Game machine

By implementing a control system that adjusts counting effects based on operation mode changes, the gaming machine addresses the lack of clarity in counting processes, thereby enhancing player engagement and fun.

JP2025054559AActive Publication Date: 2025-04-08SEVEN CRAFTSMAN CO LTD
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Patent Information

Application Number
JP2023163672
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-09-26
Publication Date
2025-04-08
Estimated Expiration
2043-09-26

AI Technical Summary

Technical Problem

Existing gaming machines with internal game balls lack clarity in counting processes, making it difficult for players to understand the game mechanics and reducing the fun factor.

Method used

The gaming machine incorporates a control system that determines whether a special game is performed based on specific conditions, allowing for different counting effects when the operation mode is changed, enhancing player engagement.

Benefits of technology

This solution improves the fun of the game by providing clearer and more engaging counting processes, enhancing player experience and satisfaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To improve amusement of games in a game machine performing counting processing.SOLUTION: When a counting button is operated in a first operation mode, a frame control board can perform first counting processing, and when the counting button is operated in a second operation mode that is different from the first operation mode, the frame control board can perform second counting processing. When the first counting processing is to be performed, a presentation control board can perform a first counting presentation, and when the second counting processing is to be performed, the presentation control board can perform a second counting presentation that is different from the first counting presentation.SELECTED DRAWING: Figure 80
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Description

[Technical field]

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

[0002] Gaming machines in which the gaming balls are sealed inside the machine have the advantage that the workload of hall employees is reduced because the gaming balls are not expelled from the machine, and since players do not directly touch the gaming balls, fraudulent behavior is more easily deterred (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] Incidentally, in the above gaming machine, a counting button is provided for performing counting processing, and it is disclosed that various counts are performed depending on the manner in which the counting button is pressed; however, it is difficult for the player to understand what kind of count is being performed, and improvements were desired in order to increase interest in the game.

[0005] In view of the above circumstances, the present invention has an object to improve the interest in gaming in a gaming machine that performs counting processing. [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 a game value possessed by a player, and is equipped with a first control means capable of acquiring judgment information when an acquisition condition is satisfied and controlling a judgment as to 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 update control for adding the game value, a third control means capable of presentation control, and an operation means for counting the game value, wherein the second control means is capable of executing a first counting process when the operation means is operated in a first operation mode, and is capable of executing a second counting process when the operation means is operated in a second operation mode different from the first operation mode, and the third control means is capable of executing a first counting presentation when the first counting process is executed, and is capable of executing a second counting presentation different from the first counting presentation when the second counting process is executed. Effect of the Invention

[0007] According to the present invention, it is possible to improve interest in gaming in a gaming machine that performs counting processing. [Brief description of the drawings]

[0008] [Figure 1] 1 is an external front view of a gaming machine according to a first embodiment of the present invention. [Diagram 2] 1 is an external rear view of the gaming machine according to the first embodiment of the present invention. [Diagram 3] FIG. 2 is a front view of the game board according to the 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. [Diagram 5] 1A to 1C are diagrams showing (A-1) a special pattern hit determination table for the first starting hole, (A-2) a special pattern hit determination table for the second starting hole, and (B) a normal pattern hit determination table, relating to the first embodiment of the present invention. [Figure 6] 1A is a diagram showing 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. FIG. [Figure 7]FIG. 1 is a diagram showing (A) a special symbol variation pattern table and (B) a selection ratio of reach 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 changing process according to the first embodiment of the present invention. [Figure 12] 5 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 hole is detected in the first embodiment of the present invention. [Figure 16] A flowchart showing the processing when a second starting hole is detected in the first embodiment of the present invention. [Figure 17] 11 is a flowchart showing the processing performed when a second large prize opening is detected in the first embodiment of the present invention. [Figure 18] 11 is a flowchart showing a special symbol-related process according to the first embodiment of the present invention. [Figure 19] 11 is a flowchart showing the processing at the start of special pattern variation according to the first embodiment of the present invention. [Figure 20] 11 is a flowchart showing a special symbol winning determination process according to the first embodiment of the present invention. [Figure 21] 11 is a flowchart showing processing during special pattern fluctuation according to the first embodiment of the present invention. [Figure 22] 1 is a flowchart showing the jackpot 1 game processing according to the first embodiment of the present invention. [Diagram 23]1 is a flowchart showing a small win game processing according to the first embodiment of the present invention. [Figure 24] 1 is a flowchart showing the second type jackpot transition control processing according to the first embodiment of the present invention. [Diagram 25] 1 is a flowchart showing the jackpot 2 game processing according to the first embodiment of the present invention. [Figure 26] 4 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] 13 is a flowchart showing a main command receiving process (1 / 2) according to the first embodiment of the present invention. [Figure 29] 13 is a flowchart showing a main command receiving process (2 / 2) according to the first embodiment of the present invention. [Diagram 30] A figure showing a variable performance pattern table related to the first embodiment of the present invention. [Diagram 31] FIG. 2 is a diagram showing a notice determination table 1 (pre-reach notice) according to the first embodiment of the present invention. [Diagram 32] 3 is a diagram showing a dialogue advance decision table according to the first embodiment of the present invention. FIG. [Diagram 33] 1 is a diagram showing a button vibration notice determination table according to the first embodiment of the present invention. FIG. [Diagram 34] FIG. 2 is a diagram showing a pre-notification decision table 2 (reach pre-notification) according to the first embodiment of the present invention. [Diagram 35] 1A is a diagram showing (a) a logo preview determination table and (b) a car group preview determination table relating to the first embodiment of the present invention. FIG. [Diagram 36] FIG. 11 is a diagram showing (a) pre-notification decision table 3 (super reach pre-notification_conversation pre-notification) relating to the first embodiment of the present invention, and (b) pre-notification decision table 4 (super reach pre-notification_cut-in pre-notification). [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] 1A to 1C are diagrams showing aspects of dialogue preview according to the first embodiment of the present invention. [Figure 39] A figure showing the state of button vibration notification in the first embodiment of the present invention. [Diagram 40] A figure showing an aspect of a logo preview in the first embodiment of the present invention. [Diagram 41] A figure showing an aspect of vehicle group preview in the first embodiment of the present invention. [Diagram 42] A figure showing the state of a cut-in notice in the first embodiment of the present invention. [Diagram 43] 1A to 1C are diagrams showing aspects of judge performance relating to the first embodiment of the present invention. [Diagram 44] A figure showing an aspect of conversation preview in the first embodiment of the present invention. [Diagram 45] A figure showing an aspect of conversation preview in the first embodiment of the present invention. [Figure 46] A figure showing an aspect of conversation preview in the first embodiment of the present invention. [Figure 47] FIG. 2 is a diagram showing an aspect of a multi-line reach according to the first embodiment of the present invention. [Figure 48] 1 is a simplified time chart of the variable presentation according to an embodiment of the present invention (normal game state). [Figure 49] 1A to 1C are diagrams showing aspects of auxiliary images according to a first embodiment of the present invention, (a1) to (a2), and (b) to (d) are diagrams showing details of the auxiliary images. [Figure 50] A figure showing the form of the jackpot entry judgment presentation (jackpot judgment) during one game in the first embodiment of the present invention. [Figure 51] A figure showing the mode selection presentation during one jackpot game in the first embodiment of the present invention. [Figure 52] This is a figure explaining the details of the presentation of the small hit game and the big hit 2 game when mode A is selected in the first embodiment of the present invention. [Diagram 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 presentation for each mode in the first embodiment of the present invention. [Figure 60] FIG. 2 is a diagram showing the state of each mode during a time-saving gaming state (state during RUSH) according to the first embodiment of the present invention. [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 performance during RUSH in the first embodiment of the present invention. [Figure 63] FIG. 2 is a diagram showing an overview of the measurement performance during RUSH in the first embodiment of the present invention. [Figure 64] FIG. 11 is an external front view of a gaming machine according to a second embodiment of the present invention. [Figure 65] FIG. 11 is a block diagram of a gaming machine according to a second embodiment of the present invention. [Figure 66] FIG. 11 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 frame control board timer interrupt processing according to the second embodiment of the present invention. [Figure 71] 13 is a flowchart showing a switch or other input confirmation process according to the second embodiment of the present invention. [Figure 72] 13 is a flowchart showing a game ball count management process according to a second embodiment of the present invention. [Figure 73] 13 is a flowchart showing a game ball count information update process according to the 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 frame control board information communication (reception) processing according to the second embodiment of the present invention. [Figure 78] A figure showing an example of a movable body operating position according to game ball number information in the second embodiment of the present invention. [Figure 79] FIG. 11 is a diagram showing an example of a performance table according to the second embodiment of the present invention. [Figure 80] FIG. 11 is a diagram showing an example of a counting effect according to the second embodiment of the present invention. [Figure 81] FIG. 11 is a diagram showing an example of a long press according to the second embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] (First embodiment) The first embodiment of the present invention will be specifically described below with reference to the drawings, taking a pachinko gaming machine 1 as an example. In the following description, "front," "back," "left," "right," "upper," and "lower" refer to the pachinko gaming machine 1 shown in FIG. 1 as seen from the player's side.

[0010] As shown in FIG. 1, the pachinko game machine 1 has an outer frame 2 for installation in an arcade's game machine installation island (not shown), a middle frame 3 journaled on the outer frame 2 and holding a game board 6 in a detachable manner, a glass frame 4 journaled on the middle frame 3 and facing the front of the game board 6, allowing the game board 6 to be viewed through transparent glass, and a tray member 5 journaled on the middle frame 3 and positioned below the glass frame 4, capable of storing game balls.

[0011] The middle frame 3 is provided with a launching device for launching the game balls into the game area 7 of the game board 6, and a launching handle 8 for making the launching device perform a launching operation is provided. The launching handle 8 is held by the player and can be rotated within a predetermined range, and the launch strength when launching the game balls into the game area 7 can be adjusted depending on the amount of rotation (volume). For example, when the launching handle 8 is rotated by a first rotation amount (in the case of a first launch strength), the game ball is launched to the left side (game area 7a) of the game area 7 (so-called "left hit" is possible), and when the launching handle 8 is rotated by a second rotation amount larger than the first rotation amount (in the case of a second launch strength), the game ball is launched to the right side (game area 7b) of the game area 7 (so-called "right hit" is possible). The game area 7a forms a predetermined path, and the game area 7b forms a specific path.

[0012] A handle touch sensor (not shown) is provided on the launch handle 8. This handle touch sensor turns ON when the launch handle 8 is held by a player, and the ON signal is input to the payout control board 300. This makes it possible to know that the launch handle 8 is being held by a 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 game machine 1. For example, in the special symbol winning determination process described later, it is possible to execute a performance that notifies the player that a special symbol has been won by emitting light in rainbow colors based on the determination that a special symbol has been won.

[0014] The light-emitting device 9 includes a performance button LED provided in the performance button 14. The performance button LED is provided inside the performance button 14, and is covered from above with a transparent cover body so that the light-emitting mode can be visually confirmed. For example, the performance button LED can emit light in white, blue, green, red, and rainbow colors.

[0015] Also, a speaker 10 is provided in the glass frame 4 (upper part), and is capable of outputting music (BGM), voice, and sound effects. For example, when the normal game state (described later) is controlled, music corresponding to the normal game state can be output, and when the time-saving game state (described later) is controlled, music corresponding to the time-saving game state can be output. In addition, a lower speaker 10 is provided in the glass frame 4 (lower part), and is capable of outputting voice and sound effects. A speaker lamp (not shown) is provided in the lower speaker 10, and is configured to emit light in the winning flash performance described later.

[0016] The light emitting device 9 and the speaker 10 can execute an abnormality notification 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 notification, and the speaker 10 can output a voice or a warning sound that notifies the specific contents 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 to 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 to the lower tray 5b at the end of a game, a ball lending button 12 for requesting the game balls to be dispensed 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 unit 12a for displaying the balance of the valuable medium, and a ball lending possible lamp 12b for notifying that ball lending by operating the ball lending button 12 is possible.

[0018] In addition, the tray member 5 is 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 operation of 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 1 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 a plurality of either may be provided.

[0020] Also, the effective operation time of the effect lever 15 may be set simultaneously during the effective operation time of the effect button 14, or vice versa. For example, if the effect lever 15 is operated in a scene where the operation of the effect button 14 is encouraged, it may be determined that an operation input of the effect lever 15 has been made, and a corresponding effect may be executed.

[0021] The tray member 5 is 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 serves as an operation device for selecting a mode and performing operations related to the menu screen, and a dedicated operation device for adjusting the volume and the amount of light may be provided separately and independently.

[0022] Next, the configuration of the rear side of the pachinko gaming machine 1 will be described with reference to 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 are provided (to be precise, these various control boards are attached to the rear side of the inner frame 3).

[0023] Furthermore, the main control board 100 is 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 establishment closes while the game is still in the time-saving game state, the manager (e.g., a game establishment employee) can turn the power ON while pressing the RAM clear switch 105 to clear the game information in the time-saving game state, and the game can be restarted from the normal game state when the establishment opens the next day.

[0024] The RAM clear switch 105 also functions as a switch for switching the set value in a setting change state described later. Details will be described later with reference to a flowchart, but for example, in the case of six set values, when the set value "1" is displayed on the display 104 described later, pressing the RAM clear switch 105 once switches the set value from "1" to "2," and when the RAM clear switch 105 is pressed once again, the set value switches from "2" to "3," and thereafter, each time the RAM clear switch 105 is pressed once, the set value switches to "4," "5," and "6," and when the set value "6" is displayed on the display 104, pressing the RAM clear switch 105 once switches the set value from "6" to "1."

[0025] Although the RAM clear switch 105 is provided on the main control board 100, as long as it can be input to the main control board 100, it may be provided on the power supply board 400 or directly on the inner frame 3, for example.

[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 described below. Specifically, when a setting change key (not shown) managed by a store clerk is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from vertical to horizontal), and the power of the pachinko game machine 1 is turned ON (power SW 400a is turned ON) while pressing the above-mentioned RAM clear switch 105, the setting change state is entered in which the setting value can be set. Details of the setting change state will be described later in a flowchart.

[0027] The setting change keyhole 31 is also used when checking the currently set setting values. Specifically, when a setting change key managed by a staff member of the game arcade is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko game machine 1 is turned ON (the power switch 400a is turned ON), the setting check state is entered, in which the setting values ​​can be checked. Details of the setting check state will be described later in the flow chart.

[0028] The setting change keyhole 31 can be rotated by a 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. 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] Furthermore, the main control board 100 is provided with a display 104. If the display 104 is in a setting change state or a setting confirmation state, the setting value is displayed, and if the display 104 is not in a setting change state or a setting confirmation state, for example, game performance information calculated by the formula "(number of paid-out game balls in a normal game state ÷ number of out balls in a normal game state) × 100" is displayed.

[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), a calculation process is performed for each interrupt (for example, every 4 ms), and the current section and three previous sections (one section before, two sections before, and three sections before) can be displayed at each specified display timing (for example, every 5 seconds). That is, the display is switched as follows: display of the current section → predetermined time has elapsed (5 seconds has elapsed) → display of past section (1) → predetermined time has elapsed (5 seconds has elapsed) → display of past section (2) → predetermined time has elapsed (5 seconds has elapsed) → display of past section (3) → predetermined time has elapsed (5 seconds has elapsed) → display of the current section.

[0031] Next, the configuration of the game board 6 of the pachinko game machine 1 will be described with reference to Fig. 3. The game board 6 is made of plywood or transparent synthetic resin, and an image display device 26 is removably 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 the game balls shot out from the launching device to the game area 7. In addition, the game area 7 is provided with a gate member 20 through which game balls can pass, a first starting port 21 through which game balls can enter, a stage 17 for making it easier for game balls to enter the first starting port 21, a second starting port 22 through which game balls can enter, a normal winning port 23 through which game balls can enter, a first large winning port 24 through which game balls can enter when the big win 1 game or big win 2 game described below is being played, a second large winning port 32 through which game balls can enter when the small win game described below is being played, an outlet 25 for discharging game balls that do not enter any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that can move in the vertical direction, and other components such as game 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 "ball entry," 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 "start winning entry."

[0032] The game area 7 has a game area 7a (a game area for so-called "left-handed hitting") formed to the left of the center (dotted line C) and a game area 7b (a game area for so-called "right-handed hitting") formed to the right of the center.

