Pinball game machine
The pachinko gaming machine addresses the issue of repetitive gameplay by implementing adjustable base states and special game controls, enhancing game performance and player engagement through dynamic ball entry difficulty.
Patent Information
- Application Number
- JP2023205602
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-12-05
- Publication Date
- 2025-06-17
AI Technical Summary
Conventional pinball game machines lack the ability to effectively control and enhance game performance by varying the ease of entry for game balls into different starting ports, leading to repetitive and unengaging gameplay.
A pachinko gaming machine with multiple base states and special game control mechanisms, allowing for adjustable ease of entry into starting ports based on symbol displays and lottery outcomes, thereby enhancing player engagement and game performance.
The machine provides a dynamic gaming experience by adjusting the difficulty of ball entry, improving game performance, and offering novel effects that keep players engaged.
Smart Images

Figure 2025090399000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a pinball game machine having a game area where game balls are launched.
Background Art
[0002] Conventionally, among various pinball game machines, a game machine so-called a first type pachinko game machine displays a plurality of symbols while varying them in a display area such as a liquid crystal display provided substantially at the center of the game board (hereinafter, such a display is referred to as "symbol variation" or "variable display", etc.). This game machine is known to shift to a special game called a so-called jackpot, in which more prize balls can be obtained than in a normal game, when the combination of symbols when a plurality of rows of symbol variations are stopped becomes a specific pattern. The variable display of symbols in the display area not only simply varies a plurality of symbols, but also, like a state called a so-called reach screen, increases the time of variable display in a state where one more symbol is aligned to achieve a jackpot, etc., in order to enhance the player's anticipation. In addition, the player's anticipation is enhanced by an effect of giving a story to the variable display using characters in an image such as a symbol, and a preview effect that pre-announces the high degree of anticipation of shifting to a special game (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] Conventionally, game machines having a plurality of time-saving states are known (see, for example, Patent Document 2). However, simply having a plurality of time-saving states makes it difficult to improve game performance and realize novel effects.
[0005] The present invention is made in view of the above problems, and an object thereof is to provide a gaming machine capable of appropriately controlling a production state according to the type of a gaming state and improving the gaming property.
Means for Solving the Problems
[0006] In order to solve the above problems, a pachinko machine according to an aspect of the present invention includes a first starting port into which a game ball can enter, a second starting port provided with a variable member that allows the game ball to enter or makes it easier for the game ball to enter when opened, a large winning port that allows the game ball to enter or makes it easier for the game ball to enter when opened, a first win / loss determination means for performing a first win / loss determination based on a lottery value obtained upon the entry of a game ball into the first starting port, a second win / loss determination means for performing a second win / loss determination based on a lottery value obtained upon the entry of a game ball into the second starting port, a symbol display device in which symbols are variably displayed and the result of the first win / loss determination or the second win / loss determination is indicated by the stop display of the symbols, a special game control means for enabling the execution of a special game accompanied by the opening of the large winning port upon the stop display of the symbols when a winning symbol is stopped and displayed on the symbol display device, a specific game control means capable of setting any one of a plurality of base states having different degrees of ease of entry of the game ball into the second starting port, an initial process execution means for executing an initialization process for initializing the game state, and an effect display device on which an effect is displayed. As the plurality of base states, there are a low base state in which the ease of entry is normal, a high base state in which the ease of entry is higher than that of the low base state, and a special base state in which the ease of entry is higher than that of the low base state and lower than that of the high base state. The high base state includes a first high base state, a second high base state more advantageous to the player than the first high base state, and a third high base state more advantageous to the player than the second high base state.When the first out-of-frame symbol stops and is displayed on the symbol display device that has been variably displayed in the low base state, it is possible to set the first high base state. When the second out-of-frame symbol stops and is displayed on the symbol display device that has been variably displayed in the low base state, it is possible to set the second high base state. When the third out-of-frame symbol stops and is displayed on the symbol display device that has been variably displayed in the low base state, it is possible to set the third high base state. When the fourth out-of-frame symbol stops and is displayed on the symbol display device that has been variably displayed in the low base state, it is possible to set the special base state. When the fifth out-of-frame symbol stops and is displayed on the symbol display device that has been variably displayed in the low base state, the low base state continues, and it is possible to set the low base state when the high base state ends or when the initialization process is executed. During the variable display of symbols in the low base state, a special effect that suggests the base state set when the symbol stops and is displayed can be executed. As special effects, there are a first special effect that can be executed in the low base state set when the first high base state or the second high base state ends, and a second special effect that can be executed in the low base state set when the third high base state ends or when the initialization process is executed. The execution time of the second special effect is longer than the execution time of the first special effect.
[0007] In addition, any combination of the above components, or those obtained by mutually replacing the components, expressions, methods, devices, systems, computer programs, recording media storing computer programs, data structures, etc. of the present invention are also effective as aspects of the present invention.
Effects of the Invention
[0008] According to the pachinko gaming machine of the present invention, it is possible to provide a gaming machine that can appropriately control the effect state according to the type of gaming state and improve the gaming performance.
Brief Description of the Drawings
[0009]
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Mode for Carrying Out the Invention
[0010] (Prior Art) In the pachinko gaming machine of this embodiment, there are a plurality of games corresponding to the conventionally known first type of pachinko gaming machine mixed together. Among these multiple games, the second game is preferentially executed so that the first game and the second game are not executed simultaneously. Also, in order to make these gameplay features compatible, it is equipped with a plurality of start winning openings, a plurality of special symbol display devices, and a plurality of hold lamps. It is designed such that the payout of the jackpot in the second game is generally more than that in the first game. For example, the second game has a higher probability of becoming a jackpot accompanied by a probability change, and the second game has a larger number of unit games that constitute the special game when a jackpot occurs (including the case where long-opening unit games with a long opening time of the big winning opening and short-opening unit games with a short opening time are mixed in one special game, and even with the same number of unit games, the second game has a larger number of long-opening unit games than the first game). In short, the second game is designed to be relatively more profitable than the first game. Then, it realizes a gameplay where one aims for the first jackpot in the first game first, and after the time reduction is granted by hitting the jackpot in the first game, one repeatedly aims for the second game to obtain a large number of game balls.
[0011] FIG. 1 shows the basic structure on the front side of the pachinko gaming machine. The pachinko gaming machine 100 is mainly composed of a gaming machine frame and a game board. The gaming machine frame of the pachinko gaming machine 100 includes an outer frame 101, a front frame 102, a transparent plate 103, a door 104, an upper ball tray 105, a lower ball tray 106, a firing handle 107, a speaker 108, an effect button 109, a cross key 110, and a decorative lamp 111. The outer frame 101 has an opening portion and is a frame body for fixing the pachinko gaming machine 100 at the position where it should be installed. The front frame 102 is a frame body that aligns with the opening portion of the outer frame 101 and is attached to the outer frame 101 so as to be openable and closable by a hinge mechanism (not shown). The front frame 102 includes a mechanism for firing game balls, a mechanism for detachably accommodating the game board, a mechanism for guiding or collecting game balls, and the like.
[0012] The transparent plate 103 is formed of glass or the like and supported by the door 104. The door 104 is attached to the front frame 102 so as to be openable and closable by a hinge mechanism (not shown). The upper ball tray 105 has a mechanism for storing game balls, feeding the game balls to the launch rail, extracting the game balls to the lower ball tray 106, and the like. The lower ball tray 106 has a mechanism for storing and extracting game balls. Speakers 108 are provided on the upper part of the door 104 on the left and right, and output sound effects and music voices according to the game state, effects, etc. by means of controlling the effects. Most of the resin members constituting the appearance of the door 104 are translucent, and a decorative lamp 111 is provided inside the translucent part. The decorative lamp 111 is an LED that emits light in various colors according to the game state, effects, etc. by means of controlling the effects, and plays a role in the effects by blinking or the like.
[0013] The game board 80 includes a first start port 11, a second start port 12, a big winning port 20, a first operating port 31, a second operating port 32, a general winning port 33, an out port 34, an effect display device 60, and a center ornament 64 on a game area 81 partitioned by a rail 82. The center ornament 64 is a decorative resin member provided so as to form a screen frame of the effect display device 60 across a substantially central part, an upper part, and a right part of the game area 81, and has functions such as a flow path for game balls, protection of the effect display device 60, and decoration. A stage 65 on which the game balls that have flowed in roll is formed at the lower part of the center ornament 64, and the falling direction from the stage 65 is divided into a direction of entering the first start port 11 and a lateral direction not entering the first start port 11 according to the rolling manner. A movable accessory 66 that is driven along the effect content and performs an effect action is provided at the upper part of the center ornament 64. A plurality of game nails, windmills, and other mechanisms (not shown) for forming a flow path of game balls are installed in the game area 81. In this specification, "entering the ball", "winning", and "falling in" may be synonymous with each other. Also, each winning port and each ball entry port may be composed of a "passage port" (also called a "gate" or a "through chucker", etc.) of the type through which the game ball passes, and "entering the ball", "winning", "falling in", and "passing through" may also be synonymous with each other.
