stage before transitioning to Super Reach 3. In other words, except for the full rotation reach that determines the execution of a winning game, only the Super Reach 3, which is the most likely to result in a winning game, will have the 7 symbol appear. Furthermore, when the special symbol A that determines the transition to the time-saving game state is determined, variable pattern 13 (Super Reach 3) can be executed. Therefore, when a reach is formed with the 7 symbol, the expectation of a winning game and the time-saving game state being executed increases. Therefore, in this embodiment, the 7 symbol is a special effect symbol compared to the other effect symbols.
[0482] Next, examples of various effects that can be executed by the pachinko gaming machine 1 in this embodiment will be described below.
[0483] (Predictive performance) The pre-reading effect is an effect that is executed based on the result of the judgment of the pre-judgment process (for example, the winning judgment process in FIG. 15) that is performed prior to the special symbol hit judgment process in the special symbol change start processing when the gaming ball enters the first starting hole 21. If the pre-reading effect is not installed, for example, when the gaming ball enters the first starting hole 21, the judgment information is acquired and stored, and then the special symbol hit judgment process is performed in the special symbol change start processing. Therefore, even if the judgment information is stored in the "fourth memory area," it is not determined whether or not there is a special symbol hit until the judgment information is transferred to the "variable memory area." Therefore, even if the judgment information of a "special symbol hit" has been acquired, it is not possible to execute an effect that heightens the expectation of a special symbol hit at a stage before the judgment information is transferred to the "variable memory area." However, if a pre-reading effect is installed, for example, a "pre-judgment process (judgment process at the time of winning)" can be performed to judge whether the "special chart is a hit" or "special chart is a miss", and then continuous effects can be executed across multiple fluctuations (including the fluctuations that have been moved to the variable memory area) until the judgment information is transferred to the "variable memory area", thereby increasing the anticipation of a "special chart hit" from a stage before the judgment information is transferred to the "variable memory area".
[0484] A specific example of the above-mentioned look-ahead effect is the "reserved ball look-ahead effect" (see step S303-8 in FIG. 28). The "reserved ball look-ahead effect" is an effect that mainly uses the variable icon displayed in the variable icon display area 26o and the reserved icons displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. For example, when determination information is stored up to the "third memory area," if a game ball enters the first start port 21, the determination information is stored in the "fourth memory area," and then a pre-determination process is executed. Then, based on the determination result of the pre-determination process, if it is determined that the reserved ball look-ahead effect should be executed, a pre-determined reserved icon that is different from the default normal color (white) reserved icon (normal icon) is displayed in the first start port fourth reserved ball image display area 26j. The pre-reading hold icon can be displayed in multiple types and in multiple stages, such as "blue," "yellow," "green," "red," and "rainbow." If the result of the preliminary determination process is a "special win," any of "blue," "yellow," "green," "red," or "rainbow" can be displayed. If the result of the preliminary determination process is a "special miss," any of "blue," "yellow," "green," or "red" can be displayed. Furthermore, "rainbow" is selectable only in the case of a "special win." Furthermore, "red" is made easier to select in the case of a "special win," while "blue" is made easier to select in the case of a "special miss," thereby increasing the expectation of a "red" special win. The order of expectation of a special win is rainbow > red > green > yellow > blue > normal. In this embodiment, such a presentation is sometimes referred to as a "hold change presentation."
[0485] Another example of the above-mentioned predictive effects is a "win flash effect." The "win flash effect" is an effect in which, when a game ball enters the starting hole, the speaker lamp on the lower speaker 10 lights up and continues to light up until the symbol change game related to the ball entering starts, or until the symbol change game related to the ball entering is running, or until the symbol change game related to the ball entering ends, thereby increasing the expectation of a special winning symbol. For example, if the game ball enters the first starting hole 21 when the judgment information is stored up to the "third memory area," the judgment information is stored in the "fourth memory area," and then a pre-judgment process is executed. Then, if it is determined based on the judgment result of the pre-judgment process that a win flash effect should be executed, a scenario (a scenario with a predetermined light color) for illuminating the speaker lamp is selected, and the speaker lamp is illuminated based on the selected scenario. The speaker lamp's color, for example, is red > green > blue, in descending order of the likelihood of winning the special symbol, and just like the reserved pre-reading effect described above, it is possible to change the color to indicate the likelihood of winning the special symbol for each symbol-changing game. It is also possible to output a winning sound corresponding to each color.