[0033] The gate member 20 is provided in the right central part of the game area 7, and allows the game ball to pass when a so-called "right shot" is performed, in which the game ball is shot to the right side of the game area 7. In addition, it is always open upward, and always allows the game ball to pass. Then, when the game ball passes through the gate member 20 and is detected by the gate detection SW 20a, a "passing gate detection time processing" described later is performed, and a "normal symbol hit determination processing" is performed to determine whether or not to project a protruding member (not shown) provided in the second starting hole 22, and a "normal symbol change game" is executed to derive the determination result of the normal symbol hit determination processing after the normal symbol change time has elapsed. The gate member 20 may also be provided in the left central part of the game 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, the execution of the normal symbol variation game based on said passage is put on hold, and up to "4" games can be put on hold, excluding the normal symbol variation game being played. Specifically, a pending memory area for the normal pattern changing game is provided in main RAM 103, and this pending memory area is composed of a "change memory area" corresponding to the normal pattern changing game currently being changed, a "first memory area" corresponding to the normal pattern changing game that will be played after the currently changing normal pattern changing game has ended, and thereafter, a "second memory area", a "third memory area", and a "fourth memory area". When the currently changing normal pattern changing game has ended its change, the judgment information (each random number value) stored in the "first memory area" is transferred to the "change memory area", the judgment information stored in the "second memory area" is transferred to the "first memory area", the judgment information stored in the "third memory area" is transferred to the "second memory area", the judgment information stored in the "fourth memory area" is transferred 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, and when a game ball is shot to the left side of the game area 7, that is, when a so-called "left shot" is being performed, the game ball can enter, and when a so-called "right shot" is being performed, the game ball cannot enter. In addition, the first starting hole 21 is always open upward, and always allows the game ball to enter. When a game ball enters the first starting hole 21 and is detected by the first starting hole detection SW21a, for example, a game ball "3" is paid out as a prize ball, and if any reserved memory area is empty in addition to the prize ball, a "pattern change game" is executed in which a special symbol hit determination process is performed, a special symbol and a decorative symbol (including a fourth symbol) are displayed in a variable manner, and the determination result of the special symbol hit determination process (special symbol and decorative symbol) is derived (determined display) after the variable time has elapsed.

[0036] When a pattern change game based on a ball entering the first starting hole 21 is being played, if a game ball enters the first starting hole 21, the execution of the pattern change game based on the ball entry is put on hold, and up to "4" balls can be put on hold, excluding the pattern change game being played.

[0037] Specifically, the main RAM 103 is provided with a reserved memory area for the symbol change game, and the reserved memory area is composed of a "change memory area" corresponding to the currently changing symbol change game, a "first memory area" corresponding to the symbol change game to be played after the currently changing symbol change game ends, and the "second memory area", the "third memory area", and the "fourth memory area". When the currently changing symbol change game ends with judgment information stored in all reserved memory areas, the judgment information stored in the "first memory area" is transferred to the "change memory area", the judgment information stored in the "second memory area" is transferred to the "first memory area", the judgment information stored in the "third memory area" is transferred to the "second memory area", the judgment information stored in the "fourth memory area" is transferred to the "third memory area", and the "fourth memory area" becomes empty. Note that the first starting hole 21 is an entrance hole through which the game ball can enter, but it may be composed of a passing area through which the 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 can emit light to notify the ball entering the first start hole 21, or emit light in the same color as the reserved icon (or the variable icon) that is the target of the reserved pre-reading performance when a reserved pre-reading performance described later is performed. 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, 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 receiving a game ball 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, and is not capable of receiving a game ball 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 does not allow a game ball to enter in principle (is in a "closed" state). In other words, the second starting hole 22 has a protruding member that can protrude forward, and is capable of receiving a game ball only when this protruding member protrudes forward (when in an "open" state).

[0040] Regarding whether or not the protruding member is protruded forward to allow the game ball to enter, when the normal symbol winning judgment process judges that the game ball is a normal winning symbol, the protruding member can be opened and closed in the opening and closing manner shown in "Opening and closing of the second start hole" in Fig. 6. When the 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 the 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 a game ball enters the second start hole 22, the execution of the symbol change game based on the ball entering is not suspended. In other words, in the main RAM 103, the only memory area related to the ball entering the second start hole 22 is the "change memory area" corresponding to the currently changing symbol change game.

[0042] Although the memory area related to balls entering the second starting hole 22 is described as being provided with only the "variable memory area," it may be configured similarly to the memory area related to balls entering the first starting hole 21 described above. Also, a protruding member that can move in the front-rear direction is used as the second starting hole 22, but a so-called "electric tulip" having movable wings may also be used. Also, although the second starting hole 22 is described as an entry hole through which game balls can enter, it may be configured as a passing 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 special symbol and a decorative symbol being displayed in a variable manner, and a determination result of the special symbol hit determination process (special symbol and decorative symbol) being derived (determined display) after a variable time has elapsed, may be referred to as a "symbol change game" or simply as a "game with one change." Also, the execution of the "symbol change game" may be referred to as a "variable display."

[0044] In addition, when one game ball enters the first starting hole 21, a "pattern change game" based on the entry of one game ball is executed in the first special symbol display 27a and the image display device 26, and when one game ball enters the second starting hole 22, a "pattern change game" based on the entry of one game ball is executed in the second special symbol display 27b and the image display device 26. Therefore, the "pattern change game" refers to a general term for the games played by the first special symbol display 27a and the image display device 26, and a general term for the games played by the second special symbol display 27b and the image display device 26.

[0045] In this embodiment, the derivation of the judgment result (special symbols and decorative symbols) of the special symbol hit judgment process after the fluctuation time in the symbol fluctuation game has elapsed is referred to as the "confirmed display" (of the special symbols and decorative symbols). The "confirmed display" is a state in which the special symbols and decorative symbols have completely stopped. On the other hand, in the symbol fluctuation game, the temporary stopping of the decorative symbols (excluding the fourth symbol here) before the fluctuation time has elapsed is referred to as the "provisional stop display" of the decorative symbols. Examples of the "provisional stop display" include the decorative symbols on the left and right when in a "reach" state, which will be described later, and the "swinging fluctuation display" before the "confirmed display". The "shaking and changing display" before the "determined display" is, for example, a variable display at a branching point where the decorative symbol, for example, "767" is "temporarily stopped" and then "determined" to "767", or a missing "767" is temporarily "temporarily stopped", a reversal effect is performed to derive "777", and then "777" is "determined" to "display". Note that the fourth symbol is "determined" without "temporarily stopped".

[0046] The normal winning openings 23 are provided in a total of four, three at the lower left and one at the lower right of the game area 7. The three normal winning openings 23 at the lower left are capable of receiving game balls when a "left hit" is being performed (no balls can be received when a "right hit" is being performed), and the one normal winning opening 23 at the lower right is capable of receiving game balls when a so-called "right hit" is being performed (no balls can be received when a "left hit" is being performed). The normal winning openings 23 are always open upward like the first starting opening 21, and always allow game balls to enter. When a game ball enters the normal winning opening 23 and is detected by the normal winning opening detection SW23a, for example, eight game balls are paid out as prize balls. The arrangement positions of the normal winning openings 23 can be changed arbitrarily, and the number of the normal winning openings 23 may be less than four. In addition, the number of winning balls may be different between the "3" regular winning holes 23 on the lower left and the "1" regular winning hole 23 on the lower right.

[0047] The first large prize opening 24 is provided in the lower right part of the game area 7, and can receive game balls when "right hand" is being performed (no balls can receive game balls when "left hand" is being performed). The first large prize opening 24 has an opening door, and when a special symbol is determined to be a special symbol in the special symbol hit determination process, a big win 1 game is executed, and the opening door tilts forward to allow 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 SW 24a, for example, a "15" game ball is paid out as a prize ball.

[0048] In one big win game, the door of the first big winning opening 24 opens (tilts forward) for the number of rounds (R) shown in FIG. 6. Then, it opens (tilts forward) for 29.5S (S=seconds) per round, and if the first big winning opening detection SW24a detects the entry of 10 game balls before 29.5S has elapsed, the door closes and the game proceeds to the next round even before 29.5S has elapsed, and this is repeated for the specified number of rounds. On the other hand, if 29.5S has elapsed before the entry of 10 game balls is detected by the first big winning opening detection SW24a (so-called "attacker full open"), the door closes and the game proceeds to the next round. In this case, the specified number of balls per round, 10 balls, is not reached and one round 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" may also be used, or a "shutter member" that moves back and forth in the front-to-back direction may also be used.

[0050] The second large winning opening 32 is provided in the lower right part of the game area 7, and the game ball can enter when "right hand hit" is performed (the game ball cannot enter when "left hand hit" is performed). In addition, a specific area (so-called "V winning opening") into which the game ball can enter is provided inside the second large winning opening 32. When the game ball enters the specific area, the big win 2 game is executed. That is, when a small win is determined in the special symbol hit determination process, the small win game is executed, and the opening and closing door tilts forward to allow the game ball to enter. Furthermore, the cover member of the specific area is opened to allow the game ball to enter the specific area. When the small win game is executed (for example, the first round), if the game ball enters the specific area, the small win game ends and the big win 2 game is executed. In other words, in the case of Big Hit 2 play, 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 play, 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 for playing a small win game. In addition, in these special symbols, 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 the player "hits to the right" in accordance with the instructions, the game ball can be allowed to enter the specific area, and the big win 2 game can be played.

[0052] The image display device 26 has a display area covering almost the entire area, is provided to be located above the stage 17, and is capable of displaying a symbol-changing game and a performance image in the display area. That is, when a game ball enters the first start hole 21 or the second start 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 scroll) in the variable display area. In addition, when a game ball enters the first start hole 21 or the second start hole 22, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are changed (vertical scroll) in the variable display area in common (the special symbol display device is different, but the decorative symbol used in the image display device 26 is common).

[0053] Then, within the change time, a performance image is displayed, and when the change time has elapsed, if there is a special win (or small win), for example, a "7" is stopped on each decorative pattern, and the combination of "777" decorative patterns is displayed to confirm the special win (or small win). On the other hand, if there is a special miss, for example, a combination of "765" decorative patterns is displayed to confirm the special miss.

[0054] In addition to each decorative pattern, a fourth pattern 26d (the fourth pattern following the above-mentioned left decorative pattern 26a, center decorative pattern 26b, and right decorative pattern 26c) can be displayed at the lower right of the display area, and variable display and fixed display are possible in synchronization with each decorative pattern. In addition, the image display device 26 can display a first start port reserved number image 26e that displays the number of reserved patterns of the pattern change game in the first start port 21 with "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 patterns of the pattern 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 "reserved number" 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 icon and reserved icon may be collectively referred to simply as "icon".

[0057] It should be noted that the variable icon display area 26o, the first starting port first reserved ball image display area 26g, the first starting port second reserved ball image display area 26h, the first starting port third reserved ball image display area 26i, and the first starting port fourth reserved ball image display area 26j are displayed on the image display device 26, but this is not limited to this and they may be displayed on an LED or 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 middle decorative pattern 26b, the right decorative pattern 26c, and the fourth pattern 26d can display pattern images from "1" to "8", and when the result of the special pattern hit determination process is a special hit, any one of the pattern combinations "111", "222", "333", "444", "555", "666", "777", and "888" can be displayed according to the special pattern. When the result of the special pattern hit determination process is a small hit, any one of the pattern combinations "111", "222", "444", "555", "666", and "888" can be displayed. Note that there may be a combination of patterns (for example, "999") that is only for small hits.

[0059] On the other hand, if the result of the special symbol hit determination process is a special symbol miss, a combination of symbols other than the above combinations can be displayed. 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 combination of symbols such as "767" is determined and when a special symbol variation pattern without a "reach" is determined, a combination of symbols such as "765" is determined and displayed.

[0060] The combination of symbols displayed as the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c is the same as the combination of symbols displayed as the fourth pattern 26d. For example, when "777" is displayed as the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the fourth pattern 26d also displays "777", and when "767" is displayed as the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the fourth pattern 26d also 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 is displaying a variable number (the temporary stop display and the variable display are not limited to these). In this embodiment, when the 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 a winning game.

[0062] In addition, the fourth pattern 26d may not be a combination of the above-mentioned patterns, but may simply display a one-digit number, a two-digit number, or a symbol or character, and the differences in the luminous color may be used 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 different from the game area 7. The symbol display device 27 is provided with a first special symbol display 27a that is display-controlled by the main control board 100 and 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 is made to flash "-" (horizontal bar symbol) from the start of the change, and when it is time to derive the judgment result of the special symbol hit judgment process, if it is a miss, the "-" (horizontal bar symbol) is turned on (determined display), and if it is a special symbol hit, for example, "7" is turned on (determined display). In other words, the "special pattern" refers to a pattern whose display is controlled by the main control board 100.

[0064] In this embodiment, the "special pattern" and the above-mentioned left decorative pattern 26a, center decorative pattern 26b, right decorative pattern 26c, and fourth pattern 26d may be simply referred to as "patterns" or "identification information." Also, the left decorative pattern 26a, center decorative pattern 26b, and right decorative pattern 26c managed by the performance control board 200 may be simply referred to as "decorative patterns." Also, the left decorative pattern 26a, center decorative pattern 26b, right decorative pattern 26c, and fourth pattern 26d managed by the performance control board 200 may be collectively referred to as "sub-patterns."

[0065] The pattern display device 27 is provided with a first special pattern reserve 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 entry of a game ball into 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 them off, on, or off. For example, when the number of reserved balls is "0", both dot LED indicators are "off", when the number of reserved balls is "1", one is "on" and the other is "off", when the number of reserved balls is "2", both are "on", when the number of reserved balls is "3", one is "on" and the other is "blinking", and when the number of reserved balls is "4", both are "blinking".

[0067] The first special pattern reserved indicator 27c is synchronized in principle with the number of reserved balls displayed as the above-mentioned 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, when both the first special pattern reserved indicators 27c are "blinking" (when 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. In the following, the first special pattern reserved indicator 27c may be referred to as the "main reserved ball indicator".

[0068] In addition, the first special symbol reserved display 27c is configured with two dot LED displays, but is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided and displayed on the liquid crystal display device.

[0069] The symbol display device 27 is provided with a normal symbol display 27e that is display controlled by the main control board 100 and executes a normal symbol variation game based on the passage of a game 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 judgment result of the normal symbol hit judgment process, if the normal symbol is a miss, it performs a confirmation display of turning on one and turning off the other, and if the normal symbol is a hit, it performs a confirmation display of turning off one and turning on the other.

[0070] The symbol display device 27 is provided with a normal symbol reserved 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 game ball through the gate member 20. The normal symbol reserved indicator 27f is composed of two dot LED indicators, similar to the first special symbol reserved indicator 27c, and the display mode of the reserved number is also the same, so a detailed description 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 "2" dot LED indicators, one for 4 rounds and one for 10 rounds. For example, when a special symbol A wins, the LED indicator for 4 rounds lights up and the others go off, and when a special symbol D wins, the LED indicator for 10 rounds lights up and the others go off.

[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 turned on to the pachinko game machine 1, emit light in a predetermined light-emitting 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 contents of the image display device 26. In addition, the predetermined light-emitting pattern is composed of a plurality of light-emitting patterns that specify the light-emitting speed, light-emitting color, and which LEDs are to be illuminated and which are not to be illuminated.

[0073] On the right side of the image display device 26, a first special symbol sub-reserved indicator 29a and a right-hit indicator 29c are provided as an embodiment of the board lighting device 29. The first special symbol sub-reserved indicator 29a is controlled by the performance control board 200 and is composed of two dot LED indicators, and can display the number of reserved balls by turning them off, on, or off. For example, when the number of reserved balls is "0", both dot LED indicators are "off", when the number of reserved balls is "1", one is "on" and the other is "off", when the number of reserved balls is "2", both are "on", when the number of reserved balls is "3", one is "on" and the other is "blinking", and when the number of reserved balls is "4", both are "blinking".

[0074] The first special pattern sub-reserved display 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 when a command error occurs). For example, when both the first special pattern sub-reserved display 29a are "blinking" (when 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. In the following, the first special pattern sub-reserved display 29a may be referred to as the "sub-reserved display".

[0075] In addition, the first special symbol sub-reservation display 29a is configured with two dot LED displays, but 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 liquid crystal").

[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 in a big win 1 game or a small win game, or lights up based on receiving a game state designation command (time reduction). This can encourage the player to hit to the right. On the other hand, it is turned off in the normal game state (turned off based on receiving a game state designation command (normal)), and this can encourage the player to hit to the left. Note that the right-hit indicator 29c is turned off to encourage the player to hit to the left, but a left-hit indicator may be provided and the left-hit indicator may be turned on to encourage the player to hit to the left.

[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 game board 6 in Fig. 3 will be omitted as appropriate.

[0078] The pachinko game 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 middle frame 3. The main control board 100 and the performance control board 200 are connected to each other via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are connected to each other via a harness or the like so that two-way communication is possible. The payout control board 300 is connected to each other so that only one-way communication is possible from the payout control board 300 to the performance control board 200. The power supply board 400 is connected to receive external power via a power plug (not shown) and 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 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 provided with a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores a control program 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, an interrupt controller circuit that gives 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 set value storage area for storing information on set values, a special symbol state flag storage area for storing the state of a special symbol, a game state storage area for storing the game state, a big win state storage area for storing the state in a big win game, a small win state storage area for storing the state in a small win game, a normal symbol state flag storage area for storing the state of a normal symbol, and a normal symbol win state storage area for storing the state in a normal symbol win game.

[0082] The main RAM 103 is provided with counters (not shown) for managing various information (time and number of times). For example, there are a time-saving number counter for counting (counting and storing) 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 of the gate member 20 of the game board 6, and is a SW for detecting that the game ball has passed through the gate member 20. That is, the gate detection SW20a and the main control board 100 are connected via a harness, a relay board, or the like, and when the passage of the game 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 change game when the normal pattern reserve display 27f is not executing the normal pattern change game and when the judgment information is not stored in any of the corresponding change memory area to the fourth memory area for the normal pattern, for example, controls to reserve the execution of the normal pattern change game when the judgment information is stored up to the third memory area, and controls not to reserve the execution of the normal pattern change game when the judgment 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 game board 6, and is a SW for detecting that a game 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, or the like, and when the game ball entry 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 executes a process to make the payout control board 300 pay out three game balls as prize balls for the game ball entering the first start hole 21.