[0014] The first starting port 11 is provided as a starting winning port corresponding to the first game, and the second starting port 12 is provided as a starting winning port corresponding to the second game. The first starting port 11 and the second starting port 12 are configured such that it is possible to aim for entry into one of them depending on the strength or weakness of the launch of the game ball according to the player's intention. The first starting port 11 is provided at approximately the lower center in the game area 81, and the second starting port 12 is provided directly below the first starting port 11. When hitting the ball relatively weakly aiming to flow to the left, that is, the left passage of the center decoration 64, it is possible or easy for the ball to enter the first starting port 11 and the second starting port 12. On the other hand, when hitting the ball relatively strongly aiming to flow to the right, that is, the right passage of the center decoration 64, it is possible or easy for the ball to enter the second starting port 12, but it becomes impossible or difficult for the ball to enter the first starting port 11 due to the arrangement of the game nails to form a flow path. However, normally, since the upper part of the opening of the second starting port 12 is covered by the first starting port 11 and the inflow of the game ball is obstructed, it is impossible or difficult for the ball to enter the second starting port 12 unless the expansion mechanism of the second starting port 12 is released. The win-lose lottery is a lottery for determining whether to shift to a special game that is more advantageous to the player than the normal game, and is executed every time a ball enters the first starting port 11 or the second starting port 12.
[0015] In addition, the first starting port 11 and the second starting port 12 may be provided at positions separated from each other to such an extent that it is possible to divide the shots aiming at either one depending on the strength or weakness of the launch of the game ball. The first starting port 11 and the second starting port 12 may be separately installed on the left side and the right side of the game area 81, respectively, and configured such that it is difficult for the game ball aimed at one to enter the other. For example, the first starting port 11 is provided at a position where it is possible or easy for the ball to enter when hitting the ball relatively weakly aiming to flow to the left, that is, the left passage of the center decoration 64. The second starting port 12 is provided at a position where it is possible or easy for the ball to enter when hitting the ball relatively strongly aiming to flow to the right, that is, the right passage of the center decoration 64.
[0016] The first start port 11 is provided with a first start winning detection device 16. The first start winning detection device 16 is a sensor that detects the entry of a game ball into the first start port 11, and generates first start winning information indicating the entry when the ball enters. The second start port 12 is provided with a second start winning detection device 17, a normal electric accessory 90 (so-called electric tulip) which is an expansion mechanism, and a normal electric accessory solenoid 91 for opening and closing the normal electric accessory 90. The second start winning detection device 17 is a sensor that detects the entry of a game ball into the second start port 12, and generates second start winning information indicating the entry when the ball enters.
[0017] The first operation port 31 is provided at the left side position of the game area 81 and includes a first passage detection device 36. The first passage detection device 36 is a sensor that detects the passage of a game ball through the first operation port 31, and generates passage information indicating the passage when the ball passes. The second operation port 32 is provided at the right side position of the game area 81 and includes a second passage detection device 37. The second passage detection device 37 is a sensor that detects the passage of a game ball through the second operation port 32, and generates passage information indicating the passage when the ball passes. The passage of a game ball through the first operation port 31 or the second operation port 32 serves as an opportunity for an opening lottery that determines whether to expand the normal electric accessory 90. When a game ball passes through the first operation port 31 or the second operation port 32, a normal symbol, which is a symbol indicating the determination result of the opening lottery, is variably displayed on the normal symbol display unit 45. Therefore, the opening lottery is also called a "normal symbol lottery". After a predetermined time has elapsed since the start of the variation, the variable display of the normal symbol stops. When the normal symbol stops at a winning symbol, the normal electric accessory 90 is expanded by the driving force of the normal electric accessory solenoid 91, increasing the possibility of a ball entering the second start port 12. As a modification, the number of operation ports may be one, and it may be configured to be provided at the left side position of the game area 81.
[0018] The three general winning ports 33 are each provided with a general winning detection device 38 for detecting the entry of a game ball. The general winning detection device 38 is a sensor that detects the entry of a game ball into the general winning port 33, and generates general winning information indicating the entry when the ball enters.
[0019] The big winning opening 20 includes a big winning detection device 25 for detecting the entry of a game ball and a big winning opening solenoid 92 for opening and closing the big winning opening 20. The big winning detection device 25 is a sensor that detects the entry of a game ball into the big winning opening 20 and generates big winning opening winning information indicating the entry when a ball enters. The big winning opening 20 is a horizontally rectangular winning opening that becomes open as a "big win" when the first special symbol 51 or the second special symbol 52 stops in a predetermined manner. The big winning opening 20 is provided at the upper right of the out opening 34. As a modification, another big winning opening may be provided at the lower center of the game area 81, above or below the big winning opening 20, and a configuration with a plurality of big winning openings may be adopted. The out opening 34 is an outlet through which game balls that have not entered any of the winning openings are discharged, and includes an out detection device 39. The out detection device 39 is a sensor that detects game balls discharged through the out opening 34 and generates discharge information indicating the detection at the time of detection. The out opening 34 is provided at the lowermost center of the game area 81 so that all game balls that have not entered any of the winning openings can be guided and pass through. It is also possible to adopt a specification in which a plurality of out detection devices 39 are arranged side by side while ensuring a game ball passage with a width sufficient to prevent ball jamming at the out opening 34.
[0020] The symbol display unit 120 is arranged below the outside of the game area 81 on the game board 80. The symbol display unit 120 is provided with each display unit such as a first special symbol display unit 41, a second special symbol display unit 42, a first special symbol hold display unit 71, a second special symbol hold display unit 72, a normal symbol display unit 45, a normal symbol hold display unit 75, a game state display unit 76, and an abnormality notification unit 77. Specifically, the first special symbol display unit 41 corresponding to the first game and the second special symbol display unit 42 corresponding to the second game are arranged side by side horizontally at the lower left position, and the variations of the first special symbol 51 and the second special symbol 52 are displayed.
[0021] The first special symbol 51 is a symbol corresponding to the determination result of the first win / loss lottery triggered by the entry of a game ball into the first start port 11, and a big win as a special game occurs when it stops in a predetermined winning mode. The second special symbol 52 is a symbol corresponding to the determination result of the second win / loss lottery triggered by the entry of a game ball into the second start port 12, and a big win as a special game occurs when it stops in a predetermined winning mode. The first special symbol display unit 41 and the second special symbol display unit 42 are display devices of 8-segment LEDs composed of, for example, 7 segments forming an "8" shape and 1 segment representing a "dot", a total of 8 segments. In the 8-segment LED, numerical values for 8 bits can be expressed by combining the 8 segments. The first special symbol 51 and the second special symbol 52 represented by the combination of segments do not necessarily form the shape of letters or numbers, and may be symbols generally having no meaning formed by the combination of each segment. These symbols are rapidly replaced one after another and displayed on the first special symbol display unit 41 and the second special symbol display unit 42, or after a predetermined display (for example, "-") and non-display (for example, all lights off) are repeated for a predetermined time, the symbol corresponding to the determination result is displayed, whereby the symbol variation display of the first special symbol 51 and the second special symbol 52 is realized. Note that the first special symbol display unit 41 and the second special symbol display unit 42 may use an LED dot array other than the 8-segment LED, and express a plurality of types of the first special symbol 51 and the second special symbol 52 by the combination of the lighting pattern and the lighting color.
[0022] Also, since the first special symbol 51 and the second special symbol 52 do not necessarily have an effect role, in this embodiment, they are displayed in a non-conspicuous size on the first special symbol display unit 41 and the second special symbol display unit 42 in the lower left of the game area 81. However, when adopting a method of expressing without using a decorative symbol by giving an effect role to the special symbol itself, the special symbol may be configured to be displayed on a display device other than the 8-segment LED, for example, a liquid crystal display.
[0023] Above the first special symbol display unit 41, a first special symbol hold display unit 71 is provided as a hold lamp for special symbol variations corresponding to the first game. Above the second special symbol display unit 42, a second special symbol hold display unit 72 is provided as a hold lamp for special symbol variations corresponding to the second game. The first special symbol hold display unit 71 consists of two lamps, and the number of lit lamps or the number of blinking lamps indicates the number of hold values of the win / loss lottery value in the first game (hereinafter, the number of hold values of the win / loss lottery value is also simply referred to as the "hold number"). The hold number in the first special symbol hold display unit 71 is the number of times (number) of obtaining a lottery value based on winning the first start port 11 during the variation of the first special symbol 51 or during the execution of a special game, and indicates the number of winning balls for which the symbol variation has not yet been executed. The second special symbol hold display unit 72 also consists of two lamps, and the number of lit lamps or the number of blinking lamps indicates the hold number in the second game. The hold number in the second special symbol hold display unit 72 is the number of times (number) of obtaining a lottery value based on winning the second start port 12 during the variation of the second special symbol 52 or during the execution of a special game, and indicates the number of winning balls for which the symbol variation has not yet been executed. The hold number of the win / loss lottery value is also displayed in a form represented by the number of lit hold lamp images at the lower part of the screen of the effect display device 60.
