Game machine
The gaming machine enhances entertainment value by incorporating advanced display management and interactive features, such as lottery mechanisms and special effects, to create a more engaging gaming experience.
Patent Information
- Application Number
- JP2025040574
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2025-03-13
- Publication Date
- 2025-06-05
- Estimated Expiration
- 2039-06-27
AI Technical Summary
Existing gaming machines lack the capability to significantly enhance entertainment value through improved display presentation.
A gaming machine that includes a process for switching between a drawing output buffer and a frame buffer, a game operation processing unit, a registration unit for image information, a lottery mechanism, a variable control unit for decorative symbols, a benefit awarding mechanism, and special effect control units to enhance display presentation and player engagement.
The gaming machine effectively increases entertainment value by providing enhanced display presentations, improved game operations, and increased chances of benefiting from special game states and effects.
Smart Images

Figure 2025085722000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pachinko machines and pachislot machines. [Background technology]
[0002] Conventionally, there has been known a gaming machine that performs a lottery when a predetermined condition is satisfied, and variably displays symbols based on the lottery result. When the lottery result indicates a special result, the gaming machine is controlled to a special gaming state that is advantageous to the player.
[0003] As this type of gaming machine, there is known a gaming machine that performs display effects using character images, patterns, and the like to enhance entertainment value (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2016-29956 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is a demand for a gaming machine that can further enhance the entertainment value by further improving the display presentation.
[0006] The present invention has been made in consideration of the above points, and an object of the present invention is to provide a gaming machine that can enhance entertainment value. [Means for solving the problem]
[0007] The gaming machine according to the present invention comprises: A process (e.g., bank flip) for switching between a drawing output buffer having a drawing function and a frame buffer having a display function is executable; A game operation processing means (e.g., a main CPU) for performing operation processing to control game operations; A registration means (for example, a display control circuit capable of executing the processes of steps S6448 and S6457) capable of registering image information (for example, a composition) for displaying a performance image to be displayed on a predetermined display means in the drawing output destination buffer; After the drawing output buffer is switched to the frame buffer (for example, after the processing of step S6446 is performed), a performance image display control means is capable of controlling so that a performance image is displayed on the predetermined display means based on the image information registered by the registration means; A lottery means for performing a lottery based on the establishment of a specific condition (for example, a main CPU for performing a special symbol lottery); A variable control means for variably displaying decorative symbols (for example, a sub-CPU for variably displaying decorative symbols); A benefit awarding means (e.g., a main CPU that controls the game to be in a jackpot game state) capable of awarding a benefit (e.g., a jackpot game state) to a player based on the result of the lottery; A specific effect control means (e.g., a sub-CPU) for performing a specific effect (e.g., a mini-game preview effect and a mini-game effect B) on a predetermined display means; A special effect control means (e.g., a sub-CPU) for performing a special effect (e.g., SP reach) which is a transition from the specific effect and increases the possibility of the benefit being awarded when a predetermined condition is met (e.g., when all 31 characters are successfully collected); Equipped with The specific performance is, a first effect (e.g., an effect in which a character is stocked in a mini-game preview effect), a second effect (e.g., an effect in which a character stocked in the first effect is acquired) that includes a specific effect content (e.g., a character stocked in the first effect) among the effect contents of the first effect, and a third effect (e.g., an effect in which a character not stocked in the first effect is acquired) that includes effect content not performed in the first effect and different from the specific effect content (e.g., a character not stocked in the first effect), the second effect being executed before the third effect, The special effect control means includes: In the specific performance, the first performance, the second performance, and / or the third performance are performed, and when the predetermined condition is established as a result of the second performance and / or the third performance (for example, when all 31 characters are successfully collected), the special performance is executable; The registration means includes: If the image information registered in the frame buffer switched from the drawing output destination buffer is pause image information for displaying a pause image for temporarily stopping an image (for example, if the determination in step S6447 is YES), the pause image information can be registered in the drawing output destination buffer switched from the frame buffer, The game calculation processing means includes: When information is processed using one of at least two work areas provided in a storage means for storing information required for executing arithmetic processing, the work area to be used can be selected based on specific information added to the information to be processed; The specific information is used to specify upper address data constituting the address of the corresponding working area, When selecting the work area, an address of the work area to be used can be specified based on the specific information; Each of the work areas selectable based on the specific information can store information related to a plurality of pieces of identification information. It is characterized by: Effect of the Invention
[0008] According to the present invention, a gaming machine capable of increasing entertainment value can be provided. [Brief description of the drawings]
[0009] [Figure 1] 1 is an explanatory diagram for explaining the functional flow of a pachinko gaming machine according to one embodiment of the present invention. FIG. [Diagram 2] 1 is a front view of a pachinko gaming machine according to one embodiment of the present invention. [Diagram 3] 1 is an external perspective view of a pachinko gaming machine according to one embodiment of the present invention; [Figure 4] 1 is an exploded perspective view of a pachinko gaming machine according to one embodiment of the present invention. [Diagram 5] 1 is a front view showing a game board of a pachinko game machine according to one embodiment of the present invention. [Figure 6] FIG. 2 is a diagram showing a range photographed by a CCD camera. [Figure 7] FIG. 2 is a diagram showing a range photographed by a CCD camera. [Figure 8] 1 is a block diagram showing a circuit configuration of a pachinko gaming machine according to one embodiment of the present invention; [Figure 9] FIG. 13 is a diagram showing an outline of the operation when constructing an animation request (the operation of generating various requests). [Figure 10] (a) is a signal flow diagram when driving a speaker (playing audio), and (b) is a signal flow diagram when driving an LED (turning it on / off). [Figure 11] A figure showing a winning random number determination table used in a pachinko gaming machine according to one embodiment of the present invention. [Figure 12] 1 is a diagram showing a pattern determination table used in a pachinko gaming machine according to one embodiment of the present invention. FIG. [Figure 13] A figure showing a jackpot type determination table used in a pachinko gaming machine according to one embodiment of the present invention. [Figure 14] 4 is a flowchart showing the power-on processing executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 15] 13 is a flowchart showing a system timer interrupt process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 16] 10 is a flowchart showing a switch input detection process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 17] 11 is a flowchart showing a starting port winning detection process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 18] 4 is a flowchart showing a main control process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 19] 11 is a flowchart showing a special symbol control process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 20] 11 is a flowchart showing a special symbol memory check process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 21] 13 is a flowchart showing a special pattern variation time management process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 22] 11 is a flowchart showing a special symbol display time management process executed in a pachinko gaming machine according to one embodiment of the present invention. [Diagram 23] 11 is a flowchart showing a time-saving / probability-change count subtraction process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 24] 13 is a flowchart showing a jackpot end interval processing executed in a pachinko gaming machine according to one embodiment of the present invention. [Diagram 25] 11 is a flowchart showing a normal symbol control process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 26]4 is a flowchart showing a sub-control circuit main process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 27] 11 is a flowchart showing a button input interrupt process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 28] 10 is a flowchart showing an operation means input process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 29] 11 is a flowchart showing a command analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Diagram 30] 11 is a flowchart showing a presentation mode determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Diagram 31] 11 is a flowchart showing a camera image analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Diagram 32] 1A is a diagram showing an image before and after projective transformation, respectively. [Diagram 33] FIG. 13 illustrates an example of a moving average filter. [Diagram 34] FIG. 13 illustrates an example of a weighted averaging filter. [Diagram 35] FIG. 13 is a conceptual diagram of extraction of a difference between previous and next frames. [Diagram 36] A diagram showing a game ball rolling in a game area. [Figure 37] FIG. 1 is a diagram showing a process of obtaining a difference image (1) from a frame image photographed at time T1 and a frame image photographed at time T2. [Figure 38] FIG. 13 is a diagram showing a process of obtaining a difference image (2) from a frame image photographed at time T2 and a frame image photographed at time T3. [Figure 39] FIG. 13 is a diagram showing the process of extracting a gaming ball at time T2 from differential image (1) and differential image (2). [Diagram 40] FIG. 13 is a diagram showing a masking region. [Diagram 41]FIG. 2 is a diagram showing an emission area and a discharge area. [Diagram 42] A conceptual diagram to explain the assignment of IDs to game balls. [Diagram 43] 13A is a diagram showing the position of the gaming ball at time T2, and FIG. 13B is a diagram showing the position of the gaming ball at time T3. [Diagram 44] 11 is a flowchart showing a game medium tracking process executed in a pachinko game machine according to one embodiment of the present invention. [Diagram 45] A diagram showing a search range based on the position of the gaming ball at time T2. [Diagram 46] 13A is a diagram showing the position of the gaming ball at time T2, and FIG. 13B is a diagram showing the position of the gaming ball at time T3. [Figure 47] A diagram showing a search range based on the position of the gaming ball at time T2. [Figure 48] A diagram showing a ball jam caused by multiple game balls on a game board. [Figure 49] 5 is a flowchart showing a process for detecting clogging or loss executed in the pachinko gaming machine according to one embodiment of the present invention. [Figure 50] (a) is a diagram for explaining the vanishing point and the area of disappearance detection, (b) is a diagram showing the state where ball jam occurs, and (c) is a diagram for explaining the overlap of game balls and the area of overlap detection. [Figure 51] FIG. 2 is an explanatory diagram illustrating a functional flow in a pachislot gaming machine according to one embodiment of the present invention. [Figure 52] 1 is a perspective view showing an example of the external configuration of a pachislot gaming machine according to one embodiment of the present invention; [Figure 53] 1 is an oblique view showing the internal structure of a pachislot gaming machine according to one embodiment of the present invention with a middle door closed. FIG. [Figure 54] 1 is an oblique view showing the internal structure of a pachislot gaming machine according to one embodiment of the present invention with a middle door open. FIG. [Figure 55] 1 is an explanatory diagram showing the inside of a cabinet in a pachislot gaming machine according to one embodiment of the present invention. [Figure 56] 1 is an explanatory diagram showing the back side of a front door in a pachislot gaming machine according to one embodiment of the present invention. [Figure 57] 13 is a diagram showing a movement path of a medal when the medal selector guides the medal to a hopper device. FIG. [Figure 58] 1 is a block diagram of an entire circuit provided in a pachislot gaming machine according to one embodiment of the present invention. [Figure 59] 1 is a block diagram showing an example of the configuration of a main control circuit of a pachislot gaming machine according to one embodiment of the present invention; [Figure 60] 2 is a block diagram showing an example of the configuration of a sub-control circuit of a pachislot gaming machine according to one embodiment of the present invention; [Figure 61] 4 is a flowchart showing a main control process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 62] 4 is a flowchart showing a main control process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 63] 11 is a flowchart showing an interrupt process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 64] 11 is a flowchart showing a communication data transmission process executed in a pachislot gaming machine according to one embodiment of the present invention. [Figure 65] 13 is a flowchart showing a demo command transmission process executed in the pachislot gaming machine according to one embodiment of the present invention. [Figure 66] FIG. [Figure 67] 11 is a flowchart showing a game medium tracking process executed in a pachinko game machine according to one embodiment of the present invention. [Figure 68] FIG. 13 is a diagram for explaining the size of the game ball in the ball position image. [Figure 69]13 is a diagram for explaining the relationship between the size of the game ball in the ball position image and the width of the search range. FIG. [Figure 70] FIG. 13 is a diagram showing a search range setting table. [Figure 71] 11 is a flowchart showing a game medium tracking process executed in a pachinko game machine according to one embodiment of the present invention. [Figure 72] 11 is a flowchart showing a game medium tracking process executed in a pachinko game machine according to one embodiment of the present invention. [Figure 73] FIG. 13 is a diagram illustrating an example of a case where a search range is expanded. [Figure 74] FIG. 13 is a diagram illustrating an example of a case where a search range is expanded. [Figure 75] 11 is a flowchart showing a game medium tracking process executed in a pachinko game machine according to one embodiment of the present invention. [Figure 76] 11 is a flowchart showing a game medium tracking process executed in a pachinko game machine according to one embodiment of the present invention. [Figure 77] FIG. 13 is a conceptual diagram of extraction of a difference between previous and next frames. [Figure 78] FIG. 13 is a diagram showing a process of obtaining an AND image of difference image (1) and difference image (2). [Figure 79] A figure showing the process of extracting the game ball at time T2 from the AND image obtained in Figure 78 and the effect LED single image. [Figure 80] FIG. 13 is a conceptual diagram of extraction of a difference between previous and next frames. [Figure 81] A diagram showing the process of obtaining the second frame image other than the performance LED. [Figure 82] FIG. 13 is a diagram showing the process of obtaining a difference image (1) from the second frame image other than the performance LED and the first frame image. [Figure 83] FIG. 13 is a diagram showing the process of obtaining a difference image (2) from the second frame image and the third frame image other than the performance LED. [Figure 84] FIG. 13 is a conceptual diagram of extraction of a difference between previous and next frames. [Figure 85]5 is a flowchart showing a process for detecting clogging or loss executed in the pachinko gaming machine according to one embodiment of the present invention. [Figure 86] FIG. 13 is a diagram for explaining the ball jam mark. [Figure 87] A diagram to explain the area of ball jam removal detection. [Figure 88] 5 is a flowchart showing a process for detecting clogging or loss executed in the pachinko gaming machine according to one embodiment of the present invention. [Figure 89] 11 is a flowchart showing a process for detecting clogging being cleared, which is executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 90] A diagram to explain the area of ball jam removal detection. [Figure 91] 11 is a flowchart showing a camera image analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 92] 10 is a flowchart showing a process for determining an error regarding ball movement executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 93] FIG. 13 is a diagram for explaining the moving distance of a game ball. [Figure 94] This is a diagram to explain the configuration for achieving a V win. [Figure 95] FIG. 2 is a diagram showing the vicinity of the clerk and the stage contained in an image captured by a CCD camera. [Figure 96] 11 is a flowchart showing a command analysis process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 97] 11 is a flowchart showing a presentation mode determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 98] FIG. 13 is a diagram showing a state in which a discharge area is set for a specific area and a non-specific area. [Figure 99] FIG. 13 is a diagram showing a performance pattern determination table. [Figure 100]13 is a flowchart showing a winning information determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 101] 1A is a diagram showing a game ball moving on a crane, and FIG. 1B is a diagram showing a game ball rolling on a stage. [Figure 102] FIG. 13 is a diagram showing a performance pattern determination table. [Figure 103] A diagram showing how an ejection area is set for a ball passage. [Figure 104] 1 is a partially exploded oblique view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 105] 1 is an exploded perspective view showing a projector unit in a pachinko gaming machine according to one embodiment of the present invention. [Fig. 106] 1 is a partially cutaway side view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 107] 11 is a flowchart showing a presentation mode determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Figure 108] 11 is a flowchart showing a projector projection content determination process executed in a pachinko gaming machine according to one embodiment of the present invention. [Fig. 109] FIG. 13 is a diagram showing an example of a presentation using a projector. [Figure 110] 1 is a partially cutaway side view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 111] 1 is an external perspective view of a pachinko gaming machine according to one embodiment of the present invention; [Figure 112] 1 is an exploded perspective view of a pachinko gaming machine according to one embodiment of the present invention. [Figure 113] 4 is a schematic side view showing a state where an image is projected from a projection unit onto a projection area. FIG. [Fig. 114] 1 is an example of a perspective view of a game board viewed from above on the front side. [Fig. 115](A) is an example of a schematic diagram of a liquid crystal display device viewed from the front, showing a state in which a rectangular image is displayed on the liquid crystal display device when the power is turned on, and (B) is an example of a schematic diagram in which the rectangular image is included in the effective area of a frame image captured by a CCD camera when the power is turned on. [Fig. 116] 13 is a flowchart showing an example of a conversion coefficient calculation process executed by a sub CPU when power is turned on. [Figure 117] 13 is a flowchart showing an example of a coordinate conversion process for converting the physical coordinates of a game ball flowing down a game area into liquid crystal coordinates. [Figure 118] (A) is an example of a schematic diagram of a liquid crystal display device viewed from the front when the power is turned on, showing a state when a triangular image is displayed on the liquid crystal display device, and (B) is an example of a schematic diagram of a frame image captured by a CCD camera when the power is turned on, in which the triangular image is included in the effective area. [Figure 119] 13 is a flowchart showing a modified example of the conversion coefficient calculation process executed by the sub CPU when the power is turned on. [Figure 120] 11 is a flowchart showing an example of an image adjustment process executed by a sub CPU when power is turned on. [Figure 121] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 122] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 123] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 124] 1 is an example of a front view showing a game board of a pachinko game machine. [Fig. 125]FIG. 11 shows an example of a gaming medium complementation process when the gaming ball position information included in the second frame image is unnatural in terms of the relationship between the gaming ball position information and the gaming ball position information, where (A) images of each frame when there is no need to perform gaming medium complementation process, (B) images of each frame when the gaming ball position information included in the second frame image is too far from the gaming ball position information included in the first frame image, and (C) images of each frame after the gaming ball position information included in the second frame image has been complemented when the gaming ball position information included in the second frame image is too far from the gaming ball position information included in the first frame image. [Fig. 126] FIG. 11 shows an example of a gaming medium complementation process when a gaming ball is included in the image of the first frame and also in the image of the third frame, but a gaming ball is not included in the image of the second frame, where (A) is an image of each frame when there is no need to perform gaming medium complementation process, (B) is an image of each frame when a gaming ball is not included in the image of the second frame, and (C) is an image of each frame after the position information of the gaming ball has been complemented when the image of the second frame does not include a gaming ball. [Figure 127] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 128] 1 is an example of a front view showing a game board of a pachinko game machine. [Figure 129] (A) is a diagram showing an example of an image before the game ball included in the image of the second frame is complemented, an example of an image in which the game ball included in the image of the second frame is complemented at a specific position, and an example of an image in which the game ball included in the image of the second frame is moved from the specific position to another position. (B) is a diagram showing an example of a destination state when a game medium re-complement process is performed on the game ball included in the image of the second frame. [Fig. 130] 1 is an example of a front view showing a game board of a pachinko game machine. [Fig. 131] 13 is a flowchart showing an example of a game medium tracking process executed by a sub CPU. [Fig. 132]These are examples of figures showing that the game media completion process is not performed when the specific position to which the game ball included in the second frame image is to be completed overlaps with the ejection position, where (A) is a figure showing a state in which the game ball and the lost area overlap when the position information of the game ball included in the second frame image is completed at a specific position, and (B) is a figure showing a state in which the position information of the game ball included in the second frame image is not completed. [Fig. 133] 13 is a flowchart showing a second modified example of the game media tracking process executed by the sub CPU. [Fig. 134] 13 is a flowchart showing an example of a trajectory process executed by a sub CPU. [Fig. 135] 13 is a flowchart showing a modified example of the trajectory process executed by the sub CPU. [Fig. 136] 13 is an example of a perspective view showing the appearance of a pachinko gaming machine according to an eleventh embodiment of the present invention. FIG. [Fig. 137] FIG. 23 is an example of an exploded perspective view showing the appearance of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 138] 13 is an example of a diagram showing a group of operation buttons of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 139] 13 is an oblique view showing a pachinko gaming machine according to an eleventh embodiment of the present invention, viewed from the rear side. FIG. [Fig. 140] 13 is an example of a front view showing the appearance of a game board unit in a pachinko gaming machine according to an eleventh embodiment of the present invention. FIG. [Fig. 141] 13 is an example showing an external perspective view of a game board unit in a pachinko game machine according to an eleventh embodiment of the present invention. FIG. [Fig. 142] 23 is an example showing an exploded front perspective view of a game board unit in a pachinko gaming machine according to an eleventh embodiment of the present invention, viewed diagonally from above right. FIG. [Fig. 143] 1 is an example of a front view showing an LED unit including first and second special pattern display portions. [Fig. 144] FIG. 2 is a block diagram showing an example of a main control circuit. [Fig. 145]A block diagram showing the internal configuration of a sub-control circuit of a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 146] FIG. 19 is a block diagram showing the internal configuration of a sound / LED control circuit of a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 147] FIG. 23 is a diagram for explaining an example of an output signal of a sound / LED control circuit in a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 148] FIG. 23 is a control block diagram for explaining an example of volume control by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 149] A schematic connection configuration diagram between the built-in relay board and the speaker of a pachinko game machine according to an 11th embodiment of the present invention. [Fig. 150] A block diagram showing the internal configuration of a display control circuit of a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 151] FIG. 15 is a schematic diagram of the connection configuration between the sub-board and the CGROM board (NOR type) of the pachinko game machine according to the eleventh embodiment of the present invention. [Fig. 152] FIG. 15 is a schematic diagram of the connection configuration between the sub-board and the CGROM board (NAND type) of the pachinko game machine according to the eleventh embodiment of the present invention. [Fig. 153] 23 is a truth table for explaining the operation of an AND circuit provided on a sub-board of a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 154] 23 is a truth table for explaining the operation of a bidirectional balanced transceiver provided on a sub-board of a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 155] A diagram showing the functional flow of a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 156] FIG. 1 is a diagram showing an example of a table showing the probability of a jackpot in a pachinko game machine. [Fig. 157] A figure showing an example of the selection rate of the main pattern when the result of the jackpot determination of the special pattern is a jackpot. [Fig. 158]FIG. 13 is a diagram showing an example of a special symbol variation time determination table stored in the main ROM. [Fig. 159] 13 is a diagram showing an example of a decorative symbol determination table stored in a sub-main ROM of a sub-control circuit. FIG. [Fig. 160] FIG. 13 is a diagram showing another example of a special symbol variation time determination table stored in the main ROM. [Fig. 161] A figure showing a first modified example regarding the selection rate of the main pattern when the result of the jackpot determination of the special pattern is a jackpot. [Fig. 162] A figure showing a second modified example of the selection rate of the main pattern when the result of the jackpot determination of the special pattern is a jackpot. [Fig. 163] 13 is a modified example of the decorative symbol determination table stored in the sub-main ROM of the sub-control circuit. [Fig. 164] A figure for explaining an overview of the drawing control processing in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 165] 13 is a flowchart showing an example of a power-on process by a main CPU. [Fig. 166] 10 is a flowchart illustrating an example of a power-on process. [Fig. 167] 13 is a flowchart showing an example of a game permission process. [Fig. 168] 1A is a flowchart showing an example of a setting process, and FIG. 1B is a flowchart showing another example of the setting process. [Fig. 169] 13 is a flowchart illustrating an example of a setting change process. [Fig. 170] 13 is a flowchart illustrating an example of a backup clear process. [Fig. 171] 13 is a flowchart illustrating an example of a setting confirmation process. [Fig. 172] 13 is a flowchart showing an example of a game return process. [Fig. 173] 13 is a flowchart showing an example of an abnormality process. [Fig. 174] 10 is a flowchart illustrating an example of a process to be performed when a power interruption occurs. [Fig. 175] 13 is a flowchart showing an example of a system timer interrupt process by a main CPU. [Fig. 176] 13 is a flowchart showing an example of a switch input detection process by a main CPU. [Fig. 177] A flowchart showing an example of a starting gate winning detection process by the main CPU. [Fig. 178] 13 is a flowchart showing an example of a setting check process by a main CPU. [Fig. 179] 13 is a flowchart showing an example of main control processing by a main CPU. [Fig. 180] 13 is a flowchart showing an example of a special symbol control process by the main CPU. [Fig. 181] 13 is a flowchart showing an example of a special symbol memory check process by the main CPU. [Fig. 182] 13 is a flowchart showing an example of a special symbol display time management process by the main CPU. [Fig. 183] 13 is a flowchart showing an example of a time-saving number of subtraction process by a main CPU. [Fig. 184] A flowchart showing an example of a jackpot end interval processing by the main CPU. [Fig. 185] 13 is a flowchart showing an example of a fluctuation pattern table setting process by a main CPU. [Fig. 186] 13 is a flowchart showing an example of normal symbol control processing by the main CPU. [Fig. 187] 10 is a flowchart showing an example of a sub-control main process executed by a host control circuit (sub-control circuit). [Fig. 188] 13 is a flowchart showing an example of a command analysis process executed by a host control circuit (sub-control circuit). [Fig. 189] 13 is a flowchart showing an example of a command transmission process executed by a host control circuit (sub-control circuit). [Fig. 190]13 is a flowchart showing an example of a message setting process executed by a host control circuit (sub-control circuit). [Fig. 191] 13 is a flowchart showing an example of a directory table registration process executed by a host control circuit (sub-control circuit). [Fig. 192] 13 is a flowchart showing an example of a message transmission process executed by a host control circuit (sub-control circuit). [Fig. 193] 13 is a table showing an example of a selection rate of the limiter number of times for each setting value in a pachinko gaming machine of an extended example 1. [Fig. 194] FIG. 13 is a diagram showing an example of a manner in which a gaming ball passes through the right gate for continuous operation of a role in a pachinko gaming machine of an extended example 4. [Fig. 195] 13 is a diagram showing an example of a manner in which a game ball passes through the left gate for continuous operation of a role in a pachinko game machine of an extended example 4. FIG. [Fig. 196] 23 is a flowchart showing an example of sub-control main processing executed by a host control circuit (sub-control circuit) in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 197] 23 is a flowchart showing an example of a timer interrupt process executed by a host control circuit (sub-control circuit) in the pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 198] FIG. 23 is a diagram illustrating an example of sub-device input discrimination information created in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Figure 199] 23 is a flowchart showing an example of a sub-device input process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Figure 200] 23 is a flowchart showing an example of a sub-device input ON edge information (with repeat function) process in a pachinko game machine according to an eleventh embodiment of the present invention. [Figure 201] 200. FIG. 20 is a flowchart continuing from FIG. 200, showing an example of the sub-device input ON edge information (with repeat function) processing in the pachinko game machine according to the eleventh embodiment of the present invention. [Fig. 202] FIG. 23 is a diagram for conceptually explaining the backlight control processing in the pachinko gaming machine according to the 11th embodiment of the present invention. [Fig. 203] 23 is a flowchart showing an example of a backlight control process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 204] 23 is a flowchart showing an example of a timer interrupt process associated with a modified example of the backlight control process in the pachinko game machine according to the 11th embodiment of the present invention. [Fig. 205] 23 is a flowchart showing a modified example of the backlight control process in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Fig. 206] 23 is a flowchart showing an example of a timer interrupt process showing a backlight control process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 207] 23 is a sub-control main process (overall flow) executed by a host control circuit to explain a first example of the process for adjusting the brightness of a backlight and various LEDs in a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 208] 23 is a sub-control main process (overall flow) executed by a host control circuit to explain a second example of the process for adjusting the brightness of a backlight and various LEDs in a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 209] 23 is a sub-control main process (overall flow) executed by a host control circuit to explain a third example of the process for adjusting the brightness of a backlight and various LEDs in a pachinko game machine according to an eleventh embodiment of the present invention. [Fig. 210] 23 is a flowchart showing an example of an RTC acquisition process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 211] 23 is a flowchart showing an example of animation control main processing in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 212]23 is a flowchart showing an example of a composition playback control process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 213] 23 is a