[0085] Furthermore, when an input is made from the first start hole 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 variable memory areas for the special pattern (first start hole) through the fourth memory areas, 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, for example, the third memory area, the main control board 100 controls to suspend the execution of the pattern change game, and if judgment information is stored up to, the fourth memory area, the main control board 100 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 game 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 game ball's entry 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 executes a process to make the payout control board 300 pay out two game balls as prize balls for the game ball entering the second start hole 22.

[0087] In addition, when an input is made from the second start hole 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 pattern change game to be executed on the second special pattern display device 27b.

[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 the main control board 100 (main CPU 101) drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing manner shown in "opening / closing of the second start port" in Fig. 6 when a normal symbol hit is determined in the normal symbol hit determination process.

[0089] The normal winning opening detection SW23a is provided inside the winning opening of the normal winning opening 23 of the game board 6, and is a SW for detecting that a game ball has entered the normal winning opening 23. In other words, the normal winning opening detection SW23a and the main control board 100 are connected via a harness, a relay board, or the like, and when a game 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 a process for making the payout control board 300 pay out eight game balls as prize balls for the game ball having entered the normal winning opening 23.

[0090] The first large prize opening detection SW24a is provided inside the prize opening of the first large prize opening 24, and is a SW for detecting that a game ball has entered the first large prize opening 24. That is, the first large prize opening detection SW24a and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball's entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that inputs the detected information executes a process for making the payout control board 300 pay out 15 game balls as prize balls due to the game ball entering the first large prize opening 24. In addition, the main control board 100 (main CPU101) transmits a large prize opening entry designation command indicating that the game 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 prize 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 door provided in the first large prize opening 24. In other words, the first large prize opening opening solenoid 24b 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) drives and controls the first large prize opening opening solenoid 24b to open and close the opening door for the number of rounds shown in FIG. 6 during one big win game.

[0092] The second large prize opening detection SW32a is provided inside the prize opening of the second large prize opening 32, and is a SW for detecting that a game ball has entered the second large prize opening 32. That is, the second large prize opening detection SW32a and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball's entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that inputs the detected information performs processing to make the payout control board 300 pay out the game ball "15" as a prize ball due to the game ball entering the second large prize opening 32. In addition, the main control board 100 (main CPU101) transmits a large prize opening entry designation command indicating that the game 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 port 32.

[0093] The second large prize opening opening solenoid 32b is provided behind the second large prize opening 32, and is a solenoid for opening and closing the opening and closing door provided in the second large prize opening 32. In other words, the second large prize opening opening solenoid 32b 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) drives and controls the second large prize opening opening solenoid 32b when a small win is determined in the special symbol winning determination process.

[0094] The specific area detection SW32c is provided in a specific area inside the winning port of the second large winning port 32, and is a SW for detecting that a game ball has entered the specific area of ​​the second large winning port 32. That is, the specific area detection SW32c and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball's entry 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 performs a process to make the payout control board 300 pay out "15" game balls as prize balls due to the game ball entering the specific area. Furthermore, the main control board 100 (main CPU 101) that inputs the detected information performs a process 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 recognize the situation 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 winning determination process. 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 starting port 21 and been detected by the first starting port detection SW21a, game balls that have entered the second starting port 22 and been detected by the second starting port detection SW22a, game balls that have entered the normal winning port 23 and been detected by the normal winning port detection SW23a, game balls that have entered the first large winning port 24 and been detected by the first large winning port detection SW24a, game balls that have entered the second large winning port 32 and been detected by the second large winning 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 entry of a game ball is detected, the detected information is input to the main control board 100. This allows the number of out balls to be known in the main control board 100. Note that an out detection SW may be provided in the out port 25, and game balls detected by the out detection SW may be counted as the number of out balls.

[0098] The first special symbol display 27a is provided in the symbol display device 27, and is a display controlled by the main control board 100 to execute a symbol change game based on the entry of a game ball into 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 the execution condition of the symbol change game on the first special symbol display 27a is established. Note that the execution condition of the symbol change game on the first special symbol display 27a corresponds to a case where a positive judgment is made in the processing of step S105-2-2 in the "special symbol change start processing" (see FIG. 19) described later.

[0099] The second special symbol display 27b is provided in the symbol display device 27, and is a display controlled by the main control board 100 to execute a symbol change game based on the 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 of the symbol change game on the second special symbol display 27b is established. The execution condition of the symbol change game on the second special symbol display 27b is established when a positive judgment 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 reserved indicator 27c is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of reserved symbols in the symbol change game based on the game ball entering the first starting hole 21. That is, the first special symbol reserved indicator 27c and the main control board 100 are connected via a harness, a relay board, or the like, and when the main control board 100 receives information that a game ball has been detected by the first starting hole detection SW21a, it controls the display of the first special symbol reserved indicator 27c (from off to on, or from on to blinking) if the upper limit value (4) of reserved symbols has not been reached. On the other hand, when the symbol change game based on the game ball entering the first starting hole 21 that is currently being changed ends, it controls the display of the first special symbol reserved indicator 27c (from blinking 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 that is display-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, or the like, and the main control board 100 (main CPU 101) controls the display of the normal symbol variation game in the normal symbol display 27e when the execution condition of the normal symbol variation game in the normal symbol display 27e is satisfied.

[0102] The normal symbol reserved indicator 27f is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of reserved normal symbol variable games based on the passage of game balls through the gate member 20. That is, the normal symbol reserved 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) inputs information that game balls have been detected by the gate detection SW 20a, it controls the display of the normal symbol reserved indicator 27f (from off to on, or from on to blinking) if the upper limit value (4 balls) of the reserved balls has not been reached. On the other hand, when the currently variable normal symbol variable game ends, it controls the display of the normal symbol reserved indicator 27f (from blinking 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, and, for example, when a symbol variation game determined to be a special symbol win in the special symbol win determination process ends and a special symbol (for example, "7") indicating a win is displayed on the first special symbol display 27a, the LED indicator of the corresponding round number is controlled to be turned on. Then, when the jackpot 1 game or the jackpot 2 game is being played, the round indicator 27g is continuously controlled to be turned on, and when the jackpot 1 game or the jackpot 2 game ends, the round indicator 27g is controlled to be turned off.

[0104] The magnetic sensor 27h is provided at a plurality of locations on the game board 6, and is a sensor for detecting magnetism. That is, the magnetic sensor 27h and the main control board 100 are connected via a harness, a relay board, or the like, and when an abnormal magnetism exceeding a predetermined specified value is detected, for example, the detected information is input to the main control board 100. This allows the main control board 100 to detect an abnormal magnetism. When an abnormal magnetism is detected, information indicating that the abnormal magnetism has been detected (magnetic abnormality error designation command) is transmitted to the performance control board 200. This allows a notification that an abnormal magnetism has been detected to be executed.

[0105] The radio wave sensor 27i is provided at a plurality of locations on the game board 6, and is a sensor for detecting radio waves. That is, the radio wave sensor 27i and the main control board 100 are connected via a harness, a relay board, or the like, and when an abnormal radio wave exceeding a predetermined specified value is detected, for example, the detected information is input to the main control board 100. This allows the main control board 100 to detect an abnormal radio wave. Then, when an abnormal radio wave is detected, information indicating that the abnormal radio wave has been detected (a radio wave abnormality error designation command) is transmitted to the performance control board 200. This allows a notification that an abnormal radio wave has been detected to be executed.

[0106] The performance control board 200 is provided with a performance control section 200a, which has a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores 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 section 200b that is connected to the performance control section 200a via a harness or the like so as to enable two-way communication, and the image / sound control section 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 which is connected to the performance control unit 200a via a harness or the like so as to enable two-way communication. The light emission drive control unit 200c has a light emission drive CPU 208 which executes light emission control processing and drive control processing, a light emission drive ROM 209 which stores the control programs required for the light emission control processing and drive control processing, and a light emission drive RAM 210 which is capable of reading and writing 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 a performance button detection SW14a, operation information from a performance lever detection SW15a, and operation information from a cross key detection SW16a can be input thereto.

[0108] The effect button detection SW14a is provided on the effect button 14, and is a SW for detecting that the effect button 14 is pressed by a player when the effect button 14 is in the operation valid time. That is, the effect button detection SW14a 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. Then, the effect control board 200 that 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 an operation valid time (also called an operation valid period) for a predetermined time, and the effect button detection SW14a detects only pressing when the operation valid time is set.

[0109] The effect lever detection SW15a is provided on the effect lever 15, and is a SW for detecting that the effect lever 15 is operated by the player when the effect lever 15 is in the operation effective time. That is, the effect lever detection SW15a and the effect control board 200 are connected via a harness, a relay board, etc., 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 that has input the information indicating that the effect lever 15 has been operated controls the effect according 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 is set to an operation effective time for a predetermined period of time, and the effect lever detection SW15a detects only the operation when the operation effective 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, or the like, 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 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 amount may be set in three stages, namely, "strong", "medium" and "weak", or may be set in five stages further subdivided. The volume may be set in three stages, namely, "high", "medium" and "low", or may be set in five stages further subdivided. The image display device 26 may display a level gauge image showing the degree of adjustment of the light amount or volume, and the speaker 10 may emit an adjustment sound according to the stage. For example, when the degree of volume adjustment is configured in five stages, the adjustment sound corresponding to the minimum volume value level 1 may be "Do♪", the adjustment sound corresponding to the volume value level 2 may be "Re♪", the adjustment sound corresponding to the volume value level 3 may be "Mi♪", the adjustment sound corresponding to the volume value level 4 may be "Fa♪", and the adjustment sound corresponding to the maximum volume value level 5 may be "So♪". The adjustment sound may be output at a volume value according to the volume value level. For example, "Re♪" may be output at a volume value larger 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, the display manner that corresponds to the level of light intensity or volume is assumed to be, for example, a manner in which the size (display area) of a level gauge image indicating volume level 2, which has a volume value greater than volume level 1, is displayed larger than the size (display area) of a level gauge image indicating volume level 1. On the other hand, the constant display manner regardless of the level of light intensity or volume is assumed to be a manner in which the size (display area) of the level gauge image remains the same whether the volume level is 1 or 2.

[0114] The adjustment sound corresponding to the volume level may be set to a different volume value for each level, for example, by emitting a "beep" sound at any level. Specifically, it is assumed that when the volume level is 1, a "beep" sound is emitted at a volume value corresponding to the volume level 1, and when the volume level is 2, a "beep" sound is emitted at a volume value corresponding to the volume level 2 (a volume value larger than the volume level 1).

[0115] In this embodiment, the light intensity adjustment and the sound volume adjustment can be performed when the symbol variation game is not being played, but they may be performed even when the symbol variation 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. In this way, it is possible to prevent the effect image and effect sound corresponding to the symbol variation game from being obstructed by the level gauge image and the adjustment sound.

[0116] In addition, the light amount and the sound volume may be adjusted during the execution of the jackpot 1 game, the jackpot 2 game, and the small win 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 manner as when the light amount and the sound volume are adjusted when the pattern change 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 manner as when the light amount and the sound volume are adjusted when the pattern change game is being played.

[0117] Although the above-mentioned level gauge image is displayed on the image display device 26, when a display device is provided in addition to the image display device 26, the image may be displayed on the other display device. This makes it possible to prevent the display content displayed on the image display device 26 from being hindered by the display of the level gauge image. When the light amount is adjusted, the level gauge image may be displayed, but the adjustment sound may not be output.

[0118] In this embodiment, even if the cross key button 16 is operated during the effective operation time of "dialogue preview", "cut-in preview", or "super reach judgement" described later, the corresponding effect is not executed. For example, even if the cross key button 16 is operated during the effective operation time of "dialogue preview", the "dialogue preview" is not executed. In other words, the cross key button 16 is a device used mainly for adjusting the volume, adjusting the light intensity, operating menus, selecting modes, and the like.

[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 notifying 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 emission drive control unit 200c, and light emission can be controlled by the light emission drive control unit 200c. The light emission 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, the possibility of a winning game being awarded is suggested.

[0123] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation to check whether the above-mentioned operations such as "drop", "swing", and "rotation" are performed normally in front of the display area of ​​the image display device 26. Since the initial operation involves the movable body 28 moving to the front of the display area of ​​the image display device 26, 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 members (for example, the starting port light-emitting device 210a, the first special symbol reservation display 27c, the board lighting device 29, etc.) do not become difficult to see due to the initial operation of the movable body 28.

[0124] In addition to these, although not shown in the figure, it 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 a 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. In addition, a payout device 304 is connected to the payout control board 300 via a harness or the like, and game balls are paid out to the upper tray 5a by controlling the payout device 304.

[0126] Specifically, in the main control board 100, for example, when information that a game ball is 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 that receives this sends out three prize balls to the upper tray 5a by controlling the payout device 304. 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 game balls in response to the input of information that a game ball is 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] Further, 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, game balls are launched into the game 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 to launch the game balls.

[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 corresponding to one operation of the ball lending button 12 (for example, 125 balls) into the upper tray 5a.

[0130] The frame opening detection SW3a is provided in the middle frame 3, and is capable of detecting an "open" state when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, when the middle frame 3 is open, and the "closed" state when the glass frame 4 and the middle frame 3 are closed. In other words, the frame opening detection SW3a and the dispensing control board 300 are connected via a harness, a relay board, etc., and when the frame is in the above-mentioned "closed" state, information indicating the closed state is input to the dispensing control board 300. On the other hand, when the frame is in the above-mentioned "open" state, the information indicating the closed state is not input to the dispensing control board 300, and the dispensing control board 300 (dispensing CPU 301) can detect the above-mentioned "open" state by not being input. The dispensing control board 300 (dispensing CPU 301) can transmit information detected as being in the "closed" state and information detected as being in the "open" state (error designation command for frame opening) to the performance control board 200.

[0131] Between the upper tray 5a and the lower tray 5b, a passage is formed to guide the game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and the full tank detection SW300a is provided in the passage. If the 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 certain amount of game balls are stopped, the full tank detection SW300a turns ON. This makes it possible to detect that the game balls are full in the lower tray 5b as well. Then, when the full tank detection SW300a turns ON, the payout CPU301 stops the payout of the game balls by the payout device 304 and transmits information that the full tank detection SW300a is ON to the performance control board 200. This makes it possible for the performance control board 200 to execute a notification that prompts the game balls stored in the lower tray 5b to be discharged.

[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, etc., and receives external power via a power plug (not shown), and supplies the supplied external power 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 that converts external power (AC 100 volts) to DC 24 volts, etc.

[0133] Next, the special symbol winning judgment table and the normal symbol winning judgment table will be described with reference to FIG. 5. The special symbol winning judgment table (for the first start port) in FIG. 5 (A-1) and the special symbol winning judgment table (for the second start port) in FIG. 5 (A-2) are stored in the main ROM 102. Here, in this embodiment, six stages of setting values ​​can be set, and FIG. 5 (A-1) and (A-2) show an example of the special symbol winning judgment table for the setting value 1, and the description of the other setting values ​​is omitted. For example, when the setting value is set to 1, the main CPU 101 performs the special symbol winning judgment process by referring to the special symbol winning judgment table for the setting value 1, and when the setting value is set to 6, the main CPU 101 performs the special symbol winning judgment process by referring to the special symbol winning judgment table for the setting value 6 (not shown). The setting value is not limited to the "6" stage, and can be any value. For example, it may be the "4" stage or the "2" stage.

[0134] Also, the machine may not have a setting value and may only have the special symbol winning judgment table of FIG. 5 (A-1) (A-2) (may be a machine without a setting). Also, the machine may have a setting value but only have the special symbol winning judgment table of FIG. 5 (A-1) (A-2). That is, there is no problem if the machine has only one setting value and the contents of the main control board main processing shown in FIG. 10 are the same as those of a gaming machine with multiple setting values. Even if there is only one setting value, there is no problem if the setting value change processing shown in FIG. 11 and the setting value confirmation processing shown in FIG. 12 are performed. In this way, the processing can be shared 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), so that the developer's efforts can be reduced. Also, if there is only one setting value, there is no problem if the main control board 100 is the same as that of a gaming machine with multiple setting values ​​(the hardware side may also be shared). This allows the use of common materials, resulting in reduced costs.

[0135] In the special symbol hit judgment table (for the first starting hole) in Fig. 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 hit in the special symbol hit judgment process is "1 / 319", and the probability of being judged as a special symbol miss is "318 / 319". In addition, regardless of the game state, a ball entering the first starting hole 21 is never judged as a small hit.

[0136] In the special symbol hit judgment table (for the second starting slot) in FIG. 5 (A-2), when the game state is the time-saving game state, the probability of the special symbol hit judgment process being judged as a special symbol hit is "1 / 319", the probability of the special symbol miss being judged as "318 / 319", and the probability of the small hit being judged as "1 / 1".