[0024] On the right side of the symbol display unit 120, a normal symbol display unit 45 is provided. The normal symbol display unit 45 is composed of two lamps for convenience, and the display state of the normal symbol is expressed by their lighting combinations. First, the variation of the normal symbol is expressed by blinking the first lamp and the second lamp simultaneously, and finally, the stop symbol of the normal symbol is expressed by the combination of the lighting states of the first lamp and the second lamp. For example, the out stop symbol is expressed by the lighting of the first lamp and the extinguishing of the second lamp, the first winning mode is expressed by the extinguishing of the first lamp and the lighting of the second lamp, and the second winning mode is expressed by the lighting of both the first lamp and the second lamp.
[0025] On the right side of the normal symbol display section 45, a general symbol hold display section 75 is provided as a hold lamp for normal symbol variation. The general symbol hold display section 75 also consists of two lamps, and the number of held normal symbol variations is indicated by the number of lit or flashing lamps. The number of held normal symbol variations is the number of game balls that have passed through the first operation port 31 or the second operation port 32 during the variation of the normal symbol, and indicates the number of normal symbol lotteries for which the variation of the normal symbol has not yet been executed.
[0026] In addition, a game state display section 76 and an abnormality notification section 77 are provided in the symbol display unit 120. The game state display section 76 is a display section that displays corresponding to game states such as specific game states described later. For example, it is composed of one lamp and one 7-segment LED. For example, when the probability is fluctuating, the lamp is lit to indicate, when in the ball entry easy state, it blinks to indicate, and when in the normal state, it is turned off to indicate each game state. During the execution of a special game, the unit game number (round number) executed in that special game is displayed by the 7-segment LED. The abnormality notification section 77 is a display section that notifies of some abnormalities of the gaming machine. For example, it is composed of a plurality of lamps, and notifies of the abnormality by a lighting pattern corresponding to the type of abnormality. Note that these display sections may not be collectively arranged in the symbol display unit 120, and each display section may be configured individually, or may be configured by being divided into a plurality of appropriately grouped display devices. Also, the notification of the game state such as a specific game state may be configured to be made only during a predetermined period such as a certain period after the power is restored.
[0027] An effect display device 60 is provided substantially at the center of the game area 81 so that the screen is exposed from a screen frame formed by the center decoration 64, and displays the variation of an effect image including a decoration symbol 61 linked to the first special symbol 51 or the second special symbol 52. Hereinafter, such a display is referred to as "symbol variation" or "variation display", etc.
[0028] The performance display device 60 is a display device composed of a liquid crystal display that variably displays a decorative pattern 61 in conjunction with the variable display of the first special symbol 51 or the second special symbol 52. The decorative pattern 61 is a pattern for visually presenting the lottery judgment result indicated by the first special symbol 51 and the second special symbol 52. The performance display device 60 displays, as the decorative pattern 61, for example, a moving image that varies a plurality of columns of patterns imitating the game of a slot machine in the central region of the screen. In this embodiment, patterns composed of the numbers "0" to "9" are displayed in three columns and varied, and a win or a loss is indicated by the combination of three finally stopped-displayed patterns. Each of the plurality of patterns constituting the decorative pattern 61 is composed of a number, a character, or a symbol decorated with colors and patterns, but these numbers, characters, and symbols may be configured in a form in which a common pattern for all the patterns or a different pattern is added to each pattern and integrated. This pattern is a pattern in which a motif related to the decoration or performance theme set for the relevant model of the pachinko game machine 100 is drawn, and may be, for example, a pattern in which a character of a person or an animal is drawn. The decorative pattern 61 may be configured to be switched along with the development of the performance between the case where a pattern integrally including the pattern is variably displayed and the case where only the parts of the number, the character, and the symbol are variably displayed with the pattern separated. A moving image having a performance effect related to the decoration or performance theme set for the relevant model of the pachinko game machine 100 is displayed in conjunction with the pattern variation as the background of the variable display of the decorative pattern 61.
[0029] The performance display device 60 is composed of a liquid crystal display, which is a high-definition dot matrix type display device. However, the horizontal width of its display area may be about half of the horizontal width of the game area, or it may be a large size exceeding half. In the case of a large size, the game ball passage on the right side of the performance display device is formed with a passage width that allows one game ball to pass through. If the player hits the ball with maximum strength as a so-called "right hit," the game ball can almost surely pass through to the right passage, enabling a distinction from a so-called "left hit." The performance display device 60 may be composed not only of a single display device but also of a combination of multiple display devices. In the case of multiple display devices, displays of different sizes such as a combination of a main liquid crystal and a sub liquid crystal may be combined. The sub liquid crystal may be arranged adjacent to the main liquid crystal, or may be installed at a position other than the game board, for example, near the firing handle (such as the upper ball tray, the right decorative lamp, etc.). When installed near the firing handle, it may be configured in the form of a touch panel that can be operated and input by the player. The performance display device 60 is not limited to a liquid crystal display, and may be composed of a display device such as an organic EL display, or may be composed of mechanical display means such as a drum rotation type or display means such as an LED matrix type.
[0030] The performance button 109 is an operation input means for the player to input a predetermined instruction to the gaming machine according to the performance content, and changes are made to the performance content and the like according to the pressing mode. The performance button 109 is provided on the front frame 102. The performance button 109 is usually stored inside the front frame 102, but a rod-shaped member is attached to the back side of the performance button 109, and it is provided so that the rod-shaped member and the performance button 109 can protrude in a direction substantially perpendicular to the board surface. The rod-shaped member and the performance button 109 function as a performance lever 112 in a state of protruding to the outside, and the player can hold the performance button 109 and pull the performance lever 112 downward. Thus, the player can also input a predetermined instruction to the gaming machine. The cross key 110 is an operation input means for the player to input a direction instruction to the gaming machine, and is provided on the outer wall surface to the left of the upper ball tray 105.
[0031] The method of playing games and the control flow in a gaming machine configured as described above will be outlined. When a player manually rotates the firing handle 107, the game balls stored in the upper ball tray 105 are guided one by one to the rail 82 and launched into the game area 81 with an intensity corresponding to the rotation angle. When the player manually fixes the rotation position of the firing handle 107, the launch of the game balls is repeated at regular time intervals. The game balls launched to the upper part of the game area 81 fall in a direction corresponding to the way they hit while hitting a plurality of game pins, windmills, the center decoration 64, etc. When the game balls fall into each winning port of the general winning port 33, the first start port 11, the second start port 12, and the big winning port 20, prize balls corresponding to the type of the winning port are paid out to the upper ball tray 105 or the lower ball tray 106. The game balls that fall into each winning port such as the general winning port 33 are treated as safe balls, and the game balls that fall into the out port 34 are treated as out balls. The discharge of the safe balls may be specified as not being subject to detection by the out detection device 39, or the safe balls may also be guided to the area where the out detection device 39 is provided and all of their discharges are detected by the out detection device 39. Alternatively, the induction of the safe balls and the detection of the safe balls by the out detection device 39 may not be performed, and the total obtained by adding the number of detected safe balls to the number of detected out balls may be specified as the number of discharged balls.
[0032] Also, when a game ball passes through the first operation port 31 or the second operation port 32, the normal symbol display section 45 variably displays the normal symbols, and after the elapse of the variable display time determined prior to the display, the symbols are stopped and displayed. When the normal symbols are stopped and displayed in the first winning mode or the second winning mode, the normal electric accessory 90 is expanded based on the winning mode of the stopped and displayed symbols and the game state at the time of the stop display. That is, when the game state at the time of symbol stop is the normal game state and the normal symbols are stopped and displayed in the first winning mode, a short opening of 0.1 second is executed as the opening of the normal electric accessory 90. Also, when the normal symbols are stopped and displayed in the first winning mode during a specific game state (for example, an easy ball entry state), or when the normal symbols are stopped and displayed in the second winning mode during the normal time and the specific game state (for example, the easy ball entry state), a long opening of 6 seconds is executed as the opening of the normal electric accessory 90. Here, the winning probability of the normal symbols and the execution probability of the long opening are set to be different depending on the game state. Specifically, in the opening lottery in the normal state, the normal symbols win with a probability of 1 / 100. In that case, the execution probability of the short opening (the probability that the winning symbol of the first winning mode is selected) is set to 1 / 3, and the execution probability of the long opening (the probability of selecting the winning symbol of the second winning mode) is set to 2 / 3. Also, in the opening lottery in a specific game state (for example, the easy ball entry state), the normal symbols win with a probability of 99 / 100. Although the selection probabilities of the first winning mode and the second winning mode are the same as those in the normal game state, it is set such that the long opening is executed regardless of which mode wins. In this way, in the easy ball entry state, by the variable function of the winning probability of the normal symbols (probability variation from 1 / 100 to 99 / 100) and the extension function of the opening time (extension of the opening time from 0.1 second to 6.0 seconds when stopped and displayed in the first winning mode), the ease of ball entry into the second start port 12 is enhanced. Note that the function of extending the operation period of the normal electric accessory 90 (long opening) may also be called "opening extension".