flowchart showing an example of a sound amplifier check process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 214] 23 is a flowchart showing an example of a normal amplifier check process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 215] 23 is a flowchart showing an example of a deep bass amplifier check process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 216] 23 is a flowchart showing an example of a sound amplifier check process for performing a normal amplifier / subwoofer (all at once) check process in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Fig. 217] 23 is a flowchart showing an example of a more preferable form of sound amplifier check processing in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Fig. 218] 23 is a flowchart showing an example of a more preferable mode of normal amplifier / subwoofer check processing in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 219] 218 shows a flowchart continuing from FIG. 218, showing an example of a more preferable form of the normal amplifier / subwoofer check processing in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Fig. 220] 23 is a flowchart showing an example of a sound request control process when there are a plurality of sound requests for the same channel in the pachinko gaming machine according to the eleventh embodiment of the present invention. [Fig. 221] 23 is a flowchart showing a first example of a sound request control process when a volume adjustment is performed in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 222]23 is a flowchart showing a second example of a sound request control process when a volume adjustment is performed in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 223] 23 is a flowchart showing a third example of a sound request control process when a volume adjustment is performed in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 224] 23 is a flowchart showing a fourth example of a sound request control process when a volume adjustment is performed in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 225] 23 is a flowchart showing a fifth example of a sound request control process when a volume adjustment is performed in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 226] 23 is an attenuation table showing an example of luminance attenuation values of each color (red, green, blue) according to strong, medium, and weak light emission intensities of LEDs in the pachinko game machine according to the eleventh embodiment of the present invention. [Fig. 227] 13 is a block diagram showing an example of a connection state between an LED port, an LED, and a solenoid in a pachinko game machine according to an eleventh embodiment of the present invention. FIG. [Fig. 228] 23 is a flowchart showing an example of a data load process executed by a host control circuit as one of various initialization processes in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 229] 23 is a flowchart showing an example of a random number initialization process executed by a host control circuit as one of various initialization processes in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 230] 23 is a flowchart showing an example of a random number regular update process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 231](a) a flowchart showing an example of a random number 1 acquisition process, (b) a flowchart showing an example of a random number 2 acquisition process, (c) a flowchart showing an example of a random number 3 acquisition process, and (d) a flowchart showing an example of a random number 4 acquisition process in a pachinko gaming machine according to an 11th embodiment of the present invention. [Fig. 232] 23 is a flowchart showing an example of a random number acquisition process executed when a random number is used in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 233] 23 is a sub-control main process (overall flow) executed by a host control circuit to explain a modified example of the sub-random number process in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 234] 23 is a flowchart showing an example of a reception interrupt process executed by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 235] A flowchart showing an example of a reel initial operation process executed by a host control circuit as one of various initialization processes in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 236] 23 is a flowchart showing an example of a role control process for a role executed by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 237] 13 is a flowchart showing an example of processing performed when a performance command is received. [Fig. 238] A flowchart showing an example of reel processing executed by a host control circuit when a variation start command for a reel is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 239] 15 is a flowchart showing an example of an initial position restoration device operation process for a device executed by a host control circuit in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 240] 15 is a flowchart showing an example of a role processing executed by a host control circuit when a demo command for a role is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 241] A flowchart showing an example of reel processing executed by a host control circuit when a change confirmation command for a reel is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 242] 15 is a flowchart showing an example of a reel processing executed by a host control circuit when a winning command for a reel is received in a pachinko gaming machine according to an eleventh embodiment of the present invention. [Fig. 243] 13 is a flowchart showing an example of a whole menu task executed by a sub CPU. [Fig. 244] FIG. 13 is a diagram showing an example of a hall menu screen displayed in a display area of a liquid crystal display device. [Fig. 245] 13 is an example of a hall menu screen displayed in a display area of a liquid crystal display device when a hall menu display process is executed. [Fig. 246] 13 is an example of a hall menu screen displayed in a display area of a liquid crystal display device when a hall menu display process is executed. [Fig. 247] 13 is a diagram showing an example of a hall menu screen displayed in the display area of the liquid crystal display device when the hall menu redisplay process is executed. FIG. [Fig. 248] These are examples of screens on which error content is displayed in the display area of a liquid crystal display device: (a) a screen indicating that a backup clear process has been performed without a setting change process; (b) a screen indicating that a start port abnormal entry error has occurred and that a backup clear process has been performed without a setting change process; and (c) a screen after the notification period has elapsed indicating that a backup clear process has been performed when both a backup clear process without a setting change process has been performed and a start port abnormal entry error has occurred. [Fig. 249] 13 is a flowchart showing another example of the hall menu task executed by the host control circuit, in which the host control circuit executes a setting determination process for determining whether setting value information is appropriate. [Fig. 250]13 is a flowchart showing an example of hall menu processing executed by a sub CPU. [Fig. 251] 13 is an example of an error information history screen displayed in a display area of a liquid crystal display device. [Fig. 252] 13 is a flowchart showing an example of a setting change and confirmation history process executed by a sub CPU. [Fig. 253] This is an example of the setting change and confirmation history processing executed by the sub-CPU, and is a flowchart continuing from FIG. 252. [Fig. 254] FIG. 13 is a diagram showing an example of an initial screen of a setting change / confirmation history screen displayed in a display area of a liquid crystal display device. [Figure 255] FIG. 13 is a diagram showing an example of the setting change / confirmation history screen when "Page" is selected. [Fig. 256] FIG. 13 is a diagram showing an example of a page update screen on which a page can be updated on the setting change / confirmation history screen. [Fig. 257] FIG. 13 is a diagram showing an example of the setting change / confirmation history screen when "Clear" is selected. [Fig. 258] FIG. 13 is a diagram showing an example of a data clear screen in which each history data is cleared on the setting change / confirmation history screen. [Fig. 259] FIG. 13 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, which is an example of an initial screen. [Fig. 260] FIG. 13 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, showing an example when "Display settings" is selected. [Fig. 261] FIG. 13 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, showing an example when a new setting value is added and displayed. [Fig. 262] FIG. 13 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, showing an example when "Page" is selected. [Fig. 263]FIG. 13 is a diagram showing another example of the setting change / confirmation history screen displayed in the display area of the liquid crystal display device, which is an example of a page update screen on which page updating can be performed. [Fig. 264] FIG. 11 is a flow diagram showing an example of an operational procedure until a setting change / confirmation history screen on which setting values can be confirmed is displayed on a whole menu screen displayed in a display area of a liquid crystal display device. [Fig. 265] 13 is a flowchart showing an example of a maintenance process executed by a sub CPU. [Fig. 266] FIG. 13 is a diagram showing an example of a maintenance screen displayed in a display area of a liquid crystal display device. [Fig. 267] 13 is an example of a maintenance screen displayed in a display area of a liquid crystal display device. [Fig. 268] FIG. 13 is a diagram showing an example of an initial guide image displayed in a display area of a liquid crystal display device. [Fig. 269] FIG. 13 is a diagram showing an example of a UniMemo initial image displayed in a display area of a liquid crystal display device. [Fig. 270] FIG. 13 is a diagram showing an example of a password request screen displayed in a display area of a liquid crystal display device. [Fig. 271] 13 is a flowchart showing a first modified example of the setting change and confirmation history processing executed by the sub CPU. [Fig. 272] 13 is a flowchart showing an example of authentication processing in Modification 1 of the setting change / check history processing executed by the sub CPU. [Fig. 273] FIG. 11 is a diagram showing an example in which a password request screen is displayed in the display area of a liquid crystal display device when the setting change / check history process is executed in variant 1 of the setting change / check history process executed by a sub CPU. [Fig. 274] 13 is an example of a password request screen displayed in a display area of a liquid crystal display device in the first modified example of the setting change / confirmation history process executed by a sub CPU. [Fig. 275]FIG. 13 is a diagram showing an example of a screen displayed in the display area of the liquid crystal display device when an input password is incorrect in the first modified example of the setting change / check history process executed by the sub CPU. [Fig. 276] FIG. 11 is a flow chart showing an example of an operation procedure until a setting change / confirmation history screen that allows the setting values to be confirmed is displayed on a hall menu screen displayed in the display area of a display device in variant 1 of the setting change / confirmation history processing executed by a sub-CPU. [Fig. 277] FIG. 13 is a diagram showing a configuration example of a volume switch that generates a volume password to be applied to authentication processing in a second modified example of the setting change / check history processing executed by a sub CPU. [Fig. 278] 13 is a flowchart showing an example of authentication processing in Modification 2 of the setting change / check history processing executed by the sub CPU. [Fig. 279] FIG. 11 is a diagram showing an example in which a password request screen is displayed in the display area of the liquid crystal display device when the setting change / check history process is executed in variant 2 of the setting change / check history process executed by the sub CPU. [Fig. 280] 13 is an example of a volume password request display screen displayed in a display area of a liquid crystal display device in the second modified example of the setting change / confirmation history process executed by a sub CPU. [Fig. 281] FIG. 13 is a flowchart showing an example of a procedure for checking setting values of setting change / check history information in the second modified example of the setting change / check history process executed by the sub CPU. [Fig. 282] FIG. 13 is a diagram showing an example of the configuration of a gaming system relating to variant 3 of the setting change / confirmation history processing executed by a sub-CPU. [Fig. 283] 11 is a flowchart showing an example of a setting change / confirmation history process in a pachinko gaming machine constituting a gaming system according to a modified example 3. [Fig. 284] 13 is a flowchart showing an example of a setting change / confirmation history process in the portable wireless communication terminal and the server device of the gaming system according to Modification 3. [Fig. 285]FIG. 13 is a diagram showing an example of a setting change / confirmation history screen including a two-dimensional code in a pachinko gaming machine of a gaming system according to a modified example 3. [Fig. 286] FIG. 13 is a flow chart showing an example of a procedure for confirming setting values in setting change / confirmation history information in a gaming system according to Modification 3. [Fig. 287] FIG. 13 is a diagram showing an example of a two-dimensional code display screen on a portable wireless communication terminal of a gaming system according to Modification 3. [Fig. 288] FIG. 13 is a diagram showing an example of a password input screen on a portable wireless communication terminal of a gaming system according to Modification 3. [Fig. 289] FIG. 13 is a diagram showing an example of a setting change / confirmation history screen in a portable wireless communication terminal of a gaming system according to Modification 3. [Fig. 290] A diagram showing the functional flow of a pachinko gaming machine according to a twelfth embodiment of the present invention. [Fig. 291] A figure showing an example of a fluctuation pattern table that can be used in the 12th embodiment of the present invention. [Fig. 292] 23 is an external oblique view of a pachinko gaming machine according to a twelfth embodiment of the present invention, seen from the front side. [Fig. 293] FIG. 23 is an exploded oblique view of a pachinko gaming machine according to a twelfth embodiment of the present invention. [Fig. 294] 23 is an external oblique view of a pachinko gaming machine according to a twelfth embodiment of the present invention, seen from the rear side. [Fig. 295] A front view showing the configuration of the game board of a pachinko game machine according to a twelfth embodiment of the present invention. [Fig. 296] A block diagram showing the circuit configuration of a pachinko game machine according to a twelfth embodiment of the present invention. [Fig. 297] A block diagram showing the internal configuration of a sub-control circuit of a pachinko game machine according to a twelfth embodiment of the present invention. [Fig. 298] A configuration diagram of various registers possessed by the main CPU of a pachinko game machine according to the 12th embodiment of the present invention. [Figure 299] A diagram showing a memory map of a main control circuit of a pachinko game machine according to a twelfth embodiment of the present invention. [Figure 300] A figure showing an example of the operation of the varying display of each special pattern when the simultaneous variation function is activated in the pachinko gaming machine according to the 12th embodiment of the present invention. [Fig. 301] A figure showing an example of a first special pattern work area table in the twelfth embodiment of the present invention. [Fig. 302] A figure showing an example of a first special pattern related definition data table in the 12th embodiment of the present invention. [Fig. 303] A figure showing an example of a second special pattern work area table in the twelfth embodiment of the present invention. [Fig. 304] A figure showing an example of a second special pattern related definition data table in the 12th embodiment of the present invention. [Fig. 305] A figure showing a modified example of the first special pattern work area table in the twelfth embodiment of the present invention. [Fig. 306] 23 is a flowchart showing an example of an external maskable interrupt process executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Fig. 307] 23 is a flowchart showing an example of a system timer interrupt process executed by the main CPU in a pachinko gaming machine according to a twelfth embodiment of the present invention. [Fig. 308] 23 is a flowchart showing an example of a setting control process in the twelfth embodiment of the present invention. [Fig. 309] 23 is a flowchart showing an example of a setting change process in the twelfth embodiment of the present invention. [Fig. 310] 23 is a flowchart showing an example of a setting confirmation process in the twelfth embodiment of the present invention. [Fig. 311] 23 is a flowchart showing an example of a first normal game pre-processing in a twelfth embodiment of the present invention. [Fig. 312] 23 is a flowchart showing an example of a second normal game pre-processing in a twelfth embodiment of the present invention. [Fig. 313]23 is a flowchart showing an example of a switch input detection process in the twelfth embodiment of the present invention. [Fig. 314] 23 is a flowchart showing an example of an abnormal state monitoring process in a twelfth embodiment of the present invention. [Fig. 315] 23 is a flowchart showing an example of abnormal state monitoring pre-processing in a twelfth embodiment of the present invention. [Fig. 316] 23 is a flowchart showing an example of a general-purpose abnormality detection and determination process in the twelfth embodiment of the present invention. [Fig. 317] 26 is a flowchart (part 1) showing an example of main control processing executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Fig. 318] 26 is a flowchart (part 2) showing an example of the main control main process executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Fig. 319] 26 is a flowchart (part 3) showing an example of a main control process executed by a main CPU in a pachinko gaming machine according to a twelfth embodiment of the present invention. [Fig. 320] 26 is a flowchart (part 4) showing an example of a main control process executed by the main CPU in the pachinko gaming machine according to the twelfth embodiment of the present invention. [Fig. 321] 23 is a flowchart showing an example of a wait process in the twelfth embodiment of the present invention. [Fig. 322] 23 is a flowchart showing an example of startup initial setting processing in a twelfth embodiment of the present invention. [Figure 323] 23 is a flowchart showing an example of a setting operation pre-processing in a twelfth embodiment of the present invention. [Fig. 324] 23 is a flowchart showing an example of a power cutting process in a twelfth embodiment of the present invention. [Fig. 325] 26 is a flowchart (part 1) showing an example of a special symbol control process in a twelfth embodiment of the present invention. [Fig. 326]23 is a flowchart (part 2) illustrating an example of the special symbol control process in the twelfth embodiment of the present invention. [Fig. 327] 23 is a flowchart showing an example of a special symbol-related timer update process in the twelfth embodiment of the present invention. [Fig. 328] 23 is a flowchart showing an example of a special symbol management process in the twelfth embodiment of the present invention. [Fig. 329] A flowchart showing an example of special pattern variation start processing in the 12th embodiment of the present invention. [Fig. 330] 23 is a flowchart showing an example of a special pattern game waiting process in the twelfth embodiment of the present invention. [Fig. 331] 23 is a flowchart (part 1) showing an example of a special pattern variation end process in the twelfth embodiment of the present invention. [Fig. 332] 23 is a flowchart (part 2) showing an example of a special pattern variation end process in the twelfth embodiment of the present invention. [Figure 333] 26 is a flowchart (part 1) showing an example of a special symbol game determination process in a twelfth embodiment of the present invention. [Fig. 334] 23 is a flowchart (part 2) illustrating an example of the special symbol game determination process in the twelfth embodiment of the present invention. [Fig. 335] 23 is a flowchart showing an example of a special pattern game ending process in the twelfth embodiment of the present invention. [Fig. 336] A flowchart showing an example of the large prize opening preparation process in the 12th embodiment of the present invention. [Fig. 337] A flowchart showing an example of a large prize opening control process in the 12th embodiment of the present invention. [Figure 338] 23 is a flowchart showing an example of a special symbol winning end processing in the twelfth embodiment of the present invention. [Fig. 339] 23 is a flowchart showing an example of a normal pattern control process in the twelfth embodiment of the present invention. [Fig. 340]23 is a flowchart showing an example of a special symbol management process in the thirteenth embodiment of the present invention. [Fig. 341] A flowchart showing an example of special pattern variation start processing in the 13th embodiment of the present invention. [Fig. 342] 23 is a flowchart showing an example of special pattern game waiting processing in the thirteenth embodiment of the present invention. [Figure 343] 23 is a flowchart showing an example of a special pattern fall determination process in the thirteenth embodiment of the present invention. [Fig. 344] 23 is a flowchart showing an example of a special pattern presentation mode management process in the thirteenth embodiment of the present invention. [Figure 345] A figure showing the configuration of a special pattern change pattern selection table selection data table, a special pattern change pattern selection table group, and a special pattern change pattern selection offset table used in another example of a selection method for the performance change table. [Fig. 346] 23 is a flowchart showing an example of a special pattern game state setting process in the thirteenth embodiment of the present invention. [Figure 347] A flowchart showing an example of special pattern change end processing in the 13th embodiment of the present invention. [Fig. 348] 26 is a flowchart (part 1) showing an example of a special symbol game determination process in a thirteenth embodiment of the present invention. [Fig. 349] 23 is a flowchart (part 2) illustrating an example of the special symbol game determination process in the thirteenth embodiment of the present invention. [Fig. 350] 23 is a flowchart showing an example of a game status management process in the thirteenth embodiment of the present invention. [Fig. 351] 23 is a flowchart showing an example of a special pattern game ending process in the thirteenth embodiment of the present invention. [Fig. 352] 23 is a flowchart showing an example of a special symbol winning end processing in the thirteenth embodiment of the present invention. [Fig. 353] 23 is an example of a front view showing the appearance of a game board unit in a pachinko game machine according to a fourteenth embodiment. [Fig. 354] FIG. 23 is an example of a front view showing the appearance of the game board unit when the display shutter is moving from the advanced position to the retracted position in a pachinko game machine according to a fourteenth embodiment. [Figure 355] 23 is an example of a front view showing the appearance of the game board unit when the 7-segment display is in the advanced position and the upper half of the display shutter is in the retracted position in the pachinko game machine according to the 14th embodiment. FIG. [Fig. 356] FIG. 23 is an example of a front view showing the appearance of the game board unit when both the 7-segment display and the display shutter are in the retracted position in the pachinko game machine according to the fourteenth embodiment. [Figure 357] 23 is an example of a block diagram showing a control circuit of a pachinko game machine according to a fourteenth embodiment. [Figure 358] A block diagram showing the circuit configuration inside the sub-control circuit of a pachinko game machine according to a fourteenth embodiment, and the connection relationship between the sub-control circuit and various peripheral devices. [Figure 359] 13 is an example of a table showing the probability of a big win and a small win in the special pattern lottery of the pachinko game machine according to the 14th embodiment, for each setting. [Figure 360] 23 is an example of a special symbol determination table of the pachinko gaming machine according to the fourteenth embodiment. [Fig. 361] 23 is an example of a jackpot type determination table for the pachinko gaming machine according to the fourteenth embodiment. [Fig. 362] 23 is an example of a table that specifies combinations of first-half fluctuation patterns and second-half fluctuation patterns of special symbols in a pachinko gaming machine according to a fourteenth embodiment. [Figure 363] 23 is an example of a first half variation pattern table of special symbols in a pachinko gaming machine according to a fourteenth embodiment. [Figure 364] 23 is an example of a latter-stage variation pattern table of a special symbol in a pachinko gaming machine according to a fourteenth embodiment. [Figure 365]This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in a pachinko game machine according to the 14th embodiment, and shows a case where both the first special pattern and the second special pattern were in the normal presentation mode when the power was restored. [Fig. 366] This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in a pachinko game machine according to the 14th embodiment, and shows a case where both the first special pattern and the second special pattern were in the chance presentation mode when the power was restored. [Figure 367] A figure showing an example of a processing (mode) executed by a host control circuit when a backup clear processing is not executed when power is restored in a pachinko game machine according to the 14th embodiment, showing a case where both the first special pattern and the second special pattern were in the countdown presentation mode when power was restored. [Figure 368] This figure shows an example of processing executed by the host control circuit 7212 when the backup clear processing is not executed when the power is restored in a pachinko game machine according to the 14th embodiment, and shows a case where both the first special pattern and the second special pattern were in rush performance mode when the power was restored. [Figure 369] A figure showing an example of a processing (mode) executed by a host control circuit when a backup clear processing is not executed when power is restored in a pachinko game machine according to the 14th embodiment, showing a case where the first special pattern is in the normal presentation mode and the second special pattern is in the chance presentation mode when power is restored. [Fig. 370] FIG. 23 is a diagram showing an example in which the first special symbol is in the normal presentation mode and the second special symbol is in the chance presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Fig. 371]This figure shows an example of the processing (mode) executed by the host control circuit when the backup clear processing is not executed when the power is restored in a pachinko game machine according to the 14th embodiment, and shows a case where the first special pattern is in the chance presentation mode and the second special pattern is in the normal presentation mode when the power is restored. [Fig. 372] FIG. 23 is a diagram showing an example in which the first special symbol is in the chance presentation mode and the second special symbol is in the normal presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Fig. 373] A figure showing an example of a processing (mode) executed by a host control circuit when a backup clear processing is not executed when power is restored in a pachinko game machine according to the 14th embodiment, showing a case where the first special pattern is in the countdown presentation mode and the second special pattern is in the rush presentation mode when power is restored. [Figure 374] FIG. 23 is a diagram showing an example in which the first special symbol is in the countdown presentation mode and the second special symbol is in the rush presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Figure 375] A figure showing an example of a processing (mode) executed by a host control circuit when a backup clear processing is not executed when power is restored in a pachinko game machine according to the 14th embodiment, showing a case where the first special pattern is in rush performance mode and the second special pattern is in countdown performance mode when power is restored. [Figure 376] FIG. 23 is a diagram showing an example in which the first special symbol is in the rush presentation mode and the second special symbol is in the countdown presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Figure 377] A figure showing an example of a processing (mode) executed by a host control circuit when a backup clear processing is not executed when power is restored in a pachinko game machine according to the 14th embodiment, showing a case where the first special pattern is in rush performance mode and the second special pattern is in normal performance mode when power is restored. [Figure 378]FIG. 23 is a diagram showing an example in which the first special symbol is in the rush presentation mode and the second special symbol is in the normal presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Figure 379] A figure showing an example of a process (mode) executed by a host control circuit when a backup clear process is not executed when power is restored in a pachinko game machine according to the 14th embodiment, showing a case where the first special pattern is in the normal performance mode and the second special pattern is in the rush performance mode when power is restored. [Figure 380] FIG. 23 is a diagram showing an example in which the first special symbol is in the normal presentation mode and the second special symbol is in the rush presentation mode when the power is restored in the pachinko game machine according to the fourteenth embodiment. [Figure 381] This figure shows an example of processing executed by the host control circuit in the pachinko game machine of the 14th embodiment when backup clear processing is not executed when power is restored and the situation when power is restored is in a jackpot game state, in the following cases: (A) power is restored at the start of the jackpot game state, (B) power is restored when passing through the passing gate, (C) power is restored when the large prize entry port is opened, (D) power is restored when the large prize entry port is closed, and (E) power is restored at the end of the jackpot game state. [Figure 382] A figure for explaining a first example of a presentation mode change process in a pachinko game machine according to the 14th embodiment, which changes the presentation mode executed by the host control circuit according to a combination of the current setting value set in the setting change process and the setting by the dip switch, (A) an example of a table showing the probability of a big hit and a small hit, (B) a figure showing a match / mismatch based on the combination of the setting value and the dip switch setting, and (C) a figure showing the presentation mode executed in response to a match / mismatch based on the combination of the setting value and the dip switch setting. [Figure 383]A figure for explaining a second example of the presentation mode change process in a pachinko game machine according to the 14th embodiment, which changes the presentation mode executed by the host control circuit according to the combination of the current setting value set in the setting change process and the setting by the dip switch, (A) an example of a table showing the probability of a big hit and a small hit, (B) a figure showing a match / mismatch based on the combination of the setting value and the dip switch setting, and (C) a figure showing the frequency of execution of special presentations corresponding to a match / mismatch based on the combination of the setting value and the dip switch setting. [Figure 384] A figure for explaining a third example of a presentation mode change process in a pachinko game machine according to the 14th embodiment, which changes the presentation mode executed by the host control circuit depending on the combination of the current setting value set in the setting change process and the setting by the dip switch, (A) an example of a table showing the probability of a big hit and a small hit, (B) a figure showing a match / mismatch based on the combination of the setting value and the dip switch setting, and (C) a figure showing whether or not a special presentation can be executed corresponding to a match / mismatch based on the combination of the setting value and the dip switch setting. [Figure 385] A schematic oblique view of a gaming machine according to a fifteenth embodiment of the present invention, seen from the front side. [Figure 386] FIG. 23 is a schematic front view of a gaming machine according to a fifteenth embodiment of the present invention. [Figure 387] An exploded oblique view showing the plate unit detached in the fifteenth embodiment of the present invention. [Figure 388] FIG. 22 is an exploded perspective view showing the top decoration of the fifteenth embodiment of the present invention with the top decoration detached. [Figure 389] FIG. 22 is an exploded oblique view showing the right side decorative member and the left side decorative member in the fifteenth embodiment of the present invention with the members separated. [Figure 390] A schematic oblique view of the plate unit shown from an oblique right direction. [Figure 391] A schematic oblique view of the plate unit shown from an oblique left direction. [Figure 392] A schematic front view of the plate unit. [Figure 393]A schematic side view showing the right side of the plate unit. [Figure 394] A schematic side view showing the left side of the plate unit. [Figure 395] A schematic oblique view showing the plate unit from a diagonal downward direction. [Figure 396] FIG. [Figure 397] A schematic oblique view showing the state in which some parts of the plate unit have been removed. [Figure 398] A schematic front view showing the plate unit with some parts removed. [Figure 399] 2 is an exploded perspective view illustrating the configuration around the speaker in the dish unit. FIG. [Figure 400] 13 is an exploded oblique view illustrating the air blowing mechanism around the speaker in the dish unit. FIG. [Fig. 401] FIG. 4 is an exploded perspective view for explaining the operation of the blower mechanism. [Fig. 402] 13 is an internal plan view for explaining the operation of the blowing mechanism. FIG. [Fig. 403] FIG. 4 is an exploded perspective view for explaining the operation of the blower mechanism. [Fig. 404] 13 is an internal plan view for explaining the operation of the blowing mechanism. FIG. [Fig. 405] A block diagram showing a control circuit of a gaming machine according to a fifteenth embodiment of the present invention. [Fig. 406] A diagram for explaining various tables of the gaming machine according to the fifteenth embodiment of the present invention. [Fig. 407] FIG. [Fig. 408] 13 is a schematic plan view showing the inner light guide plate in the right decorative member. FIG. [Fig. 409] 13 is a partially cutaway perspective view showing the rear incident end surface of the inner light guide plate in the right decorative member. FIG. [Fig. 410] A partially cutaway rear view showing the rear incident end surface of the inner light guide plate in the right decorative member. [Fig. 411]13 is a partially cutaway perspective view showing the front emission end surface of the