[0137] In addition, in the first starting hole 21, the small hit determination process is executed, but it may not be determined as a small hit, or the small hit determination process may not be executed at all. In addition, in the second starting hole 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 judgment table for the setting value "6" (not shown), when the game state is the normal game state and the time-saving game state, the probability of being judged as a special symbol hit in the special symbol hit judgment process is "1 / 280", and the probability of being judged 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 facility to manage the balls put out. 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 hole 22 when a normal symbol winning is achieved, so it can be said that the time-saving game state is a more advantageous game state for the player than the normal game state.

[0140] Furthermore, in the time-saving play 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 play state, it is never determined to be a small hit, so it can be said that the time-saving play state is a more advantageous play state for the player than the normal play state.

[0141] In this embodiment, as shown in FIG. 3, the gate member 20 is provided on the right side of the game area 7, but not on the left side of the game area 7. If a right-handed hit is performed in a normal game state and a game ball passes through the gate member 20, as shown in FIG. 5, a normal win occurs at "4 / 256", so the protruding member of the second start hole 22 can be opened. However, since the opening time is "0.9S", it is difficult to make the game ball enter the second start hole 22, and most of the shot game balls pass through the out hole 25. Therefore, in a normal game state, it is optimal for a player to hit a left-handed hit to make the game ball enter the first start hole 21. For this reason, when the gate detection SW20a detects a game ball in a normal game state, a left-handed hit notification is issued to encourage the player to play the game optimally.

[0142] If a right hit is made during normal game play, 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 is not executed. This makes it possible to prevent inappropriate game play.

[0143] Next, the normal symbol winning judgment table of FIG. 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of being judged as a normal winning symbol in the normal symbol winning judgment process is "4 / 256", and the probability of being judged as a normal losing symbol is "252 / 256", and when the game state is the time-saving game state, the probability of being judged as a normal winning symbol in the normal symbol winning judgment process is "255 / 256", and the probability of being judged as a normal losing symbol is "1 / 256". Therefore, it can be said that the time-saving game state is more likely to be judged as a normal winning symbol in the normal symbol winning judgment process than in the normal game state, and is a game state that is advantageous to the player. Note that no set value is set in the normal symbol winning judgment table (although the set value is common), but a set value may be set in the same way as in the special symbol winning judgment table. For example, the setting value "6" may make it easier to hit a normal symbol in the normal symbol hit judgment compared to the setting value "1." Also, in the normal game state, the probability of a normal symbol hit being judged as a normal symbol hit in the normal symbol hit judgment process is set to "4 / 256," and the probability of a normal symbol miss being judged as "252 / 256," but this is not limited thereto, and the probability of a normal symbol miss may be set to "256 / 256."

[0144] Next, the special symbol determination table and the normal symbol determination table will be described with reference to FIG. 6. First, the special symbol determination table in FIG. 6(A) has two tables, namely, (1) a table for the first starting hole 21, which is referred to when determining the special symbol to be displayed on the first special symbol display 27a in the case of a special symbol hit and in the case of a special symbol miss as a result of a special symbol hit determination process performed based on a game ball entering the first starting hole 21, and (2) a table for the second starting hole 22, which is referred to when determining the special symbol to be displayed on the second special symbol display 27b in the case of a special symbol hit and in the case of a special symbol miss as a result of a special symbol hit determination process performed based on a game ball entering the second starting hole 22, and 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 game ball entered, and determines 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 the game ball entering the first starting hole 21 is called "jackpot 1 game", the game awarded when a special winning is determined based on the game ball entering the second starting hole 22 is called "jackpot 1 game", the game awarded when a small winning is determined based on the game ball entering the second starting hole 22 is called "small winning game", and the game awarded by executing the second type jackpot transition control process (see FIG. 24) as a result of the execution of the "small winning game" is called "jackpot 2 game". In other words, the pachinko game machine 1 in this embodiment has a specification called a so-called "one type two type mixed machine" that has a route to transition to a jackpot game by a special winning and a route to transition to a jackpot game via a small winning game. The "big win 1 game" will be described in detail in FIG. 22, the "big win 2 game" will be described in detail in FIG. 25, and the "small win game" will be described in detail in FIG.

[0146] In the special symbol determination table of (1) in FIG. 6(A), when the result of the special symbol hit determination process is a special symbol hit, the main CPU 101 determines one of the special symbols from "special symbol A" and "special symbol B". Specifically, when the game 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, when the special symbol is determined, "number of rounds" and "after one big win" (game state after one big win) are determined univocally. If "special symbol A" is determined, 4 rounds are given as the "number of rounds", and a time-saving game state is given as "after one big win". If "special symbol B" is determined, four rounds are given as the "number of rounds," and the normal game state is given as "after one big win." On the other hand, if the special symbol hit determination process results in 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 big win" are not set, and for example, if "special symbol C" is determined in the normal game state, the normal game state will continue even after "special symbol C" is confirmed and displayed.

[0147] In the special symbol determination table of FIG. 6(A)(2), if the special symbol hit determination process results in a special symbol hit, the main CPU 101 determines the "special symbol D". The specific determination method is the same as that of FIG. 6(A)(1) above, so a description is omitted. If the "special symbol D" is determined, 10 rounds are awarded as the "number of rounds", and a time-saving play state is awarded as "after one big win". On the other hand, if the special symbol hit determination process results in a special symbol miss, the main CPU 101 determines the "special symbol E".

[0148] In this way, when a special winning pattern is obtained, the rate at which the time-saving play 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 play based on the ball entering the second starting hole 22 than to be awarded one jackpot play based on the ball entering the first starting hole 21.

[0149] In this embodiment, no set value is provided in the special symbol determination table, but a set value may be provided. 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 common to all set values, but the rate of the "number of rounds" may be different 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 FIG. 6(A)(3), when the result of the special symbol hit determination process is a small hit, the main CPU 101 determines one of the special symbols from "special symbol F" and "special symbol G". The specific determination method is the same as that of FIG. 6(A)(1) above, so the explanation is omitted, but the rate at which "special symbol F" is determined is "80 / 100", and the rate at which "special symbol G" is determined is "20 / 100". When "special symbol F" is determined, 10 rounds are given as the "number of rounds", and a time-saving game state is given as "after 2 big wins". On the other hand, when "special symbol G" is determined, 10 rounds are given as the "number of rounds", and a normal game state is given as "after 2 big wins".

[0151] Strictly speaking, the 10 rounds in the special symbol determination table of (3) in Fig. 6(A) are a small win game in the first round, and a big win 2 game in the second round to the tenth round. Although it will be described later in detail in the small win game processing, in the first round of the small win game, the specific area detection SW32c detects a game ball, which is a condition for moving to the second round and after, and if the specific area detection SW32c does not detect a game ball in the first round of the small win game, it does not move to the second round, and ends with only the small win game, and after the small win game ends, it moves to the normal game state.

[0152] Next, the normal symbol determination table in FIG. 6(B) is stored in the main ROM 102, and is a table to be referred to when determining the normal symbol to be displayed on the normal symbol display 27e in the case of a normal symbol win or a normal symbol miss as a result of the normal symbol hit determination process based on the game ball passing through the gate member 20. When the game state is the normal game state, the main CPU 101 determines "normal symbol A" in the normal symbol determination process performed in the normal symbol related process if the normal symbol hit is a result of the normal symbol hit determination process, and determines "normal symbol B" if the normal symbol miss is a result of the normal symbol hit determination process when the game state is the time-saving game state, and determines "normal symbol C" in the normal symbol determination process performed in the normal symbol related process if the normal symbol hit is a result of the normal symbol hit determination process, and determines "normal symbol D" if the normal symbol miss is a result of the normal symbol hit determination process.

[0153] In addition, the contents to be given are uniquely determined for the normal symbols as well as the special symbols described above. When "normal symbol A" is determined, the protruding member of the second start hole 22 opens "1" time in "0.9S", and when "normal symbol B" is determined, the protruding member of the second start hole 22 does not open. When "normal symbol C" is determined, the protruding member of the second start hole 22 opens "3" times in "1.8S", and when "normal symbol D" is determined, the protruding member of the second start hole 22 does not open. Therefore, it can be said that the time-saving game state is more advantageous for the player when the normal symbol is hit, because the opening and closing mode of the protruding member of the second start hole 22 is more advantageous than when it is a normal game state.

[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," the main CPU 101 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 being determined as a normal symbol win in the normal symbol win determination process may be different for each set value, and the set value "6" may be easier to win than the set value "1", or vice versa. Also, the opening and closing manner of the second starting hole 22 may be different for each set value. For example, the set value "6" may be opened and closed in a more advantageous manner than the set value "1", or vice versa.

[0156] As described above, since it is more advantageous for the player to receive one big win based on a ball entering the second starting hole 22 than to receive one big win 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 right and have the game ball enter the second starting hole 22. Also, since a small win is not awarded based on a ball entering the first starting hole 21, but is awarded only based on a ball entering the second starting hole 22, it is more advantageous for the player to execute a special symbol hit determination process based on a ball entering the second starting hole 22, so in a time-saving game state, it is optimal for the player to hit the right and have the game ball enter the second starting hole 22. Therefore, when the first starting hole detection SW21a detects a game ball in the time-saving game state, a right-hit notification is issued to encourage the player to play in the most optimal manner.

[0157] Next, FIG. 6(C) shows the details of the rounds by the winning special symbols. For the special symbols A and B, the first large prize opening 24 opens for "29.5 seconds" per round, and this is repeated four times. For the special symbols D, the first large prize opening 24 opens for "29.5 seconds" per round, and this is repeated ten times. For the special symbols F and G, the second large prize opening 32 opens for "10 seconds" in the first round, and the first large prize opening 24 opens for "29.5 seconds" in the second round, and this is repeated nine times. In the case of the special symbols F and G, for example, if the launch handle 8 is maintained at the second launch strength, the game ball can be made to enter the specific area detection SW 32c in the first round, and the game ball can be made to enter the first large prize opening 24 in the second round and after (there is no need to change the launch strength between the first round and the second round and after). This prevents the game from becoming cumbersome 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 win 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 win probability 1 / 319), and this embodiment does not include a high probability state. Also, only the time-saving game state is an "electric support state", and the normal game state, jackpot 1 game, jackpot 2 game, and small win game are "non-electric support states".

[0160] The time-saving game state is to end when the game shifts to a big win 1 game or a small win game (first ending condition), and other ending conditions, such as when 100 pattern change games have been played (second ending condition), are set. However, if the game ball is placed in the second starting hole 22, even if it is determined that the special pattern is a miss, the game will always win a small win, so the majority of the time ends with the first ending condition, and exceptionally, if the game ball continues to be placed in the first starting hole 21 during the time-saving game state, the second ending condition may be established.

[0161] In this embodiment, the game system is configured with only a low probability state, but it may also be provided with a high probability state (high probability game state), a time-saving game state (so-called c time-saving) which is entered when a specific pattern combination is displayed as confirmed, and a time-saving game state (so-called b time-saving) which is entered when a predetermined number of pattern change games have been played 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 referred to 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 a random number value for executing a reach, the content of the reach to be executed (variation pattern for executing the 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 when 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", and when 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. For example, the reach determination random number is a random number from 0 to 89 that corresponds to "not executing a reach" and a random number from 90 to 99 that corresponds to "executing a reach", and when the special symbol miss symbol variation game is performed 10 times, the reach is executed one of them.

[0164] On the other hand, when the game state is the normal game state and the result of the special symbol hit determination process indicates 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 "performance content" and the "fluctuation time" (number of seconds S) are determined univocally. When the "fluctuation pattern 1" is determined, the "performance content" is determined as "shortened fluctuation" and the "fluctuation time" is determined as "2S". The "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 the "fluctuation pattern 2" is determined, the "performance content" is determined as "normal fluctuation" and the "fluctuation time" is determined as "7S". The "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 order. When the "fluctuation pattern 3" is determined, the "performance content" is determined as "normal reach" and the "fluctuation time" is determined as "15S". A "normal reach" is a reach that involves a reach but does not involve any particular development effect (for example, a momentary stop is displayed upon a miss, followed by a change in the middle decorative pattern 26b). Since the selection rate is low when the special chart is hit and the selection rate is high when the special chart is missed, it is positioned as a reach with a low expectation of a hit on the special chart.

[0166] When "variation pattern 4" is determined, "Super Reach 1" is determined as the "performance content" and "variation time" is determined as "40S". "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 "normal reach" based on the selection rate of the reach in Figure 7 (B).

[0167] When "variation pattern 5" is determined, "Super Reach 2-1" is determined as the "performance content" and "variation time" is determined as "50S". "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 the reach in Figure 7 (B).

[0168] When "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 the reach in Figure 7 (B).

[0169] When "variation pattern 7" is determined, "Super Reach 2-3" is determined as the "performance content" and "variation time" is determined as "60S". "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 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" based on the selection rate of the reach in Figure 7 (B).

[0170] When "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 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" based on the selection rate of the reach in Figure 7 (B).

[0171] Since "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," explanations will be omitted.

[0172] When "variation pattern 14" is determined, "full rotation reach" is determined as the "performance content" and "variation time" is determined as "120S". "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 scrolled (variably displayed) at a low speed while aligned with "111", "222", "333", "444", "555", "666", "777", and "888", and finally displayed as "777".

[0173] In addition, the selectable variation patterns in the case of a special winning pattern may be determined by the determined special pattern. For example, variation patterns 9 to 12 may be selectable regardless of whether special pattern A or special pattern B is determined, and variation patterns 13 to 14 may be selected only when special pattern A is determined. On the other hand, variation patterns 9 to 14 may be selectable regardless of whether special pattern A or special pattern B is determined.

[0174] When the game state is the time-saving game state, the main CPU 101 determines "variation pattern 15" if the special symbol hit determination process results in a special symbol miss. When "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 pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c. Note that, when the game ball enters the second starting hole 22 in the time-saving game state, the special symbol miss does not occur, so "variation pattern 15" may not be necessary.

[0175] Also, when the game state is 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-short 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 middle decorative pattern 26b, and the right decorative pattern 26c are stopped simultaneously without reaching a winning position.

[0176] In addition, when the game state is 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-short variation" is determined as the "performance content" and "variation time" is determined as "1S". In other words, when the special symbol hit is determined, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are stopped simultaneously without reaching a winning position.

[0177] In this way, in the case of 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 winning position, so that the "RUSH" (for example, the period from when the game transitions to a time-saving game state until when the game transitions to a normal game state by hitting the special pattern G) can be played at a good tempo, providing the player with a sense of satisfaction.

[0178] In addition, when a "left hit" is performed during 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] In addition, the special symbol variation pattern is not limited to those shown in FIG. 7, and may further include a plurality of special symbol variation patterns. In addition, the special symbol variation pattern table to be referred to may be different 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) what the setting value is from the performance content of the executed special symbol variation pattern, which leads to increased interest in the game.

[0180] Next, the commands transmitted from the main control board 100 to the performance control board 200 will be described with reference to Figures 8 and 9. Note that Figures 8 and 9 only show the main commands, and some commands are omitted.

[0181] The "first special symbol storage designation command" (0 to 4) indicates the number of reserved first special symbols, and is set in the main RAM 103 and transmitted to the performance control board 200 when the number of reserved first special symbols 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 transmitted 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 transmitted to the performance control board 200 when various special patterns are determined and the varying display of the special patterns begins.

[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 the command, it determines the combination of decorative symbols that notifies that a small win has been won.

[0185] The "special pattern change pattern designation command" indicates the change time of the special pattern on the first special pattern display device 27a or the second special pattern display device 27b, and is set in the main RAM 103 when the display of the special pattern change starts on the first special pattern display device 27a or the second special pattern display device 27b, and is transmitted to the performance control board 200.

[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 transmitted 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 is stopped and displayed on the normal pattern display 27e, and is transmitted to the performance control board 200.

[0188] The "start port winning designation command" is intended to notify the performance control board 200 in advance that a game ball has won a start port and the result of the special pattern winning determination process, and is set in the main RAM 103 and transmitted to the performance control board 200 when a game ball wins the first start port 21 or the second start port 22.

[0189] The "large prize opening entry designation command" is intended to notify the performance control board 200 of the entry of a game ball into the first large prize opening 24 or the entry of a game ball into the second large prize opening 32, and is set in the main RAM 103 and transmitted to the performance control board 200 when a game ball enters the first large prize opening 24 or the second large prize opening 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 transmitted 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 the jackpot 1 game is about to start, and is set in the main RAM 103 when the jackpot 1 game of 4 rounds or 10 rounds starts, and is transmitted to the performance control board 200.

[0192] The "small win game opening designation command" indicates that a small win game is to start, and is set in the main RAM 103 when the small win game starts, and is transmitted 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 in the jackpot 1 game and the jackpot 2 game, and is set in the main RAM 103 when a round of play for each jackpot game starts, and is transmitted 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 transmitted to the performance control board 200.

[0195] The "ending designation command for small hit game" indicates that the small hit game is ending, and is set in the main RAM 103 when the small hit game ends, and is transmitted 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 transmitted 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 stationary on the normal pattern display 27e, and is set in the main RAM 103 and transmitted to the performance control board 200 when various normal patterns are determined and the varying display of the normal patterns begins.

[0198] The “normal symbol change designation command” indicates the time for the normal symbol to change on the normal symbol display 27e, and is set in the main RAM 103 when the display of the normal symbol changes begins, and is transmitted to the performance control board 200.