[0033] In addition, by adopting a specification in which the probability of long opening is higher than that of short opening in the normal state as described above, long opening is executed at a certain rate even in the normal state when the normal symbol wins. As a modification, it is also possible to adopt a specification in which the probability of short opening is higher than that of long opening in the normal state, or a specification in which the probabilities of both are the same, or a specification in which it always becomes short opening. Further, when in the ball-entry easy state, it is also possible to adopt a configuration that enhances the ease of ball entry into the second starting port 12 by using three functions with an additional function of shortening the variation time of the normal symbol. In that case, the variation time of the normal symbol is, for example, 10 seconds in the normal state and 2 seconds in the ball-entry easy state. Note that it is also possible to adopt a specification in which the winning probability of the opening lottery in the normal state is set to zero (0 / 100), and the normal electric accessory 90 can be expanded only when the opening lottery is conducted in the ball-entry easy state. Further, when the normal electric accessory 90 expands, it may be notified in advance, or it may be notified before the start of the variation of the normal symbol by predicting the suspension of the normal symbol variation, or it may be notified during the variation of the normal symbol.
[0034] As a modification of the opening mode when the normal electric accessory 90 of the second starting port 12 is long-opened, it is also possible to adopt a mode in which the total opening time is extended to about 6 seconds by repeating the 2-second opening, which is longer than the short opening, three times. Also, a configuration may be adopted in which a plurality of combinations of the opening time and the number of opening times are prepared and any one of them is selected. For example, when the 2-second opening is performed three times, the total opening time is the same as when the 6-second opening is performed once, but including the interval period, the former is longer than the latter. Therefore, especially in the configuration of the modification in which the second starting port 12 is arranged in the right-handed direction, it can be said that the former has a longer ball-entry chance when a player who notices the opening aligns the hitting direction with the second starting port 12 from that point. Further, the configuration may be such that there are a plurality of winning types of the normal symbol, and the opening mode of the expansion mechanism may be different according to the winning type. For example, when the normal symbol wins the first win, it may be 0.1-second opening once in the normal state and 1-second opening three times in the ball-entry easy state, and when it wins the second win, it may be 6-second opening once in the normal state and 2-second opening twice in the ball-entry easy state.
[0035] When a ball enters the first starting port 11 or the second starting port 12, the first special symbol display section 41, the second special symbol display section 42, and the effect display device 60 variably display the first special symbol 51, the second special symbol 52, and the decorative symbol 61. The variable display of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 stops after the elapse of a variable display time determined prior to the display. The first special symbol 51 and the second special symbol 52 are variably displayed according to a variable pattern in which the variable mode from the start of the variation to the stop is defined. The decorative symbol 61 is variably displayed according to a variable effect pattern in which the variable mode from the start of the variation to the stop is defined. A plurality of types of variable patterns and variable effect patterns are prepared respectively, and each has variable times of various lengths. While the first special symbol 51 and the second special symbol 52 are variably displayed according to the variable pattern, the decorative symbol 61 is variably displayed according to a variable effect pattern having the same variable time. For each variable pattern, a variable display time is defined as the end condition of the symbol variation, and when the variable display time elapses, the variations of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 stop. Hereinafter, the variable display of the decorative symbol 61 displayed according to the variable effect pattern will be exemplified, and the variable effect pattern will be briefly described. The details such as the method for determining the variable pattern and the variable effect pattern will be described separately.
[0036] As an example of the variable display of the decorative symbol 61, first, with the start of the variation, the symbols in all three columns are varied like the rotation of the reels of a slot machine, and when approaching the variation end timing, the symbols are stopped one column at a time to display the symbol combination as the final stop mode. Note that, as the operation when the variation of the decorative symbol 190 stops, it may be controlled to stop multiple columns simultaneously instead of one column at a time to draw attention to the effect display other than the decorative symbol during the variable display, or the symbol variation may be displayed with a shorter variable time. Also, as the operation at the start of the variation of the decorative symbol 190, it may be controlled to delay the start of the variation of some columns according to the subsequent development (type of the effect pattern, etc.) in the variation to produce a sense of anticipation.
[0037] Next, the variable display patterns will be briefly described. The variable display patterns include a normal losing display pattern, a reach losing display pattern, and a reach winning display pattern. The normal losing display pattern is a display pattern when displaying a normal losing symbol combination. The reach losing display pattern is a display pattern when displaying a losing symbol combination after going through a reach state where one more symbol alignment would result in a win. The reach winning display pattern is a display pattern when displaying a winning symbol combination after going through a reach state. In particular, as patterns when going through a reach state, there are patterns with various variable times, and a reach pattern with a relatively short variable time is called a "normal reach", and a reach pattern with a long variable time is called a "super reach". The normal losing display pattern, the reach losing display pattern, and the reach winning display pattern each have a normal pattern displayed in the normal state and a time-saving pattern displayed in the time-saving state. However, even in the normal state, if it is the second symbol variation corresponding to the ball entry into the second start port 12, since the probability of a win accompanied by a certain probability change or the probability of an increase in the number of unit games of a special game is higher than the first variation corresponding to the ball entry into the first start port 11, it can be said to be a chance state where a relatively advantageous win occurs. Therefore, a chance display pattern for indicating this may be used. In the embodiment, a time-saving pattern is used in the time-saving state. However, since there is time-saving in the certain probability change state, a time-saving pattern is also used in the certain probability change state. However, in a modified example, it may be a specification to use a certain probability change pattern different from the time-saving pattern in the certain probability change state. Alternatively, it may be a specification to use a common pattern for both the time-saving and the certain probability change, or it may be a specification to use the certain probability change pattern in the certain probability change state without particularly using the time-saving pattern.
[0038] When the number of holdovers in the win / loss lottery reaches a predetermined number (e.g., 3), the symbol variation time in the case of a loss is shortened compared to normal in order to increase the gaming efficiency (hereinafter also referred to as "shortened variation"). Similarly, when the number of holdovers in the win / loss lottery reaches 4, the symbol variation time in the case of a loss is further shortened compared to the case of 3 holdovers in order to further increase the gaming efficiency (hereinafter also referred to as "ultra-shortened variation"). After the above-mentioned symbol variation, when the first special symbol 51, the second special symbol 52, and the decoration symbol 61 at the stop show a winning stop mode, the game shifts to a special game, which is a game state more advantageous to the player than the normal game, and the opening and closing operation of the big winning opening 20 is started. The stop mode of the decoration symbol 61 indicating a big win is, for example, a combination mode in which the types of three symbols match.
[0039] There are two types of special games: normal special games and shortened special games, and there is a significant difference in the profit due to the acquired prize balls. The normal special game is started by displaying a production screen called the start demo time. After the display of the start demo time screen, the big winning opening 20 is opened, and after the opening continues for about 30 seconds or after 9 or more game balls have fallen in, it is once closed. The period from the opening to the closing of the big winning opening 20 like this is basically called a unit game, but it may be repeated a plurality of times for a short time during one unit game. After the opening and closing of the big winning opening 20 or the unit game is repeated a predetermined number of times, for example, 4 times or 10 times, the normal special game is ended by displaying a production screen called the end demo time. In the normal special game, it is possible to expect 9 or more balls to enter per unit game, and sufficient prize balls (this is also called "getting balls") can be obtained by 10 unit games, and a large profit can be obtained. The special game in which 10 unit games are repeated is appropriately also called "10R big win", and the special game in which 4 unit games are repeated is appropriately also called "4R big win". In addition, although the unit game is repeated 10 times, a normal special game (which may also be called "substantially nR big win") similar to the case where a substantially smaller number of unit games are repeated by opening the big winning opening 20 for a shorter time (e.g., 1.6 seconds) than normal in some unit games can also be realized.
[0040] On the one hand, the shortened special game has a short start demonstration time and end demonstration time, or almost none (such as 0.1 seconds), and the big winning opening 20 is opened only for 1.6 seconds in one unit game. This unit game is repeated twice to end the shortened special game. In the shortened special game, since it only repeats the opening of the big winning opening 20 for a very short time twice, almost no balls can enter the big winning opening 20, and it is a special game where the payout balls are substantially zero or a small number (for example, about several balls to several tens of balls, corresponding to the payout number according to the number of balls entering up to about 1 to 2 balls per round). The special game in which the two unit games are repeated is also appropriately referred to as "2R jackpot". Although the number of unit games is the same as that of the normal special game, the shortened special game can also be realized by opening the big winning opening 20 for a shorter time than usual in all unit games.
[0041] Also, after the above-mentioned symbol variation, when the first special symbol 51 or the second special symbol 52 and the decoration symbol 61 at the stop time are in a predetermined small win mode, it shifts to a small win game composed of one unit game, and the opening and closing operation of the big winning opening 20 is executed. In one unit game that constitutes the small win game, the big winning opening 20 is opened only for about 1.6 seconds, and the operation mode is approximately similar to that of the 2R jackpot in appearance.
[0042] When a special game occurs and the winning stop symbol at that time is in a specific mode (for example, "777"), after the end of the special game, a certain variable, which is one of the specific games, is further started. During the certain variable, a win / loss lottery is conducted with a higher probability of winning than the normal probability state, and a new special game can occur relatively early. Note that it may be a latent certain variable state where it is not explicitly shown on the appearance that the determination result of the win / loss lottery is a specific jackpot, that is, a jackpot accompanied by a certain variable, and it is not explicitly notified as a decoration symbol or production content. In that case, even during the certain variable, it is not explicitly shown on the production display device 60 whether it is a certain variable or a non-certain variable. Note that it may be explicitly shown on the production display device 60 whether it is a certain variable or a non-certain variable when a predetermined condition is satisfied.