inner light guide plate in the right decorative member. FIG. [Fig. 412] A partially cutaway front view showing the front emission end surface of the inner light guide plate in the right decorative member. [Fig. 413] FIG. 2 is an exploded perspective view of a central decorative member in the top decorative member. [Fig. 414] FIG. 2 is an exploded perspective view of a central decorative member in the top decorative member. [Fig. 415] 1 is a schematic front view showing the internal structure of a central decorative member in a top decoration. FIG. [Fig. 416] FIG. 2 is an exploded perspective view showing the internal structure of the central decorative member in the top decorative member. [Fig. 417] FIG. 2 is an exploded top view of the central decorative member in the top decorative member. [Fig. 418] FIG. 13 is an exploded perspective view of the right decorative member in the top decoration. [Fig. 419] A schematic front view showing some parts of the right decorative member in the top decoration. [Fig. 420] A schematic top view showing some parts of the right decorative member in the top decoration. [Fig. 421] A schematic top view showing the right side of some parts of the right decorative member in the top decoration. [Fig. 422] A schematic top view showing the left side of some parts of the right decorative member in the top decoration. [Fig. 423] A schematic rear view showing some parts of the right decorative member in the top decoration. [Fig. 424] FIG. 13 is a schematic perspective view showing a modified example of the blowing mechanism. [Fig. 425] 23 is an external oblique view of the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Fig. 426] FIG. 23 is an exploded oblique view of a gaming machine according to a sixteenth embodiment of the present invention. [Fig. 427] An exploded oblique view of the main body frame in an amusement machine according to a sixteenth embodiment of the present invention. [Fig. 428] An exploded oblique view of the mounting frame in the gaming machine according to the sixteenth embodiment of the present invention. [Fig. 429] A top view of a game board in a gaming machine according to a 16th embodiment of the present invention. [Fig. 430] A top view of a game board in a gaming machine according to a modified example of the sixteenth embodiment of the present invention. [Fig. 431] 23 is an oblique view of a mounting base in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Fig. 432] A front view of a mounting base in a gaming machine according to a 16th embodiment of the present invention. [Fig. 433] A cross-sectional view of the main body frame in an amusement machine according to the sixteenth embodiment of the present invention. [Fig. 434] 23 is a diagram illustrating the optical axis of the projection light emitted from a projector unit in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Fig. 435] 23 is an oblique view of the cover member of the gaming machine according to the sixteenth embodiment of the present invention, viewed from the rear side. [Fig. 436] 23 is an oblique view of the cover member in the gaming machine according to the 16th embodiment of the present invention, viewed from the front side. [Fig. 437] 23 is a diagram for explaining the positional relationship between the game board relay board in the game machine according to the 16th embodiment of the present invention, the board hole in the mounting base, and the opening of the cover member. FIG. [Fig. 438] FIG. 23 is a top view of a gaming machine according to a sixteenth embodiment of the present invention. [Fig. 439] An exploded oblique view of the main body frame in an amusement machine according to a sixteenth embodiment of the present invention. [Fig. 440] 23 is an exploded oblique view of the first guide gutter and the second guide gutter in the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Fig. 441] 23 is an exploded oblique view of the first guide gutter and the second guide gutter in the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Fig. 442] 23 is an overall oblique view showing a payout device in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Figure 443] An oblique view showing a ball passage unit included in a payout device in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 444]An exploded oblique view showing a ball passage unit in a gaming machine according to a sixteenth embodiment of the present invention. [Figure 445] This is an exploded oblique view showing the ball passage unit in a different orientation from Figure 444. [Fig. 446] A plan view showing the first guide path of the ball passage unit in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 447] A plan view showing the second guide path of the ball passage unit in the gaming machine according to the sixteenth embodiment of the present invention. [Figure 448] 23 is an oblique view showing the outlet of the game board in the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Figure 449] 23 is an oblique view showing a ball detection unit located behind the outlet of the gaming machine according to the 16th embodiment of the present invention with the game board removed. FIG. [Fig. 450] 23 is an oblique view showing the entire ball detection unit in the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Fig. 451] An exploded oblique view showing a ball detection unit in a gaming machine according to a sixteenth embodiment of the present invention. [Fig. 452] This is an exploded oblique view showing the ball detection unit in a different orientation than Figure 451. [Fig. 453] This is an internal side view of the right-side component that makes up the ball detection unit in the gaming machine according to the 16th embodiment of the present invention. [Fig. 454] An internal side view of the left-side component that makes up the ball detection unit in the gaming machine according to the 16th embodiment of the present invention. [Fig. 455] A top view of a protrusion member that constitutes a ball detection unit in an amusement machine according to the 16th embodiment of the present invention. [Fig. 456] 23 is an overall oblique view showing a glass door on which a plate unit is provided in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Fig. 457] 23 is an overall front view showing the front of the glass door in the gaming machine according to the sixteenth embodiment of the present invention. FIG. [Fig. 458]An enlarged oblique view showing the entire plate unit in the gaming machine according to the sixteenth embodiment of the present invention. [Fig. 459] An exploded oblique view of a plate unit in a gaming machine according to a sixteenth embodiment of the present invention. [Fig. 460] A top view of a plate unit in a gaming machine according to a 16th embodiment of the present invention. [Fig. 461] This is a top view of the gaming machine according to the sixteenth embodiment of the present invention with the tray cover member of the tray unit removed. [Fig. 462] 23 is an oblique view of the main body, ball removal passage member, and lid opening / closing portion of the gaming machine according to the 16th embodiment of the present invention, viewed from the rear side. [Fig. 463] FIG. 463 is an exploded view of the view shown in FIG. [Fig. 464] 23 is an oblique view of a ball removal passage member in a gaming machine according to a sixteenth embodiment of the present invention. FIG. [Fig. 465] This is a cross-sectional view taken along line AA' in Figure 464. [Fig. 466] This is a cross-sectional view of BB' in Figure 464. [Fig. 467] FIG. 22 is an exploded oblique view of a ball removal passage member in a gaming machine according to a sixteenth embodiment of the present invention. [Fig. 468] A block diagram showing the circuit configuration of a gaming machine according to a sixteenth embodiment of the present invention. [Fig. 469] An oblique view of a board unit of a gaming machine according to a seventeenth embodiment of the present invention. [Fig. 470] An oblique view of a board unit of a gaming machine according to a seventeenth embodiment of the present invention. [Fig. 471] A front view of a board unit of an amusement machine according to the seventeenth embodiment of the present invention. [Fig. 472] 23 is an oblique view of a circuit board case of a gaming machine according to a seventeenth embodiment of the present invention. FIG. [Fig. 473] 23 is an oblique view of a circuit board case of a gaming machine according to a seventeenth embodiment of the present invention. FIG. [Fig. 474] FIG. 22 is an exploded oblique view of a circuit board case of a gaming machine according to the seventeenth embodiment of the present invention. [Fig. 475] FIG. 22 is an exploded oblique view of a circuit board case of a gaming machine according to the seventeenth embodiment of the present invention. [Fig. 476] A front view of a circuit board case of a gaming machine according to the seventeenth embodiment of the present invention. [Fig. 477] A rear view of the circuit board case of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 478] A side view of the upper member of the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 479] A side view of the upper member of the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 480] A partially enlarged side view of the upper member of the base case of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 481] 23 is an internal front view of the lower member of the base case of the gaming machine according to the 17th embodiment of the present invention. [Figure 482] 23 is an oblique view showing the state before the upper and lower members are assembled in the base case of the gaming machine according to the 17th embodiment of the present invention. FIG. [Figure 483] 23 is an oblique view showing the state after the upper and lower members have been assembled in the base case of the gaming machine according to the 17th embodiment of the present invention. FIG. [Figure 484] 23 is an oblique view showing the rotating state of a board case in a board unit of a gaming machine according to a seventeenth embodiment of the present invention. FIG. [Figure 485] 23 is an oblique view showing the rotating state of a board case in a board unit of a gaming machine according to a seventeenth embodiment of the present invention. FIG. [Figure 486] 23 is an oblique view showing the mounting state of the board case to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Figure 487] 23 is an oblique view showing the mounting state of the board case to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Figure 488] 23 is an oblique view showing the mounting state of the board case to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Figure 489]FIG. 22 is an exploded oblique view showing the state before the board case is attached to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 490] FIG. 22 is an exploded oblique view showing the state before the board case is attached to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 491] FIG. 22 is an exploded oblique view showing the state before the board case is attached to the base member of the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 492] 23 is an oblique view showing the rotating state of a board case in a board unit of a gaming machine according to a seventeenth embodiment of the present invention. FIG. [Figure 493] An exploded oblique view showing a sealing member attached to a base member of a board unit of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 494] A top view showing the rotating state of the board case in the board unit of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 495] 23 is an oblique view showing the front door of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Fig. 496] A side view showing the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 497] An exploded oblique view showing the front door of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 498] An exploded oblique view showing a transparent plate unit in the front door of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 499] An exploded oblique view showing a transparent plate unit in the front door of a gaming machine according to a seventeenth embodiment of the present invention. [Figure 500] A front view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 501] A rear view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 502] A side view showing the transparent plate unit in the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 503] FIG. 22 is an exploded oblique view showing the assembled state of the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 504] FIG. 22 is an exploded oblique view showing the assembled state of the front door of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 505] 23 is an oblique view showing the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Figure 506] An exploded oblique view showing the launch handle of an amusement machine according to the seventeenth embodiment of the present invention. [Figure 507] An exploded oblique view showing the launch handle of an amusement machine according to the seventeenth embodiment of the present invention. [Figure 508] 23 is an exploded side view showing the launch handle of an amusement machine according to the seventeenth embodiment of the present invention. FIG. [Figure 509] A front view showing the handle grip of the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 510] A rear view showing the handle grip of the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 511] A front view showing a base member in a launch handle of an amusement machine according to a seventeenth embodiment of the present invention. [Figure 512] A rear view showing the base member of the launch handle of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 513] FIG. 22 is a perspective view showing the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 514] FIG. 23 is an exploded perspective view showing the air blowing mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 515] 23 is an internal plan view showing the inside of the blower mechanism of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Fig. 516] 23 is an internal plan view for explaining the operation of the blower mechanism of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Figure 517] FIG. 22 is a left side view for explaining the operation of the blower mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Figure 518]23 is an internal plan view for explaining the operation of the blower mechanism of the gaming machine according to the seventeenth embodiment of the present invention. FIG. [Figure 519] FIG. 22 is a left side view for explaining the operation of the blower mechanism of the gaming machine according to the seventeenth embodiment of the present invention. [Fig. 520] An oblique view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Fig. 521] An oblique view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Figure 522] A front view showing a main body subunit of a gaming machine according to an 18th embodiment of the present invention. [Figure 523] An exploded oblique view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Figure 524] An exploded oblique view showing a main body subunit of an amusement machine according to an 18th embodiment of the present invention. [Figure 525] An oblique view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 526] A front view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 527] A rear view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 528] A side view showing the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 529] A top view showing a portion of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 530] A front view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 531] A rear view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 532]A front view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 533] A rear view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 534] An oblique view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 535] A front view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 536] A rear view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 537] A side view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 538] An oblique view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 539] A front view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 540] A rear view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 541] A side view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 542] A top view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 543] An oblique view to explain the operation of the first presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 544]This is an oblique view showing the lower movable body, left movable body, and right movable body in the first performance unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 545] An exploded oblique view showing the lower movable body, left movable body, and right movable body in the first performance unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 546] An exploded oblique view showing the right movable body in the first performance unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 547] An oblique view showing a portion of the lower movable body and the right movable body in the first performance unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 548] This is a partially cutaway side view showing the lower movable body, left movable body, and right movable body in the first performance unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 549] An oblique view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 550] A front view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 551] A top view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 552] A rear view showing the second presentation unit in the main body sub-unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 553] An oblique view to explain the operation of the upper and lower units in the second presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 554] A front view to explain the operation of the upper and lower units in the second presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Figure 555] A rear view to explain the operation of the upper and lower units in the second presentation unit of the gaming machine according to the 18th embodiment of the present invention. [Fig. 556] A front view showing the game board of a gaming machine according to an 18th embodiment of the present invention. [Figure 557]FIG. 23 is an exploded oblique view showing the main parts of the game board of the gaming machine according to the 18th embodiment of the present invention. [Figure 558] FIG. 23 is an exploded oblique view showing the main parts of the game board of the gaming machine according to the 18th embodiment of the present invention. [Fig. 559] 23 is an oblique view showing a ball passage cover on a game board of a gaming machine according to an 18th embodiment of the present invention. FIG. [Fig. 560] A rear view showing the ball passage cover on the game board of the gaming machine according to the 18th embodiment of the present invention. [Fig. 561] 23 is an oblique view showing an opening and closing unit of a game board of a gaming machine according to an 18th embodiment of the present invention. FIG. [Fig. 562] 23 is an oblique view for explaining the operation of the opening and closing unit of the game board of the gaming machine according to the 18th embodiment of the present invention. FIG. [Fig. 563] 23 is a partially cutaway oblique view for explaining the operation of the opening and closing unit in the game board of the gaming machine according to the 18th embodiment of the present invention. FIG. [Fig. 564] A partially cutaway top view for explaining the operation of the opening and closing unit in the game board of the gaming machine according to the 18th embodiment of the present invention. [Fig. 565] FIG. 23 is a diagram showing an example of a game information providing system according to a 19th embodiment of the present invention. [Fig. 566] FIG. 23 is a diagram showing an example of the flow until the UniMemo menu screen is displayed in the gaming machine according to the 19th embodiment of the present invention. [Figure 567] 23 shows an example of a flow after the UniMemo menu screen is displayed in the gaming machine according to the 19th embodiment of the present invention. [Figure 568] 23A is a diagram showing an example of a character selection screen, and FIG. 23B is a diagram showing an example of a character release condition in the gaming machine according to the 19th embodiment of the present invention. [Fig. 569] In the gaming machine according to the 19th embodiment of the present invention, the winning random number determination table stored in the main ROM of the main control board is (a) a winning random number determination table for a first special pattern, and (b) a winning random number determination table for a second special pattern. [Fig. 570] In the gaming machine according to the 19th embodiment of the present invention, the pattern determination tables stored in the main ROM of the main control board are (a) a pattern determination table for a first special pattern, and (b) a pattern determination table for a second special pattern. [Fig. 571] A figure showing a jackpot type determination table stored in the main ROM of the main control board in the gaming machine according to the 19th embodiment of the present invention. [Fig. 572] A figure showing an example of a game state transition in a gaming machine according to a 19th embodiment of the present invention. [Fig. 573] 23 is an example of a table referenced in the variation pattern table determination process in the gaming machine according to the 19th embodiment of the present invention. [Figure 574] A flowchart showing an example of a variation pattern table determination process executed by the main CPU in a gaming machine according to a 19th embodiment of the present invention. [Fig. 575] 23 is a flowchart showing an example of a winning time table determination process in the gaming machine according to the 19th embodiment of the present invention. [Fig. 576] 23 is a flowchart showing an example of a table determination process at the time of a loss in the gaming machine according to the 19th embodiment of the present invention. [Figure 577] This is a diagram summarizing an example of a group of variation pattern tables that are referenced depending on the game status controlled by the main CPU in a gaming machine according to the 19th embodiment of the present invention. [Figure 578] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of NOR1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 579] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of NOR1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 580] 23 is an example of a fluctuation pattern table group of NOR1 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 581]23 is an example of a fluctuation pattern table group of NOR1 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 582] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of NOR2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 583] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of NOR2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 584] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of NOR2 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 585] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of NOR2 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 586] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of HJTN (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 587] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of HJTN (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 588] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of HJTN (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 589] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of HJTN (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 590]23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from among the fluctuation pattern table group of RUSH (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 591] 23 is an example of a variation pattern number determination table among a group of variation pattern tables for RUSH (when losing) in a gaming machine according to a 19th embodiment of the present invention. [Fig. 592] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from among a group of fluctuation pattern tables for RUSH (at the time of winning) in a gaming machine according to a 19th embodiment of the present invention. [Fig. 593] 23 is an example of a fluctuation pattern number determination table among a group of fluctuation pattern tables for RUSH (at the time of winning) in a gaming machine according to a 19th embodiment of the present invention. [Fig. 594] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from among the fluctuation pattern table group of JTN1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 595] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN1 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 596] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from among the fluctuation pattern table group of JTN1 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 597] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN1 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Figure 598] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from among the fluctuation pattern table group of JTN2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 599]23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN2 (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 600] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from the fluctuation pattern table group of JTN2 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 601] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of JTN2 (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 602] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from among the fluctuation pattern table group of J1END (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 603] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of J1END (when losing) in the gaming machine according to the 19th embodiment of the present invention. [Figure 604] 23 is an example of a fluctuation mode table ID determination table and a fluctuation pattern table No. determination table from among the fluctuation pattern table group of J1END (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 605] 23 is an example of a fluctuation pattern number determination table among the fluctuation pattern tables of J1END (at the time of winning) in the gaming machine according to the 19th embodiment of the present invention. [Fig. 606] 23 is an example of a special symbol variation pattern table in a gaming machine according to a 19th embodiment of the present invention. [Fig. 607] 23 is an example of a special effect table used in the special effect setting process in the gaming machine according to the 19th embodiment of the present invention. [Figure 608] 23 is a flowchart showing an example of a special effect setting process executed by a sub-CPU in a gaming machine according to a 19th embodiment of the present invention. [Figure 609]23 is a flowchart showing an example of a special effect setting process at the start of fluctuation in a gaming machine according to a 19th embodiment of the present invention. [Figure 610] 23 is a flowchart showing an example of a special effect setting process at the end of fluctuation in a gaming machine according to the 19th embodiment of the present invention. [Figure 611] FIG. 21 shows an example of various operations and their relationships when the game state changes with a change in the main special pattern in the gaming machine according to the 19th embodiment of the present invention, and shows (A) the state during basic operation, (B) the state when a first irregularity occurs, (C) the state when a second irregularity occurs, (D) the state when a third irregularity occurs, (E) the state when a fourth irregularity occurs, and (F) the state when a fifth irregularity occurs. [Figure 612] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable device is device mode A. [Figure 613] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable device is in device mode B. [Figure 614] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable device is in device mode C. [Fig. 615] FIG. 22 is a front view of the game board in the gaming machine according to the 19th embodiment of the present invention, showing an example when the movable device is device mode D. [Fig. 616] 19 is a table or diagram for explaining the error recovery operation executed by the sub-CPU in the gaming machine according to the 19th embodiment of the present invention, (A) a table showing an example of an error recovery operation performed depending on the error recovery state, and (B) a diagram showing an example of a manner in which the error recovery state transitions depending on the transition of the gaming state, etc. [Fig. 617] FIG. 23 is a diagram showing an example of the flow of presentation in a normal gaming state in a gaming machine according to a 19th embodiment of the present invention. [Fig. 618]This is an example of a presentation screen in a mini-game preview presentation displayed in the display area of a liquid crystal display device in a gaming machine according to the 19th embodiment of the present invention, and is an example of a presentation screen showing the stock position of a stocked character. [Fig. 619] In the gaming machine according to the 19th embodiment of the present invention, these are examples of presentation screens showing how a character is stocked in a mini-game preview presentation, where (A) is the presentation screen when a character appears, and (B) is a presentation screen showing that the appeared character has been stocked. [Fig. 620] 23 is an example of a presentation screen displayed when entering a mini-game presentation via a normal reach in a gaming machine according to a 19th embodiment of the present invention. [Fig. 621] 23 is an example of a presentation screen of an introductory part of a mini-game presentation A in a gaming machine according to a 19th embodiment of the present invention. [Fig. 622] 23 is an example of a presentation screen showing the general flow of a mini-game part of mini-game presentation A in a gaming machine according to a 19th embodiment of the present invention. [Fig. 623] 23 is an example of a presentation screen specifically showing the flow of presentation in a mini-game part of mini-game presentation A in the gaming machine according to the 19th embodiment of the present invention. [Fig. 624] 23 is an example of a presentation screen of an introductory part of mini-game presentation B in a gaming machine according to a 19th embodiment of the present invention. [Fig. 625] FIG. 23 is a diagram showing an example of a presentation screen in the mini-game part of mini-game presentation B in the gaming machine according to the 19th embodiment of the present invention. [Fig. 626] FIG. 23 is a diagram showing an example of a presentation screen in the mini-game part of mini-game presentation B in a gaming machine according to a 19th embodiment of the present invention, which shows a presentation screen encouraging the possibility of mini-game presentation B ending. [Figure 627] FIG. 23 is a diagram showing an example of a presentation screen in the mini-game part of mini-game presentation B in a gaming machine according to a 19th embodiment of the present invention, illustrating a presentation screen that encourages the possibility of development into an SP reach. [Fig. 628]FIG. 23 is a diagram showing an example of a presentation screen in which, for example, all 31 characters have been successfully collected in mini-game presentation B, and an SP development display presentation is performed, in the gaming machine according to the 19th embodiment of the present invention. [Figure 629] 23 is an example of a presentation screen showing the flow of a branching challenge presentation in a gaming machine according to a 19th embodiment of the present invention. [Fig. 630] 23 is a presentation screen showing an example of one branching challenge main presentation when "EXTRA TIME" does not occur in a gaming machine according to a 19th embodiment of the present invention. [Fig. 631] 23 is a presentation screen showing an example of one branch challenge main presentation when "EXTRA TIME" occurs in a gaming machine according to a 19th embodiment of the present invention. [Figure 632] 23 is an example of a presentation screen of a count-up presentation that is performed after a presentation screen indicating a jackpot is displayed in a gaming machine according to a 19th embodiment of the present invention. [Figure 633] 23 is a presentation screen showing an example of a small win presentation performed by the sub-CPU when a small win is won in the gaming machine according to the 19th embodiment of the present invention. [Figure 634] This is a presentation screen showing an example of a scenario presentation that is performed when a small win is won in a manner that predetermined conditions are met in a gaming machine according to the 19th embodiment of the present invention. [Fig. 635] FIG. 21 is an example of a time chart showing the execution timing and effective period of each performance performed when a small hit is won in the gaming machine according to the 19th embodiment of the present invention, where (A) is a time chart when a single small hit is won, and (B) is a time chart when small hits are won consecutively. [Fig. 636] FIG. 23 is a diagram showing an example of an effect screen in which a character is having a conversation using a speaking tube in the gaming machine according to the nineteenth embodiment of the present invention. [Figure 637] 19A to 19C are diagrams for explaining an example of a role step-up presentation in the gaming machine according to the 19th embodiment of the present invention, (A) showing an example of a presentation screen that prompts button operation, and (B) showing an example of a presentation flow. [Fig. 638] FIG. 23 is an example of a decorative pattern variation presentation in a gaming machine according to a 19th embodiment of the present invention, and is a diagram for explaining the priority order of presentation layers. [Figure 639] A time chart showing an example of the relationship between the variable display status (variable / stopped) of the special pattern, the preview button effect valid flag status (ON / OFF), the auto button setting valid flag status (ON / OFF), the timing of button operation, and the auto function status (valid / invalid) in a gaming machine according to the 19th embodiment of the present invention, showing (A) a processing example (first processing example) when button operation is performed during the period when the preview button effect valid flag is set to OFF (preview button effect invalid period), and (B) a processing example (second processing example) when button operation is performed during the preview button effect valid period. [Fig. 640] A time chart showing an example of the relationship between the variable display status of the special pattern, the preview button effect valid period, the auto button setting valid period, the timing of button operation, and the auto function status (enabled / disabled) in a gaming machine according to the 19th embodiment of the present invention, showing (A) a processing example (third processing example) for preventing the auto function from being enabled without the player's intention, (B) a processing example (fourth processing example) when the preview button effect valid flag is turned ON while an operation to enable the auto function is being performed and before a specified time has elapsed, and (C) a processing example (fifth processing example) when an operation to enable the auto function is performed across the variable display of the special pattern. [Fig. 641] A time chart showing an example of the relationship between the variable display status of special patterns, the preview button effect valid period, the auto button setting valid period, the timing of button operation, and the auto function status (enabled / disabled) in a gaming machine according to the 19th embodiment of the present invention, (A) a processing example (sixth processing example) when button operation is started during the auto button setting valid period but the variable display of special patterns ends and the standby screen appears before the specified time has elapsed, and (B) a processing example (seventh processing example) when the auto button setting valid flag is set to OFF after a certain time has elapsed since the preview button effect valid flag was set to ON. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] [First embodiment] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.