[0199] The "opening designation command for normal winning" indicates that a normal winning game is about to start, and is set in the main RAM 103 when a normal winning game is about to start, 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 ends, 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 (the start of the jackpot 1 game and the jackpot 2 game), and the end of the jackpot 1 game and the 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 the special chart is changing, and for when a special chart is won) indicate whether or not powering on the pachinko game machine 1 involves initialization of the main RAM 103, and when the power of the pachinko game 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 game status are sent to the performance control board 200.

[0203] The "customer waiting state designation command" indicates that the machine is in a customer waiting state in which the variable display of special patterns is not performed, and is set in the main RAM 103 when the machine is in a customer waiting state and transmitted 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 transmitted to the performance control board 200 when the elimination 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 a power-on designation command or a power-restoration designation command has been sent, while a setting change process is being executed, or while a setting confirmation process is being executed.

[0207] The "setting value changing command" indicates that a 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 process 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 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 game machine 1 and voltage is supplied from the power supply board 400 to each control board.

[0210] (Step S1) In step S1, the main CPU 101 judges whether the pachinko game machine 1 is in a power outage state. If the pachinko game machine 1 is in a power outage state, the process of step S1 is repeatedly executed, and if the pachinko game machine 1 is not in a power outage state, the process proceeds to step S2. If the pachinko game machine 1 is in a power outage 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, when the interrupt is prohibited, the processing proceeds to step S3.

[0212] After the process of step S2 is completed, a signal to stop firing (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 process after the interrupt is permitted in step S18 described below, the firing permission signal may be set to an allowed state.

[0213] (Step S3) In step S3, the main CPU 101 judges whether the RAM clear switch 105 is ON (whether it is pressed). That is, it judges whether the power supply of the pachinko gaming machine 1 is ON (the power supply SW 400a is ON) with the RAM clear switch 105 pressed. 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 judges whether the setting change key is in the setting change position. For example, if it detects that the setting change key is inserted into setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it judges that the setting change key is in the setting change position, and if it does not detect this, it judges that the setting change key is not in the setting change position. If the result is that the setting change key is in the setting change position, it shifts the process to step S5, and if the setting change key is not in the setting change position, it shifts the process to step S7.

[0215] (Step S5) In step S5, the main CPU 101 executes a set value change process shown in Fig. 11. This process will be described in detail later with reference to Fig. 11. Then, when the set 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 is a command indicating that the RAM clear switch 105 is ON and power is turned on. When the performance control board 200 receives this command, it displays "Power on" on the image display device 26 via the image / sound control unit 200b, and outputs the sound "Power on" from the speaker 10. Then, when the power-on command is transmitted, the process proceeds to step S17.

[0217] (Step S7) In step S7, when 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 the game is in a time-saving game state when the gaming establishment closes, to resume normal game mode when the gaming establishment 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. 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 a 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 judges whether there is backed up data. For example, when the power supply of the pachinko game machine 1 is turned off, a backup process (not shown) is performed, data is retained, a checksum is stored, and a backup flag is turned ON. If the backup flag is ON, it is judged that there is backed up data, and if the backup flag is not ON, it is judged that there is no backed up data. As a result, if there is backed up data, the process proceeds to step S12, and if there is no backed up data, it is judged that this is the first power-on and the process proceeds to step S17.

[0222] (Step S12) In step S12, main CPU 101 calculates a checksum of an area of ​​main RAM 103. Then, after calculating the checksum of the area of ​​main RAM 103, the process proceeds to step S13.

[0223] (Step S13) In step S13, main CPU 101 judges whether the checksum of the area of ​​main RAM 103 is normal. For example, it judges whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12, and if they match, it judges that the checksum is normal, and if they do not match, it judges that the checksum is not normal. If the checksum is normal, the process proceeds to step S15, and if the checksum is not normal, 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 release the error unless the setting value change process of Fig. 13 is performed. Then, it remains in that process unless the setting value change process of Fig. 13 is performed.

[0225] (Step S15) In step S15, the main CPU 101 executes a recovery process. That is, the main CPU 101 restores the state before the power outage to normal. Then, when the state before the power outage is restored to normal, 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 is a command indicating that the RAM clear switch 105 is OFF and power has been restored (returned to the state before the power failure), and when the performance control board 200 receives this command, it displays "power restoration in progress" on the image display device 26 via the image / sound control unit 200b, for example, and outputs a sound "power restoration in progress" from the speaker 10. Then, when the power restoration command is transmitted, 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 constant period and the function of measuring time is performed, and the time constant register of the CTC is set so that the main control board timer interrupt processing described later is performed periodically every 4 ms. Then, after executing the setting of the CTC, the process proceeds to step S18.

[0228] (Step S18) In step S18, the main CPU 101 permits an interrupt (sets the game ready). After permitting the interrupt, the game waits, and thereafter, a main control board timer interrupt process (described later) is performed every 4 ms.

[0229] (Regarding setting value change processing) Fig. 11 is a flowchart showing the setting value change processing (subroutine of step S5 of the main control board main processing) performed in the main control board 100. The state in which the processing in 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. Then, 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 when the performance control board 200 receives this command, it causes, for example, the image display device 26 to display "setting changing" via the image / sound control unit 200b, and causes the speaker 10 to output a sound saying "setting changing." Then, when the setting value changing command is transmitted, 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. Then, after reading out the current setting value and displaying it on display 104, processing 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, the main CPU 101 executes a process of changing the set value. For example, when the set value is "1" and the RAM clear switch 105 is turned ON, the set value is changed to "2", when the set value is "2" and the RAM clear switch 105 is turned ON, the set value is changed to "3", when the set value is "3" and the RAM clear switch 105 is turned ON, the set value is changed to "4", when the set value is "4" and the RAM clear switch 105 is turned ON, the set value is changed to "5", when the set value is "5" and the RAM clear switch 105 is turned ON, the set value is changed to "6", and when the set value is "6" and the RAM clear switch 105 is turned ON, the set value is changed to "1". Then, after changing the set value, the process proceeds to step S5-6.

[0235] (Step S5-6) In step S5-6, the main CPU 101 displays the changed set value on the display 104 (for example, the rightmost segment). For example, when the RAM clear switch 105 is turned ON while the set value "1" is displayed, the set value "2" is displayed, when the RAM clear switch 105 is turned ON while the set value "2" is displayed, the set value "3" is displayed, when the RAM clear switch 105 is turned ON while the set value "3" is displayed, the set value "4" is displayed, when the RAM clear switch 105 is turned ON while the set value "4" is displayed, the set value "5" is displayed, when the RAM clear switch 105 is turned ON while the set value "5" is displayed, the set value "6" is displayed, and when the RAM clear switch 105 is turned ON while the set value "6" is displayed, the set value "1" is displayed. Then, when the changed set value is displayed on the 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 direction) to a position rotated 90 degrees counterclockwise (vertical direction). 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 change key is rotated 90 degrees counterclockwise (vertical direction) to fix the setting value of the pachinko game machine 1. Thereby, the subsequent game is performed based on the stored setting value. Then, when 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 designation command. The setting value designation command is a command that indicates information on a setting value, and when the performance control board 200 receives this command, it stores the setting value information in the sub-RAM 203, and refers to the setting value information stored in the sub-RAM 203 when executing a setting value suggestion performance described later. Also, when the performance control board 200 receives this command, it ends the notification such as "Settings are being changed" described above. Then, when the setting value designation command is transmitted, the process proceeds to step S6 of the main control board main process.

[0240] Incidentally, even when there is one set value, a 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" has already been stored, but may be newly stored as an update.

[0241] (Regarding setting value confirmation process) Fig. 12 is a flowchart showing the setting value confirmation process (a subroutine of step S10 of the main control board main process) performed in 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, and when the performance control board 200 receives this command, it causes, for example, the image display device 26 to display "setting checking in progress" via the image / sound control unit 200b, and causes the speaker 10 to output a sound saying "setting checking in progress." Then, when the setting value checking command is transmitted, 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. Then, 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 direction) to a position rotated 90 degrees counterclockwise (vertical direction). If an end operation has been performed, the process proceeds to step S10-4, and 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 check end command. The setting value check end command is a command indicating that the setting value check process has ended, and when the performance control board 200 receives this command, it terminates the notification such as "Settings are being checked" described above. Then, when the setting value check end command is transmitted, 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-stage setting value is provided. Also, when no setting value is provided and the device is treated as a setting-unequipped device, the processes in 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. After saving the information stored in the register, the process proceeds to step S102.

[0250] (Step S102) In step S102, the main CPU 101 executes a time management process for updating a timer used in a game (for example, the opening time of the first big winning port 24, etc.). Then, 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 the random number value for determining whether or not a special symbol has won, the random number value for determining whether or not a special symbol has decided, the random number value for determining whether or not a special symbol has changed, and the random number value for determining whether or not a special symbol has decided. The random number value for determining whether or not a special symbol has won, the random number value for determining whether or not a special symbol has decided, and the random number value for determining whether or not a special symbol has changed, constitute the determination information. Then, when the various random number updating processes are completed, the process proceeds to step S104.

[0252] (Step S104) In step S104, the main CPU 101 detects an input from each SW shown in Fig. 4. This process will be described in detail later with reference to Fig. 14. Then, when an input from each SW is detected, the process proceeds to step S105.

[0253] (Step S105) In step S105, the main CPU 101 executes a process related to the special symbol. This process will be described in detail later with reference to Fig. 18. Then, when the process related to the special symbol is completed, the process proceeds to step S106.

[0254] (Step S106) In step S106, the main CPU 101 executes a process related to the normal symbol. For example, when the game ball passes through the gate member 20, the main CPU 101 executes a "normal symbol hit determination process" to determine the normal symbol and the normal symbol variation time. Then, when the process related to the normal symbol is completed, the process 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 in 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 executes a process for notifying an error if an abnormality is detected. Then, when the abnormality determination process ends, 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 is set in a command transmission area provided in the main control board 100, and if a command is 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 change game based on a game ball entering the first start hole 21, and executes display control (variable display and fixed display) of special symbols on the second special symbol display device 27b in the case of a symbol change game based on a game ball entering the second start hole 22. Then, when the display control of special symbols is finished, 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 in the normal symbol display 27e. In addition, based on the fact that the game ball has passed through the gate member 20 and the normal symbol variable game has ended, the main CPU 101 also executes display control of the normal symbol reserved display 27f. Then, when the display control of the normal symbol is 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 of "(number of paid-out game balls in normal game state ÷ number of out balls in normal game state) × 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 switch detection process) FIG. 14 is a flowchart showing the input SW 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 Fig. 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 CPU101 receives information that a game ball has been detected from the second start hole detection SW22a, the main CPU101 executes the 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 that a game ball has been detected from the normal winning hole detection SW 23a, the main CPU 101 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 8 game balls as prize balls. Then, when the normal winning hole 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 that game balls have been detected from the first large prize opening detection SW 24a, the main CPU 101 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 15 game balls as prize balls. In addition, in order to notify the fact that game balls have entered the first large prize opening 24 using the image display device 26 or the like, a large prize opening entry designation command is set in the command transmission area. Examples of notification using the image display device 26 or the like include, for example, when more than 10 game balls are detected by the first large prize opening detection SW 24a per round (also called over-entry), a notification to that effect is made by displaying the image display device 26 or by making a sound (for example, a "Yay!" sound) from the speaker 10, or a winning emphasis performance (described later). Then, when the first large prize opening detection process is completed, the process proceeds to step S104-5.

[0267] (Step S104-5) In step S104-5, the main CPU 101 executes a process when the second large prize opening is detected. This process will be described in detail later with reference to Fig. 17. Then, when the process when the second large prize opening is detected is completed, the process proceeds to step S104-6.

[0268] (Step S104-6) In step S104-6, when the main CPU 101 receives information that a game ball has entered the game ball detection SW 20a, the main CPU 101 executes a process at the time of passing gate detection. Then, when the process at the time of passing gate detection is completed, the process proceeds to step S105 of the main control board timer interrupt process.

[0269] (Processing when the first starting port is detected) FIG. 15 is a flowchart showing the first start hole detection process carried out 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 judges whether the first start hole detection SW 21a has input information indicating that a game ball has entered the game hole. If the first start hole detection SW 21a has input information indicating that a game ball has entered the game hole, the process proceeds to step S104-1-2. If the first start hole detection SW 21a has not input information indicating that a game ball has entered the game hole, 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 hole 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 judges whether the above-mentioned "fourth storage area" has been stored. In other words, it judges whether the number of reserved symbol variation games in the first start hole 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 or not a special symbol has been hit. The random number value acquired in this process is used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19) described later. After acquiring the random number value for determining whether or not a special symbol has been hit, 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 is used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 19) 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 time process (see FIG. 19) described later. Then, when the random number value for determining a special symbol variation pattern and the random number value for reaching a winning position are acquired, the process proceeds to step S104-1-7.

[0276] The random number value for determining whether or not a special symbol has won, the random number value for determining whether or not a special symbol has been selected, the random number value for determining whether or not a special symbol has changed, and the random number value for determining whether or not a special symbol has been selected may be obtained 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 obtained random number value may be discarded.

[0277] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores the random number value for determining whether or not a special symbol has won, the random number value for determining whether or not a special symbol has been selected, the random number value for determining whether or not a special symbol has changed, and the random number value for determining whether or not a special symbol has been selected as the determination information in an available memory area. For example, if the values ​​are stored up to the "third memory area" and the "fourth memory area" is available, the random number values ​​are stored in the "fourth memory area". Then, once the random number values ​​have been stored in the available memory area, 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 time, 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 storage area" in step S104-1-7 is a special symbol winning time, a notice performance ("pre-reading performance" described later) 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 hit or a miss. Then, after setting the first start port winning designation command, the process 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 second start hole detection process performed in the main control board 100 (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 judges whether the information on the detection of the game ball entering has been input from the second start hole detection SW 22a. If the information on the detection of the game ball entering has been input from the second start hole detection SW 22a, the process proceeds to step S104-2-2. If the information on the detection of the game ball entering 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 hole 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 judges whether it is stored in the "variable memory area". In other words, it judges whether a symbol 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 SW 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 or not a special symbol has won. After acquiring the random number value for determining whether or not a special symbol has won, the process proceeds to step S104-2-5.

[0286] (Step S104-2-5) In step S104-2-5, the main CPU 101 obtains a random number value for determining a special symbol. Then, when the random number value for determining a special symbol is obtained, the process proceeds to step S104-2-6.

[0287] (Step S104-2-6) In step S104-2-6, the main CPU 101 obtains a random number value for determining a special symbol variation pattern and a random number value for reaching a winning position. After obtaining 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 S104-2-7.

[0288] The random number value for determining whether or not a special symbol has won, the random number value for determining whether or not a special symbol has changed, and the random number value for determining whether or not a special symbol has changed may be obtained before step S104-2-3. If it is determined in step S104-2-3 that the random number value is stored in the "changeable memory area", the obtained 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 or not a special symbol has won, the random number value for determining whether or not a special symbol has changed, and the random number value for determining whether or not a special symbol has changed as the determination information in the variable memory area. Then, when the random number value is stored 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 transmit the second start port winning designation command to the performance control board 200. Then, when the second start port winning designation command is set, 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] (Processing when the second big winning slot is detected) FIG. 17 is a flow chart showing the process performed in 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 judges whether or not the information on the detection of a game ball entering the specific area detection SW 32c has been input. If the information on the detection of a game ball entering the specific area detection SW 32c has been input, the process proceeds to step S104-5-2, and if the information on the detection of a game ball entering the specific area detection SW 32c has not been input, 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 obtains a random number value for determining a special symbol. Then, when the random number value for determining a special symbol is obtained, the process 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 pattern designation command in the command transmission area to make the performance control board 200 recognize the determined special pattern. For example, if the special pattern F is determined, a "special pattern F performance pattern designation command" is set, and if the special pattern G is determined, a "special pattern G performance pattern designation command" is set. Then, when the performance pattern designation command is set, the process proceeds to step S105-5-6 of the special pattern variation start process.

[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. Then, 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 in order to transmit the specific area winning designation command to the performance control board 200. The performance control board 200 that receives the command performs a performance (for example, "V win!") to notify that the game ball has passed through the specific area via the image / sound control unit 200b. Then, when the specific area winning designation command is set, 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 judges whether the second large prize opening detection SW 32a has input information indicating that a game ball has entered the game slot. If the second large prize opening detection SW 32a has input information indicating that a game ball has entered the game slot, the process proceeds to step S104-5-9. If the second large prize opening detection SW 32a has not input information indicating that a game ball has entered the game slot, 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 have the payout control board 300 pay out 15 game balls as prize balls for the game ball entering the second large prize opening detection SW 32a. Then, when the prize ball command is set, 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 judges 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 the big hit 1 game is set, and if the small hit game is a hit, the value "3" indicating the small hit game is set. If the value "0" indicating that the device is stopped has been set, the process proceeds to step S105-2, and if the value "0" indicating that the device is stopped has not been 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 process proceeds to step S106 of the main control board timer interrupt processing.