[0486] Another example of the above-mentioned look-ahead effect is a "zone effect." The "zone effect" is an effect that mainly uses the image display device 26. For example, if a gaming ball enters the first starting hole 21 when the determination information is stored up to the "third memory area," the determination information is stored in the "fourth memory area," and then a preliminary determination process is executed. If it is determined based on the determination result of the preliminary determination process that a zone effect should be executed, for example, in the next symbol change game, the image display device 26 displays an effect encouraging the player to enter the "XX zone" by lining up special symbols, and then the player enters the "XX zone" by lining up special symbols, and the "XX zone" effect is executed until the determination information stored in the "fourth memory area" is transferred to the "change memory area." During the execution of this "XX zone" effect, the image display device 26 displays a caption such as "In the XX zone." Furthermore, the "zone effect" is likely to be executed when it is determined in the pre-determination process that a special winning symbol has been obtained, and is unlikely to be executed when it is determined that a special losing symbol has been obtained, so that if it is executed, there can be high hopes that a special winning symbol will be obtained.
[0487] Another specific example of the above-mentioned look-ahead effect is a "continuous chance eye announcement." The "continuous chance eye announcement" is an effect that mainly uses the left decorative symbol 26a, the center decorative symbol 26b, and the right decorative symbol 26c displayed on the image display device 26. For example, when the judgment information is stored up to the "third memory area," if a gaming ball enters the first starting hole 21, the judgment information is stored in the "fourth memory area," and then a pre-determination process is executed. Then, if it is determined based on the judgment result of the pre-determination process that a consecutive chance eye effect is to be executed, for example, a combination of decorative symbol images of the same color is stopped in the confirmation display of the symbol change game corresponding to the judgment information stored in the "first memory area," the confirmation display of the symbol change game corresponding to the judgment information stored in the "second memory area," and the confirmation display of the symbol change game corresponding to the judgment information stored in the "third memory area." For example, the decorative pattern image is composed of "333" and "777" in red, "111" and "555" in green, and "222", "444", "666", and "888" in blue. By displaying combinations of only red, such as "337" and "773", combinations of only green, such as "115" and "551", and combinations of only blue, such as "246" and "628", over multiple variations, it creates a sense of anticipation that a special winning combination will be awarded in the subsequent pattern variation game. In addition, in the case of a special winning combination, it is easy to select a combination of only red, and in the case of a special losing combination, it is easy to select a combination of only blue, increasing the expectation of a special winning combination when a red-only combination is displayed.
[0488] (Pseudo consecutive announcement) The pseudo consecutive announcement is a presentation that mainly uses the left decorative pattern 26a, the center decorative pattern 26b, the right decorative pattern 26c displayed on the image display device 26, and the symbols dedicated to the pseudo consecutive announcement, and in a "one-variation game," by repeatedly displaying the temporary stop of the decorative pattern, it is a presentation that makes it look as if multiple variations are occurring. For example, a pseudo consecutive announcement can be performed two or three times, and the more times it is performed, the higher the expectation of a special winning pattern. As a specific performance content, for example, "5" is temporarily displayed as the left decorative pattern 26a, "6" is temporarily displayed as the right decorative pattern 26c, and a "pseudo consecutive exclusive pattern" is temporarily displayed as the middle decorative pattern 26b, and again all decorative patterns are displayed in a variable manner (at this point, two pseudo consecutive patterns are displayed), and again, "5" is temporarily displayed as the left decorative pattern 26a, "6" is temporarily displayed as the right decorative pattern 26c, and a "pseudo consecutive exclusive pattern" is temporarily displayed as the middle decorative pattern 26b. For example, if "5" is temporarily displayed as the left decorative pattern 26a and "5" is temporarily displayed as the right decorative pattern 26c in the second provisional stop display, this will be two pseudo consecutive hits, and if "5" is temporarily displayed as the left decorative pattern 26a and "6" is temporarily displayed as the right decorative pattern 26c in the second provisional stop display, this will be three pseudo consecutive hits. Also, once a reach has been reached, a so-called "post-reach pseudo consecutive hit" will be temporarily displayed as the central decorative pattern 26b, and for example, at the start of the change after the first provisional stop display, a notice (pattern stop notice) will be given that a "pseudo consecutive hit exclusive symbol" will be temporarily displayed in the central decorative pattern 26b, and at that point three or more pseudo consecutive hits will be confirmed. The pseudo consecutive announcement may be linked to the variable performance pattern shown in Fig. 30. For example, in the case of normal reach 2 (P5), two pseudo consecutive wins may be executed, and in the case of showdown reach 2 (P7), three pseudo consecutive wins may be executed.