[0011] [Function flow] FIG. 1 is a diagram showing the functional flow of a pachinko gaming machine according to one embodiment of the present invention. As shown in the figure, a pachinko game is a game in which a gaming ball is shot by a user's operation, and a payout control process for the gaming ball is performed when the gaming ball wins various prizes. Pachinko games also include special symbol games using special symbols, and normal symbol games using normal symbols. In this specification, the term "pachinko gaming machine" may be used in some cases, and "pachinko machine" in other cases.
[0012] When a "big win" occurs in the special symbol game or when a "win" occurs in the normal symbol game, the possibility of the game ball winning increases relatively, and the payout control process of the game ball becomes easier to carry out.
[0013] In addition, the various types of winning include a special pattern start winning, which is one of the conditions for the variable display of a special pattern in a special pattern game, and a normal pattern start winning, which is one of the conditions for the variable display of a normal pattern in a normal pattern game.
[0014] In this specification, "variable display" refers to the concept of a display that can be changed, and enables, for example, a "variable display" that actually changes and is displayed, and a "stationary display" that actually stops and is displayed, etc.
[0015] In addition, in the "variable display", for example, a "derived display" can be performed in which a special symbol (identification information) is displayed as a result of a special symbol game. In other words, in this specification, the operation from the start of the "variable display" to the "derived display" is referred to as one "variable display".
[0016] An outline of the process flow for the special symbol game and the normal symbol game will be described below.
[0017] (1) When a special pattern start-up winning occurs in a special pattern game, random numbers (a random number value for determining a jackpot and a random number value for determining a pattern) are extracted from the counter for determining a jackpot and the counter for determining a pattern, respectively, and the extracted random numbers are stored (see the flow of the special pattern start-up winning processing during the special pattern game shown in Figure 1).
[0018] As shown in Fig. 1, in the special symbol control process during the special symbol game, first, it is determined whether or not the condition for starting the variable display of the special symbol is established. In this determination process, it is determined whether or not a random number value is stored by the special symbol start winning, and if a random number value is stored, it is determined that the condition for starting the variable display of the special symbol is established.
[0019] Next, when the variable display of the special symbols is started, the random number value for determining a jackpot extracted from the counter for determining a jackpot is referenced, and a jackpot determination is made as to whether or not a jackpot has occurred. After that, a process for determining the symbols to be stopped is performed. In this process, the random number value for determining the symbols extracted from the counter for determining the symbols and the result of the jackpot determination described above are referenced, and the special symbols to be stopped are determined.
[0020] Next, a variation pattern determination process is performed. In this process, a random number is extracted from the variation pattern determination counter, and the random number, the result of the jackpot determination, and the special symbols to be stopped and displayed are referenced to determine the variation pattern of the special symbols.
[0021] Next, a presentation pattern determination process is performed. In this process, a random number is extracted from the presentation pattern determination counter, and the random number, the result of the jackpot determination, the special symbols to be stopped and the variation pattern of the special symbols are referenced to determine a presentation pattern to be executed in association with the variable display of the special symbols.
[0022] Next, based on the result of the determined jackpot determination, the special pattern to be displayed in a stopped state, the variation pattern of the special pattern, and the presentation pattern associated with the variable display of the special pattern are referenced, and a variable display control process that controls the variable display of the special pattern and a presentation control process that performs a specified presentation are executed.
[0023] Then, when the variable display control process and the presentation display control process are completed, it is determined whether or not a "jackpot" has been hit. If it is determined in this determination process that a "jackpot" has been hit, a jackpot game control process is executed to play the jackpot game. Note that in the jackpot game, the possibility of winning the various prizes described above increases. On the other hand, if it is determined that a "jackpot" has not been hit, the jackpot game control process is not executed.
[0024] When it is determined that the "jackpot" has not been reached, or when the jackpot game control process is completed, a game state transition control process is performed to transition the game state. In this game state transition control process, management of the normal game state, which is different from the jackpot game state, is performed.
[0025] Examples of normal game states include a game state in which the probability of being determined as a "jackpot" increases in the above-mentioned jackpot determination (hereinafter referred to as a "probability game state"), a game state in which it becomes easier to obtain a special symbol start winning (hereinafter referred to as a "time-saving game state"), etc. After that, a determination process is performed again as to whether or not to start the variable display of the special symbol, and then various processes of the above-mentioned special symbol control process are repeated.
[0026] In addition, in the pachinko game machine of this embodiment, if the game ball makes an initial winning entry while the special pattern is being displayed in a changing state, various data obtained at the time of the initial winning entry (random number values for determining a jackpot, random number values for determining the pattern, etc.) are retained.
[0027] That is, when a game ball starts winning during the variable display of a special symbol, the variable display (variable display) of the special symbol corresponding to the start winning is reserved, and the variable display of the reserved special symbol starts after the variable display of the currently executed special symbol ends. Hereinafter, the variable display of the reserved special symbol is also called a "reserved ball."
[0028] In addition, in the pachinko gaming machine of this embodiment, as described later, two types of special symbol start winning are possible. (First start hole winning and second start hole winning) are provided, and a maximum of four reserved balls can be obtained for each special pattern start winning. In other words, in this embodiment, a maximum of eight reserved balls can be obtained.
[0029] In addition, although not shown in Figure 1, the pachinko game machine of this embodiment may be equipped with a function to determine whether the reserved balls have won (whether or not they have won a "jackpot") based on the information about the reserved balls described above, and to perform a predetermined presentation based on the results of that determination, i.e., a pre-reading presentation function.
[0030] (2) When a normal pattern start winning occurs in a normal pattern game, a random number is extracted from a winning determination counter and the random number is stored (see the flow of the normal pattern start winning processing during the normal pattern game shown in Figure 1).
[0031] As shown in Fig. 1, in the normal symbol control process during the normal symbol game, first, it is determined whether or not the condition for starting the variable display of the normal symbol is established. In this determination process, it is referred to whether or not a random number value is stored by the normal symbol start winning, and it is determined that the condition for starting the variable display of the normal symbol is established if the random number value is stored as one condition.
[0032] Next, when the variable display of the normal symbol is started, the random number extracted from the winning judgment counter is referred to, and a winning judgment is made as to whether or not it is a "win". After that, a variable pattern determination process is performed. In this process, the result of the winning judgment is referred to, and the variable pattern of the normal symbol is determined.
[0033] Next, the result of the determined winning judgment and the variation pattern of the normal symbol are referenced, and a variable display control process that controls the variable display of the normal symbol and a presentation control process that performs a predetermined presentation are executed.
[0034] When the variable display control process and the effect display control process are completed, it is determined whether or not a "win" occurs. If it is determined in this determination process that a "win" occurs, a win game control process is executed to play a win game.
[0035] In the winning game control process, the possibility of the above-mentioned various winnings, especially the possibility of the game ball starting the special symbol winning in the special symbol game, increases. On the other hand, if it is determined that there is no "winning", the winning game control process is not executed. After that, the process of determining whether or not to start the variable display of the normal symbol is performed again, and then the various processes of the normal symbol control process described above are repeated.
[0036] As described above, in pachinko games, the ease with which the payout control process for game balls can be carried out changes depending on conditions such as whether or not a "jackpot" is hit in a special pattern game, the transition status of the game state, and whether or not a "win" is hit in a normal pattern game.
[0037] In this embodiment, a software random number method is used to generate random numbers by executing a program as a method for extracting various random numbers. However, the present invention is not limited to this, and for example, if a pachinko game machine is equipped with a random number generator that updates random numbers at a predetermined cycle, a hard random number method may be used to extract random numbers from a counter (so-called ring counter) in the random number generator.
[0038] In addition, when using the hard random number method, the initial value of the random number value is determined at a timing different from the predetermined cycle, thereby making it possible to prevent the same random number value from being extracted in a predetermined cycle.
[0039] [The structure of a pachinko machine] Next, the structure of the pachinko game machine in this embodiment will be described with reference to Figures 2 to 4. Figure 2 is a front view of the pachinko game machine, Figure 3 is a perspective view showing the appearance of the pachinko game machine, and Figure 4 is an exploded perspective view of the pachinko game machine. In the following description, unless otherwise specified, the front side of the pachinko game machine 1 is the front direction, the back side of the pachinko game machine 1 is the rear direction, the left side as seen from the front of the pachinko game machine 1 is the left direction, the right side as seen from the front of the pachinko game machine 1 is the right direction, the upper side of the pachinko game machine 1 is the upper direction, the lower side of the pachinko game machine 1 is the lower direction, the clockwise direction as seen from the front of the pachinko game machine 1 is the right-handed direction, and the conversely counterclockwise direction is the left-handed direction.
[0040] As shown in Figs. 2 and 3, the pachinko game machine 1 includes a main body 2, a base door 3 attached to the main body 2 so as to be able to open and close freely, and a glass door 4 attached to the base door 3 so as to be able to open and close freely.
[0041] [Main unit] The main body 2 is made of a frame-shaped member having a rectangular opening 2a (see FIG. 4). The main body 2 is made of a material such as wood.
[0042] [Base door] The base door 3 is composed of a plate-like member having a rectangular outer shape that is approximately the same as the outer shape of the main body 2. The base door 3 is disposed in front of the main body 2 (the front side of the pachinko gaming machine 1), and the opening 2a of the main body 2 is opened and closed by rotating the base door 3 around one side edge of the main body 2 as an axis.
[0043] 4, a rectangular opening 3a is provided in the base door 3. This opening 3a is formed from approximately the center of the base door 3 to the upper region, and is formed to a size that occupies most of the region.
[0044] In addition, a speaker 11, a game board 12, a tray unit 14, a launching device 15, a payout unit 16, and a board unit 17 can be attached to the base door 3. A liquid crystal display device 13 is attached to the game board 12. The liquid crystal display device 13 may not be attached to the game board 12, but may be disposed on the back side of the game board 12 with a gap between it and the game board 12.
[0045] The speaker 11 is disposed at the top (near the upper end) of the base door 3. The game board 12 is disposed in front of the base door 3 (on the front side of the pachinko gaming machine 1) so as to cover the opening 3a of the base door 3.
[0046] The game board 12 is made of a plate-shaped resin member having optical transparency. Examples of the optically transparent resin include acrylic resin, polycarbonate resin, and methacrylic resin.
[0047] In addition, a play area 12a is formed on the front surface of the game board 12 (the surface on the front side of the pachinko game machine 1) in which game balls shot from the launcher 15 roll. This play area 12a is an area surrounded by guide rails (specifically, outer rails 41a (not shown) surrounding an opening 4a of a glass door 4 described later), and its outer periphery is substantially circular.
[0048] Furthermore, a plurality of game nails (not shown) are driven into the game area 12a. The configuration of the game board 12 (game area 12a) will be described later with reference to FIG.
[0049] The liquid crystal display device 13 is attached to the rear side of the game board 12 (the side opposite to the front side of the pachinko game machine 1). The liquid crystal display device 13 has a display area 13a for displaying images. The size of the display area 13a is set to occupy a part of the surface area of the game board 12. The size of the display area 13a of the liquid crystal display device 13 may be set to occupy the entire surface area of the game board 12.
[0050] Various images such as identification symbols (decorative symbols) for performance, performance images, decorative images, etc. are displayed in the display area 13a of the liquid crystal display device 13. The player can visually recognize the various images displayed in the display area 13a of the liquid crystal display device 13 through the game board 12.
[0051] In this embodiment, a liquid crystal display device 13 is used as the display device, however, the present invention is not limited to this, and instead of the liquid crystal display device 13, a display device such as a plasma display, a rear projection display, or a CRT (Cathode Ray Tube) display may be applied.
[0052] A spacer 19 is provided on the rear side of the game board 12 (opposite the front side of the pachinko game machine 1). This spacer 19 is provided between the rear side of the game board 12 (the surface on the rear side of the pachinko game machine 1) and the front side of the liquid crystal display device 13 (the surface on the front side of the pachinko game machine 1), and forms a space that becomes a flow path for game balls rolling in the game area 12a of the game board 12.
[0053] The spacer 19 is made of a material having optical transparency. However, the present invention is not limited to this, and the spacer 19 may be made of, for example, a part of the spacer 19 may be made of a material having optical transparency, or may be made of a material having no optical transparency.
[0054] The dish unit 14 is disposed below the game board 12. The dish unit 14 has an upper dish 21 and a lower dish 22 disposed below it. The upper dish 21 and the lower dish 22 are respectively formed with a payout opening 21a and a payout opening 22a for dispensing game balls and paying out game balls (prize balls).
[0055] When a predetermined payout condition is met, game balls are discharged from the payout outlet 21a or the payout outlet 22a, and the discharged game balls are stored in the upper tray 21 or the lower tray 22. In addition, the game balls stored in the upper tray 21 are launched by the launching device 15 into the game area 12a.
[0056] In addition, the tray unit 14 is provided with a performance button 23. This performance button 23 is attached on the upper tray 21. In addition, a jog dial 24 is attached to the periphery of the performance button 23 so as to be rotatable relative to the performance button 23.
[0057] The pachinko game machine 1 of this embodiment has a predetermined performance function that is performed using at least one of the performance button 23 and the jog dial 24, and when the predetermined performance is performed, an image that prompts the player to operate at least one of the performance button 23 and the jog dial 24 is displayed in the display area 13a of the liquid crystal display device 13.
[0058] The launching device 15 is disposed in the lower right area (near the lower right corner) on the front surface of the base door 3. The launching device 15 includes a launching handle 25 that can be operated by a player, and a panel body 26 that engages with the lower right portion of the tray unit 14. The launching handle 25 is disposed on the front side of the panel body 26, and is supported by the panel body 26 so as to be rotatable.
[0059] Although not shown in Figures 2 to 4, a solenoid actuator that controls the launching operation of the game ball is provided on the rear side of panel body 26. Also, although not shown in Figures 2 to 4, a touch sensor is provided on the periphery of launch handle 25, and a launch volume is provided inside launch handle 25. The launch volume changes its resistance value according to the amount of rotation of launch handle 25, thereby changing the power supplied to the solenoid actuator.
[0060] In the pachinko game machine 1 of this embodiment, when the player's hand touches the touch sensor of the launch handle 25, the touch sensor outputs a detection signal. This detects that the player is gripping the launch handle 25, and the solenoid actuator can launch the game ball.
[0061] When the player grips the launch handle 25 and turns it clockwise (right-handed as seen from the player's side), the resistance value of the launch volume changes according to the rotation angle of the launch handle 25, and power corresponding to the resistance value is supplied to the solenoid actuator. As a result, the game balls stored in the upper tray 21 are launched one by one, and the launched game balls are guided by the guide rail and released into the game area 12a of the game board 12.
[0062] Although not shown in Figs. 2 to 4, a launch stop button is provided on the side of the launch handle 25. The launch stop button is a button provided for stopping the launch of game balls by the solenoid actuator. When a player presses the launch stop button, the launch of game balls is stopped even if the player is holding and rotating the launch handle 25.
[0063] The payout unit 16 and the base unit 17 are disposed on the rear side of the base door 3. Game balls are supplied to the payout unit 16 from a storage unit (not shown). The payout unit 16 pays out a predetermined number of game balls from the game balls supplied from the storage unit to the upper tray 21 or the lower tray 22 based on the establishment of a payout condition.
[0064] The board unit 17 has various control boards, on which a main control circuit 70, a sub-control circuit 200, a payout / launch control circuit 300, and the like are provided (see FIG. 8).
[0065] [Glass door] The glass door 4 is formed in a rectangular frame shape. The glass door 4 is disposed on the front side of the game board 12, and has a size that covers the game board 12. On the front side of the glass door 4, an upper decorative unit 58 is provided in an upper area facing the speaker 11. The upper decorative unit 58 is disposed so as to protrude forward of the pachinko game machine 1.
[0066] In addition, an opening 4a of a size that exposes at least the playing area 12a is formed in the center of the glass door 4 in an area facing the playing area 12a of the game board 12. A light-transmitting protective glass 28 is attached to the opening 4a of the glass door 4, thereby closing the opening 4a.
[0067] Therefore, when the glass door 4 is closed relative to the base door 3, the protective glass 28 is disposed so as to face at least the playing area 12a of the playing board 12. As shown in Fig. 2, the left and right ends and the bottom end of the opening 4a of the glass door 4 are provided with illumination covers 58A-58C. LEDs (Light Emitting Diodes) 59A-59C (see Fig. 8) are provided on the rear surfaces of the illumination covers 58A-58C. The LEDs 59A-59C are controlled to light up or blink in conjunction with the effects displayed on the liquid crystal display device 13, the effect buttons, and the light emission of the illumination covers 58A and 58B.
[0068] [Game board] Next, the configuration of the game board 12 will be described with reference to Fig. 5(a). Fig. 5(a) is a front view showing the configuration of the game board 12.
[0069] 5(a), a guide rail 41, a ball passage detector 43, a first start hole 44, a second start hole 45, and a normal electric device 46 are provided on the front surface of the game board 12. In addition, the front surface of the game board 12 is provided with general winning holes 51 and 52, a first large winning hole 53, a second large winning hole 54, an outlet hole 55, and a plurality of game nails (not shown).
[0070] Further, a bulging cover (not shown) is provided near the second large winning opening 54 on the front of the game board 12, and the bulging cover bulges out forward from the front of the game board 12. Hereinafter, the front of the game board 12 refers to the player side of the game board 12, and the rear of the game board 12 refers to the opposite side of the game board 12 from the player side. Further, the right side and left side of the game board 12 refer to the right side and left side when the game board 12 is viewed from the front. Therefore, when the game board 12 is viewed from the rear, the right side of the game board 12 on the paper becomes the left side, and the left side of the game board 12 becomes the right side.
[0071] Furthermore, on the front of the game board 12, at the lower right, there are provided a special pattern display device 61, a normal pattern display device 62, a normal pattern reserved display device 63, a first special pattern reserved display device 64, and a second special pattern reserved display device 65 (reference symbols are omitted in Figure 5 (a), see Figure 8).
[0072] In this embodiment, an LED may be provided that lights up when the special symbol stops and displays a "jackpot", or an LED that displays the number of rounds during a jackpot game may be provided.
[0073] [Various components in the entertainment area] The guide rail 41 extends in an arc shape to divide the play area 12a and is composed of an outer rail 41a (shown by a dashed line in Figure 5(a)) not shown that surrounds the opening 4a of the glass door 4, and an inner rail 41b that is positioned inside (on the inner periphery) of the outer rail 41a and extends in an arc shape.
[0074] The game area 12a is formed inside the outer rail 41a. The outer rail 41a and the inner rail 41b are arranged to face each other near the left end of the game area 12a when viewed from the player side, and a guide path 41c that guides the game balls launched by the launching device 15 to the upper part of the game area 12a is formed between the outer rail 41a and the inner rail 41b.
[0075] At the tip of the inner rail 41b located at the upper left side of the play area 12a, a ball discharge port 41d is formed by the tip of the inner rail 41b and a part of the outer rail 41a facing it. At the tip of the inner rail 41b, a ball return prevention piece 42 is provided so as to close the ball discharge port 41d.
[0076] This ball return prevention piece 42 prevents the game ball released from the ball release port 41d into the game area 12a from passing through the ball release port 41d again and entering the guide path 41c.
[0077] The game balls released from the ball release port 41d flow down from the top to the bottom of the game area 12a. At this time, the game balls collide with various components provided in the game area 12a, such as multiple game nails, the first start port 44, the second start port 45, etc., and flow down from the top to the bottom of the game area 12a while changing their traveling direction.
[0078] A display area 13a of the liquid crystal display device 13 is provided in the approximate center of the game area 12a. An obstacle 13b is provided at the upper end of the display area 13a. By providing the obstacle 13b, the game ball does not pass over the area that overlaps with the display area 13a in the game area 12a.
[0079] The ball passing detector 43 is disposed near the top of the first large winning opening 53 on the right side of the display area 13a as viewed from the player's side. The ball passing detector 43 is provided with a passing ball sensor 43a (see FIG. 8 described later) for detecting a passing gaming ball. When a gaming ball passes through the ball passing detector 43, a lottery is held to determine whether or not the normal symbol game is a "win", and the variable display of the normal symbol is started based on the result of the lottery.
[0080] The first start opening 44 is disposed below the display area 13a, and the second start opening 45 is disposed below the first start opening 44. The first start opening 44 and the second start opening 45 are formed of a member capable of receiving a game ball.
[0081] Hereinafter, the game ball entering or passing through the first start hole 44 or the second start hole 45 is referred to as a "winning". When the game ball enters the first start hole 44 or the second start hole 45, a predetermined number of (For example, three) game balls are dispensed.
[0082] Furthermore, when a game ball enters the first starting hole 44, a lottery is held to see if it is a "big win" or not and a lottery is held to see if it is a "small win" or not, and the display of the first special symbol starts to change based on the result of the lottery. Furthermore, when a game ball enters the second starting hole 45, a lottery is held to see if it is a "big win" or not, and the display of the second special symbol starts to change based on the result of the lottery. The first special symbol and the second special symbol are sometimes called special symbol 1 and special symbol 2, respectively.
[0083] The first starting hole 44 is provided with a first starting hole winning ball sensor 44a for detecting a winning game ball. (see FIG. 8 described later) is provided. Also, the second start hole 45 is provided with a second start hole winning ball sensor 45a (see FIG. 8 described later) for detecting a game ball that has entered the second start hole 45. The game balls that have entered the first start hole 44 and the second start hole 45 pass through a recovery port (not shown) provided in the game board 12 and are transported to a game ball recovery section (not shown).
[0084] The normal electric device 46 is provided in the second starting hole 45. The normal electric device 46 is a wing-shaped member that opens and closes to assume a forward-leaning or backward-leaning position in the front-to-rear direction of the game board 12, and is configured to be switchable between an open state that allows a game ball to enter the second starting hole 45 and a closed state that makes it impossible or difficult for a game ball to enter the second starting hole 45. The normal electric device 46 is driven to open and close by a normal electric device solenoid 46a (see FIG. 8 described later).
[0085] In this embodiment, when the normal electric device 46 is in the closed state, the opening form of the pair of blade members may be a form that makes it difficult for the game ball to win, rather than a form that makes it impossible to win. Also, the normal electric device 46 is not limited to a blade-shaped member that operates to open and close in the front-rear direction, and may be, for example, a so-called electric tulip type that widens the starting hole by rotating in the left-right direction of the game board 12, or a tongue-shaped member that opens and closes the starting hole by moving horizontally in the front-rear direction of the game board 12.
[0086] The general winning opening 51 is disposed near the lower left of the game area 12a as viewed from the player's side. The general winning opening 52 is disposed to the right of the ball passage detector 43 and is disposed near the lower right of the game area 12a as viewed from the player's side.
[0087] The general winning opening 51 and the general winning opening 52 are made of a member capable of receiving game balls. Hereinafter, the entry or passage of a game ball into the general winning opening 51 or the general winning opening 52 is also referred to as "winning." When a game ball wins into the general winning opening 51 or the general winning opening 52, a predetermined number of game balls (for example, 10 balls) are paid out.
[0088] A general winning ball sensor 51a (see FIG. 8 described later) for detecting a winning game ball is provided in the general winning opening 51. A general winning ball sensor 52a (see FIG. 8 described later) for detecting a winning game ball in the general winning opening 52 is provided in the general winning opening 52.
[0089] The first large prize opening 53 and the second large prize opening 54 are disposed below the ball passage detector 43 and to the right of the first start opening 44 and the second start opening 45. The first large prize opening 53 and the second large prize opening 54 are disposed in the vertical direction along the flow path of the game ball, and the first large prize opening 53 is disposed above the second large prize opening 54.
[0090] Both the first large prize opening 53 and the second large prize opening 54 are so-called attacker-type opening and closing devices, and have openable and closable shutters 53a, 54a, and solenoid actuators (first large prize opening solenoid 53b and second large prize opening solenoid 54b in Figure 8 described below) that drive these shutters 53a, 54a.
[0091] The first large prize opening 53 and the second large prize opening 54 each receive game balls when the corresponding shutters 53a, 54a are open (open state), and receive game balls when the shutters are closed. When in the (closed state), it does not accept game balls.
[0092] In the following description, the entry or passage of a gaming ball into the first large winning opening 53 or the second large winning opening 54 is also referred to as a "winning". When a gaming ball enters the first large winning opening 53, a predetermined number of gaming balls (for example, 10 balls) are paid out. On the other hand, when a gaming ball enters the second large winning opening 54, a predetermined number of (For example, 15) game balls are dispensed.
[0093] In addition, the first big winning hole 53 is provided with a count sensor 53c for counting the winning game balls. (See FIG. 8 described later.) Furthermore, the second large winning port 54 is provided with a count sensor 54c (see FIG. 5(a) and FIG. 8 described later) for counting the number of winning game balls.
[0094] In the pachinko game machine 1 of this embodiment, the first large prize opening 53 is formed on the front surface of the game board 12 as an opening with a relatively large width dimension so that multiple game balls can be won at the same time, while the second large prize opening 54 is formed on a part of the upper end surface of the bulging cover (not shown) as an opening with a relatively small dimension so that game balls can be won one at a time.
[0095] The shutter 53a corresponding to the first large prize opening 53 switches the first large prize opening 53 between an open state and a closed state by opening and closing so as to assume a forward-leaning or backward-leaning position in the front-rear direction of the game board 12, and is disposed so as to cover the first large prize opening 53 in the closed state. That is, the shutter 53a is driven by the first large prize opening solenoid 53b (see FIG. 8 described later) so as to change between an open state in which a game ball can enter the first large prize opening 53 and a closed state in which it is impossible or difficult for the game ball to enter the opening.