[0305] (Step S105-3) In step S105-3, the main CPU 101 judges whether or not a flag indicating that the symbol is changing is stored in the special symbol state flag storage area of ​​the main RAM 103. If the value "1" indicating that the symbol is changing is set, the process proceeds to step S105-4, and if the value "1" indicating that the symbol 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 judges whether a flag indicating a jackpot 1 game is stored in the special symbol state flag storage area of ​​the main RAM 103. If the value "2" indicating a jackpot 1 game is set, the process proceeds to step S105-6, and if the value "2" indicating a jackpot 1 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 big win 1 game process. This process will be described in detail later with reference to Fig. 22. Then, when the big win 1 game process ends, 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 judges 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 a small win game process. This process will be described in detail later with reference to Fig. 23. Then, when the small win game process ends, the process proceeds to step S106 of the main control board timer interrupt process.

[0311] (Step S105-9) In step S105-9, when the main CPU101 judges that the value "0" indicating the stopped state is not set, and that the value "1" indicating the fluctuating state is not set, and that the value "2" indicating the jackpot 1 game is not set, and that the value "3" indicating the small win game is not set, it judges that the value "4" indicating the jackpot 2 game is set, and performs the jackpot 2 game process. This process will be described in detail later with reference to FIG. 25. Then, when the jackpot 2 game process is completed, the process is shifted to step S106 of the main control board timer interrupt process.

[0312] (Regarding the processing at the start of special pattern fluctuations) FIG. 19 is a flow chart 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 judges whether there is a memory in the variable memory area of ​​the symbol variable game corresponding to the second start hole 22 provided in the main RAM 103. If there is a 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, main CPU 101 determines whether there is a reservation in the reservation memory area corresponding to first start port 21 provided in main RAM 103. If there is a reservation corresponding to first start port 21, the process proceeds to step S105-2-3, and if there is no reservation corresponding to 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 hole 21. The subtraction corresponds to sliding the judgment information in the "corresponding 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 "blinking" to "lit", or from "lit" to "off"). Then, after subtracting "1" from the number of reserved balls in the first start hole 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 in order 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 in order 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 ended pattern change game, the background image displayed in the most recently ended pattern change game, the change 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 are displayed, and, for example, an image that notifies that the volume and light amount can be adjusted (for example, an image imitating a level gauge image or a cross key button) is further added and displayed. Then, when a predetermined time has elapsed in "Waiting for Customers", a "demo performance" is executed. In the "demo performance", the sub-patterns and background images displayed in "Waiting for Customers", the change 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 are not displayed, and, for example, the entire display area is used to display the model name, manufacturer name, and attention information to prevent addiction to the game. Then, when a predetermined time has elapsed during the "demo performance", the machine will once again be in 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 when a predetermined time is measured without receiving a new start command (special symbol variation pattern designation command, etc.), the "Waiting for customers" screen is displayed. In this way, the customer waiting state designation command becomes unnecessary, so commands can be reduced and control can be simplified.

[0320] (Step S105-2-6) In step S105-2-6, the main CPU 101 executes the special symbol winning determination process using the determination information acquired and stored in the second start hole detection process if the process is started after step S105-2-1, and the determination information acquired and stored in the first start hole detection process if the process is started after step S105-2-4. This process will be described in detail later with reference to FIG. 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 CPU101 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 selection ratio of reach in 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, when 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 in order to transmit 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, when 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 change time (see FIG. 7) corresponding to the special symbol change pattern determined in step S105-2-7 in the time management counter of the main RAM 103. For example, if "change pattern 9" is determined, the change time "40S" is set. Then, after the change 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 state flag storage area of ​​the main RAM 103. This allows the user 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 state 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 judgment process) FIG. 20 is a flow chart 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 judges whether or not the special symbol is a winning symbol. That is, it judges whether the random number value for the special symbol winning judgment in the judgment information matches the random number value for the special symbol winning. If the special symbol is a winning symbol, the process proceeds to step S105-2-6-2. If the special symbol is not a winning symbol, 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 the special symbol. That is, the special symbol is determined using the random number value for determining the special symbol and the special symbol determination table. Then, when 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 judges whether or not it is a small win. That is, it judges whether the random number value for special symbol win judgment in the judgment information matches the random number value for small win. Then, if it is a small win, it moves the process to step S105-2-6-4, and if it is not a small win, it moves the process 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 process.

[0331] (Step S105-2-6-5) In step S105-2-6-5, the main CPU 101 determines the losing special symbol. That is, the losing special symbol is determined using a random number value for determining the special symbol and a special symbol determination table. Then, when 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 pattern designation command in the command transmission area to make the performance control board 200 recognize the determined special pattern. For example, when the special pattern A is determined, a "special pattern A performance pattern designation command" is set. Then, when the performance pattern designation command is set, the process proceeds to step S105-2-7 of the special pattern variation start processing.

[0333] (Step S105-2-6-7) In step S105-2-6-7, the main CPU 101 sets a performance pattern designation command in the command transmission area to make the performance control board 200 recognize the determined special pattern. For example, when the special pattern C is determined, a "special pattern C performance pattern designation command" is set. Then, when the performance pattern designation command is set, the process proceeds to step S105-2-7 of the special pattern variation start processing.

[0334] (Regarding processing during special pattern changes) FIG. 21 is a flow chart showing the special symbol variable process carried out 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 judges whether the set variable time has elapsed in the time management counter of the main RAM 103. For example, when "variable pattern 9" is determined and "40S" is set, it judges whether "40S" has elapsed. Then, if the variable time of the special symbol has elapsed, the process proceeds to step S105-4-2, and if the variable time of 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 in order to transmit a special symbol determination command for stopping the sub-symbols variably displayed on the image display device 26 to the performance control board 200. Then, when the special symbol determination command is set, 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 state flag storage area of ​​the main RAM 103. This allows the main CPU 101 to recognize that the special symbol is stopped. Then, when the value "0" indicating that the special symbol is stopped is set in the special symbol state 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 judges whether the judgment 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 the game is in jackpot 1 (jackpot 1 game). Then, when the value (2) indicating "jackpot 1" is set 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 set during the first big win game. Then, when "0" indicating the "non-electric support state" is set, the process proceeds to step S105-4-7.

[0341] (Step S105-4-7) In step S105-4-7, the main CPU 101 shifts to the jackpot 1 game opening, which notifies the user that the jackpot 1 game has started. For example, the jackpot state storage area of ​​the main RAM 103 stores the state of the jackpot 1 game, and if it is the opening, "0" is set, if the first big prize winning port 24 is open, "1" is set, if it is the interval between rounds, "2" is set, and if it is the ending, "3" is set. Then, after shifting to the jackpot 1 game opening, the process shifts 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 in order to transmit an opening designation command for executing a performance corresponding to the opening of the big win 1 game to the performance control board 200. For example, when the special symbol A is determined, an opening designation command for a game with a 4R special symbol is set, and when the special symbol D is determined, an opening designation command for a game with a 10R special symbol is set. Then, when the opening designation command is set, 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, when the time corresponding to the opening of the jackpot 1 game is set, 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 judges whether the judgment result in step S105-2-6 in Fig. 19 is a small win. If it is a small win, the process proceeds to step S105-4-11. 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 player 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 set during the first big win game. Then, when "0" indicating the "non-electric support state" is set, 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 that notifies the start of a small win game. For example, the small win game state is stored in the small win state storage area of ​​the main RAM 103, and if it is an opening, "0" is set, if the second large winning opening 32 is open, "1" is set, and if it is an ending, "2" is set. Then, when the transition is made 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 small win in the command transmission area in order to transmit an opening designation command for executing a performance corresponding to the opening of the small win game to the performance control board 200. Then, when the opening designation command for small win is set, the process proceeds to step S105-4-15.

[0349] (Step S105-4-15) In step S105-4-15, the main CPU 101 sets a time corresponding to the opening of the small win game (for example, "10S") in the time management counter of the main RAM 103. Then, when the time corresponding to the opening of the small win game is set, 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 judges 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 in the time-saving number counter. Then, after subtracting 1 from the time-saving number, the main CPU 101 shifts the process 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 counter after subtracting 1 is 0. If the value of the time-saving counter after subtraction is 0, the process proceeds to step S105-4-19, and if the value of the time-saving 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, the main CPU 101 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 in order 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 flow chart showing the big win 1 game process carried out in the main control board 100 (a subroutine of step S105-6 of the special symbol related process).

[0356] (Step S105-6-1) In step S105-6-1, the main CPU 101 judges whether the opening is in progress. That is, it judges whether "0" indicating the opening is set in the big win state 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 judges whether the time corresponding to the opening (for example, "10S") has elapsed. If the time corresponding to the opening has elapsed, the process proceeds to step S105-6-3, and 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. Also, the main CPU 101 sets the opening time of 29.5 seconds in the time management counter of the main RAM 103. Also, the round designation command (first opening) is set in the command transmission area. This starts the first round of the first large prize game. Then, when 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 judges whether the first big prize opening is being opened. It judges whether "1" indicating that the big prize opening is being opened is set in the big prize status storage area of ​​the main RAM 103. If the big prize opening is being opened, the process proceeds to step S105-6-5. If the big prize opening is not being opened, the process proceeds to step S105-6-7.

[0360] (Step S105-6-5) In step S105-6-5, the main CPU 101 judges whether the first large prize opening 24 has remained open for 29.5 seconds without the first large prize opening detection SW 24a detecting 10 balls entering, or whether the first large prize opening closure condition has been met. If the first large prize opening closure condition is met, the process proceeds to step S105-6-6, and if the first large prize opening closure condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.

[0361] (Step S105-6-6) In step S105-6-6, the main CPU 101 transitions to an inter-round interval that constitutes the time from when the first large prize opening 24 is closed until the next opening. Then, when transitioning to the inter-round interval, the main control board timer interrupt process transitions to step S106.

[0362] When the round interval is entered, the interval time is set in the counter. For the special symbols A and B, 2.5 seconds is set, and for the special symbol D, 0.5 seconds is set. For the special symbol D, a short interval time is set.

[0363] (Step S105-6-7) In step S105-6-7, the main CPU 101 judges whether or not it is during the inter-round interval. That is, it judges whether or not "2" indicating the inter-round interval is set in the jackpot state storage area of ​​the main RAM 103. If it is during the inter-round interval, the process proceeds to step S105-6-8, and if it is not during the inter-round interval, the process proceeds to step S105-6-12.

[0364] (Step S105-6-8) In step S105-6-8, the main CPU 101 judges whether it is the end of the final round. For example, in step S105-6-10 described below, if the number of remaining rounds is "0" as a result of updating the number of rounds, the main CPU 101 judges that it is the end of the final round in this process. If it is the end of the final round, the process proceeds to step S105-6-9, and if it is not the end of the final round, 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 is made to the ending, 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" and may be incremented by one each time a round is completed. After updating the number of rounds, 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. Also, the main CPU 101 sets the opening time of 29.5 seconds in the time management counter of the main RAM 103. Also, the round designation command (for the second opening or later) is set in the command transmission area. This starts the second round or later of the first large prize game. Then, when 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 judges whether the time corresponding to the ending (for example, 14S) 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 judges whether the special symbol is either "special symbol A" or "special symbol D". In other words, it judges 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, the main CPU 101 sets "1" to the game state storage area of ​​the main RAM 103. Then, after setting "1" to 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 upper limit number (for example, 100) in the time-saving number counter. Then, after setting the time-saving upper limit number in the time-saving number counter, the process 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 in order to transmit the game state designation command (time reduction) indicating that the game is in a time-shortened game state to the performance control board 200. Then, when the game state designation command (time reduction) is set, 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 stopped in the special symbol state flag storage area of ​​the main RAM 103. Note that in this process, the value "0" indicating stopped is set, but as described above, during the first big win game, the special symbol is in a stopped state, so this is merely a process to set a flag to start the next variation. Then, when the value "0" indicating 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.

[0374] (Step S105-6-18) In step S105-6-18, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, the main CPU 101 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 S105-6-19.

[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 in order to transmit the game state designation command (normal) indicating that the game state is in the normal game state to the performance control board 200. Then, when the game state designation command (normal) is set, 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 stopped in the special symbol state flag storage area of ​​the main RAM 103. Note that in this process, the value "0" indicating stopped is set, but as described above, during the first big win game, the special symbol is in a stopped state, so this is merely a process to set a flag to start the next variation. Then, when the value "0" indicating 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.

[0377] (Regarding small win game processing) FIG. 23 is a flow chart showing the small win game process carried out in the main control board 100 (a subroutine of step S105-8 of the special symbol related process).

[0378] (Step S105-8-1) In step S105-8-1, the main CPU 101 judges whether the opening is in progress. That is, it judges whether "0" indicating the opening is set in the small win state 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 judges whether the time corresponding to the opening (for example, "10S") has elapsed. If the time corresponding to the opening has elapsed, the process proceeds to step S105-8-3, and 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. In addition, the time management counter of the main RAM 103 is set to an opening time of 10S. This starts the first round of the small prize game. Then, when 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 cover member provided in the specific area from a closed state to an open state. The cover member is opened in conjunction with the opening of the second large prize opening 32, and the cover member is closed in conjunction with the closing of the second large prize opening 32. After controlling the opening and closing of the cover 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 the second type big win transition control process. This process will be described in detail later with reference to Fig. 24. Then, when the second type big win 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 judges whether the second large prize opening is open. That is, it judges whether "1" indicating that the second large prize opening is open is set in the small win status storage area of ​​the main RAM 103. If the second large prize opening is open, the process proceeds to step S105-8-8. If the second large prize opening is not open, the process proceeds to step S105-8-11.

[0385] (Step S105-8-8) In step S105-8-8, the main CPU 101 judges whether the second large prize opening 32 has been opened for 10 seconds or the second large prize opening detection SW 32a has detected 10 balls, and determines whether either of the second large prize opening closing conditions is met. If the second large prize opening closing condition is met, the process proceeds to step S105-8-9, and 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 prize opening 32 to end the small win game. Then, when the small win game ends, 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 end of the small win game. 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, when the transition is made 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 judges whether the time corresponding to the ending (for example, "5S") 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, the main CPU 101 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 in order to transmit the game state designation command (normal) indicating that the game state is in the normal game state to the performance control board 200. Then, when the game state designation command (normal) is set, 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 reels are stopped in the special symbol state flag storage area of ​​the main RAM 103. Then, when the value "0" indicating that the reels are 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 type jackpot transition control process) FIG. 24 is a flow chart 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 prize 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 in the main RAM 103. Then, after setting the number of rounds in the round number counter in 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, when the value (4) indicating "Jackpot 2" is set 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 flow chart showing the big win 2 game process carried out in the main control board 100 (a subroutine of step S105-9 of the special symbol related process).

[0398] (Step S105-9-1) In step S105-9-1, the main CPU 101 judges whether the start condition of the second round is satisfied. Note that a predetermined interval time (for example, "5S") is provided from the end of the small win game to the start of the big win 2 game, and when the interval time has elapsed, it is judged that the start condition of the second round is satisfied. Then, if the start condition of the second round is satisfied, the process proceeds to step S105-9-2, and if the start condition of the second round is not satisfied, 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. Also, in the time management counter of the main RAM 103, the opening time of 29.5 S is set. Also, a round designation command (here, the round designation command corresponding to the second opening) is set 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). Then, when 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 judges whether the first large prize opening is open. In other words, it judges whether "1" indicating that the first large prize opening is open is set in the big win status storage area of ​​the main RAM 103. If the first large prize opening is open, the process proceeds to step S105-9-4. If the first large prize opening is not open, the process proceeds to step S105-9-6.

[0401] (Step S105-9-4) In step S105-9-4, the main CPU 101 judges whether the first large prize opening 24 has remained open for 29.5 seconds without the first large prize opening detection SW 24a detecting 10 balls entering, or whether the first large prize opening closure condition has been met. If the first large prize opening closure condition is met, the process proceeds to step S105-9-5, and if the first large prize opening closure condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.

[0402] (Step S105-9-5) In step S105-9-5, the main CPU 101 transitions to an inter-round interval that constitutes the time from when the first large prize opening 24 is closed until the next opening. Then, when transitioning to the inter-round interval, the main control board timer interrupt process transitions to step S106.

[0403] When the game is switched to the round interval, the interval time is set in the counter. In the case of the special symbols F and G, the interval time is set to 0.5 seconds. In other words, the interval time is set to 0.5 seconds for the special symbols D, F, and G, so that the big win game executed during the RUSH can be played quickly. In addition, if the ball enters the first starting hole 21 during the RUSH and a special win occurs, for example, when the special symbol A is determined, the round interval is set to 2.5 seconds, so that exceptions may occur even during the RUSH (and in a situation where the RUSH continues).

[0404] (Step S105-9-6) In step S105-9-6, the main CPU 101 judges whether or not it is during the inter-round interval. That is, it judges whether or not "2" indicating the inter-round interval is set in the jackpot state storage area of ​​the main RAM 103. Then, if it is during the inter-round interval, the process proceeds to step S105-9-7, and if it is not during the inter-round interval, the process proceeds to step S105-9-11.