[0489] Next, the jackpot notice effect will be explained. The jackpot notice effect (the effect suggesting the possibility of a jackpot game being executed) is the effect determined in step S303-24 of Fig. 29. For example, when a game ball enters the second start hole 22 in the time-saving game state, a variation pattern with a variation time of 1 second is executed in all cases of a special symbol win, a special symbol miss, or a small win (see Fig. 7), so when a game ball enters the second start hole 22 in the time-saving game state, a jackpot notice effect is not executed, and the jackpot notice effect referred to here is an effect that is executed mainly when a game ball enters the first start hole 21 in the normal game state.
[0490] In addition, when a gaming ball enters the second starting hole 22 during the time-saving game mode, a jackpot advance notice effect may be executed. However, since the fluctuation time is one second, when a gaming ball enters the second starting hole 22, an advance notice effect using voice or sound effects may be executed from the speaker 10. For example, if a special symbol F is determined based on the ball entering, a special sound may be output. This makes it possible to derive the determination result in a short time while preventing the effect from becoming monotonous.
[0491] FIG. 31 is a notice determination table 1, which is a table for determining a notice (pre-reach notice) that is executed from the start of the change to before a reach is formed in a symbol change game. The table is stored in the sub-ROM 202, and defines the results of the special symbol hit determination process, the variable presentation pattern, distribution, and preview (contents). The sub-CPU 201 refers to the results of the special symbol hit determination process and the determined variable presentation pattern, and determines the preview (contents) using the extracted random number value for preview determination.
[0492] If the result of the judgment is a miss for the special chart, if the change presentation pattern is a shortened change (P1), no advance notice will always be determined, if the change presentation pattern is a normal change (P2 to P3), there is an 80% chance that no advance notice will be determined and a 20% chance that a dialogue advance notice will be determined, and if the change presentation pattern is a normal reach (P4 to P5), there is a 70% chance that no advance notice will be determined and a 30% chance that a dialogue advance notice will be determined. Also, if the variable presentation pattern is Super Reach 1 (P6~P7) or Super Reach 2-1~2-3 (P8~P12), there is a 20% chance that there will be no preview, a 70% chance that there will be a line preview, and a 10% chance that there will be a button vibration preview; if the variable presentation pattern is Super Reach 3 (P13), there is an 80% chance that there will be a line preview, and a 20% chance that there will be a button vibration preview.
[0493] If the result of the judgment is a special winning chart, and the variable presentation pattern is Super Reach 1 (P14~P15) or Super Reach 2-1~2-3 (P16~P20), there is a 20% chance that there will be no advance notice, a 60% chance that there will be a dialogue advance notice, and a 20% chance that there will be a button vibration advance notice. Also, if the variable presentation pattern is Super Reach 3 (P21), there is a 70% chance that a dialogue preview will be determined, and a 30% chance that a button vibration preview will be determined.If the variable presentation pattern is Full Rotation Reach (P22), there is a 60% chance that a dialogue preview will be determined, and a 40% chance that a button vibration preview will be determined.