[0043] After the special game ends, an easy ball entry state, which is one of the specific game states, is started in the normal game. In the easy ball entry state, the winning probability of the opening lottery is increased compared to normal, and an opening extension is executed in which the expansion time of the normal electric accessory 90 is set to a long opening. The number of wins of the normal symbol per unit time can increase, and the ease of ball entry into the second start port 12 also increases, so the number of balls entering the second start port 12 is likely to increase. Therefore, as a result of the increased chance of obtaining prize balls due to the balls entering the second start port 12, it becomes possible to continue playing the game while hardly reducing the number of balls held or while gradually increasing the number of balls held.
[0044] In the easy ball entry state, as one of the specific game states, so-called time shortening in which the variation times of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 are shortened compared to the normal state is further executed. The variation times of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 return to the original variation time after a predetermined number of variations, for example, 100 variations are displayed, but if a big win occurs before reaching that number of variations, the time shortening ends once. Since the variation times of the first special symbol 51, the second special symbol 52, and the decorative symbol 61 are shortened during the time shortening, the time until a big win occurs can be shortened compared to the normal state where the symbol variation is performed with the normal variation time, and the ease of obtaining a big win can be relatively increased. In a modified example, it may be configured not to perform time shortening of the special symbol in the easy ball entry state.
[0045] Figure 2 shows the basic structure on the back side of the pachinko gaming machine. The power switch 150 is a switch for turning on and off the power of the pachinko gaming machine 100. The main board 200 controls the overall operation of the pachinko gaming machine 100, and particularly processes all gaming operations such as lottery when winning in the first start port 11 and the second start port 12. The sub-board 300 is equipped with a liquid crystal unit 151, controls the display content in the effect display device 60, and particularly varies the effect display content according to the determination result by the main board 200. The back set mechanism 152 includes a prize ball tank 153, a flow path of the prize balls, a payout device 154 for paying out the prize balls, etc. The payout device 154 pays out the gaming balls supplied from the prize ball tank 153 to the upper ball tray 105 according to winning in each winning port. The payout control board 155 controls the payout operation by the payout device 154. The launching device 156 launches the stored balls on the upper ball tray 105 one by one into the gaming area 81. The launch control board 157 controls the launch operation of the launching device 156. The power supply board 158 supplies power to each part of the pachinko gaming machine 100. A performance display part 159 is provided on the board of the main board 200. The performance display part 159 is composed of four 7-segment LEDs that display, for example, four-digit numbers of the ratio of the total number of prize balls to the total number of launched balls, which is the sum of the safe balls and the out balls.
[0046] A setting change device 170 is provided on the board of the main board 200. The setting change device 170 is a device for changing the setting to any one of a plurality of settings (also referred to as game settings) corresponding to a plurality of game specifications. For example, six-level settings (setting 1 to setting 6) are prepared as game settings, and the probability of a big win can be made different according to the game settings. Specifically, the larger the numerical value among setting 1 to setting 6, the more advantageous the game specification for the player. When the big win probabilities of each setting from setting 1 to setting 6 are set as M1 to M6 respectively, the big win probabilities of each setting can be determined so that M1≦M2≦M3≦M4≦M5≦M6. It is not essential to assign different big win probabilities to different game settings, and the big win probabilities may be the same among different game settings. For example, the same big win probability may be assigned to all game settings from setting 1 to setting 6.
[0047] The setting change device 170 includes a setting key cylinder 171 into which a setting key held by a game parlor employee is inserted, a setting change button 172 for changing the setting to any one of a plurality of game settings, a setting display unit 173 that turns on and displays the set setting value, and a setting memory that stores the set setting value. The setting key cylinder 171 is a turn-key type switch for shifting to a state where settings can be changed (hereinafter referred to as the "setting change state") or a state where settings can be confirmed (hereinafter referred to as the "setting confirmation state"). First, turn off the power switch 150, insert the setting key into the setting key cylinder 171, turn the setting key to the on state, and then turn on the power switch 150, and it will shift to the setting change state or the setting confirmation state. To shift to the setting change state, turn on the power switch 150 while pressing the RAM clear switch (sometimes referred to as the "RWM clear switch"). On the other hand, to shift to the setting confirmation state, turn on the power switch 150 without pressing the RAM clear switch.
[0048] When shifting to the setting change state, the number "1" indicating setting 1 as the initial value of the game setting is displayed on the setting display unit 173, and the setting can be changed by pressing the setting change button 172. The setting display unit 173 is composed of a 7-segment LED that displays a single-digit number. Each time the setting change button 172 is pressed once, the setting value displayed on the setting display unit 173 is changed in order as 1→2→3→4→5→6→1→···. After changing the setting, if the setting key inserted into the setting key cylinder 171 is returned to the off state, the setting value displayed on the setting display unit 173 at that time is stored in the setting memory and the setting change is confirmed, and it becomes a playable state. On the other hand, when shifting to the setting confirmation state, the setting value stored in the setting memory is displayed on the setting display unit 173. In the setting confirmation state, even if the setting change button 172 is pressed, the setting value displayed on the setting display unit 173 does not change, and the setting cannot be changed. After that, if the setting key inserted into the setting key cylinder 171 is returned to the off state, it becomes a playable state. Note that when the setting key is turned off and it becomes a playable state, the setting display unit 173 turns off, and the current setting value cannot be visually recognized.
[0049] Note that the setting change button 172 may also serve as a RAM clear switch. In this case, if the power is turned on while the RAM clear switch is pressed in a state where the setting key is not turned (setting key off state), RAM clear is executed. On the other hand, if the power is turned on while the RAM clear switch is pressed in a state where the setting key is turned (setting key on state), the state shifts to the setting change state along with the execution of RAM clear. Also, if the power is turned on without the RAM clear switch being pressed in the setting key off state, the power resumes without RAM clear. On the other hand, if the power is turned on without the RAM clear switch being pressed in the setting key on state, the state shifts to the setting confirmation state. Further, the setting display unit 173 may also serve as the performance display unit 159. In this case, the shared display unit may function as the performance display unit 159 in the playable state and may function as the setting display unit 173 in the setting change state or the setting confirmation state. Additionally, the setting change device 170 may not be provided, and the change of the game settings may be made impossible.
[0050] <Functional block> FIG. 3 shows the functional blocks of the pachinko gaming machine 100. Hereinafter, the functions realized using each configuration will be described. In this specification, for the sake of convenience, the terms of the parts already described as the physical configuration, such as the main board 200, the payout control board 155, the launch control board 157, etc., may be used as they are in order to match the physical configuration and the functional configuration.
[0051] The pachinko gaming machine 100 is configured in a form where functions are shared among a power supply board 158 that generates the power used in the gaming machine based on an AC power supply (such as AC24V) supplied from outside the gaming machine, a main board 200 as a main control device that controls the basic operations and progress of the game, a payout control board 155 as a frame control device that controls the payout of prize balls, a launch control board 157 that controls the launch of game balls into the game area, and a sub-board 300 as a sub-control device that controls the dramatic operations and processes.
[0052] The main board 200 is electrically connected to the first start port 11, the second start port 12, the big winning port 20, the first operation port 31, the second operation port 32, the general winning port group (the first general winning port 33a, the second general winning port 33b), the out port 34, the symbol display unit 120, and the external information output terminal 160, and transmits and receives various control signals with each of them. The payout control board 155 is electrically connected to the main board 200, the emission control board 157, and the payout device 154. The payout control board 155 transmits an emission permission signal to the emission control board 157 based on signals such as the prize ball payout transmitted from the main board 200 and the control state of the main board 200 to indirectly control the emission control board 157, and controls the payout of the prize ball by the payout device 154. The payout device 154 includes a payout motor 166 and a ball counting sensor 167. The emission control board 157 is electrically connected to the payout control board 155, the emission device 156, and the ball feeding device 164, and controls the ball feeding device 164 and the emission device 156 based on an emission permission signal transmitted from the payout control board 155 to emit the game ball. The sub-board 300 is electrically connected to the effect display device 60, the movable accessory 66 (drive motor 67, position detection sensor 68), the speaker 108, the effect input operation device 115 (effect button 109, cross key 110), and the decorative lamp 111, and transmits and receives various control signals with each of them.
[0053] Data transmission and reception between the main board 200 and the sub-board 300 is unidirectional from the main board 200 to the sub-board 300. Each component for realizing the overall operation by unidirectional data transmission and reception is arranged on the main board 200 and the sub-board 300. Since the unidirectionality of data transmission from the main board 200 to the sub-board 300 is maintained, data cannot be transmitted from the components included in the sub-board 300 to the components included in the main board 200, and a data transmission request cannot be made either. Therefore, the sub-board 300 cannot refer to the information unless the information generated on the main board 200 is transmitted. Also, data transmission and reception is bidirectional between the main board 200 and the payout control board 155, and between the payout control board 155 and the firing control board 157. However, similar to the case between the main board 200 and the sub-board 300, it may be configured to have unidirectional data transmission and reception from the main board 200 to the payout control board 155, or unidirectional data transmission and reception from the payout control board 155 to the firing control board 157.