[0405] (Step S105-9-7) In step S105-9-7, the main CPU 101 judges whether it is the end of the final round. For example, if the result of updating the number of rounds in step S105-9-9 is that the number of remaining rounds is "0", it is judged in this process that it is the end of the final round. If it is the end of the final round, the process proceeds to step S105-9-8, and if it is not the end of the final round, 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 end of the jackpot 2 game. Also, the main CPU 101 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 the ending designation command corresponding to the special symbol in the command transmission area. Then, when the transition is made to the ending, the process transitions to step S106 of the main control board timer interrupt 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. Then, 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. Also, the main CPU 101 sets the opening time of 29.5 seconds in the time management counter of the main RAM 103. Also, the round designation command (opening for the third time or later) is set in the command transmission area. This starts the third round or later of the big prize 2 game. Then, when 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 judges whether the time corresponding to the ending (for example, 14S) 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 judges whether the special symbol is "special symbol F." That is, it judges whether the special symbol determined in the second large winning port 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-saving game state. In this process, "1" is set in the game state storage area of ​​the main RAM 103. Then, after setting "1" 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 the time-saving count counter provided in the main RAM 103 to "100". This will start a "100" time-saving game state from the next variation. Then, after setting the time-saving count counter provided in the main RAM 103 to "100", 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 in order 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, when the game state designation command (time reduction) is set, 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 reels are stopped in the special symbol state flag storage area of ​​the main RAM 103. Then, when the value "0" indicating that the reels are 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.

[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, the main CPU 101 sets "0" to the game state storage area of ​​the main RAM 103. Then, after setting "0" to 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 in order to transmit the game state designation command (normal) indicating that the game state is in the normal game state to the performance control board 200. Then, when the game state designation command (normal) is set, 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 reels are stopped in the special symbol state flag storage area of ​​the main RAM 103. Then, when the value "0" indicating that the reels are 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 sub-CPU 201) 26 to 29 are stored in the sub ROM 202, and the sub CPU 201 reads the control programs from the sub ROM 202 and executes control processing according to the read 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 judges whether the pachinko gaming machine 1 is in a power outage state. If the pachinko gaming machine 1 is in a power outage state, the sub-CPU 201 repeatedly executes the process of step S200, and if the pachinko gaming machine 1 is not in a power outage state, the process proceeds to step S201. If the pachinko gaming machine 1 is in a power outage 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 for initializing 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 a main command reception process. Then, when the initial setting process ends, 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 sub-CPU 201 executes the setting of the CTC (counter timer circuit) having the function of generating a pulse output at a constant period and the function of measuring time, and sets the time constant register of the CTC so that the performance control board timer interrupt processing described later is performed periodically every 4 ms. Then, after executing the setting of the CTC, 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 interruption process that periodically interrupts the performance control board main process and is executed. Then, when the interruption is inhibited, the process proceeds to step S204.

[0424] (Step S204) In step S204, the sub CPU 201 executes updating of the random numbers for effect. Then, when the updating 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 an interruption of the performance control board timer interruption process that is executed by periodically interrupting the performance control board main process. Then, when the interruption is allowed, the process shifts to step S203 again, 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. Then, 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 for updating 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 of the operation device. For example, the sub-CPU 201 executes processing according to input from the performance button detection SW 14a, the performance lever detection SW 15a, and the cross key detection SW 16a. Then, when the input processing of the operation device is completed, the process proceeds to step S303.

[0430] (Step S303) In step S303, the sub CPU 201 executes a 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 of transmitting a sub-command. The sub-command is a command set in the main command receiving process of Figs. 28 and 29 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 performances corresponding to the sub-command. Then, after transmitting the sub-command, 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] (Regarding main command reception processing) FIG. 28 is a flowchart showing main command receiving process 1 / 2 carried out in performance control board 200 (a subroutine of step S303 of the performance control board timer interrupt process).

[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 the 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 a process when receiving a power-related information command. For example, if a power-on command is received, the sub CPU 201 executes a process related to the power-on command (for example, a process for displaying a screen indicating that RAM is being cleared), and if a power restoration command is received, the sub CPU 201 executes a process related to the power restoration command (for example, a process for displaying a screen indicating that restoration is being performed). Then, when the process is completed, the process proceeds to step S303-3.

[0437] (Step S303-3) In step S303-3, the sub-CPU 201 sets a power-related sub-command in a sub-command transmission area in order to transmit the power-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, 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 above-mentioned magnetic anomaly error designation command and radio wave anomaly error designation 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 receiving an error-related information command. For example, if a command for specifying an error for a magnetic anomaly is received, the sub-CPU 201 executes a process for notifying a magnetic anomaly error, and if a command for specifying an error for a radio wave anomaly is received, the sub-CPU 201 executes a process for notifying a radio wave anomaly error. Then, when the process is completed, the process proceeds to step S303-6.

[0440] (Step S303-6) In step S303-6, the sub-CPU 201 sets an error-related sub-command in a 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. Then, 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 judges whether a start port related information command has been received. Examples of start port related information commands include the first start port winning command and the special symbol storage 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 the first start port winning designation command is received, the sub CPU 201 refers to the information of the judgment result of the winning time judgment process included in the command, and determines the display mode of the variable icon or reserved icon (the color of the variable icon or reserved icon described in the "reserved pre-reading effect" described later). In this embodiment, since the "first storage area" to the "fourth storage area" corresponding to the second start port 22 are not provided, the reserved icon corresponding to the second start port 22 is not displayed, and the "reserved pre-reading effect" is not executed. In addition, since the variable icon is not displayed during the time-saving game state, the "reserved pre-reading effect (for the icon)" is not executed. Therefore, the icon change effect is an effect that is executed exclusively in response to the winning of the first start port 21. Then, when the process is completed, 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 start port light emitting device. The light color of the start port light emitting device is linked to the color of the reserved icon determined in step S303-8. For example, when the ball enters the start port, if it is determined in step S303-8 that the color of the reserved icon is blue, the start port light emitting device 210a also emits blue light. Then, when this process is completed, the process proceeds to step S303-10.

[0444] (Step S303-10) In step S303-10, the sub-CPU 201 sets the start hole related sub-command in the sub-command transmission area in order to transmit the start hole related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, 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 judges whether a game status related information command has been received. The game status related information command includes a game status designation command (normal) and a game status designation command (time-saving). If a game status related information command has been received, the process proceeds to step S303-12. If a game 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 a process when it receives a game state related information command. For example, when it receives a game state designation command (normal), it executes a process related to the normal game state (e.g., a process to display a screen corresponding to the normal game state, etc.), and when it receives a game state designation command (time-saving), it executes a process related to the time-saving game state (e.g., a process to display a screen corresponding to the normal game state, a process to light up the right-hit indicator 29c, etc.). Then, when it finishes this process, it moves 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 in order to transmit the game status related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, 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 receiving process 2 / 2 carried out in performance control board 200 (a subroutine of step S303 of the performance control board timer interrupt process).

[0449] (Step S303-14) In step S303-14, the sub-CPU 201 judges 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 receiving a performance symbol designation command. For example, when a performance symbol designation command designating special symbol A is received, a combination of symbols from "111" to "888" is determined as a decorative symbol, and when a performance symbol designation command designating special symbol B is received, a combination of symbols from "111" to "666" and "888" is determined as a decorative symbol. Then, when the process is completed, the process proceeds to step S303-16.

[0451] (Step S303-16) In step S303-16, the sub-CPU 201 sets the effect pattern sub-command in the sub-command transmission area to transmit the effect pattern sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, when this process is completed, the process proceeds to step S304 of the effect control board timer interrupt process.

[0452] (Step S303-17) In step S303-17, sub-CPU 201 determines whether a small hit designation command has been received. If a small hit designation command has been received, the process proceeds to step S303-18. If a small hit designation command has not been received, the process 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, the sub-CPU 201 determines one of the symbol combinations "111", "222", "444", "555", "666", and "888". Then, when the small win decorative symbol is determined, the process proceeds to step S303-19.

[0454] (Step S303-19) In step S303-19, the sub-CPU 201 sets the small win decoration symbol sub-command in the sub-command transmission area to transmit the small win decoration symbol sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, 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 judges whether or not a special symbol variation pattern designation command has been received. If a special symbol variation pattern designation command has been received, the process proceeds to step S303-21. If a special symbol variation pattern designation command has not been received, the process proceeds to step S303-26.

[0456] (Step S303-21) In step S303-21, the sub-CPU 201 executes a variable performance pattern determination process. Specifically, the variable performance pattern corresponding to the designated special symbol variable pattern is determined from the variable performance pattern table (FIG. 30) stored in the sub-ROM 202. The variable performance pattern table will be described later. Then, when the process is completed, 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 to change the icon to yellow. That is, the color of the icon may change every time one variation is played. Then, when 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 start port light-emitting device change performance update process. 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. Then, when this process is completed, the process proceeds to step S303-24.

[0459] (Step S303-24) In step S303-24, the sub CPU 201 executes a big win notice effect determination process. Specifically, the big win notice effect to be executed in the symbol change game is determined 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 described in Figs. 31 to 37. Then, when this process is completed, the process proceeds to step S303-25.

[0460] (Step S303-25) In step S303-25, the sub-CPU 201 sets a sub-command related to the change pattern in the sub-command transmission area in order to transmit the change 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. Then, 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 judges whether or not a special symbol determination command has been received. If the special symbol determination command has been received, the process proceeds to step S303-27. If the special symbol determination command has not been received, the process proceeds to step S303-29.

[0462] (Step S303-27) In step S303-27, the sub-CPU 201 executes a process when a special symbol determination command is received. Specifically, the process is executed to determine and display the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the fourth symbol 26d. Then, when the process is completed, the process proceeds to step S303-28. In this embodiment, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c may be called "decorative symbols" or "performance 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. Then, when the process is completed, 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, when a setting value changing command, a setting value checking command, or a setting value checking end command is received, the sub-CPU 201 executes processing corresponding to these received commands. Then, when the processing is completed, the process proceeds to step S304 of the performance control board timer interrupt processing.

[0465] (About the variable performance pattern table) FIG. 30(A) shows an example of a variable performance pattern table stored in the sub ROM 202.

[0466] In the variation performance pattern table, one or more variation performance patterns are defined for each variation pattern. In the case of variation pattern 1, the shortened variation of the variation performance pattern (P1) is executed, and in the case of variation pattern 2, for example, the normal variation 1 of the variation performance pattern (P2) is executed at a rate of 70% and the normal variation 2 of the variation performance pattern (P3) is executed at a rate of 30%.

[0467] In addition, in the case of the variation pattern 3, for example, the normal reach 1 of the variation performance pattern (P4) is executed at a rate of 80% and the normal reach 2 of the variation performance pattern (P5) is executed at a rate of 20%. In addition, in the case of the variation pattern 4, for example, the showdown reach 1 of the variation performance pattern (P6) is executed at a rate of 60% and the showdown reach 2 of the variation performance pattern (P7) is executed at a rate of 40%.

[0468] In addition, in the case of the variation pattern 5, for example, the multi-line (3-line) reach of the variation performance pattern (P8) is executed at a rate of 70%, and the multi-line (4-line) reach of the variation performance pattern (P9) is executed at a rate of 30%. In addition, in the case of the variation pattern 6, for example, the multi-line (5-line) reach of the variation performance pattern (P10) is executed at a rate of 60%, and the multi-line (6-line) reach of the variation performance pattern (P11) is executed at a rate of 40%.

[0469] Also, 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. Also, 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 of the performance pattern.

[0470] In addition, in the case of the variation pattern 9, for example, the confrontation reach 1 of the variation presentation pattern (P14) is executed at a rate of 40%, and the confrontation reach 2 of the variation presentation pattern (P15) is executed at a rate of 60%. In other words, the confrontation reach 1 is more likely to be executed in the case of a special pattern miss and less likely to be executed in the case of a special pattern win than the confrontation reach 2. In other words, from the player's perspective, the expectation of a winning game being executed is higher when the confrontation reach 2 is executed than when the confrontation reach 1 is executed.

[0471] Also, in the case of the variation pattern 10, for example, the multi-line (3-line) reach of the variation performance pattern (P16) is executed at a rate of 30%, and the multi-line (4-line) reach of the variation performance pattern (P17) is executed at a rate of 70%. In other words, the multi-line (3-line) reach is more likely to be executed in the case of a special pattern miss and less likely to be executed in the case of a special pattern win than the multi-line (4-line) reach. In other words, from the player's perspective, the expectation of a winning game is increased when the multi-line (4-line) reach is executed rather than when the multi-line (3-line) reach is executed.

[0472] In addition, in the case of the variation pattern 11, for example, the multi-line (5-line) reach of the variation performance pattern (P18) is executed at a rate of 40%, and the multi-line (6-line) reach of the variation performance pattern (P19) is executed at a rate of 60%. In other words, the multi-line (5-line) reach is more likely to be executed in the case of a special chart miss than the multi-line (6-line) reach, and is less likely to be executed in the case of a special chart win. In addition, the super reach 2-1 in which the multi-line (3-line) reach and the multi-line (4-line) reach can be executed has a higher selection rate in the case of a special chart miss than the super reach 2-2 in which the multi-line (5-line) reach and the multi-line (6-line) reach can be executed (FIG. 7), so that from the player's perspective, the expectation of a winning game being executed in the order of the multi-line (3-line) reach < the multi-line (4-line) reach < the multi-line (5-line) reach < the multi-line (6-line) reach increases.

[0473] In addition, in the case of the variation pattern 12, the multi-line (7-line) reach of the variation performance pattern (P20) is executed. The super reach 2-3 where the multi-line (7-line) reach is executed has a higher selection rate when the special chart is hit and a lower selection rate when the special chart is missed than the super reach 2-1 where the multi-line (3-line) reach and the multi-line (4-line) reach can be executed, and the super reach 2-2 where the multi-line (5-line) reach and the multi-line (6-line) reach can be executed (FIG. 7). Therefore, from the player's perspective, the expectation of the winning game being executed increases in the order of the multi-line (3-line) reach < the multi-line (4-line) reach < the multi-line (5-line) reach < the multi-line (6-line) reach < the multi-line (7-line) reach.

[0474] In addition, in the case of the variation pattern 13, the 7-ten reach of the variation performance pattern (P21) is executed. The Super Reach 3 where the 7-ten reach is executed has a higher selection rate when the special chart is hit and a lower selection rate when the special chart is missed than the Super Reach 2-1 where the multi-line (3-line) reach and the multi-line (4-line) reach can be executed, the Super Reach 2-2 where the multi-line (5-line) reach and the multi-line (6-line) reach can be executed, and the Super Reach 2-3 where the multi-line (7-line) reach is executed (FIG. 7). Therefore, from the player's perspective, the expectation of a winning game being executed increases in the order of the multi-line (3-line) reach < the multi-line (4-line) reach < the multi-line (5-line) reach < the multi-line (6-line) reach < the multi-line (7-line) reach < the 7-ten reach.

[0475] In addition, if the variation pattern is 14, the full rotation reach of the variation performance pattern (P22) is executed. Since the full rotation reach is not executed when the special chart is lost (FIG. 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] In addition, if the fluctuation pattern is 15, the ultra-shortening fluctuation of the fluctuation presentation pattern (P23) is executed, if the fluctuation pattern is 16, the ultra-shortening fluctuation of the fluctuation presentation pattern (P24) is executed, and if the fluctuation pattern is 17, the ultra-shortening fluctuation of the fluctuation presentation pattern (P25) is executed.

[0477] (About 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 special chart hits and special chart misses. Note that if there are multiple selectable symbols, you can select them based on a predetermined allocation value.

[0478] First, in the case of a normal reach, the 1st to 6th and 8th symbols can be selected, but the 7th symbol cannot be selected.

[0479] In the case of Super Reach 1, the 1 to 6 and 8 symbols can be selected, but the 7 symbol cannot be selected. The selectable 1 to 6 and 8 symbols are intended to be the symbols that form the reach at the normal reach stage before moving to Super Reach 1.

[0480] In the case of Super Reach 2-1 to 2-3, 1 symbol can be selected, and 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 performance symbols that form the reach increase step by step, so the selectable 1 symbol here refers to the reach formation symbol in the normal reach stage before moving to Super Reach 2-1 to 2-3. The increase in the performance symbols in the multi-line reach will be described later in FIG.

[0481] In the case of Super Reach 3, the 7 symbol can be selected, and the 1 to 6 symbols and the 8 symbol cannot be selected. The selectable 7 symbol here is intended to be a 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, is designed to have the 7 symbol appear, and when the special symbol A that determines the transition to the time-saving game state is determined, the variable pattern 13 (Super Reach 3) can be executed, so that when a reach is formed with the 7 symbol, the expectation of a winning game and a time-saving game state being executed increases. Therefore, in this embodiment, the 7 symbol is a special performance symbol compared to other performance 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] (Preview performance) The pre-reading performance is a performance that is executed based on the result of the pre-reading performance, in which a pre-judgment process (for example, the winning judgment process in FIG. 15) is performed prior to the special symbol hit judgment process in the special symbol change start process at the timing when the game ball enters the first start hole 21. If the pre-reading performance is not installed, for example, when the game ball enters the first start 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 process, so even if the judgment information is stored in the "fourth memory area", it is not judged whether or not there is a special symbol hit until the judgment information is transferred to the "change memory area". Therefore, even if the judgment information of the "special symbol hit" is acquired, it is not possible to execute a performance that increases the expectation of the special symbol hit at a stage before the judgment information is transferred to the "change 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 a "special chart win" or a "special chart miss", and then continuous performances can be executed over multiple fluctuations (including the fluctuations transferred to the variable memory area) until the judgment information is transferred to the "variable memory area", making it possible to increase anticipation of a "special chart win" from a stage before the judgment information is transferred to the "variable memory area".