[0494] The advance notice determination table 1 has the following characteristics: The line announcement can be executed even when no reach is made, thereby eliminating boredom and preventing a decline in interest in the game. Even when a Super Reach (special chart miss, special chart hit) is executed, no notice may be selected. This prevents disappointment when the pre-reach notice is not executed. When a super reach (a special miss or a special win) is executed, the pre-reach notice is more likely to be executed than when a shortened variation or a normal variation is executed. This allows players to pay attention to the subsequent developments when the pre-reach notice is executed, thereby increasing the interest in the game. The button vibration notice can be executed in the super reach or higher (super reach 1, 2-1 to 2-3, 3, full rotation). This allows you to know in advance that the super reach or higher (super reach 1, 2-1 to 2-3, 3, full rotation) will be executed by the occurrence of the button vibration notice, which increases your interest in the game.
[0495] For example, in Super Reach 1, 2-1 to 2-3, and 3, if the special chart is missed, the dialogue announcement is more likely to be executed and the button vibration announcement is less likely to be executed than if the special chart is won. This increases the player's expectations for a special winning symbol when the button vibration prediction is executed, and allows the player to play the game while hoping that the button vibration prediction will be executed.
[0496] 32 is a dialogue preview determination table for determining the details of the dialogue preview. The basic determination method is the same as that shown in FIG.
[0497] If the result of the judgment is a miss on the special chart, if the change presentation pattern is a normal change (P2~P3), the dialogue (white) will always be determined, if the change presentation pattern is a normal reach (P4~P5), the dialogue (white) will be determined 90% of the time, and the dialogue (red) will be determined 10% of the time, if the change presentation pattern is a super reach 1 (P6~P7) or a super reach 2-1~2-3 (P8~P12), the dialogue (white) will be determined 20% of the time, the dialogue (red) will be determined 50% of the time, and two levels of dialogue (red) will be determined 30% of the time. If the variable performance pattern is Super Reach 3 (P13), there is a 20% chance that a line (white) will be determined, a 40% chance that a line (red) will be determined, and a 40% chance that two levels of line (red) will be determined.
[0498] If the result of the judgment is a special hit, and the variable presentation pattern is Super Reach 1 (P14~P15) or Super Reach 2-1~2-3 (P16~P20), there is a 10% chance that a line (white) will be determined, a 40% chance that a line (red) will be determined, and a 50% chance that two levels of line (red) will be determined. If the variable presentation pattern is Super Reach 3 (P21), the dialogue (white) is determined at 10%, the dialogue (red) at 30%, and two stages of dialogue (red) at 60%.If the variable presentation pattern is Full Rotation Reach, the dialogue (red) at 40% and two stages of dialogue (rainbow) are determined at 60%.
[0499] The dialogue preview determination table has the following characteristics: For example, in a normal reach, if the special chart is missed, the lines (white) are more likely to be executed and the lines (red) are less likely to be executed than if the special chart is won. For example, in Super Reach 1, 2-1 to 2-3, and 3, if the special chart is missed, the lines (white) and lines (red) are more likely to be executed, and the two stages of lines (red) are less likely to be executed, compared to when the special chart is hit. This allows the player to play the game while hoping for the execution of the line (red) and even the second line (red).
[0500] The White Dialogue can be performed even at Super Reach or higher (excluding Full Spin Reach). This prevents you from being disappointed when the White Dialogue appears. The red lines can be executed when the player is in reach or higher (normal reach, super reach 1, 2-1 to 2-3, 3). This allows the player to know in advance that the red lines will cause the player to be in reach or higher (normal reach, super reach 1, 2-1 to 2-3, 3), which increases the player's interest in the game. The two-stage red dialogue can be executed in Super Reach or higher (Super Reach 1, 2-1 to 2-3, 3, full rotation). This allows you to know in advance that the two-stage red dialogue will result in the execution of Super Reach or higher (Super Reach 1, 2-1 to 2-3, 3, full rotation), which increases your interest in the game. The Rainbow Dialogue can only be performed during a full rotation reach. This allows the Rainbow Dialogue to be linked to the full rotation reach, allowing players to know in advance that a full rotation reach will be performed.