[0096] The shutter 54a corresponding to the second large prize opening 54 switches the second large prize opening 54 between an open state and a closed state by moving horizontally in the front-to-rear direction of the game board 12, and is disposed so as to cover the second large prize opening 54 in the closed state. That is, the shutter 54a is driven by the second large prize opening solenoid 54b (see FIG. 8 described later) so as to change between an open state in which a game ball can enter the second large prize opening 54 and a closed state in which it is impossible or difficult for the game ball to enter.
[0097] In the pachinko game machine 1 of this embodiment, the inside of the bulging cover is provided with a specific area 38A and a non-specific area 38B through which the game ball detected by the count sensor 54c can pass after passing through the second large winning opening 54. The ball passage of the game ball from the second large winning opening 54 to the specific area 38A and the non-specific area 38B is formed by a partition wall (not shown) provided on the inner surface of the bulging cover. The game ball that has won the second large winning opening 54 passes through either the specific area 38A or the non-specific area 38B, and is then guided to the back of the game board 12 and collected. The count sensor 54c is disposed at a midpoint of the ball passage from the second large winning opening 54 to the specific area 38A and the non-specific area 38B. The specific area sensor 380A is disposed in the specific area 38A, and the passage of the game ball through the specific area 38A is detected by the specific area sensor 380A. A non-specific area sensor 380B is disposed in the non-specific area 38B, and the passage of the game ball into the non-specific area 38B is detected by the non-specific area sensor 380B. In addition, a displacement member 39 for opening and closing the specific area 38A is provided in the vicinity of the specific area 38A.
[0098] The displacement member 39 switches the specific area 38A between an open state and a closed state by moving horizontally in the front-rear direction of the game board 12, and is positioned so as to cover the specific area 38A in the closed state. That is, the displacement member 39 is driven by a displacement member solenoid 390 (see FIG. 8 described later) so as to change between an open state in which game balls can easily pass through the specific area 38A and a closed state in which passing through is impossible or difficult. When the specific area 38A is in the closed state, game balls that cannot pass through the specific area 38A pass through the non-specific area 38B.
[0099] In the following, the passing of the game ball through the specific area 38A may be referred to as a "V winning". The second large winning port 54 in which the specific area 38A is provided may be referred to as a "V attacker". In the pachinko game machine 1 of this embodiment, after the end of the big win game state in which the V winning is successful, the game moves to a probability variable game state. Therefore, the V winning may be referred to as a "V sure". The displacement member 39 may be referred to as a "V tongue".
[0100] In addition, the configuration for realizing the V-winning may be as shown in FIG. 5(b). That is, inside the second large winning opening 54, a ball passage for guiding the game ball downward is formed, and a specific area 38A and a non-specific area 38B are provided adjacent to each other on the left and right at the lower end of the ball passage. A count sensor 54c is provided at a position where the ball passage enters from the second large winning opening 54. A specific area sensor 380A is provided in the specific area 38A, and the V-winning of the game ball into the specific area 38A is detected by the specific area sensor 380A. A non-specific area sensor 380B is provided in the non-specific area 38B, and the passage of the game ball into the non-specific area 38B is detected by the non-specific area sensor 380B. A displacement member 39 that can rotate left and right is provided near the specific area 38A and the non-specific area 38B in the ball passage. The position of the displacement member 39 shown by the solid lines is the open position after displacement, and the position shown by the imaginary lines is the normal closed position.
[0101] The displacement member 39 switches the specific area 38A between an open state and a closed state. When the displacement member 39 is in the open position shown by the solid line, the specific area 38A is opened, making it easy for the game ball to enter the specific area 38A. At this time, the displacement member 39 guides the game ball to the specific area 38A on the right side of the ball passage. As a result, the game ball guided from the second large winning opening 54 to the ball passage passes through the specific area 38A to enter the V prize. Also, when the displacement member 39 is in the closed position shown by the virtual line, the displacement member 39 closes the specific area 38A, making it impossible or difficult for the game ball to enter the V prize in the specific area 38A, and guides the game ball to the non-specific area 38B on the left side of the ball passage. As a result, the game ball guided from the second large winning opening 54 to the ball passage passes through the non-specific area 38B without passing through the specific area 38A. Even with this configuration, a V prize can be achieved. In addition, a prize ball may be paid out when the count sensor 54c detects the passage of a game ball, and based on signals from the count sensor 54c, the specific area sensor 380A, and the non-specific area sensor 380B, it may be determined whether or not a game ball has been discharged from the second large prize opening 54 (whether or not a game ball remains in the second large prize opening 54).
[0102] The outlet 55 is provided at the bottom of the game area 12a. The outlet 55 receives game balls that have not won in any of the first start opening 44, the second start opening 45, the general winning openings 51 and 52, the first big winning opening 53, and the second big winning opening 54.
[0103] In this embodiment, when the various components in the game area 12a are arranged as shown in Figure 5(a), when a player hits a game ball into the right area of the game area 12a (in the case of a so-called right hit), the game ball is guided to the second starting hole 45 by the game nails, etc.
[0104] In this case, there is almost no possibility of winning the first starting hole 44. In this embodiment, if the player wins the second starting hole 45, the player is more likely to win the "big win" lottery, which is more advantageous for the player, than if the player wins the first starting hole 44.
[0105] Therefore, in the so-called "time-saving game state" in which it is relatively easy to win at the second starting hole 45, hitting from the right can reduce the possibility of winning at the first starting hole 44 (the possibility of a game state that is unfavorable to the player).
[0106] The bulging cover is provided below the first large prize opening 53, and the upper surface of the bulging cover is formed as an inclined surface. This inclined surface is inclined downward to the left from the upper right to the lower left when viewed from the player's side. The inclined surface is designed to guide the game ball flowing from the upper part to the lower part of the game area 12a to the second large prize opening 54, and when the game ball rolling on the inclined surface collides with a rib or the like (not shown), the speed of the game ball decreases, making it easier for the game ball to enter the second large prize opening 54 with the shutter 54a in the open state.
[0107] 5(a), illumination covers 58E-58H are provided around the display area 13a of the game board 12, and LEDs 59e-59h (see FIG. 8) are provided on the rear surfaces of the illumination covers 58E-58H. The illumination covers 58E-58H perform effect display by lighting or blinking the LEDs 59e-59h.
[0108] [Liquid crystal display device] The liquid crystal display device 13 is made of liquid crystal, and performs various performance displays in its display area 13a.
[0109] Specifically, in this embodiment, a performance image related to (corresponding to) a special symbol displayed on the special symbol display device 61 described later is displayed in the display area 13a. At this time, for example, when a special symbol is being variably displayed on the special symbol display device 61, a plurality of performance identification symbols (decorative symbols) consisting of numbers from 1 to 8 and various characters, etc., are variably displayed in the display area 13a, except in certain cases.
[0110] When a special symbol is stopped and displayed on the special symbol display device 61, a plurality of decorative symbols corresponding to the special symbol are also stopped and displayed in the display area 13a.
[0111] Then, when the special pattern displayed in a stopped state on the special pattern display device 61 is in a specific form (the result of the stopped display is a "jackpot"), a presentation image is displayed in the display area 13a to let the player know that it is a "jackpot".
[0112] One example of a presentation to help the player understand that they have hit a "jackpot" is one in which first, multiple decorative patterns that are displayed in a stopped state take on a specific form (for example, the same decorative patterns are lined up in a specified direction), and then an image announcing the "jackpot" is displayed.
[0113] In this embodiment, a performance image related to the display contents of the first special symbol reserved display device 64 and the second special symbol reserved display device 65 described later is displayed in the display area 13a of the liquid crystal display device 13. For example, reserved information (for example, the same number of reserved symbols as the reserved number) that notifies the reserved number of variable displays of special symbols is displayed in the display area 13a. Also, for example, in the pachinko game machine 1 of this embodiment, a pre-reading performance is performed based on information on reserved balls of special symbols, and a notice of this is also displayed in the display area 13a.
[0114] In addition, in this embodiment, when the normal pattern displayed in a stopped state on the normal pattern display device 62 described later is in a predetermined state, a function may be further provided to display a presentation image in the display area 13a of the liquid crystal display device 13 to inform the player of this information.
[0115] [Special pattern display device] The special symbol display device 61 is disposed in the lower right portion of the display area 13a of the liquid crystal display device 13. The special symbol display device 61 is a display device that variably displays (variably displays and statically displays) special symbols in a special symbol game. In this embodiment, the special symbol display device 61 is configured by a 7-segment display device that displays the special symbols as symbols consisting of numbers, symbols, etc.
[0116] The present invention is not limited to this, and the special symbol display device 61 may be configured with, for example, a plurality of LEDs. In this case, a display pattern configured by turning on and off a plurality of LEDs is displayed as a special symbol.
[0117] The special symbol display device 61 displays a winning symbol when the game ball enters the first start hole 44 or the second start hole 45. When the special symbol start winning occurs, the special symbol (identification information) is displayed variably. The special symbol display device 61 displays the special symbol variably for a predetermined period of time, and then displays the special symbol stationarily.
[0118] Hereinafter, the special symbol displayed on the special symbol display device 61 when the gaming ball enters the first starting hole 44 is referred to as the first special symbol. Also, the special symbol displayed on the special symbol display device 61 when the gaming ball enters the second starting hole 45 is referred to as the second special symbol.
[0119] When the first special pattern or the second special pattern displayed in a stopped state on the special pattern display device 61 is in a specific state (a "jackpot" state), the game state transitions from the normal game state to a jackpot game state, which is a state advantageous to the player.
[0120] That is, when the first special symbol or the second special symbol is stopped and displayed on the special symbol display device 61 in a manner that transitions to a jackpot gaming state, this is a "jackpot."
[0121] In the jackpot game state, the first large winning hole 53 or the second large winning hole 54 is opened. Specifically, in this embodiment, when the game ball enters the first starting hole 44 and the first special symbol is stopped and displayed in a specific manner on the special symbol display device 61, the first large winning hole 53 is opened.
[0122] On the other hand, when the gaming ball enters the second starting hole 45 and the second special symbol is displayed in a specific manner on the special symbol display device 61, the second large winning hole 54 is opened.
[0123] The open state of each big prize winning hole is maintained until a predetermined number of game balls enter or until a certain period of time (for example, 30 seconds) has passed. Then, when the elapsed period during which each big prize winning hole is open meets either of these conditions, the big prize winning hole that was open becomes closed.
[0124] Hereinafter, a game in which the first major prize opening 53 or the second major prize opening 54 is in a state in which it is easy to receive game balls (open state) is referred to as a round game. Between round games, the major prize opening is in a closed state.
[0125] Furthermore, a round game is counted as one round, two rounds, etc. For example, the first round game is called the first round, and the second round game is called the second round.
[0126] In addition, when the special symbol displayed on the special symbol display device 61 is in a form other than a specific form (a "miss" form), the game state will not change unless the fall-down lottery is won.
[0127] That is, the special symbol game is a game in which the special symbol is displayed variably by the special symbol display device 61, and then the special symbol is displayed stationary, and the game state is shifted or maintained depending on the result.
[0128] In addition, in the pachinko game machine 1 of this embodiment, when the game ball enters the first start hole 44 during the variable display of the first special symbol or the second special symbol, the variable display of the first special symbol corresponding to the winning is performed. (Reserved ball) is reserved.
[0129] Then, when the first special symbol or the second special symbol that is currently being displayed is stopped, the display of the reserved first special symbol starts. In this embodiment, the number of reserved first special symbol variable displays (so-called "reserved number (reserved ball number)") is set to a maximum of four times (pieces).
[0130] Furthermore, in this embodiment, if a game ball enters the second starting hole 45 during the variable display of the first special pattern or the second special pattern, the variable display of the second special pattern (reserved ball) corresponding to the winning is reserved.
[0131] Then, when the first special symbol or the second special symbol that is currently being displayed is stopped, the display of the reserved second special symbol starts. In this embodiment, the number of reserved variable displays of the reserved second special symbol (reserved number) is set to a maximum of four times (pieces). Therefore, in this embodiment, the total number of reserved variable displays of the special symbols is a maximum of eight.
[0132] In addition, in this embodiment, when the reserved balls of the first special pattern and the reserved balls of the second special pattern are mixed, the display of the variation of one special pattern is executed in priority over the display of the variation of the other special pattern. Specifically, the reserved balls of the second special pattern are consumed in priority over the reserved balls of the first special pattern. Note that the present invention is not limited to this, and when the reserved balls of the first special pattern and the reserved balls of the second special pattern are mixed, the display of the variation of the special patterns may be executed in the order in which they were reserved.
[0133] [Normal pattern display device] The normal symbol display device 62 is disposed in the lower right portion of the display area 13a of the liquid crystal display device 13. In this embodiment, the normal symbol display device 62 is disposed on the left side of the special symbol display device 61 as viewed from the player's side.
[0134] The normal symbol display device 62 is a display device that variably displays (variably displays and stops displays) normal symbols in a normal symbol game, and is composed of a plurality of LEDs (normal symbol display LEDs). In the normal symbol display device 62, a display pattern formed by the lighting / extinguishing of each normal symbol display LED is displayed as a normal symbol.
[0135] The normal symbol display device 62 alternately turns on and off the two normal symbol display LEDs to display the normal symbol variations when the gaming ball passes through the ball passage detector 43. Then, the normal symbol display device 62 displays the normal symbol variations for a predetermined period of time, and then displays the normal symbol stationary.
[0136] In the normal symbol display device 62, when the normal symbol displayed in a stopped state is a predetermined state (a "win" state), the normal electric device 46 changes from a closed state to an open state for a predetermined period of time. On the other hand, when the normal symbol displayed in a stopped state is a state other than the predetermined state (a "lose" state), the normal electric device 46 maintains the closed state.
[0137] That is, the normal symbol game is a game in which the normal symbol is displayed in a variably manner by the normal symbol display device 62, and then the normal symbol is displayed in a stationary manner, and the normal electric device 46 operates according to the result.
[0138] If the game ball passes through the ball passage detector 43 during the variable display of the normal symbol, the variable display of the normal symbol is suspended. Then, when the normal symbol currently being variably displayed is stopped, the variable display of the suspended normal symbol is started. In this embodiment, the number of variable displays of the suspended normal symbol (i.e., the "number of reserved symbols") is set to a maximum of four (symbols).
[0139] [Normal symbol reservation display device] The normal symbol reservation display device 63 is arranged in the lower right corner of the display area 13a of the liquid crystal display device 13.
[0140] The normal pattern reserve display device 63 is a device that displays the number of reserved variable displays of normal patterns. The normal pattern reserve display device 63 is equipped with a plurality of normal pattern reserve display LEDs, and the normal pattern reserve display device 63 displays the number of reserved variable displays of normal patterns by turning on and off each normal pattern reserve display LED.
[0141] Specifically, the normal pattern reserved display device 63 displays a normal pattern reserved display LED according to the number of reserved variable displays of normal patterns, and up to four normal pattern reserved display LEDs are lit according to the number of reserved variable displays of normal patterns.
[0142] [First special symbol reserved display device] The first special symbol reserved display device 64 is disposed in the lower right portion of the display area 13a of the liquid crystal display device 13.
[0143] The first special symbol reserved display device 64 is a device that displays information about the variable display of the reserved first special symbol (reserved ball of the first special symbol). In this embodiment, the first special symbol reserved display device 64 is equipped with a plurality of first special symbol reserved display LEDs.
[0144] Specifically, the first special pattern reserved display device 64 displays a first special pattern reserved display LED according to the number of reserved variable displays of the first special pattern, and up to four first special pattern reserved display LEDs are lit according to the number of reserved variable displays of the first special pattern.
[0145] [Second special symbol reserved display device] The second special symbol reserved display device 65 is disposed in the lower right portion of the display area 13a of the liquid crystal display device 13.
[0146] The second special pattern reserved display device 65 is a device that displays information regarding the variable display of the reserved second special pattern (reserved ball of the second special pattern), and the second special pattern reserved display device 65 is equipped with a plurality of second special pattern reserved display LEDs.
[0147] Specifically, the second special pattern reserved display device 65 displays a second special pattern reserved display LED according to the number of reserved variable displays of the second special pattern, and up to four second special pattern reserved display LEDs are lit according to the number of reserved variable displays of the second special pattern.
[0148] [CCD camera] 6 and 7 are diagrams showing the range photographed by the CCD camera.
[0149] Fig. 6 is a partially cutaway side view (schematic diagram) of a pachinko game machine. As shown in Fig. 6, a CCD camera 1000 is disposed on the rear side of the upper decorative unit 58 in the pachinko game machine 1. The CCD camera 1000 is attached to the upper rear part of the glass door 4, and is located in front of the game board 12 when the glass door 4 is closed relative to the base door 3. This allows the front of the game board 12 to be photographed using the CCD camera 1000.
[0150] 6 and 7, the range photographed by the CCD camera 1000 is indicated by a thick line. FIG. 7 shows the range photographed by the CCD camera 1000 as viewed from the front of the pachinko game machine 1. As shown in FIG. 7, the CCD camera 1000 can photograph at a relatively wide angle of view θ (viewing angle), and most of the game board 12 is included in the photographing range. In particular, the game area 12a formed on the game board 12 is entirely included in the photographing range. Therefore, the image photographed by the CCD camera 1000 includes the game balls rolling in the game area 12a.
[0151] [Circuit configuration of pachinko machines] Next, the configuration of various circuits included in the pachinko gaming machine 1 of this embodiment will be described with reference to Fig. 8. Fig. 8 is a block diagram showing the circuit configuration of the pachinko gaming machine 1.
[0152] As shown in FIG. 8, the pachinko game machine 1 has a main control circuit 70 which mainly controls the game operation, a sub-control circuit 200 which controls the presentation operation according to the progress of the game, and a payout / launch control circuit 300 which mainly controls the payout and launch of game balls.
[0153] [Main control circuit] The main control circuit 70 includes a main CPU (Central Processing Unit) 71, a main ROM (Read Only Memory) 72, and a main RAM (Random Access Memory: also abbreviated as "RWM" for Read Write Memory) 73. The main control circuit 70 also includes a reset clock pulse generating circuit 74, an initial reset circuit 75, and a serial communication IC (Integrated Circuit) 76. As described above, in this embodiment, a lottery process for a special symbol is performed when the first start hole 44 or the second start hole 45 is won, and this process is controlled by the main control circuit 70. In other words, the main control circuit 70 also serves as a means (lottery means) for performing a lottery process for determining whether or not to shift the gaming state to a state advantageous to the player.
[0154] The main CPU 71 is connected to a main ROM 72, a main RAM 73, a reset clock pulse generating circuit 74, an initial reset circuit 75, a serial communication IC 76, etc. The main ROM 72 stores various programs for controlling the operation of the pachinko game machine 1 by the main CPU 71, various data tables, etc.
[0155] The main CPU 71 executes various processes in accordance with the programs stored in the main ROM 72. The main RAM 73 functions as a temporary storage area when the main CPU 71 executes various processes, and stores various flags and variable values required by the main CPU 71 for various processes.
[0156] In this embodiment, the main RAM 73 is used as a temporary storage area for the main CPU 71, but the present invention is not limited to this, and any recording medium may be used as the temporary storage area as long as it is a readable and writable storage medium.
[0157] The reset clock pulse generating circuit 74 generates a clock pulse at a predetermined period (e.g., 2 milliseconds) to execute a system timer interrupt process described later. The initial reset circuit 75 generates a reset signal when the power is turned on. The serial communication IC 76 then supplies a command to the sub-control circuit 200.
[0158] Moreover, various devices that operate in response to output signals sent from the main control circuit 70 are connected to the main control circuit 70, as shown in FIG.
[0159] Specifically, a special pattern display device 61, a normal pattern display device 62, a normal pattern reserved display device 63, a first special pattern reserved display device 64 and a second special pattern reserved display device 65 are connected to the main control circuit 70.
[0160] Each of these devices performs a predetermined operation based on an output signal sent from the main control circuit 70. For example, when a predetermined output signal is sent from the main control circuit 70 to the special symbol display device 61, the special symbol display device 61 performs operation control of the variable display of special symbols in the special symbol game based on the output signal.
[0161] In addition, the normal electric role solenoid 46a, the first large prize opening solenoid 53b, and the second large prize opening solenoid 54b are connected to the main control circuit 70. The main control circuit 70 drives and controls the normal electric role solenoid 46a to open or close the pair of blade members of the normal electric role 46.
[0162] Further, the main control circuit 70 controls the drive of the first large prize opening solenoid 53b and the second large prize opening solenoid 54b, respectively, to open or close the first large prize opening 53 and the second large prize opening 54.
[0163] 8, the main control circuit 70 is connected to various sensors and receives output signals from the various sensors. Specifically, the main control circuit 70 is connected to the count sensors 53c, 54c, the general winning ball sensors 51a, 52a, the passing ball sensor 43a, the first start hole winning ball sensor 44a and the second start hole winning ball sensor 45a, the specific area sensor 380A and the non-specific area sensor 380B, the backup clear switch 121, and the like.
[0164] The count sensor 53c counts the number of game balls that have entered the first large prize opening 53, and outputs a predetermined output signal indicative of the result to the main control circuit 70. The count sensor 54c counts the number of game balls that have entered the second large prize opening 54, and outputs a predetermined output signal indicative of the result to the main control circuit 70.
[0165] The general winning ball sensor 51a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the general winning opening 51. The general winning ball sensor 52a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the general winning opening 52.
[0166] In addition, when a gaming ball passes through the ball passing detector 43, the passing ball sensor 43a outputs a predetermined detection signal to the main control circuit .
[0167] The first start hole winning ball sensor 44a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the first start hole 44. The second start hole winning ball sensor 45a outputs a predetermined detection signal to the main control circuit 70 when a gaming ball enters the second start hole 45.
[0168] When the gaming ball passes through the specific area 38A, the specific area sensor 380A outputs a predetermined detection signal to the main control circuit 70. When the gaming ball passes through the non-specific area 38B, the non-specific area sensor 380B outputs a predetermined detection signal to the main control circuit 70.
[0169] The backup clear switch 121 outputs a predetermined detection signal to the main control circuit 70 and the payout / launch control circuit 300 when the backup data is cleared in response to an operation by an administrator of the gaming establishment, etc., in the event of a power outage or the like.
[0170] A payout / launch control circuit 300 is connected to the main control circuit 70. Here, the main control circuit 70 determines the number of winning balls, which is the number of game balls to be paid out on the condition that a predetermined payout condition is met. The predetermined payout condition is that game balls enter the various starting holes and various winning holes described above.
[0171] In addition, the main control circuit 70 transmits information including the number of winning balls determined as described above to the payout / launch control circuit 300 as a winning ball control command.
[0172] [Discharge / launch control circuit] The payout / launch control circuit 300 includes a microcomputer such as a CPU, a ROM, and a RAM. The payout device 170 is connected to the payout / launch control circuit 300, and the microcomputer of the payout / launch control circuit 300 controls, for example, the payout operation of the payout device 170 to pay out game balls.
[0173] In addition, the payout / launch control circuit 300 is connected to a launch device 15 that launches game balls, an external terminal board 140, and a card unit 150. A data display 141 is connected to the external terminal board 140, and a lending operation unit 151 is connected to the card unit 150.
[0174] Here, the card unit 150 determines the number of loaned balls, which is the number of game balls to be paid out on the condition that a predetermined payout condition is met. The predetermined payout condition is that the above-mentioned loan operation unit 151 is operated.
[0175] When the player grips the launch handle 25 and rotates it clockwise, the payout / launch control circuit 300 supplies power to the solenoid actuator of the launch device 15 according to the rotation angle. This causes the launch device 15 to control the launch of game balls.
[0176] The external terminal board 140 is used to transmit data to a hall computer that manages all the pachinko machines in the hall (game center). The data display 141 is installed, for example, on the top of the pachinko machine 1 as ancillary equipment of the hall, and has the functions of calling a hall attendant and displaying the number of wins.
[0177] When operated by a player, the lending operation unit 151 outputs a signal requesting the lending of game balls to the card unit 150. When the card unit 150 receives a signal requesting the lending of game balls from the lending operation unit 151, it transmits a lending ball control signal including information on the determined number of balls to be lent to the payout / launch control circuit 300.
[0178] The payout / launch control circuit 300 receives a prize ball control command transmitted from the main control circuit 70 and a loan ball control signal transmitted from the card unit 150, and transmits a predetermined signal to the payout device 170. In response to this, the payout device 170 pays out game balls.
[0179] [Sub-control circuit] The sub-control circuit 200 is connected to the serial communication IC 76 of the main control circuit 70. In response to various commands transmitted from the main control circuit 70, the sub-control circuit 200 performs display control on the liquid crystal display device 13, control related to the sound generated from the speaker 11, control of the LEDs 59A-59E, 59e-59h, control of the performance operation using various role props, and the like.
[0180] That is, the sub-control circuit 200 executes various effects according to the progress of the game based on commands from the main control circuit 70. Note that, in this embodiment, the sub-control circuit 200 is configured not to supply signals to the main control circuit 70, but the present invention is not limited to this, and the sub-control circuit 200 may be configured to transmit signals to the main control circuit 70.
[0181] 8, the sub-control circuit 200 includes a sub-CPU 201, a program ROM 202, a work RAM 203, a display control circuit 205, an audio control circuit 206, an LED control circuit 207, and a drive control circuit 208. The program ROM 202, the work RAM 203, the display control circuit 205, the audio control circuit 206, the LED control circuit 207, and the drive control circuit 208 are connected to the sub-CPU 201.
[0182] The program ROM 202 stores various programs and various data tables for the sub-CPU 201 to control the performance operations of the pachinko gaming machine 1. The sub-CPU 201 executes various processes according to the programs stored in the program ROM 202. In particular, the sub-CPU 201 controls the entire sub-control circuit 200 according to various commands transmitted from the main control circuit 70.