[0054] Note that each functional block included in the main board 200, the payout control board 155, the firing control board 157, and the sub-board 300 described below is merely an example. As a modification, some functional blocks may be mounted on other boards. For example, the functional blocks included in the main board 200 may be configured to be mounted on the sub-board 300, or the functional blocks included in the firing control board 157 may be configured to be mounted on the payout control board 155. Also, for example, a part of the functional blocks included in the main board 200 may be configured to be mounted on the main board 200, and the remaining part may be mounted on the payout control board 155. That is, a part of the functional blocks may be divided and provided on a plurality of boards so that one functional block is configured as a whole.
[0055] <Main board 200> FIG. 4 is a block diagram showing the functional configuration of the main board 200. The main board 200 includes a ball entry determination means 201, a performance display unit 159, a random number generation means 202, a first lottery means 211, a second lottery means 212, a pre-determination means 235, a normal drawing lottery means 213, a hold control means 240, a main display control means 250, a special game control means 260, a small win game control means 265, a specific game control means 270, an opening / closing control means 275, a special drawing adjustment means 276, a main initial processing execution means 280, a main power-off processing execution means 282, a main error detection means 284, a setting change means 286, a setting confirmation means 287, and a command communication means 205.
[0056] <Ball entry determination means 201> The ball entry determination means 201 determines the entry of game balls into each winning port. When the ball entry determination means 201 receives the first start winning information, it determines that the game ball has won in the first start port 11. When it receives the second start winning information, it determines that the game ball has won in the second start port 12. When the ball entry determination means 201 receives the big winning port winning information, it determines that the game ball has won in the big winning port 20. When it receives the general winning information, it determines that the game ball has won in the general winning port 33. When the ball entry determination means 201 receives the passing information, it determines that the game ball has passed through the first activation port 31 or the second activation port 32. When the ball entry determination means 201 receives the discharge information, it determines that the game ball has passed through the out port 34. The ball entry determination means 201 calculates the ratio of the total number of prize balls to the total number of fired balls, which is the sum of safe balls and out balls, and displays it on the performance display unit 159. The ball entry determination means 201 displays the value of "number of payout balls" ÷ "number of out balls" × 100 on the performance display unit 159 when the probability of a big win is in the normal probability state and the normal ball entry state (so-called low probability and low ball entry, the low-low state). Therefore, the performance display unit 159 displays the base in the low base state.
[0057] <Random number generation means 202> The random number generation means 202 generates random numbers for various determinations in the first lottery means 211, the second lottery means 212, and the general pattern lottery means 213. Specifically, the random number generation means 202 generates, by a predetermined means, random numbers in the range from "0" to "65535" as the random numbers (also referred to as "win / loss lottery values") used in the win / loss lottery by the first win / loss determination means 221 and the second win / loss determination means 222. Further, the random number generation means 202 generates, by a predetermined means, random numbers in the range from "0" to "255" as the random numbers (also referred to as "pattern determination lottery values") used in the pattern determination (pattern lottery) by the first pattern determination means 226 and the second pattern determination means 227. Further, the random number generation means 202 generates, by a predetermined means, random numbers in the range from "0" to "255" as the random numbers (also referred to as "variation pattern determination lottery values") used in the determination of the variation pattern by the first variation pattern determination means 231 and the second variation pattern determination means 232. Further, the random number generation means 202 generates, by a predetermined means, random numbers in the range from "0" to "99" as the random numbers used in the win / loss lottery by the general pattern lottery means 213. Further, the random number generation means 202 generates, by a predetermined means, random numbers in the range from "0" to "2" as the random numbers used when determining the normal pattern. Here, the "random numbers" may be pseudo-random numbers such as physical random numbers generated by a random number generation circuit or true random numbers in a mathematical sense, as well as random numbers using a 16-bit counter or software random numbers using a random number generation algorithm. Or it may be random numbers generated by combining hardware random numbers and software random numbers. Also, the random numbers obtained by the first lottery means 211 and the second lottery means 212 may be random numbers generated by the same generation means, or may be random numbers generated by different generation means.
[0058] <general pattern lottery means 213> When a game ball passes through the first operation port 31 or the second operation port 32, the normal symbol lottery means 213 acquires from the random number generation means 202 the random number used for the winning or losing lottery of the normal symbol and the random number used for determining the stopped symbol of the normal symbol, and executes the lottery. The normal symbol lottery means 213 holds a normal symbol winning or losing determination table (not shown) referred to for determining the winning or losing of the normal symbol and a normal symbol determination table referred to for determining the stopped symbol of the normal symbol to be displayed on the normal symbol display section 45. In the normal symbol winning or losing determination table, the correspondence between the lottery value for the winning or losing lottery and winning is defined, and in the normal symbol determination table, the correspondence between the lottery value for determining the stopped symbol and the normal symbol is defined. Based on the above-mentioned winning probability and symbol selection probability, the winning or losing and the stopped symbol of the normal symbol are determined. When the lottery value for the winning or losing lottery of the normal symbol corresponds to a win, the normal symbol lottery means 213 determines the stopped symbol of the normal symbol with reference to the normal symbol determination table. When the lottery value for the winning or losing lottery of the normal symbol corresponds to a miss, a miss symbol mode of always 1 is determined. When the result of the winning or losing determination of the normal symbol corresponds to a win and the normal symbol stops at a predetermined symbol (the first winning mode or the second winning mode), the opening and closing control means 275 described later expands the normal electric accessory 90 of the second start port 12 according to the mode of the stopped symbol and the game state. The expansion time is 0.1 second for short opening and 6 seconds for long opening. The lottery value of the normal symbol is temporarily held by the hold control means 240 described later. However, the lottery value is held only when the predetermined hold upper limit number held by the hold control means 240 is not exceeded.
[0059] <First lottery means 211 and second lottery means 212> The first lottery means 211 includes a first lottery value acquisition means 216, a first win / loss determination means 221, a first symbol determination means 226, and a first variation pattern determination means 231 as functions for executing a first lottery related to a first game, and executes a first win / loss lottery as a win / loss lottery corresponding to the ball entry into the first start port 11. Based on various lottery results by the first lottery means 211, the main display control means 250 causes the first special symbol display section 41 to perform a variable display of the first special symbol 51. Also, based on the information transmitted from the command communication means 205, a variable display of the decorative symbol 61 is performed in the display area of the effect display device 60. The second lottery means 212 includes a second lottery value acquisition means 217, a second win / loss determination means 222, a second symbol determination means 227, and a second variation pattern determination means 232, and executes a second win / loss lottery as a win / loss lottery corresponding to the ball entry into the second start port 12. Based on various lottery results by the second lottery means 212, the main display control means 250 causes the second special symbol display section 42 to perform a variable display of the second special symbol 52. Also, based on the information transmitted from the command communication means 205, a variable display of the decorative symbol 61 is performed in the display area of the effect display device 60.
[0060] <The first lottery value acquisition means 216 and the second lottery value acquisition means 217> The first lottery value acquisition means 216 acquires, upon the entry of a ball into the first start port 11, random numbers for various lotteries and decisions by the first lottery means 211 from the random number generation means 202. Specifically, it acquires a first pass / fail lottery value for pass / fail determination by the first pass / fail determination means 221, a first symbol lottery value for determining the stop mode of the first special symbol 51 by the first symbol determination means 226, and a first pattern lottery value for determining the variation pattern (variation time) of the first special symbol 51 by the first variation pattern determination means 231 from the corresponding random number generation means. The second lottery value acquisition means 217 acquires, upon the entry of a ball into the second start port 12, random numbers for various lotteries and decisions by the second lottery means 212 from the random number generation means 202. Specifically, it acquires a second pass / fail lottery value for pass / fail determination by the second pass / fail determination means 222, a second symbol lottery value for determining the stop mode of the second special symbol 52 by the second symbol determination means 227, and a second pattern lottery value for determining the variation pattern (variation time) of the second special symbol 52 by the second variation pattern determination means 232 from the corresponding random number generation means.
[0061] The first pass / fail determination means 221 executes a pass / fail determination for determining whether to shift to a special game based on the first pass / fail lottery value. The second pass / fail determination means 222 executes a pass / fail determination for determining whether to shift to a special game based on the second pass / fail lottery value. In the pass / fail determination, more specifically, it is determined which of "big win" indicating a shift to a special game, "small win" indicating a shift to a small win game, and "miss" indicating no shift to a special game or a small win game applies. The first pass / fail determination means 221 and the second pass / fail determination means 222 hold a pass / fail determination table referred to in the pass / fail determination. Note that, in order to distinguish the pass / fail determination executed when starting the symbol variation from the pre-pass / fail determination described later, it is also appropriately referred to as "pass / fail determination as this determination". Note that, in this specification, when referring to a "table" or "selection criterion", it not only strictly refers to data that defines the correspondence between a first parameter such as a lottery value and a second parameter such as a value indicating an option in a table structure, but also widely includes cases where such a correspondence is realized in a program structure that derives the second parameter from the first parameter. Those including them are appropriately referred to as "selection criteria" as a concept substantially synonymous with "table". Also, when using a table structure, a substantially single type of selection criterion may be configured by a combination of a plurality of tables that are structurally subdivided. However, when referring to "a plurality of types of selection criteria", it indicates the substantial number of types of tables rather than the number of the subdivided tables.