[0501] 33 is a button vibration advance notice determination table for determining the details of the button vibration advance notice. The basic determination method is the same as that shown in FIG.
[0502] If the result of the judgment is a miss for the special chart, if the variable presentation pattern is Super Reach 1, there is a 90% chance that 1 x 2-second vibration will be determined, and a 10% chance that 3 x 2-second vibration will be determined.If the variable presentation pattern is Super Reach 2, there is an 80% chance that 1 x 2-second vibration will be determined, and a 20% chance that 3 x 2-second vibration will be determined.
[0503] If the result of the judgment is a special hit, if the variable presentation pattern is Super Reach 1 (P6~P7) or Super Reach 2-1~2-3 (P8~P12), there is a 70% chance that one 2-second vibration will be determined, and a 30% chance that three 2-second vibrations will be determined. If the variable presentation pattern is Super Reach 3 (P13), there is a 60% chance that one 2-second vibration will be determined, and a 40% chance that three 2-second vibrations will be determined. If the variable presentation pattern is a full rotation reach, there is a 30% chance that one 2-second vibration will be determined, and a 70% chance that three 2-second vibrations will be determined.
[0504] The button vibration notification determination table has the following characteristics: For example, in Super Reach 1, 2-1 to 2-3, and 3, if the special chart is missed, it is more likely that 1 vibration per 2 seconds will be determined, and it is less likely that 3 vibrations per 2 seconds will be determined, compared to when the special chart is won. This allows the player to play the game while hoping that 2-second vibrations x 3 times will be executed.
[0505] In a full rotation reach, the probability of determining 3 x 2-second vibrations is higher than the probability of determining 1 x 2-second vibrations. As a result, when 3 x 2-second vibrations are executed, the player's expectations can be increased at once, and the interest in the game can be improved.
[0506] In addition, since the line preview is a preview executed by the image display device 26 and the button vibration preview is a preview executed by the effect button 14, both may be executed in a combined manner at the same time. This can instantly increase the player's expectations and improve the enjoyment of the game.
[0507] Here, the modes of dialogue preview and button vibration preview will be explained using Figures 38 and 39. FIG. 38 shows an example of a dialogue preview. (a1) is a scene in which an image imitating the effect button 14 (a button image labeled PUSH) is displayed in the center of the image display device 26 while the decorative symbols 26a to 26c and the fourth symbol 26d are being displayed in a variable manner. The image imitating the effect button 14 is displayed entirely in green, and the effect button LED also emits a corresponding green light, indicating that the effect button 14 is in an effective operation time. This prompts the player to operate the effect button 14. The button image is displayed in the same display size (dimension) for the dialogue preview, cut-in preview, and judgment.
[0508] When the player operates the effect button 14, a character and a line are displayed as shown in (a2). (a2) shows the state of the line (white), and while the decorative symbols 26a to 26c and the fourth symbol 26d are being displayed in a variable manner, the character utters a line image SE1 saying, "Maybe we're close!?" The line (white) is represented by a white background in the speech bubble of the line image SE1, and the text is, for example, black. In addition, a line sound effect 1 is output along with the display of the line image SE1, which also audibly indicates that the line (white) has been displayed.
[0509] Then, when the dialogue image SE1 is displayed for a predetermined time (for example, 2.5 seconds), the dialogue image SE1 becomes non-displayed as shown in (a3), and thereafter, a reach as shown in (a4) may be formed.
[0510] (b1) is a scene in which a button image (image labeled PUSH) imitating the effect button 14 is displayed in the center of the image display device 26 while the decorative symbols 26a to 26c and the fourth symbol 26d are being displayed in a variable manner. The button image is displayed entirely in green, and the effect button LED also emits a corresponding green light, indicating that the effect button 14 is in an effective operation time. This prompts the player to operate the effect button 14. In addition, a button display sound (single tone) indicating that the button image has been displayed is output from the speaker 10 in conjunction with the display of the button image.