[0183] In this embodiment, the main ROM 72 and the program ROM 202 are used as storage means for storing programs, various tables, etc., but the present invention is not limited to this. As such storage means, other storage media may be used as long as they are readable by a computer equipped with a control means, and for example, storage media such as a hard disk device, a CD-ROM, a DVD-ROM, a ROM cartridge, etc. may be used.
[0184] In addition, each of the programs may be recorded in a separate storage medium. Furthermore, the programs may be recorded in a recording medium in advance, or may be downloaded from an external source after power is turned on and recorded in the main RAM 73, the work RAM 203, or the like.
[0185] The work RAM 203 functions as a temporary storage area when the sub CPU 201 executes various processes, and stores various flags and variable values required for various processes by the sub CPU 201. Note that, in this embodiment, the work RAM 203 is used as a temporary storage area for the sub CPU 201, but the present invention is not limited to this, and any recording medium may be used as the temporary storage area as long as it is a readable and writable storage medium.
[0186] The display control circuit 205 controls the display of images related to the performance on the liquid crystal display device 13. Although not shown, the display control circuit 205 has an image data processor (hereinafter referred to as a VDP (Video Display Processor)), an image data ROM, a frame buffer, and a D / A (Digital to Analog) converter.
[0187] The image data ROM stores data for generating various types of image data. The frame buffer temporarily stores image data. The D / A converter converts image data (digital electrical signals) into image signals (analog electrical signals).
[0188] The display control circuit 205 performs various processes for displaying images in the display area 13a of the liquid crystal display device 13 based on data supplied from the sub CPU 201. In addition, the display control circuit 205 temporarily stores image data such as decorative pattern image data indicating a decorative pattern (identification pattern for performance), background image data, and performance image data in a frame buffer based on performance designation information (message) supplied from the sub CPU 201.
[0189] Then, the display control circuit 205 supplies the image data stored in the frame buffer to the D / A converter at a predetermined timing. The D / A converter converts the image data into an image signal, and supplies the image signal to the liquid crystal display device 13 at a predetermined timing. As a result, a predetermined effect image is displayed in the display area 13a of the liquid crystal display device 13.
[0190] The audio control circuit 206 includes an audio source IC that performs control related to audio, an audio data ROM that stores various types of audio data, and an amplifier (hereinafter referred to as AMP) for amplifying audio signals.
[0191] The sound source IC controls the sound generated from the speaker 11. The sound source IC selects one piece of sound data from a plurality of pieces of sound data stored in the sound data ROM based on the performance designation information (message) supplied from the sub-CPU 201.
[0192] The sound source IC then reads out the selected sound data from the sound data ROM, converts the read sound data into a predetermined sound signal, and supplies it to the AMP. The AMP also amplifies the sound signal and generates sound from the speaker 11.
[0193] The LED control circuit 207 includes a drive circuit for supplying an LED control signal, an LED data ROM in which a plurality of types of LED lighting patterns are stored, and the like. The drive circuit selects one LED lighting / blinking pattern from a plurality of lighting / blinking patterns stored in the LED data ROM based on performance designation information (message) supplied from the sub CPU 201. As a result, the LEDs 59 (59A-59E, 59e-59h) light up or blink according to the lighting / blinking pattern.
[0194] The drive control circuit 208 drives a performance drive motor 60 for operating various props based on performance designation information (messages) supplied from the sub CPU 201.
[0195] In addition, the sub-control circuit 200 is connected to an effect button switch 230 that detects when the effect button 23 is pressed, and a jog dial switch 240 that detects the rotation direction and operation amount when the jog dial 24 is rotated. The sub-CPU 201 controls so that a predetermined effect display is performed in response to the detection signal (input signal) from the effect button switch 230 or the jog dial switch 240.
[0196] A CCD camera 1000 is also connected to the sub-control circuit 200. The sub-CPU 201 performs various processes on the image data input by the CCD camera 1000.
[0197] Such a sub-control circuit 200 displays a predetermined effect image on the liquid crystal display device 13, generates sound from the speaker 11, and lights up or blinks the LEDs 59A-59E, 59e-59h to display effects. The sub-control circuit 200 also analyzes the image (camera video) captured by the CCD camera 1000, and performs control according to the analysis results.
[0198] [Animation request construction process overview] An outline of the animation request construction process will be described with reference to Fig. 9. Fig. 9 is a diagram showing an outline of the operation (operation of generating various requests) when constructing an animation request.
[0199] The sub-CPU201 (host control circuit) receives various commands from the main control circuit 70. The sub-CPU201 (host control circuit) also receives data of images (camera video) captured by the CCD camera 1000. The sub-CPU201 then generates a request called an animation request (not shown) that includes information specifying the content of the performance, based on the received commands and data. Next, the sub-CPU201 generates various requests (performance start requests) such as a drawing request, a sound request, a lamp request, and a prop request, based on the generated animation request.
[0200] Thereafter, the sub CPU 201 outputs each generated request to a control circuit (controller) of the corresponding performance device. Specifically, the sub CPU 201 outputs a sound request and a lamp request to the audio / LED control circuits 206 and 207, outputs a drawing request to the display control circuit 205, and outputs a prop request to the drive control circuit 208. The audio control circuit 206 and the LED control circuit 207 may be separate entities, or may be configured as a single control circuit.
[0201] The audio / LED control circuits 206, 207 control the audio playback operation by the speaker 11 based on the input sound request. Also, the audio / LED control circuits 206, 207 control the light emission performance (LED animation) operation by the lamp (LED) group 59 based on the input lamp request. The display control circuit 205 controls the image display performance operation by the liquid crystal display device 13 based on the input drawing request. Also, the drive control circuit 208 controls the performance operation by various role props based on the generated role prop request.
[0202] [Speaker drive control method] Next, the contents of the drive control process of the speaker 11 executed by the audio / LED control circuits 206, 207 when a sound request is output from the host control circuit (sub CPU 201) of the pachinko game machine 1 to the audio / LED control circuits 206, 207 will be described. Fig. 10(a) is a signal flow diagram when the speaker is driven (audio is played).
[0203] When the speaker 11 reproduces (outputs) sound, first, the host control circuit in the sub-control circuit 200 A sound request is output from the sub-CPU 201 to the audio / LED control circuits 206 and 207. In this embodiment, the performance control process of the sub-CPU 201 (sub-control main process shown in FIG. 26 described later) is performed at a predetermined FPS cycle (for example, 30 FPS), so the process of transmitting a drawing request to the display control circuit 205 and the process of transmitting a sound request to the audio / LED control circuits 206 and 207 are also performed at a predetermined FPS cycle.
[0204] Next, when a sound request is input to the audio / LED control circuits 206, 207, the audio / LED control circuits 206, 207 transmit an audio signal (audio data) for setting the audio output pattern from the speaker 11 to the built-in relay board based on the sound request.
[0205] The built-in relay board then amplifies the received audio signal and outputs it to the speaker 11 to drive the speaker 11. As a result, the speaker 11 executes an audio reproduction (performance) operation.
[0206] [Lamp (LED) drive control method] Next, various drive control processes for the multiple LEDs included in the lamp (LED) group 59, which are executed by the audio / LED control circuits 206, 207 when a lamp request is output from the host control circuit (sub CPU 201) to the audio / LED control circuits 206, 207, will be described. Note that in the lamp control method of this embodiment described below, LEDs are used as an example of light-emitting elements, but the present invention is not limited to this, and the lamp control method of this embodiment can be similarly applied to any other light-emitting element. FIG. 10(b) shows the LED drive This is a signal flow diagram for (light on / light off).
[0207] When driving the LED (turning it on / off), first, a lamp request (LED control request) is output from the host control circuit (sub-CPU 201) in the sub-control circuit 200 to the audio / LED control circuits 206 and 207. In this embodiment, the performance control process of the sub-CPU 201 (sub-control main process shown in FIG. 26 described later) is performed at a predetermined FPS cycle, so the process of transmitting the lamp request to the audio / LED control circuits 206 and 207 is also performed at a predetermined FPS cycle.
[0208] Next, when a lamp request is input to the audio / LED control circuits 206, 207, the audio / LED control circuits 206, 207 transmit LED data (driving data) for setting the LED lighting pattern (LED animation) to each LED driver in the LED group 59 based on the lamp request.
[0209] Then, the LED driver turns on / off the connected LED 59 in a predetermined pattern based on the received LED data. This executes a performance action using LED animation. For example, the LED 59 is controlled to blink at a predetermined cycle (for example, every 12 milliseconds) as a performance action.
[0210] The light emission mode based on the LED data is controlled by a signal (control signal) generated based on the LED data transmitted from the LED driver to the LED 59. Specifically, the light emission mode of the LED 59, such as turning on, turning off, blinking, and brightness, is controlled by electrical waveform parameters (voltage value, current value, duty ratio of pulse width, etc.) of the signal transmitted from the LED driver to the LED 59.
[0211] Next, the data configuration of the main control circuit 70 will be described with reference to FIGS.
[0212] [Random number judgment table] FIG. 11 shows a winning random number determination table stored in the main ROM 72 of the main control circuit 70. (first start port, second start port). The win random number determination table (first start port) is referenced to determine by lottery whether there has been a "big win", a "small win", or a "miss" based on the win determination random number value obtained when the gaming ball enters the first start port 44. The win random number determination table (second start port) is referenced when determining by lottery whether there has been a "big win" or a "miss" based on the win determination random number value obtained when the gaming ball enters the second start port 45.
[0213] The random number value for winning judgment is a random number value for judging the result of the lottery held when the starting hole wins. More specifically, the random number value for winning judgment is a value that indicates the result of the lottery for the special symbols (the first special symbol and the second special symbol). In this embodiment, the random number value for winning judgment is selected from 0 to 65535 (65536 types).
[0214] In this embodiment, when a game ball enters the first starting hole 44, one of "big win", "small win" and "miss" is determined by lottery. Therefore, in the winning random number determination table (when the ball enters the first starting hole), the relationship between the range (width) of the winning determination random number value for determining whether or not a "big win", "small win" and "miss" is determined for each value of the probability change flag ("0 (= off)" or "1 (= on)") and the corresponding determination value data ("big win determination value data", "small win determination value data" and "miss determination value data"). The probability change flag is one of the management flags stored in the main RAM 73, and is a flag for managing whether or not the game state is a "probability change game state". When the game state is a "probability change game state", the probability change flag is "1", and when the game state is a "non-probability change game state", the probability change flag is "0".
[0215] In this embodiment, when the first starting hole 44 wins, if the probability flag is "0" and the winning judgment random number value is any one of "0" to "204", the "jackpot" is won and the "jackpot judgment value data" is determined. That is, the winning probability (jackpot probability) of the "jackpot" in this case is 205 / 65536 (≒1 / 319).
[0216] Also, when the first starting hole 44 wins, if the probability flag is "0" and the winning judgment random number value is any of "205" to "409", the "small win" is won and the "small win judgment value data" is determined. That is, the winning probability of the "small win" in this case is 205 / 65536 (≒1 / 319).
[0217] Furthermore, when the first starting port 44 is won, if the probability flag is "0" and the random number value for winning judgment is not "0" to "409", a "lose" is won and the "lose judgment value data" is determined.
[0218] On the other hand, when the first starting hole 44 is entered, if the probability flag is "1" and the random number value for winning judgment is any one of "0" to "1092", the "jackpot" is won and the "jackpot judgment value data" is determined. That is, the winning probability of the "jackpot" in this case (jackpot probability) is 1093 / 65536 (≒1 / 60), which is higher than that when the probability flag is "0".
[0219] Also, when the first starting hole 44 is entered, if the probability flag is "1" and the winning judgment random number value is any of "1093" to "1297", the "small win" is won and the "small win judgment value data" is determined. In other words, the winning probability of the "small win" in this case is 205 / 65536 (≒1 / 319), which is the same as when the probability flag is "0".
[0220] Furthermore, when the first starting port 44 is won, if the probability flag is "1" and the random number value for winning judgment is not "0" to "1297", a "lose" is won and the "lose judgment value data" is determined.
[0221] As described above, in this embodiment, when a game ball enters the first starting hole 44, the probability of a big win varies depending on whether the game state at the time of the winning is a "probability variable game state." Specifically, when a game ball enters the first starting hole 44 when the game state is a "probability variable game state," the probability of a big win is about five times higher than when the game state is not a "probability variable game state."
[0222] Similarly, when the second starting hole 45 wins, if the probability flag is "0" and the winning judgment random number value is any of "0" to "204", the "jackpot" is won and the "jackpot judgment value data" is determined. That is, the winning probability (jackpot probability) of the "jackpot" in this case is 205 / 65536 (≒1 / 319).
[0223] Also, when the second starting port 45 is won, if the probability flag is "0" and the random number value for winning judgment is not between "205" and "409", a "lose" is won and the "lose judgment value data" is determined.
[0224] On the other hand, when the second starting hole 45 is entered, if the probability flag is "1" and the winning judgment random number value is any of "0" to "1092", the "jackpot" is won and the "jackpot judgment value data" is determined. In other words, the winning probability (jackpot probability) of the "jackpot" in this case is 1093 / 65536 (≒1 / 60), which is higher than that when the probability flag is "0".
[0225] Also, when the second starting port 45 is won, if the probability flag is "1" and the random number value for winning judgment is not between "0" and "1092", a "lose" is won and the "lose judgment value data" is determined.
[0226] As described above, in this embodiment, when a game ball enters the second starting hole 45, the probability of a jackpot does not win a "small jackpot", but varies depending on whether the game state at the time of the winning is a "high probability game state" or not, and the probability of a jackpot when the game state is a "high probability game state" is approximately five times higher than when the game state is not a "high probability game state".
[0227] [Pattern Judgment Table] FIG. 12 is a diagram showing the symbol determination table (first start hole, second start hole) stored in the main ROM 72 of the main control circuit 70. The symbol determination table (first start hole, second start hole) is referenced to select a "pattern selection command at the time of winning" and a "pattern designation command" that determine the stopped symbol based on the symbol random number value acquired when the game ball enters the first start hole 44 or the second start hole 45 and the above-mentioned determination value data. The "pattern selection command at the time of winning" is a command for designating a winning symbol that is determined according to the type of winning when a winning is won, and the "pattern designation command" is a command for designating a symbol that is displayed when the special symbol stops varying. The symbol random number value is extracted from, for example, 0 to 99 (100 types).
[0228] According to the symbol determination table (first starting hole) of this embodiment, when the big win determination value data is obtained and the symbol random number value is any of "0" to "49", "z0" is selected as the symbol selection command at the time of winning with a probability of 50 / 100, and "zA1" is selected as the symbol designation command. When the big win determination value data is obtained and the symbol random number value is any of "50" to "99", "z1" is selected as the symbol selection command at the time of winning with a probability of 50 / 100, and "zA1" is selected as the symbol designation command. When the small win determination value data is obtained and the symbol random number value is any of "0" to "99", "z2" is selected as the symbol selection command at the time of winning, and "zA2" is selected as the symbol designation command. On the other hand, when the loss determination value data is obtained and the symbol random number value is any of "0" to "99", the symbol selection command at the time of winning is not selected, and "zA3" is selected as the symbol designation command.
[0229] According to the symbol determination table (second starting hole) of this embodiment, when the jackpot determination value data is obtained and the symbol random number value is any of "0" to "49", "z3" is selected as the symbol selection command at the time of winning with a probability of 50 / 100, and "zA4" is selected as the symbol designation command. When the jackpot determination value data is obtained and the symbol random number value is any of "50" to "99", "z4" is selected as the symbol selection command at the time of winning with a probability of 50 / 100, and "zA5" is selected as the symbol designation command. On the other hand, when the loss determination value data is obtained and the symbol random number value is any of "0" to "99", the symbol selection command at the time of winning is not selected, and "zA6" is selected as the symbol designation command.
[0230] [Jackpot Type Determination Table] FIG. 13 is a diagram showing a jackpot type determination table stored in the main ROM 72 of the main control circuit 70. The jackpot type determination table is referenced to determine the type of jackpot, such as the number of rounds and the ease of V winning, according to the winning time selection pattern command related to the jackpot. In this embodiment, if a jackpot is won regardless of the type of jackpot, the time-saving flag is set to "1" and the number of time-saving times is set to, for example, 100 times. Also, only when a V winning occurs in a jackpot game state, the number of times of probability change is set to, for example, 124 times. The time-saving flag is one of the management flags stored in the main RAM 73, and is a flag for managing whether or not the game state is a "time-saving game state". When the game state is a "time-saving game state", the time-saving flag is "1", and when it is a "non-time-saving game state", the time-saving flag is "0". The number of time-saving times is the number of times that the special symbol game can be changed while the time-saving game state can be continued, and the number of times that the probability change time is the number of times that the special symbol game can be changed while the probability change game state can be continued. In other words, when the special symbol changes the number of times (100 times) of time-saving times without winning a jackpot in the time-saving game state, the time-saving game state ends and the game moves to a non-time-saving game state. When the special symbol changes the number of times of probability change without winning a jackpot in the probability change game state, the probability change game state ends and the game moves to a non-probability change game state.
[0231] According to the jackpot type determination table of this embodiment, when the symbol command selected at the time of winning is "z0", a jackpot with the number of rounds of "10" and a difficult V win is determined. When the symbol command selected at the time of winning is "z1", a jackpot with the number of rounds of "10" and an easy V win is determined. When the symbol command selected at the time of winning is "z3", a jackpot with the number of rounds of "4" and an easy V win is determined. When the symbol command selected at the time of winning is "z4", a jackpot with the number of rounds of "16" and an easy V win is determined.
[0232] Various processes executed in the pachinko gaming machine 1 will be described below.
[0233] [Power-on processing] 14 shows power-on processing by the main CPU 71. When the power of the pachinko gaming machine 1 is turned on, as shown in the figure, the main CPU 71 sets an initial value in the stack pointer (step S11).
[0234] Next, the main CPU 71 determines whether the power interruption detection signal is ON or not (step S12). The power interruption detection signal turns ON, for example, when the voltage drops to a predetermined level. If the power interruption detection signal is ON, the main CPU 71 determines that a power interruption has been detected, and repeats the process of step S12 until the power interruption detection signal turns OFF. If the power interruption detection signal is OFF, the main CPU 71 determines that a power interruption has been detected, and proceeds to the process of step S13.
[0235] In step S13, the main CPU 71 permits access to the RWM (main RAM).
[0236] Next, the main CPU 71 performs a sub-control reception wait process to wait until the sub-control circuit 200 becomes capable of receiving a signal (step S14).
[0237] Next, the main CPU 71 performs an initialization process for various devices built into the CPU (step S15).
[0238] Next, the main CPU 71 determines whether or not the backup clear signal is ON (step S16). The backup clear signal is a signal for commanding clearing of the backup contents of the main RAM 73 provided in the main CPU 71 constituting the main control circuit 70 and the RAM (not shown) constituting the payout / launch control circuit 300. If the backup clear signal is ON, the main CPU 71 proceeds to processing of step S23. If the backup clear signal is OFF, the main CPU 71 proceeds to processing of step S17.
[0239] In step S17, the main CPU 71 determines whether the power interruption detection flag is set on. The power interruption detection flag is a flag indicating that a power interruption process has been executed in response to a power interruption. If the power interruption detection flag is set on, the main CPU 71 proceeds to processing in step S18. If the power interruption detection flag is set off, the main CPU 71 proceeds to processing in step S23.
[0240] In step S18, the main CPU 71 performs a work area damage check on the main RAM 73 using, for example, a checksum.
[0241] Next, the main CPU 71 determines whether the work area is normal or not (step S19). If the work area is normal, the main CPU 71 proceeds to the process of step S20. If the work area is not normal, the main CPU 71 proceeds to the process of step S23.
[0242] In step S20, the main CPU 71 performs initial settings for a work area that requires an initial value when power is restored.
[0243] Next, the main CPU 71 performs notification setting for a high probability gaming state (probability variable gaming state) at the time of power recovery (step S21).
[0244] Next, the main CPU 71 performs a process of transmitting a power interruption recovery command (power interruption recovery command) to the sub-control circuit 200 (step S22). Upon completing this process, the main CPU 71 ends the power-on process.
[0245] In step S23, the main CPU 71 performs a process of clearing the work area of the main RAM 73.
[0246] Next, the main CPU 71 performs initial settings of a work area that requires initial values when initializing the RWM (main RAM) (step S24).
[0247] Next, the main CPU 71 performs a process of transmitting a command for RWM initialization (initialization command) to the sub-control circuit 200 (step S25). After completing this process, the main CPU 71 ends the power-on process.
[0248] [System timer interrupt processing] 15 shows the system timer interrupt process by the main CPU 71. The system timer interrupt process is executed, for example, every 2 ms. As shown in the figure, the main CPU 71 saves the values of each register in the stack area of the main RAM 73 (step S31).
[0249] Next, the main CPU 71 performs a random number update process to update various random number values (step S32).
[0250] Next, the main CPU 71 executes a switch input detection process for detecting input signals from various switches (step S33). The switch input detection process will be described later with reference to FIG.
[0251] Next, the main CPU 71 performs a timer update process for updating the values of various timers (step S34).
[0252] Next, the main CPU 71 performs a command output process to output (transmit) various commands to the sub-control circuit 200 (step S35).
[0253] Next, the main CPU 71 performs a game information output process to output (transmit) various game information to the sub-control circuit 200 (step S36). The game information is information related to the game that is processed in the main control circuit 70, the sub-control circuit 200, the payout / launch control circuit 300, etc., and is transmitted to the sub-control circuit 200, the payout / launch control circuit 300, and the hall computer.
[0254] Next, the main CPU 71 performs a process of restoring the saved values of each register (step S37). Upon completing this process, the main CPU 71 ends the system timer interrupt process.
[0255] [Switch input detection process] FIG. 16 shows the switch input detection process by the main CPU 71. The switch input detection process is called as a subroutine during the execution of the above-mentioned system timer interrupt process. As shown in the figure, the main CPU 71 executes the start hole winning detection process (step S41). The start hole winning detection process will be described later with reference to FIG. 17.
[0256] Next, the main CPU 71 performs a general prize opening passage detection process (step S42). In the general prize opening passage detection process, for example, when a prize is won through the general prize openings 51 and 52, payout information indicating the number of payouts and the like is set.
[0257] Next, the main CPU 71 performs a large prize opening passage detection process (step S43). In the large prize opening passage detection process, for example, when the first large prize opening 53 or the second large prize opening 54 wins, payout information indicating the number of payouts or the like is set.
[0258] Next, the main CPU 71 performs a ball passing detector passing detection process (step S44). In the ball passing detector passing detection process, a lottery result (random number value) of the normal symbol game is obtained in response to the detection of the passage of the game ball by the ball passing detector 43. When this process ends, the main CPU 71 ends the switch input detection process.
[0259] [Start gate winning detection process] FIG. 17 shows the start port winning detection process by the main CPU 71. The start port winning detection process is called as a subroutine during execution of the switch input detection process described above. As shown in the figure, first, the main CPU 71 determines whether or not a gaming ball has been detected by the first start port winning ball sensor 44a (step S51). If a gaming ball has been detected by the first start port winning ball sensor 44a, the main CPU 71 proceeds to the process of step S52. If a gaming ball has not been detected by the first start port winning ball sensor 44a, the main CPU 71 proceeds to the process of step S59.
[0260] In step S52, the main CPU 71 performs a process of setting payout information corresponding to the first start port winning.
[0261] Next, the main CPU 71 determines whether the number of reserved symbols for the first start port winning (the number of reserved symbols for the first special symbol) is less than four (step S53). If the number of reserved symbols is less than four, the main CPU 71 proceeds to the process of step S54. If the number of reserved symbols is four, the main CPU 71 proceeds to the process of step S59.
[0262] In step S54, the main CPU 71 performs a process of adding one to the reserved number of winning symbols at the first starting port.
[0263] Next, the main CPU 71 acquires the random number value for winning determination and the random number value for the symbol, and performs a process of storing these random number values in the main RAM 73 (step S55).
[0264] Next, the main CPU 71 performs a first special stop symbol determination process (step S56). In the first special stop symbol determination process, the winning random number determination table (first start port), the symbol determination table (first start port), and the big win type determination table are referenced based on the winning determination random number value and the symbol random number value, and a symbol designation command and a winning selection symbol command related to the first special symbol to be stopped and displayed are determined.
[0265] Next, the main CPU 71 executes a variation pattern determination process (step S57). In the variation pattern determination process, a variation pattern related to the first special symbol is determined based on the symbol designation command, the judgment value data, the game state, and the like.
[0266] Next, the main CPU 71 performs a process of setting a reserved number increase command for the first start port winning (step S58). The reserved number increase command for the first start port winning is a command indicating that the reserved number of the first special symbol is to be increased by 1, and is transmitted to the sub-control circuit 200 together with a command indicating the variation pattern (variation pattern designation command) determined in the process of step S57.
[0267] Next, the main CPU 71 determines whether or not the second start hole winning ball sensor 45a detects a game ball (step S59). If the second start hole winning ball sensor 45a detects a game ball, the main CPU 71 proceeds to the process of step S60. If the second start hole winning ball sensor 45a does not detect a game ball, the main CPU 71 ends the start hole winning detection process.
[0268] In step S60, the main CPU 71 performs a process of setting payout information corresponding to the winning of the second start port.
[0269] Next, the main CPU 71 determines whether the number of reserved second start port winning symbols (the number of reserved second special symbols) is less than four (step S61). If the number of reserved symbols is less than four, the main CPU 71 proceeds to the process of step S62. If the number of reserved symbols is four, the main CPU 71 ends the start port winning detection process.
[0270] In step S62, the main CPU 71 performs a process of adding one to the reserved number of winnings at the second starting port.
[0271] Next, the main CPU 71 acquires a random number value for winning determination and a random number value for a symbol, and performs a process of storing these random number values in the main RAM 73 (step S63).
[0272] Next, the main CPU 71 performs a second special stop symbol determination process (step S64). In the second special stop symbol determination process, similarly to the first special stop symbol determination process, the winning random number determination table (second start port), the symbol determination table (second start port), and the big win type determination table are referenced based on the winning determination random number value and the symbol random number value, and a symbol designation command and a winning selection symbol command related to the second special symbol to be stopped and displayed are determined.