[0062] The first pass / fail determination means 221 and the second pass / fail determination means 222 each hold a table corresponding to each pass / fail determination as a pass / fail determination table referred to in the pass / fail determination. Specifically, a pass / fail determination table for pass / fail determination by the first pass / fail determination means 221 (also referred to as the "first pass / fail determination table") and a pass / fail determination table for pass / fail determination by the second pass / fail determination means 222 (also referred to as the "second pass / fail determination table") are held, and a table to be referred to is selected according to the pass / fail determination to be executed. In the plurality of pass / fail determination tables, the determination results of big win, small win, and miss are associated with pass / fail lottery values, and the pass / fail probability is determined according to the associated big win range setting. Also, a plurality of types of pass / fail determination tables corresponding to a plurality of game settings are prepared. For example, for each of the game settings from setting 1 to setting 6, a pass / fail determination table with a different correspondence between the pass / fail lottery value and the pass / fail determination result is prepared. Note that when the probabilities of big win, small win, and miss are the same among a plurality of game settings, a pass / fail determination table common to the plurality of game settings may be prepared.
[0063] FIG. 5 is a diagram schematically showing a pass / fail determination table. This figure shows a pass / fail determination table corresponding to a specific game setting, and shows a pass / fail determination table corresponding to setting 6. In the pass / fail determination table of this figure, the determination results of big win, small win, and miss are associated with the pass / fail lottery value, and the big win pass / fail probability and the small win pass / fail probability are determined according to the associated range settings. The first pass / fail determination means 221 and the second pass / fail determination means 222 refer to the pass / fail determination table of this figure in the pass / fail determination as this determination. In both the first pass / fail lottery by the first pass / fail determination means 221 and the second pass / fail lottery by the second pass / fail determination means 222, in normal times, it is a big win only when the pass / fail lottery value falls within the range of 0 to 299. In the probability variable state, the big win range is expanded, and it is a big win not only when the pass / fail lottery value falls within the range of 0 to 299, but also when it falls within the range of 300 to 2999. Thus, the range corresponding to a big win changes according to the game state. Note that in this figure, the big win ranges in both normal times and the probability variable state are shown by a single pass / fail determination table, but the pass / fail determination table may be prepared separately for normal times and the probability variable state, or may be prepared separately for the first pass / fail lottery and the second pass / fail lottery.
[0064] In this embodiment, even when the winning or losing lottery value does not fall within the jackpot range, if it falls within a predetermined range, it is a minor win. In the example of this figure, when the winning or losing lottery value obtained by the first winning or losing determination means 221 falls within the range of 56,500 to 65,535, it is a minor win, and when the winning or losing lottery value obtained by the second winning or losing determination means 222 falls within the range of 64,000 to 65,535, it is a minor win. That is, the range corresponding to a minor win is wider for the first winning or losing lottery than for the second winning or losing lottery, and a minor win is more likely to occur. Thus, when it does not correspond to a jackpot, originally all should be "miss", but in the example of this figure, the range of the winning or losing lottery value when it does not correspond to a jackpot and also does not correspond to a minor win is particularly expressed as "miss". That is, when "winning or losing" is grasped from the viewpoint of "whether it is a jackpot or not", "minor win" may be considered to be included in the broad sense of "miss" in the meaning of "not a jackpot". Also, when "winning or losing" is grasped from the viewpoint of "whether it is a win or not", "minor win" may be considered to be included in the broad sense of "win" together with "jackpot". Note that in this figure, an example is shown in which the determination table for whether it is a jackpot or not and the determination table for whether it is a minor win or not are realized in the form of a single winning or losing determination table, but each may be realized as a separate table. Also, regarding "minor win", it may be provided only in one of the first game and the second game, or it may not be provided in any game. In that case, the value corresponding to a minor win is not set in the corresponding winning or losing determination table.
[0065] FIG. 6 schematically shows the range setting of the pass / fail lottery values for each set value. FIG. (a) of this figure shows the correspondence between the first pass / fail lottery value acquired by the first pass / fail determination means 221 and the pass / fail determination result. FIG. (b) of this figure shows the correspondence between the second pass / fail lottery value acquired by the second pass / fail determination means 222 and the pass / fail determination result. The ranges of the first pass / fail lottery value and the second pass / fail lottery value that result in a big win during normal times and probability-variable times are 0 to 294 for set value "1", 0 to 295 for set value "2", 0 to 296 for set value "3", 0 to 297 for set value "4", 0 to 298 for set value "5", and 0 to 299 for set value "6". Therefore, as the set value increases, the range of the pass / fail lottery values that result in a big win during normal times increases, and the probability of getting a big win during normal times is increased. Also, the ranges of the first pass / fail lottery value and the second pass / fail lottery value that result in a big win only during probability-variable times (i.e., a miss during normal times) are 295 to 2949 for set value "1", 296 to 2959 for set value "2", 297 to 2969 for set value "3", 298 to 2979 for set value "4", 299 to 2989 for set value "5", and 300 to 2999 for set value "6". Therefore, as the set value increases, the range of the pass / fail lottery values that result in a big win during probability-variable times also increases, and the probability of getting a big win during probability-variable times is increased. Note that the range of the pass / fail lottery values is determined so that the ratio of the normal-time big-win probability, which results in a big win during normal times, to the probability-variable-time big-win probability, which results in a big win during probability-variable times, is constant regardless of the set value. In this figure, the range of the pass / fail lottery values is determined so that the probability-variable-time big-win probability is 10 times the normal-time big-win probability, and this is common for all set values from "1" to "6". Also, the range of the pass / fail lottery values is determined so that the probability of getting a small win is constant regardless of the set value. In all set values from "1" to "6", a small win occurs when the range of the first pass / fail lottery value corresponds to 56500 to 65535, and a small win occurs when the range of the second pass / fail lottery value corresponds to 64000 to 65535. The range of the pass / fail lottery values outside the range where a big win or a small win occurs is a "miss". In this figure, the big-win probability is varied for each set value, but the correspondence between the pass / fail lottery value and the pass / fail determination result may be determined so that the big-win probability is the same among different set values.
[0066] <First symbol determination means 226 and second symbol determination means 227> Returning to FIG. 4, the first symbol determination means 226 and the second symbol determination means 227 determine the stop symbol at the start of symbol variation based on the symbol lottery value obtained from the random number generation means 202 and the result of the win / loss determination. The first symbol determination means 226 and the second symbol determination means 227 hold a plurality of symbol determination tables referred to for determining the stop symbol of the special symbol. Specifically, the first symbol determination means 226 holds a plurality of symbol determination tables corresponding to the result of the win / loss determination by the first win / loss determination means 221, and the second symbol determination means 227 holds a plurality of symbol determination tables corresponding to the result of the win / loss determination by the second win / loss determination means 222. The first win / loss determination means 221 holds a first symbol determination table for jackpot, a first symbol determination table for small win, and a first symbol determination table for loss, which are referred to at the time of jackpot, small win, and loss, respectively. The second win / loss determination means 222 holds a second symbol determination table for jackpot, a second symbol determination table for small win, and a second symbol determination table for loss, which are referred to at the time of jackpot, small win, and loss, respectively. The first symbol determination means 226 and the second symbol determination means 227 select the symbol determination table to be referred to according to the result of the win / loss determination. In addition, in order to distinguish the symbol determination executed at the start of symbol variation from the pre-symbol determination described later, it is also appropriately referred to as "symbol determination as this determination".
[0067] FIG. 7 is a diagram schematically showing a symbol determination table. FIG. 7(a) is a table to be referred to when the win / loss determination result is a big win, FIG. 7(b) is a table to be referred to when the win / loss determination result is a miss, and FIG. 7(c) is a table to be referred to when the win / loss determination result is a small win. The first symbol determination means 226 and the second symbol determination means 227 refer to the symbol determination table in this figure in symbol determination as the main determination. In each symbol determination table, the correspondence between the numbers "0" to "10" indicating the types of special symbols and the first symbol lottery value or the second symbol lottery value is defined. The types of special symbols are respectively associated with the win / loss determination results of big win, small win, and miss, where "0" to "4" correspond to big win, "5" to "9" correspond to small win, and "10" corresponds to miss. A plurality of special symbols, that is, a plurality of meaningless symbols formed by combinations of segments, are assigned to each type.