[0511] When the player operates the effect button 14, a character and a line are displayed as shown in (b2). (b2) shows the state of the line (red), and while the decorative patterns 26a to 26c and the fourth pattern 26d are being displayed in a variable manner, a line image SE2 saying "Chance!" is spoken by the character. The line (red) is a line image SE2 whose background color is red and whose text is, for example, black. In addition, together with the display of the line image SE2, a line sound effect 2 different from the line sound effect 1 is output, which also audibly indicates that the line (red) has been displayed.
[0512] In the case of dialogue (red), the dialogue image SE2 disappears after a predetermined time (e.g., 2.5 seconds) has elapsed. However, when the dialogue (red) 2 stage is performed, the state shown in (b3) is reached, and the dialogue image SE2 that started to be displayed in (b2) remains displayed even after a predetermined time (e.g., 2.5 seconds) has elapsed, and then another character utters a dialogue image SE3 saying, "It's hot!" In the dialogue image SE3, the background color in the speech bubble is also red, and the text portion is, for example, black. Furthermore, dialogue sound effect 2 is output along with the display of the dialogue image SE3, further audibly indicating that the dialogue (red) has been displayed.
[0513] Then, when a predetermined time (for example, 3 seconds) has elapsed since the start of display of the dialogue image SE3, the dialogue images SE2 and SE3 are hidden, and then a reach like that shown in (b4) is formed. That is, if it is dialogue (red), the execution period is 2.5 seconds, and if it is dialogue (red) 2 stages, the execution period is 5.5 seconds.
[0514] In this way, the dialogue (white) and the dialogue (red) are displayed in a visually clearly different manner, and the dialogue (red) and the two-stage dialogue (red) are displayed in a visually clearly different manner, so it is possible to prevent the user from having difficulty understanding which dialogue preview has been executed.
[0515] Furthermore, since the dialogue sound effect 1 is output together with the display of the dialogue (white), and the dialogue sound effect 2 is output together with the display of the dialogue (red), it is possible to prevent the situation where it is difficult to understand which dialogue preview has been executed even through hearing. Furthermore, since dialogue sound effect 1 corresponds to dialogue (white) and dialogue sound effect 2 corresponds to dialogue (red), it can be said that the dialogue sound effect output along with the dialogue preview also suggests the degree of expectation for a special prize.
[0516] Furthermore, since the display color of the button image corresponds to the light color of the effect button LED, it is easy to understand that the effect button 14 is currently in an effective operation period.
[0517] In the case of serifs (white), the background color is white and the text is black, but the background color can also be black and the text can be white. In other words, using a normal color means using "white" for either the background color or the characters. Also, for serifs (red), the background color is red and the text is black, but the background color can also be black and the text can be red. In other words, using a specific color means using "red" for either the background color or the characters. Additionally, the text of the dialogue can be abstract (e.g., "Maybe it's a reach!?") or concrete (e.g., "It's a reach!"). Furthermore, the line preview may not be executed unless the effect button 14 is operated by the player.
[0518] FIG. 39 shows an example of a button vibration warning. (a1) is a scene in which the decorative symbols 26a to 26c and the fourth symbol 26d start to change, and the effect button 14 does not vibrate. At this time, the effect button LED emits light in white. (a2) is a scene a predetermined time (for example, 1 second) after (a1), and in this scene, the effect button 14 vibrates once for 2 seconds. At this time, the effect button LED also emits white light. (b1) is the same scene as (a1), and (b2) is a scene a predetermined time (for example, 1 second) has passed since (b1), in which the effect button 14 vibrates once for 2 seconds, then after a 0.5 second interval, the effect button 14 vibrates once for 2 seconds, then after a 0.5 second interval, the effect button 14 vibrates once for 2 seconds. The illumination mode of the effect button LED is the same as (a1) and (a2). That is, (a1) and (a2) are modes of 2-second vibration x 1 time, and (b1) and (b2) are modes of 2-second vibration x 3 times. In this way, the vibrations are clearly different, which prevents the user from having difficulty understanding which button vibration notification has been executed.