[0484] A specific example of the above-mentioned look-ahead performance is the "reserved ball look-ahead performance" (see step S303-8 in FIG. 28). The "reserved ball look-ahead performance" is a performance that mainly uses the variable icon displayed in the variable icon display area 26o and the reserved icon 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 the judgment information is stored up to the "third storage area", if a game ball enters the first start port 21, the judgment information is stored in the "fourth storage area" and then a pre-judgment process is executed. Then, based on the judgment result of the pre-judgment process, if it is judged that the reserved ball look-ahead performance is to be executed, a pre-judgment reserved icon different from the default reserved icon (normal icon) of normal color (white) 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 multiple stages, such as "blue", "yellow", "green", "red", and "rainbow". When the result of the pre-determination process is "special chart hit", any of "blue", "yellow", "green", "red", and "rainbow" can be displayed. When the result of the pre-determination process is "special chart miss", any of "blue", "yellow", "green", and "red" can be displayed. Then, "rainbow" can be selected only in the case of "special chart hit", and "red" is easily selected in the case of "special chart hit", and "blue" is easily selected in the case of "special chart miss", thereby increasing the expectation of "red" for the special chart hit. The relationship of the expectation of the special chart hit is rainbow>red>green>yellow>blue>normal in order of the expectation of the special chart hit. In this embodiment, such a performance is sometimes called "hold change performance".

[0485] Another example of the above-mentioned pre-reading performance is the "win flash performance". The "win flash performance" is a performance in which, when a game ball enters the starting hole, the speaker lamp provided on the lower speaker 10 lights up, and continues to light up until the pattern change game related to the ball enters starts, or until the pattern change game related to the ball enters is being played, or until the pattern change game related to the ball enters ends, thereby improving the expectation of a special winning. For example, when the judgment information is stored up to the "third memory area", if a game ball enters the first starting hole 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. Then, when it is judged based on the judgment result of the pre-judgment process that a win flash performance is to 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 is, for example, red > green > blue, in descending order of the expectation of winning the special chart, and it is possible to change the color to the color with the highest expectation of winning the special chart for each pattern change game, just like the reserved pre-reading performance described above. It is also possible to output a winning sound according to each color.

[0486] A specific example of another effect 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, when the judgment information is stored up to the "third memory area", if a game ball enters the first starting hole 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. Then, when it is judged that a zone effect is to be executed based on the judgment result of the pre-judgment process, for example, in the next symbol change game, the image display device 26 executes an effect encouraging the player to enter, such as "Enter the XX zone when the special symbols are lined up!", and then the special symbols are lined up to enter the "XX zone", and the "XX zone" effect is executed until the judgment 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 the pre-determination process determines that a special winning pattern has been obtained, and is unlikely to be executed when the pre-determination process determines that a special winning pattern has not been obtained. Therefore, when the effect is executed, there can be high hopes that a special winning pattern will be obtained.

[0487] A specific example of another effect of the above-mentioned look-ahead effect is a "chance eye consecutive announcement". The "chance eye consecutive announcement" is an effect that mainly uses the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c displayed on the image display device 26. For example, when the judgment information is stored up to the "third memory area", if a game ball enters the first starting hole 21, the judgment information is stored in the "fourth memory area" and then a pre-judgment process is executed. Then, when it is judged that the chance eye consecutive effect is executed based on the judgment result of the pre-judgment process, for example, a combination of decorative pattern images of the same color is stopped in the confirmation display of the pattern change game corresponding to the judgment information stored in the "first memory area", the confirmation display of the pattern change game corresponding to the judgment information stored in the "second memory area", and the confirmation display of the pattern 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, and 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 an expectation that a special winning will be awarded in the subsequent pattern variation game. In addition, in the case of a special winning, it is easy to select a combination of only red, and in the case of a special losing, it is easy to select a combination of only blue, increasing the expectation of a special winning when a combination of only red is displayed.

[0488] (Pseudo consecutive announcement) The pseudo consecutive announcement is a performance that mainly uses the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the pseudo consecutive exclusive pattern displayed on the image display device 26, and in a "one-change game", the temporary stop display of the decorative pattern is repeatedly performed to make it look as if multiple changes are occurring. For example, a pseudo consecutive 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 "pseudo consecutive exclusive pattern" is temporarily displayed as the center decorative pattern 26b, and all decorative patterns are displayed in a variable manner again (at this point, pseudo consecutive 2 times), and again, "5" is temporarily displayed as the left decorative pattern 26a, "6" is temporarily displayed as the right decorative pattern 26c, and "pseudo consecutive exclusive pattern" is temporarily displayed as the center 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 temporary 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 temporary stop display, this will be three pseudo consecutive hits. Also, once a reach is reached, a so-called "pseudo consecutive hit after reach" is temporarily displayed as the middle decorative pattern 26b, and for example, at the start of the change after the first temporary stop display, a notice (pattern stop notice) that a "pseudo consecutive hit dedicated pattern" will be temporarily displayed on the middle decorative pattern 26b is given, and at that point three or more pseudo consecutive hits are 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), pseudo consecutive two times may be executed, and in the case of confrontation reach 2 (P7), pseudo consecutive three times may be executed.

[0489] Next, the big win notice performance will be explained. The big win notice performance (performance suggesting the possibility of a big win game being executed) is a performance determined in step S303-24 of Fig. 29. For example, when a game ball is inserted into the second start hole 22 in the time-saving game state, a variation pattern with a variation time of 1 second is executed in any case of a special win, a special miss, or a small win (see Fig. 7), so when a game ball is inserted into the second start hole 22 in the time-saving game state, a big win notice performance is not executed, and the big win notice performance here is a performance executed when a game ball is inserted into the first start hole 21 mainly in the normal game state.

[0490] In addition, when a game ball enters the second starting hole 22 in the time-saving game state, a big win notice performance may be executed. However, since the fluctuation time is one second, when a game ball enters the second starting hole 22, a notice performance using voice or sound effects may be executed from the speaker 10. For example, when a special symbol F is determined based on the ball entering, a special sound may be output. This makes it possible to derive the judgment result in a short time while preventing the performance 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 determines the results of the special pattern hit determination process, the variable presentation pattern, the distribution, and the notice (contents). The sub-CPU 201 refers to the results of the special pattern hit determination process and the determined variable presentation pattern, and determines the notice (contents) using the extracted random number value for determining the notice.

[0492] If the result of the judgment is a special miss, if the change presentation pattern is a shortened change (P1), then no notice will always be determined, if the change presentation pattern is a normal change (P2~P3), then there is an 80% chance that no notice will be determined and a 20% chance that a dialogue notice will be determined, and if the change presentation pattern is a normal reach (P4~P5), then there is a 70% chance that no notice will be determined and a 30% chance that a dialogue notice will be determined. In addition, if the change 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 notice, a 70% chance that there will be a dialogue notice, and a 10% chance that there will be a button vibration notice.If the change presentation pattern is Super Reach 3 (P13), there is an 80% chance that there will be a dialogue notice, and a 20% chance that there will be a button vibration notice.

[0493] If the result of the judgment is a special hit, if 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 notice, a 60% chance that there will be a dialogue notice, and a 20% chance that there will be a button vibration notice. Also, if the change presentation pattern is Super Reach 3 (P21), there is a 70% chance that a dialogue announcement will be made, and a 30% chance that a button vibration announcement will be made.If the change presentation pattern is Full Rotation Reach (P22), there is a 60% chance that a dialogue announcement will be made, and a 40% chance that a button vibration announcement will be made.

[0494] The advance notice determination table 1 has the following characteristics: The line announcement can be executed even when no reach is achieved, which can eliminate boredom and prevent a decline in interest in the game. Even if a Super Reach (special chart miss, special chart hit) is executed, no notice may be selected. This prevents players from being disappointed because the pre-reach notice was 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 the player to pay attention to the subsequent developments when the pre-reach notice is executed, and increases 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 the player 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 can increase the interest in the game.

[0495] For example, in Super Reach 1, 2-1 to 2-3, and 3, when 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 compared to when the special chart is hit. This makes it possible to increase 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 decision table for deciding the details of the dialogue preview. The basic decision method is the same as that of FIG.

[0497] If the result of the judgment is a special chart miss, if the change presentation pattern is normal change (P2~P3), the dialogue (white) will always be determined, if the change presentation pattern is 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 super reach 1 (P6~P7) or 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 stages 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 stages of line (red) will be determined.

[0498] If the result of the judgment is a special hit, if 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 selected, a 40% chance that a line (red) will be selected, and a 50% chance that two levels of line (red) will be selected. If the variable presentation pattern is Super Reach 3 (P21), there is a 10% chance that the dialogue (white) will be displayed, a 30% chance that the dialogue (red) will be displayed, and a 60% chance that two stages of dialogue (red) will be displayed. If the variable presentation pattern is Full Rotation Reach, there is a 40% chance that two stages of dialogue (red) will be displayed, and a 60% chance that the dialogue (rainbow) will be displayed.

[0499] The dialogue preview decision table has the following features: For example, in a normal reach, when the special chart is missed, the lines (white) are more likely to be executed and the lines (red) are less likely to be executed compared to when the special chart is hit. For example, in Super Reach 1, 2-1 to 2-3, and 3, when the special chart is missed, the dialogue (white) and dialogue (red) are more likely to be executed, and the dialogue (red) is less likely to be executed in two stages, compared to when the special chart is hit. This allows the player to play the game while hoping for the dialogue (red) and even for the dialogue (red) 2 stages to be executed.

[0500] The white selves can be executed even at super reach or higher (except full spin reach). This prevents you from being disappointed when the white selves appear. The red line 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 line will result in the player being in reach or higher (normal reach, super reach 1, 2-1 to 2-3, 3), which can increase the player's interest in the game. The two-stage dialogue (red) 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 dialogue (red) will result in the execution of Super Reach or higher (Super Reach 1, 2-1 to 2-3, 3, full rotation), which can increase your interest in the game. The serif (rainbow) can only be executed in a full rotation reach. This allows the serif (rainbow) to be linked to the full rotation reach, allowing the player to know in advance that the full rotation reach will be executed.

[0501] Fig. 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 of Fig. 31.

[0502] If the result of the judgment is a special miss, if the variable presentation pattern is Super Reach 1, there is a 90% chance that 1 vibration will occur every 2 seconds, and a 10% chance that 3 vibrations will occur every 2 seconds.If the variable presentation pattern is Super Reach 2, there is an 80% chance that 1 vibration will occur every 2 seconds, and a 20% chance that 3 vibrations will occur every 2 seconds.

[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 1 x 2-second vibration will be determined, and a 30% chance that 3 x 2-second vibration will be determined. If the variable presentation pattern is Super Reach 3 (P13), there is a 60% chance that 1 x 2-second vibration will be determined, and a 40% chance that 3 x 2-second vibration will be determined. If the variable presentation pattern is a full rotation reach, there is a 30% chance that 1 x 2-second vibration will be determined, and a 70% chance that 3 x 2-second vibration 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, 1 vibration per 2 seconds is more likely to be determined, and 3 vibrations per 2 seconds is less likely to be determined, compared to when the special chart is hit. This allows the player to play the game while hoping for 2-second vibrations to be performed 3 times.

[0505] In the full rotation reach, the probability of 3 times 2 seconds vibration being determined is higher than the probability of 1 time 2 seconds vibration being determined. This makes it possible to instantly increase the player's expectations when 3 times 2 seconds vibration is executed, thereby improving the interest of the player in the game.

[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 simultaneously in a combined form. This can instantly increase the player's expectations and improve the interest in the game.

[0507] Here, the aspects of the dialogue preview and button vibration preview will be described with reference to Figures 38 and 39. FIG. 38 shows an aspect of the dialogue preview. (a1) is a scene in which an image imitating the effect button 14 (a button image marked PUSH) is displayed in the center of the image display device 26 while the decorative patterns 26a-26c and the fourth pattern 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, notifying the player 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 patterns 26a to 26c and the fourth pattern 26d are being displayed in a variable manner, the character issues a line image SE1 saying, "Maybe it's a reach!?" The line (white) is indicated by a white background color in the speech bubble of the line image SE1, and the text portion is, for example, black. In addition, a line sound effect 1 is output together 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 patterns 26a-26c and the fourth pattern 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, notifying the player 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 sound) is output from the speaker 10 in conjunction with the display of the button image, indicating that the button image has been displayed.

[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 the speech bubble. 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 audibly suggests that the line (red) has been displayed.

[0512] In the case of dialogue (red), the dialogue image SE2 becomes invisible after a predetermined time (e.g., 2.5 seconds) has elapsed, but in the case of dialogue (red) stage 2, 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. In addition, dialogue sound effect 2 is output together with the display of the dialogue image SE3, further indicating to the ear that the dialogue (red) has been displayed.

[0513] Then, when a predetermined time (e.g., 3 seconds) has elapsed since the start of display of the dialogue image SE3, the dialogue image SE2 and the dialogue image SE3 are hidden, and then a reach as shown in (b4) is formed. In other words, 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 two-stage dialogue (red) are displayed in a visually clearly different manner, thereby preventing the user from being confused as to which dialogue preview has been executed.

[0515] In addition, since dialogue sound effect 1 is output together with the display of dialogue (white), and dialogue sound effect 2 is output together with the display of dialogue (red), it is possible to prevent the situation where it is difficult to understand which dialogue preview has been executed even through hearing. In addition, 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 at the same time as the dialogue preview also indicates the expectation of winning the special chart.

[0516] In addition, since the display color of the button image corresponds to the light emission color of the effect button LED, it is easy to know that the effective operation time for the effect button 14 is in progress.

[0517] In addition, in the case of serifs (white), the background color is white and the characters are black, but the background color can also be black and the characters 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 characters are black, but the background color can also be black and the characters can be red. In other words, the use of 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!). In addition, the dialogue preview may be prevented from being 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 white light. (a2) is a scene a predetermined time after (a1), for example, 1 second, 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 after (b1) (e.g., 1 second), 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 vibration for 2 seconds x 1 time, and (b1) and (b2) are modes of vibration for 2 seconds x 3 times. In this way, since the vibrations are performed in clearly different manners, it is possible to prevent the user from being confused as to which button vibration notification has been executed.

[0519] The button vibration notification differs in the number of vibrations, such as 2-second vibration x 1 time and 2-second vibration x 3 times, 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, and 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 a 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 a 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 determines the results of the special pattern hit determination process, the variable presentation pattern, the distribution, and the notice (contents). The sub-CPU 201 refers to the results of the special pattern hit determination process and the determined variable presentation pattern, and determines the notice (contents) using the extracted random number value for determining the notice.

[0521] If the result of the judgment is a special miss, 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~P3), then no advance notice will be determined, and if the change presentation pattern is a normal reach (P4~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 of no warning, a 60% chance of a logo warning, and a 10% chance of a car horde warning.If the variable presentation pattern is Super Reach 3 (P13), there is a 35% chance of no warning, a 60% chance of a logo warning, and a 5% chance of a car horde warning.

[0522] If the result of the judgment is a special hit, if the variable performance pattern is Super Reach 1 (P14~P15) or Super Reach 2-1~2-3 (P16~P20), there is a 10% chance that there will be no notice, a 40% chance that there will be a logo notice, and a 60% chance that there will be a group of cars notice. Also, if the change presentation pattern is Super Reach 3 (P21), there is a 10% chance of no preview, a 55% chance of a logo preview, and a 35% chance of a group of cars preview.If the change presentation pattern is Full Rotation Reach (P22), there is a 40% chance of a logo preview, and a 60% chance of a group of cars preview.

[0523] The advance notice determination table 2 has the following characteristics: Both the logo notice and the car group notice can be executed in super reach or higher (super reach 1, 2-1~2-3, 3, full rotation), but are not executed in normal reach. This allows the player to play while hoping that the logo notice or the car group notice will be executed 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 the car group notice is more likely to be executed, compared to when the special chart is won. This makes it possible to increase the player's expectations for hitting the special chart when the car crowd prediction is executed, and allows the player to play the game while hoping that the car crowd prediction will be executed.

[0524] Fig. 35(a) is a logo announcement decision table for deciding the details of the logo announcement, and Fig. 35(b) is a car group announcement decision table for deciding the details of the car group announcement. The basic decision method is the same as Fig. 31.

[0525] According to the logo preview determination table, if the result of the judgment is a special chart miss, if the variable presentation pattern is Super Reach 1 (P6~P7) or Super Reach 2-1~2-3 (P8~P12), there is a 90% chance that it will be a chance and a 10% chance that it will be a super hot chance, and if the variable presentation pattern is Super Reach 3 (P13), there is an 85% chance that it will be a chance a...

Claims

[Claim 1] In a gaming machine in which a game can be played using a gaming value owned by a player, A first control means capable of controlling to acquire judgment information when an acquisition condition is established, and to determine whether or not to execute a special game advantageous to a player based on the judgment information; A second control means for storing the game value and capable of performing update control for adding the game value; A third control means capable of controlling performance; An operation means for counting the gaming value, The second control means is a first counting process can be executed when the operation means is operated in a first operation mode, and a second counting process can be executed when the operation means is operated in a second operation mode different from the first operation mode, The third control means is When the first counting process is executed, a first counting performance can be executed; When the second counting process is executed, a second counting performance different from the first counting performance can be executed. A gaming machine characterized by:

Citation Information

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