[0273] Next, the main CPU 71 executes a variation pattern determination process (step S65). This variation pattern determination process also determines a variation pattern related to the second special symbol based on the symbol designation command, the judgment value data, the game state, and the like.
[0274] Next, the main CPU 71 performs a process to set a reserved number increase command for the second start port winning (step S66). The reserved number increase command for the second start port winning is a command indicating that the reserved number of the second special symbol is to be increased by 1, and is transmitted to the sub-control circuit 200 together with a command indicating the variation pattern determined in the process of step S65 (variation pattern designation command) and the like. When this process ends, the main CPU 71 ends the start port winning detection process.
[0275] [Main control main processing] 18 shows the main control main processing by the main CPU 71. When the power is turned on to the pachinko game machine 1, as shown in the figure, the main CPU 71 performs an initial setting process (step S81). In this process, the main CPU 71 performs the above-mentioned power-on process and other processes.
[0276] Next, the main CPU 71 performs an initial value random number update process (step S82). In this process, the main CPU 71 performs a process of updating an initial value random number counter.
[0277] Next, the main CPU 71 performs a special symbol control process (step S83). The special symbol control process will be described later with reference to FIG.
[0278] Next, the main CPU 71 performs a normal symbol control process (step S84). The normal symbol control process will be described later with reference to FIG.
[0279] Next, the main CPU 71 performs a symbol display device control process (step S85). In this process, the main CPU 71 performs a process of storing control signals for driving the special symbol display device 61 and the normal symbol display device 62 in the main RAM 73 according to the results of the special symbol control process and the normal symbol control process stored in the main RAM 73 in steps S83 and S84. As a result, the main CPU 71 transmits control signals to the special symbol display device 61 and the normal symbol display device 62, and the special symbol display device 61 and the normal symbol display device 62 variably display and stop display the special symbol and the normal symbol based on the received control signal.
[0280] Next, the main CPU 71 performs a game information data generation process (step S86). In this process, the main CPU 71 generates a game status command related to the game information data to be transmitted to the sub-control circuit 200, the payout / launch control circuit 300, and the hall computer, and stores it in the main RAM 73.
[0281] Next, the main CPU 71 performs a memory / game status data generation process (step S87). In this process, the main CPU 71 generates memory / game status data to be sent to the sub-control circuit 200 based on the value of the probability change flag and the value of the time-saving flag, and stores the memory / game status data in the main RAM 73. After completing this process, the main CPU 71 proceeds to the process of step S82.
[0282] [Special symbol control processing] FIG. 19 shows the special symbol control process by the main CPU 71. The special symbol control process is called as a subroutine during execution of the main control main process described above. The numbers ("00" to "08") written in parentheses to the right of each process shown in the figure indicate the value of the control status flag. This control status flag is stored in a specified memory area in the main RAM 73. The main CPU 71 progresses the special symbol game by executing a process according to the value of the control status flag.
[0283] As shown in FIG. 19, the main CPU 71 performs a process of loading a control status flag (step S91). In this process, the main CPU 71 reads out the value of the control status flag stored in the main RAM 73. The main CPU 71 determines whether or not to execute each process of steps S92 to S100 described below based on the value of the read out control status flag. This control status flag indicates the state of the special symbol game, and enables execution of any of the processes of steps S92 to S100. In addition, the main CPU 71 executes each process at a predetermined timing determined according to a waiting time set for each process of steps S92 to S100. Note that, before reaching this predetermined timing, each process is not executed, and processes related to other subroutines are executed. Of course, the main CPU 71 also executes the above-mentioned system timer interrupt process (see FIG. 15) at a predetermined cycle.
[0284] Next, the main CPU 71 performs a special symbol memory check process (step S92). In this process, when the control status flag is a value ("00") indicating a special symbol memory check process, the main CPU 71 checks the reserved number of variable displays of special symbols, and when the reserved number is not "0" (when there are reserved balls), the main CPU 71 acquires the winning judgment result obtained in the start port winning detection process, the determination result of the special symbol, the determination result of the variation pattern of the special symbol, and the like. In addition, in this process, the main CPU 71 sets the control status flag to a value ("01") indicating a special symbol variation time management process (step S93) described later, and sets the variation time of the special symbol corresponding to the variation pattern acquired in this process to the waiting time timer. That is, it is set so that the special symbol display time management process described later is executed after the variation time of the special symbol corresponding to the variation pattern determined in the start port winning detection process has elapsed. On the other hand, when the reserved number is "0" (when there are no reserved balls), the main CPU 71 performs a demo display process for displaying a demo screen. This special symbol memory check process will be described in detail with reference to FIG.
[0285] Next, the main CPU 71 performs a special symbol variation time management process (step S93). In this process, when the control status flag is a value ("01") indicating the special symbol variation time management process and the variation time of the special symbol has elapsed, the main CPU 71 sets the control status flag to a value ("02") indicating the special symbol display time management process (step S94) described later, and sets the post-determination waiting time (for example, 600 ms) in the waiting time timer. That is, after the post-determination waiting time set in the process of this step S93 has elapsed, the special symbol display time management process described later is set to be executed. This special symbol variation time management process will be described in detail with reference to FIG. 21.
[0286] Next, the main CPU 71 performs a special symbol display time management process (step S94). In this process, when the control state flag is a value ("02") indicating the special symbol display time management process and the post-confirmation waiting time set in the process of step S93 has elapsed, the main CPU 71 judges whether the result of the hit determination is a "big hit" or a "small hit". Then, when the result of the hit determination is a "big hit" or a "small hit", the main CPU 71 sets the control state flag to a value ("03") indicating a big hit start interval management process (step S95) described later, and sets the time corresponding to the big hit start interval in the waiting time timer. That is, it is set so that the big hit start interval management process described later is executed after the time corresponding to the big hit start interval set in the process of this step S94 has elapsed. On the other hand, if the result of the hit determination is not a "big hit" or a "small hit", the main CPU 71 sets the control state flag to a value indicating a special symbol game end process (step S100) to be described later. ("08") is set. That is, in this case, it is set so that the special symbol game end process described later is executed. This special symbol display time management process will be described later with reference to FIG.
[0287] Next, the main CPU 71 performs a jackpot start interval management process (step S95). In this process, the main CPU 71 updates the variables located in the main RAM 73 based on the data read from the main ROM 72 in order to open the first large prize opening 53 or the second large prize opening 54 when the control state flag is a value ("03") indicating the jackpot start interval management process and the time corresponding to the jackpot start interval set in the process of step S94 has elapsed. Also, in this process, the main CPU 71 sets the control state flag to a value ("04") indicating a large prize opening open process (step S96) described later, and sets the large prize opening open time limit timer to the large prize opening time (for example, 30 seconds). That is, this process sets the large prize opening open process described later to be executed.
[0288] Next, the main CPU 71 performs a large prize opening process (step S96). In this process, first, when the control status flag is a value ("04") indicating a large prize opening process, the main CPU 71 judges whether one of the conditions that the large prize opening counter is equal to or greater than a predetermined number and that the opening upper limit time has elapsed (the large prize opening opening time timer is "0") is satisfied (a predetermined closing condition is established). When one of the conditions is satisfied, the main CPU 71 updates the variables located in the main RAM 73 to close the first large prize opening 53 or the second large prize opening 54. Then, the main CPU 71 sets the control status flag to a value ("05") indicating a large prize opening remaining ball monitoring process (step S97) described later, and sets the waiting time timer to the remaining ball monitoring time in the large prize opening. That is, this process is set so that the remaining ball monitoring process in the large prize opening, which will be described later, is executed after the remaining ball monitoring time in the large prize opening set in step S96 has elapsed. Just before the end of this large prize opening open process, a display command between rounds is sent to the sub-control circuit 200.
[0289] Next, the main CPU 71 performs a process of monitoring balls remaining in the large prize opening (step S97). In this process, the main CPU 71 judges whether or not a condition is satisfied that the value of the large prize opening opening number counter is equal to or greater than the maximum value of the large prize opening opening number (final round) when the control status flag is a value ("05") indicating the process of monitoring balls remaining in the large prize opening and the large prize opening remaining ball monitoring time has elapsed. If it is determined that the above condition is not satisfied, the main CPU 71 sets the control status flag to a value ("06") indicating a process of managing waiting time for reopening the large prize opening. In addition, the main CPU 71 sets a time corresponding to the interval between rounds in the waiting time timer. That is, this process sets the process to be executed so that the process of managing waiting time before reopening the large prize opening, which will be described later, is executed after the time corresponding to the interval between rounds has elapsed. On the other hand, in step S97, if it is determined that the above condition is satisfied, the main CPU 71 sets a value ("07") indicating the jackpot end interval process to the control state flag, and sets a time corresponding to the jackpot end interval (jackpot end interval time) to the waiting time timer. That is, after the time corresponding to the jackpot end interval set in this process has elapsed, the jackpot end interval process described later is set to be executed.
[0290] Next, when the main CPU 71 determines that the value of the large prize opening counter is not equal to or greater than the maximum value of the large prize opening counter, it performs a large prize opening re-open waiting time management process (step S98). In this process, when the control status flag is a value ("06") indicating the large prize opening re-open waiting time management process and the time corresponding to the round interval has elapsed, the main CPU 71 stores and updates the value of the large prize opening counter so as to increase it by "1". In addition, the main CPU 71 sets the control status flag to a value ("04") indicating the large prize opening in progress process. Then, the main CPU 71 sets the large prize opening time timer to an upper limit time (for example, 30 seconds). That is, in this process, the large prize opening in progress process (step S96) is set to be executed again. Incidentally, immediately before the end of the large prize opening re-open waiting time management process, a large prize opening in progress display command is transmitted to the sub-control circuit 200.
[0291] In addition, when the main CPU 71 determines that the value of the large prize opening number counter is equal to or greater than the maximum value of the large prize opening number, it performs a large prize end interval process (step S99). In this process, when the control state flag is a value ("07") indicating a large prize end interval process and the time corresponding to the large prize end interval has elapsed, the main CPU 71 sets the control state flag to a value ("08") indicating a special symbol game end process. That is, this process sets the special symbol game end process described later to be executed after the process of step S99. At this time, if the V prize during the large prize is successful, the main CPU 71 performs control to shift the game state to a certain probability game state, and if the V prize during the large prize is unsuccessful, the main CPU 71 performs control to shift the game state to a non-certain probability game state. Note that, when the large prize symbol is a symbol corresponding to a "small prize", the main CPU 71 performs control to maintain the game state.
[0292] Next, when the big win game state or the small win game state ends, or when a "miss" is won, the main CPU 71 performs a special symbol game end process (step S100). In this process, when the control state flag is a value ("08") indicating the special symbol game end process, the main CPU 71 updates the data (start storage information) indicating the reserved number so as to decrease it by "1". In addition, the main CPU 71 updates the special symbol storage area in order to perform the next special symbol variable display. Furthermore, the main CPU 71 sets the value ("00") indicating the special symbol memory check process to the control state flag. That is, this process sets the above-mentioned special symbol memory check process (step S92) to be executed after the process of step S100. When this special symbol game end process ends, the main CPU 71 ends the special symbol control process.
[0293] As described above, in the pachinko game machine 1 of this embodiment, the special symbol game is progressed by sequentially setting various values to the control state flag. Specifically, when the game state is neither a big win game state nor a small win game state and the result of the hit determination is "miss", the main CPU 71 sets the control state flags to "00", "01", "02", and "08" in that order. As a result, the main CPU 71 executes the above-mentioned special symbol memory check process (step S92), special symbol variation time management process (step S93), special symbol display time management process (step S94), and special symbol game end process (step S100) in this order at a predetermined timing.
[0294] Furthermore, when the game state is neither a big win game state nor a small win game state, and the result of the hit determination is a "big win" or a "small win", the main CPU 71 sets the control state flags in the order of "00", "01", "02", and "03". As a result, the main CPU 71 executes the above-mentioned special symbol memory check process (step S92), special symbol variation time management process (step S93), special symbol display time management process (step S94), and big win start interval management process (step S95) in this order at a predetermined timing, and executes transition control to a big win game state or a small win game state.
[0295] Furthermore, when the main CPU 71 executes the transition control to the big win game state or the small win game state, it sets the control state flags in the order of "04", "05", and "06". As a result, the main CPU 71 executes the above-mentioned big win opening open process (step S96), the big win opening remaining ball monitoring process (step S97), and the big win opening re-open waiting time management process (step S98) in this order at the predetermined timing, and executes the big win game or the small win game.
[0296] When the end condition of the jackpot gaming state is established during the jackpot gaming state, the main CPU 71 sets the control state flags in the order of "04", "05", "07", and "08". As a result, the main CPU 71 executes the above-mentioned jackpot opening process (step S96), jackpot opening remaining ball monitoring process (step S97), jackpot end interval process (step S99), and special symbol game end process (step S100) in this order at the predetermined timing, and ends the jackpot gaming state.
[0297] As described above, in the special symbol control process, the process flow is branched according to the status. Also, in the normal symbol control process (see FIG. 25 described later) in step S84 in the main control main process shown in FIG. 18, the process flow is also branched according to the status, similar to the special symbol control process.
[0298] The processing program of this embodiment is programmed so that when processing is branched according to the status, a call command enables a simple return process from a small module to a parent module. As a result, the size of the program can be reduced in this embodiment compared to when a jump table is placed to execute the above processing.
[0299] [Special pattern memory check process] 20 shows the special symbol memory check process by the main CPU 71. The special symbol memory check process is called as a subroutine during the execution of the special symbol control process described above. As shown in the figure, first, the main CPU 71 reads the control status flag from a predetermined storage area in the main RAM 73 by a load process (step S101).
[0300] Next, the main CPU 71 determines whether the read control status flag is a value ("00") indicating the special symbol memory check process (step S102). If the main CPU 71 determines that the control status flag is not "00", the main CPU 71 ends the special symbol memory check process. On the other hand, if the main CPU 71 determines that the control status flag is "00", the main CPU 71 proceeds to the process of step S103.
[0301] In step S103, the main CPU 71 determines whether the reserved number of second start port winnings (variable display of second special symbols) (second start memory number) is "0" or not. If it is determined that the reserved number of second start port winnings is not "0", the main CPU 71 proceeds to processing of step S104. If it is determined that the reserved number of second start port winnings is "0", the main CPU 71 proceeds to processing of step S109.
[0302] In step S104, the main CPU 71 subtracts "1" from the value of the second start memory number corresponding to the reserved number of winning balls in the second start port. In this embodiment, the main CPU 71 determines whether data is stored in the second special symbol start memory area (0) to the second special symbol start memory area (4) provided in the main RAM 73, and determines whether there is a start memory of a special symbol game corresponding to the variable display of the second special symbol that is changing or on hold. In the second special symbol start memory area (0), data (information) of the special symbol game corresponding to the variable display of the second special symbol that is changing is stored as start memory information. And, in the second special symbol start memory area (1) to the second special symbol start memory area (4), data (information) of the special symbol game corresponding to the variable display (reserved ball) of the second special symbol that is on hold for four times is stored as start memory information. In addition, the start memory information of each second special pattern start memory area includes, for example, data indicating the random number value for winning determination obtained at the time of winning at the second start port 45, the pattern random number value, the determined variation pattern, etc.
[0303] Next, the main CPU 71 performs a special symbol storage transfer process based on the winning of the second start port (step S105). In this process, the main CPU 71 shifts the data in the second special symbol start storage areas (1) to (4) to the second special symbol start storage areas (0) to (3), respectively. At this time, the main CPU 71 also transmits a reserved subtraction command to the sub-control circuit 200. After that, the main CPU 71 proceeds to the process of step S106.
[0304] In step S106, the main CPU 71 performs a process of setting the control state flag to a value ("01") indicating the special symbol variation time management process. At this time, the main CPU 71 also transmits a special symbol effect start command to the sub control circuit 200.
[0305] Next, the main CPU71 performs a big win / small win determination process (step S107). In this process, the main CPU71 acquires determination value data by referring to a win random number determination table (see FIG. 11) corresponding to the type of winning start port, based on the big win determination random number value extracted when the winning port is entered and previously set in the first special pattern start memory area (0) or the second special pattern start memory area (0). Then, the main CPU71 determines whether a "big win", a "small win", or a "miss" has been won, based on the acquired determination value data. (Hit determination)
[0306] Next, the main CPU 71 sets the waiting time timer to a variable time corresponding to the determined variable pattern of the special symbol (step S108). After completing this process, the main CPU 71 ends the special symbol memory check process.
[0307] In step S109, the main CPU 71 determines whether the reserved number (second start memory number) of first start port winnings (variable display of first special symbol) is "0" or not. If it is determined that the reserved number of first start port winnings is not "0", the main CPU 71 proceeds to processing of step S110. If it is determined that the reserved number of first start port winnings is "0", the main CPU 71 proceeds to processing of step S112.
[0308] In step S110, the main CPU 71 subtracts "1" from the value of the first start memory number corresponding to the reserved number of winning balls in the first start port. In this embodiment, the main CPU 71 determines whether data is stored in the first special symbol start memory area (0) to the first special symbol start memory area (4) provided in the main RAM 73, and determines whether there is a start memory of a special symbol game corresponding to the variable display of the first special symbol that is changing or on hold. In the first special symbol start memory area (0), data (information) of the special symbol game corresponding to the variable display of the first special symbol that is changing is stored as start memory information. And, in the first special symbol start memory area (1) to the first special symbol start memory area (4), data (information) of the special symbol game corresponding to the variable display (reserved ball) of the first special symbol that is on hold for four times is stored as start memory information. In addition, the start memory information of each first special pattern start memory area includes, for example, data indicating the random number value for winning determination obtained at the time of winning at the first start port 44, the pattern random number value, the determined variation pattern, etc.
[0309] Next, a special symbol storage transfer process is performed based on the first start port winning (step S111). In this process, the main CPU 71 shifts the data in the first special symbol start storage areas (1)-(4) to the first special symbol start storage areas (0)-(3), respectively. At this time, the main CPU 71 also transmits a reserved subtraction command to the sub-control circuit 200. After that, the main CPU 71 proceeds to the process of step S106.
[0310] In step S112, the main CPU 71 performs a demo display process to display a demo screen. In this process, the main CPU 71 judges whether a predetermined time has passed since the special symbol fluctuation stopped on the special symbol display device 61, and transmits a demo display command to the sub-control circuit 200 when it judges that the predetermined time has passed.
[0311] In this embodiment, after the variation of the special symbol on the special symbol display device 61 has stopped, if no winning occurs in the first start hole 44 and the second start hole 45 for a predetermined time, a demo screen is displayed.
[0312] Specifically, when the waiting time timer (the variation time corresponding to the variation pattern of the special symbol) set in step S108 becomes 0 (see step S122 in FIG. 21), the main CPU 71 sets the demo transition timer to ON. That is, the main CPU 71 starts measuring the time that has elapsed since the variation of the special symbol stopped. Then, in step S112, the main CPU 71 determines whether the value of the demo transition timer is equal to or greater than a predetermined value (e.g., a value corresponding to 3 minutes), and if it determines that the value of the demo transition timer is equal to or greater than the predetermined value, it transmits a demo display command to the sub-control circuit 200. When the demo display command is received, the sub-control circuit 200 performs processing related to the display of a demo screen.
[0313] In addition, if a winning occurs in the first start port 44 or the second start port 45 before the value of the demo transition timer reaches a predetermined value, the main CPU 71 turns off the demo transition timer. Specifically, if the main CPU 71 determines that a gaming ball has been detected by the first start port winning ball sensor 44a in step S51 of FIG. 17, it turns off the demo transition timer. Also, if the main CPU 71 determines that a gaming ball has been detected by the second start port winning ball sensor 45a in step S59 of FIG. 17, it turns off the demo transition timer. As a result, the main CPU 71 ends the measurement of the time that has elapsed since the fluctuation of the special symbol stopped.
[0314] In this embodiment, by executing the above process, if a predetermined time has passed without any winning at the start port (the first start port 44 and the second start port 45) after the fluctuation of the special symbol has stopped, the display shifts to a demo screen. When the process of step S112 is completed, the main CPU 71 ends the special symbol memory check process.
[0315] [Special pattern change time management process] The special symbol change time management process performed in step S93 of Fig. 19 will be described with reference to Fig. 21. Fig. 21 is a flowchart showing the special symbol change time management process executed by the main CPU 71. This special symbol change time management process is executed in the following step units.
[0316] As shown in FIG. 21, in step S121, the main CPU 71 judges whether the control state flag is a value ("01") indicating special symbol variation time management. If the main CPU 71 judges that the control state flag is a value ("01") indicating special symbol variation time management, the main CPU 71 transfers the process to step S122. If it is determined that the number is not ("01"), the special pattern variation time management processing routine is terminated.
[0317] In step S122, the main CPU 71 judges whether the waiting time timer is "0". If the main CPU 71 judges that the waiting time timer is "0", the process proceeds to step S123. If the main CPU 71 judges that the waiting time timer is not "0", the special symbol variation time management process routine is terminated.
[0318] In step S123, the main CPU 71 performs a process of setting (storing) a value ("02") indicating special symbol display time management in the control status flag, and moves the process to step S124.
[0319] In step S124, the main CPU 71 performs a process of setting a special symbol effect stop command. In this process, the main CPU 71 performs a process of setting (storing) the special symbol effect stop command in the main RAM 73. The special symbol effect stop command is then supplied as a symbol stop command from the main CPU 71 of the main control circuit 70 to the sub-CPU 81 of the sub-control circuit 200, so that the sub-control circuit 200 recognizes the symbol stop. When this process is completed, the process proceeds to step S125.
[0320] In step S125, the main CPU 71 performs a process of setting a post-determination waiting time in an area functioning as a waiting time timer in the main RAM 73. When this process is completed, the special symbol variation time management process routine is terminated.
[0321] [Special pattern display time management process] FIG. 22 shows the special symbol display time management process by the main CPU 71. The special symbol display time management process is called as a subroutine during execution of the special symbol control process described above. As shown in the figure, the main CPU 71 determines whether the control status flag is a value ("02") indicating the special symbol display time management process (step S131). If it is determined that the control status flag is not a value ("02") indicating the special symbol display time management process, the main CPU 71 ends the special symbol display time management process. On the other hand, if it is determined that the control status flag is a value ("02") indicating the special symbol display time management process, the main CPU 71 proceeds to the process of step S132.
[0322] In step S132, the main CPU 71 determines whether the value (waiting time) of the waiting time timer is "0". In this process, the main CPU 71 determines whether the waiting time after the change is confirmed (waiting time to start changing) set in the waiting time timer has expired. If it is determined that the value of the waiting time timer is not "0", the main CPU 71 ends the special symbol display time management process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 71 proceeds to the process of step S133.
[0323] In step S133, the main CPU 71 determines whether the special symbol game is a "jackpot". If it is determined that the special symbol game is a "jackpot", the main CPU 71 proceeds to processing in step S142. On the other hand, if it is determined that the special symbol game is not a "jackpot", the main CPU 71 proceeds to processing in step S134.
[0324] In step S134, the main CPU 71 further determines whether the special symbol game is a "small win". If it is determined that the special symbol game is a "small win", the main CPU 71 proceeds to processing in step S137. On the other hand, if it is determined that the special symbol game is not a "small win", that is, if the special symbol game is a "loss", the main CPU 71 proceeds to processing in step S135.
[0325] In step S135, the main CPU 71 performs a time-saving / probability-change count subtraction process, which will be described later with reference to FIG.
[0326] Next, the main CPU 71 performs a process of setting the control state flag to a value ("08") indicating a special symbol game end process (step S136). After completing this process, the main CPU 71 ends the special symbol display time management process.
[0327] In step S137, the main CPU 71 performs a process of setting a small win flag indicating a small win. After completing this process, the main CPU 71 proceeds to the process of step S138.
[0328] In step S138, the main CPU 71 performs a process of setting the control status flag to a value ("03") indicating the jackpot start interval management process.
[0329] Next, the main CPU 71 performs a process of setting a big win start interval time (for example, 5000 ms) corresponding to the special symbol (first special symbol or second special symbol) in a waiting time timer (step S139).
[0330] Next, the main CPU 71 performs a process of setting a big win start command or a small win start command corresponding to the special symbol in the main RAM 73 (step S140). As a result, the big win start command or the small win start command is transmitted to the sub-control circuit 200.
[0331] Next, the main CPU 71 refers to the big win type determination table (see FIG. 13), sets the round number upper limit value (the number of times the big win opening is opened) corresponding to the special symbol (the type of symbol designation command) in the main RAM 73, and sets the round number display LED pattern flag (step S141). The round number display LED pattern flag is a flag indicating whether or not the remaining number of rounds is displayed in a predetermined pattern. When this process is completed, the main CPU 71 ends the special symbol display time management process.
[0332] In step S142, the main CPU 71 performs a process of setting a big win flag indicating a big win. After completing this process, the main CPU 71 proceeds to the process of S143.
[0333] In step S143, the main CPU 71 executes a process of clearing the time-saving state variation counter, the time-saving flag, and the probability variation flag. After completing this process, the main CPU 71 proceeds to the process of step S138.
[0334] [Time-saving / variable bonus count deduction process] FIG. 23 shows the time-saving / probability-change count subtraction process by the main CPU 71. The time-saving / probability-change count subtraction process is called as a subroutine during the execution of the special symbol display time management process described above or the jackpot end interval process described below. As shown in the figure, the main CPU 71 determines whether the value of the time-saving state change count counter is 0 or not (step S151). The time-saving state change count counter is a subtraction counter that counts until the set time-saving count (100 times as an example in this embodiment) becomes 0. If the value of the time-saving state change count counter is 0, the main CPU 71 proceeds to the process of step S155. If the value of the time-saving state change count counter is not 0, the main CPU 71 proceeds to the process of step S152.
[0335] In step S152, the main CPU 71 performs a process of subtracting one from the value of the time-saving state variation counter.