[0519] The button vibration notification differs in the number of vibrations, such as one 2-second vibration and three 2-second vibrations, but it may also differ in the vibration duration. For example, there may be a 2-second vibration and a 5-second vibration, and the 5-second vibration may be less likely to be selected when losing than the 2-second vibration, but more likely to be selected when winning.
[0520] Let us return to the explanation of the advance decision table. 34 is a notice determination table 2, which is a table for determining a notice (a notice during reach) to be executed when a reach is formed in a symbol variation game. The time when a reach is formed is intended to be the time when a predetermined time (for example, 5 seconds) has elapsed since the left decorative pattern 26a and the right decorative pattern 26c are temporarily stopped (for example, 4↓4). The table is stored in the sub-ROM 202, and defines the results of the special symbol hit determination process, the variable presentation pattern, distribution, and preview (contents). The sub-CPU 201 refers to the results of the special symbol hit determination process and the determined variable presentation pattern, and determines the preview (contents) using the extracted random number value for preview determination.
[0521] If the result of the judgment is a miss for the special chart, if the change presentation pattern is a shortened change (P1), then no advance notice will be determined, if the change presentation pattern is a normal change (P2 to P3), then no advance notice will be determined, and if the change presentation pattern is a normal reach (P4 to P5), then no advance notice will be determined. Also, if the variable presentation pattern is Super Reach 1 (P6~P7) or Super Reach 2-1~2-3 (P8~P12), there is a 30% chance that no preview will be selected, a 60% chance that a logo preview will be selected, and a 10% chance that a car swarm preview will be selected. If the variable presentation pattern is Super Reach 3 (P13), there is a 35% chance that no preview will be selected, a 60% chance that a logo preview will be selected, and a 5% chance that a car swarm preview will be selected.
[0522] If the result of the judgment is a special winning chart, and the variable presentation pattern is Super Reach 1 (P14~P15) or Super Reach 2-1~2-3 (P16~P20), there is a 10% chance that no preview will be selected, a 40% chance that a logo preview will be selected, and a 60% chance that a group of cars preview will be selected. Also, if the variable presentation pattern is Super Reach 3 (P21), there is a 10% chance that no preview will be displayed, a 55% chance that a logo preview will be displayed, and a 35% chance that a group of cars will be displayed.If the variable presentation pattern is Full Rotation Reach (P22), there is a 40% chance that a logo preview will be displayed and a 60% chance that a group of cars will be displayed.
[0523] The notice determination table 2 has the following characteristics: Both the logo announcement and the car horde announcement can be performed in super reach or higher (super reach 1, 2-1 to 2-3, 3, full rotation), but are not performed in normal reach. This allows players to play while hoping that the logo announcement or car horde announcement will be performed when a reach is formed. For example, in Super Reach 1, 2-1 to 2-3, and 3, if the special chart is missed, no notice or logo notice is more likely to be executed, and car group notice is less likely to be executed, compared to when the special chart is won. This makes it possible to increase the player's expectation of winning the special symbol when the car group prediction is executed, and allows the player to play the game while hoping that the car group prediction will be executed.
[0524] Figure 35(a) is a logo preview determination table for determining the details of the logo preview, and Figure 35(b) is a car group preview determination table for determining the details of the car group preview. The basic determination method is the same as Figure 31.
[0525] According to the logo announcement determination table, if the result of the judgment is a miss on the s...
Claims
[Claim 1] In a gaming machine that allows a player to play using the game value they possess, A first control means capable of obtaining judgment information when acquisition conditions are met, and controlling whether or not to execute a special game that is advantageous to the player based on the said judgment information, A second control means capable of storing the aforementioned game value and performing update control to add to the aforementioned game value, A third control means capable of controlling the performance, A means of operation that allows the player to make selections, A game value display unit capable of displaying predetermined information related to the game value, A light-emitting element provided within a frame, which is capable of emitting light, The light-emitting body is A first light emission mode is possible when the predetermined information is a first value, and a second light emission mode is possible when the predetermined information is a second value greater than the first value. A gaming machine characterized by the following features.