[0336] Next, the main CPU 71 again determines whether the value of the time-saving state variation counter is 0 or not (step S153). If the value of the time-saving state variation counter is 0, the main CPU 71 proceeds to processing of step S154. If the value of the time-saving state variation counter is not 0, the main CPU 71 proceeds to processing of step S155.
[0337] In step S154, the main CPU 71 performs a process of setting the time-saving flag to "0." Upon completing this process, the main CPU 71 proceeds to the process of step S155.
[0338] In step S155, the main CPU 71 determines whether the value of the probability variable state variation counter is 0 or not. The probability variable state variation counter is a subtraction counter that counts until the set probability variable number (124 times as an example in this embodiment) becomes 0. If the value of the probability variable state variation counter is 0, the main CPU 71 ends the time-saving / probability variable number subtraction process. If the value of the probability variable state variation counter is not 0, the main CPU 71 proceeds to the process of step S156.
[0339] In step S156, the main CPU 71 performs a process of subtracting 1 from the value of the probability variable state variation counter.
[0340] Next, the main CPU 71 again determines whether the value of the probability variable state variation count counter is 0 or not (step S157). If the value of the probability variable state variation count counter is 0, the main CPU 71 proceeds to the process of step S158. If the value of the probability variable state variation count counter is not 0, the main CPU 71 ends the time-saving / probability variable count subtraction process.
[0341] In step S158, the main CPU 71 performs a process of setting the probability variable flag to "0." When this process ends, the main CPU 71 ends the time-saving / probability variable number of times subtraction process.
[0342] [End of jackpot interval processing] FIG. 24 shows the jackpot end interval processing by the main CPU 71. The jackpot end interval processing is called as a subroutine during the execution of the special symbol control processing described above. As shown in the figure, the main CPU 71 judges whether the control status flag is a value ("07") indicating the jackpot end interval processing (step S161). If it is judged that the control status flag is not a value ("07") indicating the jackpot end interval processing (S step 161: NO), the main CPU 71 ends the jackpot end interval processing. On the other hand, if it is judged that the control status flag is a value ("07") indicating the jackpot end interval processing, the main CPU 71 proceeds to the processing of step S162.
[0343] In step S162, the main CPU 71 determines whether the value of the waiting time timer is "0" or not. In this process, the main CPU 71 determines whether the jackpot end interval time set in the waiting time timer has expired or not. If it is determined that the value of the waiting time timer is not "0", the main CPU 71 ends the jackpot end interval process. On the other hand, if it is determined that the value of the waiting time timer is "0", the main CPU 71 proceeds to the process of step S163.
[0344] In step S163, the main CPU 71 clears the large prize opening number display LED pattern flag. The large prize opening number display LED pattern flag is used as a management flag indicating whether or not the number of rounds at the time of a large prize is displayed by the LED light emission pattern.
[0345] Next, the main CPU 71 clears the round number allocation flag (step S164). This round number allocation flag is one of the management flags stored in the main RAM 73, and is a flag for indicating whether or not the first large prize opening 53 or the second large prize opening 54 is opened and closed periodically a predetermined number of times even during one round. When the first large prize opening 53 or the second large prize opening 54 is opened and closed periodically even during one round, the round number allocation flag becomes "1". At this time, the main CPU 71 also transmits a special symbol winning end display command to the sub-control circuit 200.
[0346] Next, the main CPU 71 performs a process of setting the control status flag to a value ("08") indicating the special symbol game ending process (step S165).
[0347] Next, the main CPU 71 determines whether the special symbol game is a "jackpot" (step S166). If it is determined that the special symbol game is a "jackpot", the main CPU 71 proceeds to processing of step S167. On the other hand, if it is determined that the special symbol game is not a "jackpot", the main CPU 71 proceeds to processing of step S174.
[0348] In step S167, the main CPU 71 performs a process of clearing the value of the big win flag.
[0349] Next, the main CPU 71 determines whether or not the V win has been successful during the big win (step S168). If the V win has been successful, the main CPU 71 proceeds to the process of step S169. If the V win has not been successful, the main CPU 71 proceeds to the process of step S171.
[0350] In step S169, the main CPU 71 performs a process of setting the probability variable flag to "1".
[0351] Next, the main CPU 71 performs a process of setting a prescribed number of times of probability change (124 times as an example in this embodiment) in the probability change state change number counter (step S170).
[0352] Next, the main CPU 71 performs a process of setting the time-saving flag to "1" (step S171).
[0353] Next, the main CPU 71 performs a process of setting a specified number of time-saving times (100 times as an example in this embodiment) in the time-saving state variation counter (step S172). After completing this process, the main CPU 71 ends the big win end interval process.
[0354] In step S174, the main CPU 71 performs a process of clearing the value of the small win flag.
[0355] Next, the main CPU 71 executes the time-saving / probability-change count subtraction process described above (step S175). After completing this process, the main CPU 71 ends the big win end interval process.
[0356] [Normal symbol control processing] FIG. 25 shows the normal symbol control process by the main CPU 71. The normal symbol control process is called as a subroutine during execution of the main control main process described above. The numbers ("00" to "04") written in parentheses to the right of each process in the flowchart shown in FIG. 25 indicate the normal symbol control status flag, and this normal symbol control status flag is stored in a predetermined memory area in the main RAM 73. The main CPU 71 progresses the normal symbol game by executing each process corresponding to the value of the normal symbol control status flag.
[0357] As shown in FIG. 25, the main CPU 71 performs a process of loading a normal symbol control status flag (step S191). In this process, the main CPU 71 reads out the normal symbol control status flag stored in the main RAM 73. The main CPU 71 determines whether or not to execute various processes in steps S192 to S196 described below based on the value of the read normal symbol control status flag. This normal symbol control status flag indicates the state of the game of the normal symbol game, and enables any of the processes in steps S192 to S196 to be executed. In addition, the main CPU 71 executes each process at a predetermined timing determined according to the waiting time set for each process in steps S192 to S196. Note that, before reaching this predetermined timing, other subroutine processes are executed without executing each process. Of course, the above-mentioned system timer interrupt process (see FIG. 15) is also executed at a predetermined cycle.
[0358] Next, the main CPU 71 performs a normal symbol memory check process (step S192). In this process, when the normal symbol control state flag is a value ("00") indicating a normal symbol memory check process, the main CPU 71 checks the number of reserved variable displays of normal symbols, and when the reserved number is not "0", performs a process such as a win determination. Also, in this process, the main CPU 71 sets the normal symbol control state flag to a value ("01") indicating a normal symbol fluctuation time monitoring process (step S193) described later, and sets the fluctuation time determined in this process to the waiting time timer. That is, the process in step S192 is set so that the normal symbol fluctuation time monitoring process described later is executed after the determined fluctuation time of the normal symbol has elapsed.
[0359] Next, the main CPU 71 performs a normal symbol change time monitoring process (step S193). In this process, when the normal symbol control state flag is a value ("01") indicating the normal symbol change time monitoring process and the normal symbol change time has elapsed, the main CPU 71 sets the normal symbol control state flag to a value ("02") indicating the normal symbol display time monitoring process (step S194) described later, and sets the post-confirmation waiting time (for example, 0.5 seconds) to the waiting time timer. That is, the process in step S193 is set so that the normal symbol display time monitoring process described later is executed after the set post-confirmation waiting time has elapsed.
[0360] Next, the main CPU 71 performs a normal symbol display time monitoring process (step S194). In this process, when the normal symbol control state flag is a value ("02") indicating a normal symbol display time monitoring process and the post-confirmation waiting time set in the process of step S193 has elapsed, the main CPU 71 judges whether the result of the hit determination is "a hit". Then, when the result of the hit determination is "a hit", the main CPU 71 performs a normal electric role release setting process and sets the normal symbol control state flag to a value ("03") indicating a normal electric role release process (step S195) described later. That is, this process sets the normal electric role release process described later to be executed. On the other hand, when the result of the hit determination is not "a hit", the main CPU 71 sets the normal symbol control state flag to a value ("04") indicating a normal symbol game end process (step S196) described later. That is, in this case, it is set to execute a normal symbol game end process described later.
[0361] Next, when the result of the winning judgment is determined to be "winning" in step S194, the main CPU 71 performs normal electric role opening processing (step S195). In this processing, when the normal symbol control state flag is a value ("03") indicating normal electric role opening processing, the main CPU 71 judges whether or not one of the conditions that a predetermined number of winnings have occurred during the opening of the normal electric role 46 and that the opening upper limit time of the normal electric role 46 has elapsed (the normal electric role opening time timer is "0") has been satisfied. When one of the above conditions is satisfied, the main CPU 71 updates the variable located in the main RAM 73 to close the wing-shaped member that is the normal electric role 46. Then, the main CPU 71 sets the normal symbol control state flag to a value ("04") indicating the normal symbol game ending processing (step S196) described later. That is, this processing sets the normal symbol game ending processing described later to be executed.
[0362] Next, the main CPU 71 performs a normal symbol game end process (step S196). In this process, when the normal symbol control state flag is a value ("04") indicating a normal symbol game end process, the main CPU 71 updates and stores data indicating the number of reserved normal symbol variable displays to decrease by "1". In addition, the main CPU 71 updates the normal symbol storage area in order to perform the next normal symbol variable display. Furthermore, the main CPU 71 sets the normal symbol control state flag to a value ("00") indicating a normal symbol memory check process. That is, after the process of step S196, the above-mentioned normal symbol memory check process (step S192) is set to be executed. When this process is completed, the main CPU 71 ends the normal symbol control process.
[0363] [Sub-control circuit main processing] On the other hand, the sub-control circuit 200 executes sub-control circuit main processing. This sub-control circuit main processing will be described with reference to Fig. 26. Note that this sub-control circuit main processing is processing that starts when the power is turned on.
[0364] As shown in FIG. 26, the sub CPU 201 performs initialization processes such as RAM access permission, work area initialization, hardware initialization, device initialization, application initialization, backup restoration initialization, etc. (step S201).
[0365] Next, the sub-CPU 201 performs a process to clear the counter value of the watchdog timer (step S202). The watchdog timer is set to a reset time (e.g., 2000 ms) at the time of startup, and if a service pulse is not written (timeout), a power cut process is executed.
[0366] Next, the sub CPU 201 executes an operation means input process (step S203). The operation means input process will be described later with reference to FIG.
[0367] Next, the sub CPU 201 executes a command analysis process (step S204). The command analysis process will be described later with reference to FIG.
[0368] Next, the sub CPU201 executes a performance mode determination process (step S205). In this process (animation request construction process), the sub CPU201 generates an animation request including designation information of the performance content, and generates various requests (drawing request, sound request, lamp request, and accessory request) for operating various performance devices based on the animation request. The performance mode determination process will be described later with reference to FIG. 30.
[0369] Next, the sub CPU 201 executes a drawing control process (step S206). In this process, the sub CPU 201 transmits a drawing request to the display control circuit 205. The display control circuit 205 performs drawing control for displaying an image on the liquid crystal display device 13 based on the message (drawing request) transmitted from the sub CPU 201.
[0370] Next, the sub CPU 201 executes a sound control process (step S207). In this process, the sub CPU 201 transmits a sound request to the sound control circuit 206. The sound control circuit 206 performs sound control for outputting sound from the speaker 11 based on the message (sound request) transmitted from the sub CPU 201.
[0371] Next, the sub CPU 201 executes an LED control process (step S208). In this process, the sub CPU 201 transmits a lamp request to the LED control circuit 207. The LED control circuit 207 performs light emission control for turning on or blinking the LEDs 59A to 59E and 59e to 59h based on the message (lamp request) transmitted from the sub CPU 201.
[0372] Next, the sub CPU 201 executes a role control process (step S209). In this process, the sub CPU 201 transmits a role request to the drive control circuit 208. The drive control circuit 208 performs drive control for operating the performance drive motor 60 related to the movable role based on the message (role request) transmitted from the sub CPU 201. In such a sub control circuit main process, after the initialization process of step S201 is completed, each process from step S202 to step S209 is repeatedly executed.
[0373] [Button input interrupt processing] Fig. 27 shows button input interrupt processing by the sub CPU 201. The button input interrupt processing is executed in parallel with the sub control circuit main processing, for example, every 1 ms by updating the measurement timer. As shown in the figure, the sub CPU 201 determines whether or not there is an input signal from the performance button switch 230 (step S221). If there is an input signal from the performance button switch 230, the sub CPU 201 proceeds to processing of step S222. If there is no input signal from the performance button switch 230, the sub CPU 201 ends the button input interrupt processing.
[0374] In step S222, the sub CPU 201 determines the operation state of the effect button 23 based on the input signal from the effect button switch 230, and generates information indicating the operation state. When this process ends, the sub CPU 201 ends the button input interrupt process.
[0375] [Operation input processing] FIG. 28 shows the operation means input process by the sub CPU 201. The operation means input process is called as a subroutine during execution of the sub-control circuit main process described above. As shown in the figure, the sub CPU 201 acquires the operation state based on information indicating the operation state (step S231). The operation state includes the number of times the effect button 23 is pressed, and includes the rotation direction, rotation angle, and even rotation speed in the case of the jog dial 24. The effect is determined according to the operation state. When this process is completed, the sub CPU 201 ends the operation means input process.
[0376] [Command parsing process] Next, the command analysis process performed in step S204 in the sub-control main process (see Fig. 26) will be described with reference to Fig. 29. Fig. 29 is a flowchart showing the procedure of the command analysis process in this embodiment.
[0377] First, the sub CPU 201 acquires the received command stored in the work RAM 203 and performs processing to analyze the acquired received command (step S241). At this time, if there is error information associated with the received command, the sub CPU 201 discards the received command.
[0378] Furthermore, the sub CPU 201 identifies the type of the command in analyzing the received command. In this process, the sub CPU 201 stores information on the identified command type in the work RAM 203. The command type is identified based on information (preset value) stored in the command type portion (first byte area) of each command.
[0379] If the sub CPU 201 determines in the command type specification process that there is no command type corresponding to the received command, the sub CPU 201 discards the received command. The sub CPU 201 also checks the number of parameters included in the received command, and discards the received command if the number of parameters is different from the number of parameters corresponding to the specified command type.
[0380] Next, the sub CPU 201 performs a process (command parameter check process) to check the consistency of the received command (step S242). In this process, the sub CPU 201 checks the contents of information in various parameters (hereinafter referred to as command parameters) set for each command. Specifically, the sub CPU 201 checks, for example, a constant 0 area provided in a predetermined bit area in the parameter, a valid range of each data stored in the parameter, and a combination of stored data.
[0381] In addition, when checking the consistency of the received command, the sub CPU 201 checks whether the command parameters included in the received command are normal. Specifically, the sub CPU 201 determines whether the command parameters are normal (whether the command is valid or not). If the sub CPU 201 determines that the command parameters included in the received command are not normal, the sub CPU 201 discards the data of the received command.
[0382] On the other hand, if the sub CPU 201 determines that the command parameters included in the received command are normal, the sub CPU 201 reflects (registers) the command parameters (information on the game status, etc.) in the game data. The sub CPU 201 also stores the game data with the command parameters reflected in a predetermined area in the work RAM 203. Note that "game data" refers to a data structure (a collection of memory areas or variables) that includes information on parameters in the command and is referenced in various lottery processes and animation request construction processes performed by the sub CPU 201. As will be described later, information on the lottery results of various lottery processes (e.g., performance patterns, etc.) is also registered in the "game data."
[0383] Next, the sub CPU 201 performs a sub lottery process (step S243). In this process, the sub CPU 201 obtains various random numbers for effects, and performs a lottery process for determining the contents of the effects corresponding to the command type of the received command.
[0384] For example, if the received command is a special symbol effect start command, the sub-CPU 201 determines various effect patterns such as a decorative symbol variation pattern (sub-variation pattern), an image effect pattern that displays a background image, etc. Also, for example, if the received command is a reserved number increase command, the sub-CPU 201 determines an effect pattern related to a look-ahead effect.
[0385] Furthermore, in the process of step S243, the sub CPU 201 stores the lottery result of the sub lottery process (for example, information on the various effect patterns described above) in a predetermined area of the work RAM 203.
[0386] Next, the sub CPU 201 executes a demo transition control process (step S244). In this process, if the received command is a demo display command (see step S112 in FIG. 20), the sub CPU 201 generates a drawing request (a request for displaying a demo screen on the liquid crystal display device 13).
[0387] Next, the sub CPU201 performs a process of selecting an effect pattern (step S245). In this process, the sub CPU201 selects a lottery result (effect pattern) obtained by the sub lottery process of step S243. Specifically, the sub CPU201 reflects (registers) the effect pattern (e.g., a sub variation pattern or an effect pattern related to a look-ahead effect) obtained by the sub lottery process of step S243 in the game data stored in the work RAM203. Then, after the process of step S245, the sub CPU201 ends the command analysis process and shifts the process to step S205 of the sub control circuit main process (see FIG. 26).
[0388] [Performance mode determination process] Next, the rendering mode determination process performed in step S205 in the sub-control main process (see Fig. 26) will be described with reference to Fig. 30. Fig. 30 is a flowchart showing the procedure of the rendering mode determination process in this embodiment.
[0389] First, the sub CPU 201 executes a camera image analysis process (step S261). The camera image analysis process will be described later with reference to FIG.
[0390] Next, the sub CPU 201 performs a video-related selection process (step S262). In this process, the sub CPU 201 references the game data information stored in the work RAM 203, generates an animation request, and sets the animation request in a predetermined area of the work RAM 203. This process generates an animation request according to the command reception and the analysis result of the camera image. Next, the sub CPU 201 generates a drawing request (a control signal for controlling the liquid crystal display device 13) based on the animation request.
[0391] Next, the sub CPU 201 performs a lamp pattern (lamp request) selection process (step S263). In this process, the sub CPU 201 generates a lamp request (a control signal for controlling the LED 59).
[0392] Next, the sub CPU 201 performs a sound pattern (sound request) selection process (step S264). In this process, the sub CPU 201 generates a sound request (a control signal for controlling the speaker 11).
[0393] Next, the sub-CPU 201 performs a selection process for other requests (i.e., requests other than video requests, lamp requests, and sound requests) (step S265). This process includes, for example, a selection process for a reel request for controlling the performance operation of various reels.
[0394] Then, after the process of step S265, the sub-CPU201 ends the presentation mode determination process, and shifts the process to step S206 of the sub-control circuit main process (see FIG. 26).
[0395] [Camera image analysis processing] The camera image analysis process performed in step S261 of Fig. 30 will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the camera image analysis process executed in a pachinko gaming machine according to one embodiment of the present invention.
[0396] First, the sub-CPU 201 receives image data obtained by shooting from the CCD camera 1000 (step S281). In this embodiment, the image (camera video) shot by the CCD camera 1000 is a moving image composed of a plurality of still images (frame images). That is, the camera video is composed of a large number of still images (frame images) continuing over time. The frame rate of the CCD camera 1000 is not particularly limited, but for example, a CCD camera with 250 fps (frames per second) can be adopted. In the process of step S281, the sub-CPU 201 requests the control LSI included in the CCD camera 1000 to transmit data corresponding to the frame images (frame image data). When frame image data to be transmitted to the sub-control circuit 200 exists, the CCD camera 1000 can store one frame of frame image data in a buffer. When the frame image data is stored in the buffer, the control LSI of the CCD camera 1000 transmits the frame image data to the sub-control circuit 200. In this way, the image captured by the CCD camera 1000 is input frame by frame to the sub-control circuit 200. Upon receiving frame image data, the sub-CPU 201 stores the received frame image data in the work RAM 203.
[0397] Next, the sub-CPU 201 performs projective transformation on the received frame image data. FIG. 32(a) is a diagram showing an image before projective transformation is performed. FIG. 32(b) is a diagram showing an image after projective transformation is performed. As described above, in this embodiment, the CCD camera 1000 is located above the game board 12 to be photographed (see FIG. 6), and photographs the game board 12 from above. Due to this, distortion occurs in the image photographed by the CCD camera 1000, and the image appears to be stretched downward (see FIG. 32(a)). By performing projective transformation based on four-point markers on such an image, the distortion can be corrected (see FIG. 32(b)).
[0398] Furthermore, the sub CPU 201 performs processing for enhancing contrast by converting values (pixel values) indicating the shade of each pixel in the frame image data (shade conversion for each pixel) (step S282). In this processing, the sub CPU 201 converts each pixel value based on a predetermined function indicating the correspondence between each pixel value before shade conversion (density conversion) for each pixel and each pixel value after density conversion. Such shade conversion can be performed by, for example, methods such as histogram expansion and histogram flattening. This makes it possible to add sharpness to the shade of the frame image.
[0399] Furthermore, the sub CPU 201 filters the frame image data by gray-scale conversion including the pixels surrounding each pixel (area-based gray-scale conversion) (step S283). In this process, the sub CPU 201 converts each pixel value by using a predetermined spatial filter. As the spatial filter, for example, a smoothing filter can be used, and as the smoothing filter, an averaging filter (moving average filter) or a weighted averaging filter can be used. In this embodiment, for example, it is desirable to use a Gaussian filter (Gaussian filter) as the weighted averaging filter. In a Gaussian filter, weighting is applied to the pixels in the area covered by the filter based on a function indicating a Gaussian distribution.
[0400] FIG. 33 is a diagram showing an example of a moving average filter. FIG. 33(a) shows a filter of 3×3 pixels, and FIG. 33(b) shows a filter of 5×5 pixels. In a moving average filter, all pixel values within an area covered by the filter have the same value (average value of pixel values within the area). FIG. 34 is a diagram showing an example of a weighted averaging filter. FIG. 34(a) shows a 3×3 pixel filter, and FIG. 34(b) shows a 5×5 pixel filter. In this type of weighted averaging filter (Gaussian filter), the closer a pixel is to the origin of the filter (pixel of interest), the greater the weighting, compared to a moving average filter, and by using such a filter, smoother and more natural smoothing can be achieved. In the spatial filtering described above, the value of a pixel in the filtered image (output image) is calculated based not only on the value of the pixel corresponding to that pixel in the pre-filtering image (input image), but also on the values of pixels within a certain range including the pixels surrounding that pixel, as shown in FIG. 33 and FIG. 34. In addition, in the moving average filter and weighted averaging filter, a single parameter set to a single value is used for frame image data. In particular, in the weighted averaging filter, a distance from a vertex of the frame image data (for example, a central part of the frame image data) can be applied to a Gaussian function to obtain a single value. Therefore, by changing the value passed to the Gaussian function, the value set for each pixel can be easily changed. In addition, in the Gaussian function, parameters can be obtained depending on the distance from the vertex not only in two-dimensional calculations but also in three-dimensional calculations. Therefore, the weighting process can be made common to each pixel, and processing can be performed for each pixel by changing the arguments, thereby improving the versatility of the process. Note that the present invention is not limited to the example of applying a single parameter in which a single value is stored, and it is possible to set a single parameter in which multiple values are stored (for example, a coefficient, array, structure, etc.), multiple parameters in which multiple values are stored (for example, a coefficient, array, structure, etc.), multiple parameters in which a single value is stored (for example, a coefficient, array, structure, etc.), and the like. This makes it possible to reduce the shading fluctuation caused by noise contained in the frame image.
[0401] In this embodiment, by using the above-described techniques such as projective transformation, contrast enhancement, spatial filtering, and other image processing techniques, it is possible to process the frame image data and improve the image quality. The frame image data obtained in this manner is stored in the work RAM 203 and used in subsequent processing. The processing of steps S282 and S283 is positioned as preprocessing to make it easier to extract the position of the game ball in the frame image in subsequent processing.
[0402] Next, the sub CPU 201 performs a process of extracting the difference between the previous and next frames (step S284). Extraction of the difference between the previous and next frames will be described below with reference to FIGS.
[0403] <Extracting the difference between previous and next frames> Fig. 35 is a conceptual diagram of extraction of differences between previous and next frames. Fig. 36 is a diagram showing a state in which a gaming ball rolls in a gaming area. Fig. 37 is a diagram showing a process of obtaining a difference image (1) from a frame image taken at time T1 and a frame image taken at time T2. Fig. 38 is a diagram showing a process of obtaining a difference image (2) from a frame image taken at time T2 an...
Claims
[Claim 1] A process of switching between a drawing output buffer having a drawing function and a frame buffer having a display function is executable; A game calculation processing means for performing calculation processing for controlling game operations; A registration means for registering image information for displaying a performance image to be displayed on a predetermined display means in the drawing output destination buffer; a performance image display control means for controlling the predetermined display means to display a performance image based on the image information registered by the registration means after switching from the drawing output buffer to the frame buffer; A lottery means for conducting a lottery based on the establishment of a specific condition; A variable control means for variably displaying decorative patterns; a benefit awarding means capable of awarding a benefit to a player based on a result of the lottery; A specific performance control means for performing a specific performance on a predetermined display means; A special effect control means for performing a special effect which is a transition from the specific effect and increases the possibility of the profit being awarded when a predetermined condition is satisfied; Equipped with The specific performance is, A performance including a first performance, a second performance including a specific performance content among the performance contents of the first performance, and a third performance including a performance content that is not performed in the first performance and is different from the specific performance content, and the second performance is executed before the third performance, The special effect control means includes: In the specific performance, the first performance, the second performance, or / and the third performance are performed, and when the result of the second performance or / and the result of the third performance satisfy the predetermined condition, the special performance can be executed; The registration means includes: When the image information registered in the frame buffer switched from the drawing output destination buffer is pause image information for displaying a pause image for temporarily stopping an image, the pause image information can be registered in the drawing output destination buffer switched from the frame buffer, The game calculation processing means includes: When information is processed using one of at least two work areas provided in a storage means for storing information required for executing arithmetic processing, the work area to be used can be selected based on specific information added to the information to be processed; The specific information is used to specify upper address data constituting the address of the corresponding working area, When selecting the work area, an address of the work area to be used can be specified based on the specific information; Each of the work areas selectable based on the specific information can store information related to a plurality of pieces of identification information. A gaming machine characterized by:
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