[0068] As shown in FIG. 7(a), the types "0" to "4" of special symbols are associated with the big win and the presence or absence of probability variation after the big win. Specifically, type "0" indicates a 10R big win with probability variation as a specific big win, which is associated with "0 to 99" for the first symbol lottery value and "0 to 144" for the second symbol lottery value. Type "1" indicates a 4R big win with probability variation (or "substantially 4R win") as a specific big win, which is associated with "100 to 149" for the first symbol lottery value and "145 to 149" for the second symbol lottery value. Type "2" indicates a 2R big win with probability variation, and type "2" is associated with both the first symbol lottery value and the second symbol lottery value being "150 to 189". Type "3" indicates a 10R big win without probability variation as a normal big win, and type "3" is associated with both the first symbol lottery value and the second symbol lottery value being "150 to 189". Type "4" indicates a 4R big win without probability variation as a normal big win, and type "4" is associated with both the first symbol lottery value and the second symbol lottery value being "230 to 255". In this way, the selection probability for each big win type (that is, the content of the big win and the presence or absence of subsequent probability variation) is determined by the size of the range of the symbol lottery value.
[0069] Incidentally, it is also possible to provide more types of special symbols. In that case, by configuring so that one jackpot type is determined corresponding to a plurality of types of special symbols, it is possible to set fewer jackpot types while increasing the number of symbol types. Alternatively, it is also possible to subdivide into more jackpot types corresponding to the increased symbol types. Furthermore, it is also possible to provide different symbol types at the first lottery and the second lottery. In this case, it is configured so that one jackpot type is determined corresponding to each of the type of special symbol selected at the first lottery and the type of special symbol selected at the second lottery. However, it is desirable to set so that the rate of probability variation is the same between the first lottery and the second lottery.
[0070] As shown in FIG. 7(b), the type "10" is associated with all range symbol lottery values in the case where the win / loss determination result is off. Therefore, in the case of off, it is determined that the same special symbol will always stop displaying. Incidentally, it is also possible to provide a plurality of special symbols that stop displaying in the case of off.
[0071] As shown in FIG. 7(c), the types "5" to "9" of special symbols are associated with small wins. The type "5" is associated with the range "0 to 49" of the symbol lottery value, and the type "6" is associated with the range "50 to 99" of the symbol lottery value. The type "7" is associated with the range "100 to 149" of the symbol lottery value, the type "8" is associated with the range "150 to 199" of the symbol lottery value, and the type "9" is associated with the range "200 to 255" of the symbol lottery value.
[0072] In this embodiment, in order to save the storage area on the main board 200, the table in FIG. 7 is also referred to as the pre-drawing determination table in the pre-drawing determination. The first drawing determination means 226 and the second drawing determination means 227 transmit the values from "0" to "10" indicating the type of special drawing as a result of the pre-drawing determination, together with the value indicating that it is the first or second pass / fail lottery and the number of holds, to the effect determination means 303. Note that, as the pre-drawing determination table, one that is further subdivided to enable more complex determination or one that simplifies the determination range of the jackpot drawing for executing the same special game may be used. Also, when the drawing is uniformly determined in case of a miss as in this embodiment, a specific drawing may be determined without referring to the obtained drawing lottery value and without preparing a drawing determination table for the miss.
[0073] <The first variation pattern determination means 231 and the second variation pattern determination means 232> Returning to FIG. 4, the first variation pattern determination means 231 determines, based on the first pattern lottery value obtained from the random number generation means 202, a variation pattern in which the display process of the symbol variation to be displayed on the first special symbol display section 41 and the effect display device 60 is defined, from among a plurality of variation patterns. The second variation pattern determination means 232 determines, based on the second pattern lottery value obtained from the random number generation means 202, a variation pattern in which the display process of the symbol variation to be displayed on the second special symbol display section 42 and the effect display device 60 is defined, from among a plurality of variation patterns. The first variation pattern determination means 231 and the second variation pattern determination means 232 each refer to the variation pattern table when starting the symbol variation to determine the variation pattern of the symbol variation. Further, the first variation pattern determination means 231 and the second variation pattern determination means 232 execute a pre-pattern determination as to which variation pattern range the pattern lottery value corresponds to. The first variation pattern determination means 231, the second variation pattern determination means 232, and the control means of the main board 200 each hold or share a variation pattern table referred to for determining the variation pattern when the variation start condition is satisfied, and a pre-pattern determination table used for generating information for determining the execution determination of the look-ahead process when a ball enters the start port. In the variation pattern, the variation time from the start to the stop of the variation display of the special symbol is defined, and there are variously long and short variation times depending on the type thereof. That is, for each variation pattern in which the display process of the symbol variation is defined, substantially, the variation display time is defined for each pattern as the end condition of the symbol variation, and the variation of the special symbol is stopped when the variation display time has elapsed. Note that, in order to particularly distinguish the variation pattern determination executed when starting the symbol variation from the pre-pattern determination, it is also appropriately referred to as "variation pattern determination as this determination". Further, in order to contribute to the selection of the variation effect pattern of the decorative symbol described later, there may be a case where it is defined as different types of variation patterns while having the same variation time.
[0074] FIG. 8 is a diagram schematically showing a variation pattern table. The first variation pattern determination means 231 and the second variation pattern determination means 232 refer to the table in FIG. (a) in the normal state and refer to the table in FIG. (b) in the time-saving state.
[0075] As shown in FIG. 8(a), when the pass / fail determination result is off in the normal state, if the pattern lottery value is 0 to 4, "Super 1", which is the super reach of pattern range number "0", is selected; if the pattern lottery value is 5 to 9, "Super 2", which is the super reach of pattern range number "1", is selected. If the pattern lottery value is 10 to 19, "Normal 1", which is the normal reach of pattern range number "2", is selected; if the pattern lottery value is 20 to 29, "Normal 2", which is the normal reach of pattern range number "3", is selected. If the pattern lottery value is 30 to 255, "No reach off", which is of pattern range number "4", is selected. As "No reach off", different variation patterns are selected according to the number of holds. When the number of holds is 0 to 2, a 10-second variation pattern is selected; when the number of holds is 3, a 7-second variation pattern is selected; when the number of holds is 4, a 4-second variation pattern is selected.
[0076] In this figure, an example mainly classified into five types according to the variation time is described. However, in the sub-board 300, a plurality of variation effect patterns are prepared for each of those variation patterns, which is equivalent to that dozens of variation effect patterns are associated with the lottery value ranges of the respective classifications.
[0077] The range of pattern selection values assigned to "Normal 1", "Normal 2", and "Miss without Reach" also varies according to the number of holds. When the number of holds is 0 or 1, it is as shown in Fig. (a) of this figure. However, as the number of holds increases, the selection value ranges of "Normal 1" and "Normal 2" become narrower, and the selection value range of "Miss without Reach" becomes wider. The smaller the number of holds, the wider the selection value range for the variation pattern with a relatively long variation time, and the higher the probability of selecting the variation pattern with a long variation time. Therefore, the average variation time becomes longer as the number of holds decreases, and the average variation time becomes shorter as the number of holds increases. By using a variation pattern table in which the correspondence between the pattern selection value range and the variation pattern is different for each number of holds, it is possible to realize control that makes it easier to select a variation pattern with a long variation time when the number of holds decreases.
[0078] When the pass / fail judgment result is a 4R jackpot or a 10R jackpot in the normal state, if the pattern selection value is 0 to 123, select "Super 1" which is a super reach of pattern range number "5"; if the pattern selection value is 124 to 248, select "Super 2" which is a super reach of pattern range number "6". If the pattern selection value is 249 to 252, select "Normal 1" which is a normal reach of pattern range number "7"; if the pattern selection value is 253 to 255, select "Normal 2" which is a normal reach of pattern range number "8".
[0079] When the pass / fail judgment result is a 2R jackpot or a minor win in the normal state, if the pattern selection value is 0 to 122, select "Super 3" which is a super reach of pattern range number "9"; if the pattern selection value is 123 to 255, select "Normal 3" which is a normal reach of pattern range number "10".
[0080] When the first variation pattern determination means 231 and the second variation pattern determination means 232 transmit a preliminary determination result as a so-called look-ahead result to the production determination means 303, they transmit the value of the pattern range number (0 to 10) together with a value indicating whether it is the first pass / fail lottery or the second pass / fail lottery and the number of holds. In the embodiment shown in FIG. 8, a table is exemplified for each pass / fail determination result in the preliminary pattern determination. However, regardless of the pass / fail lottery result, only information regarding in which approximate range the random value is located is derived using one preliminary pattern determination table, and on the control means side of the sub-board 300, it may be controlled to determine what kind of variation is to be executed together with the preliminary pass / fail determination result.
[0081] In the variation pattern table of FIG. 8(b) referred to in the time-saving state, pattern lottery values are all assigned to the variation patterns for time-saving. However, the correspondence between the range of the pattern lottery value and the variation time is the same as in FIG. 8(a) for all except "reachless deviation shortening" which is selected deviantly. "Reachless deviation shortening" is a variation pattern with a relatively short variation time that is associated with the same lottery value range and pattern range number as "reachless deviation" in FIG. 8(a). "Reachless deviation shortening" also has different variation patterns selected according to the number of holds. When the number of holds is 0 or 1, a 10-second variation pattern is selected, and when the number of holds is 2 to 4, a 1-second variation pattern is selected respectively. It is also possible to adopt a specification in which the first variation pattern determination means 231 and the second variation pattern determination means 232 refer to different variation pattern tables, or a specification in which different variation pattern tables are referred to according to the gaming state. For example, in a gaming machine where the second lottery is set more advantageous than the first lottery and the second lottery is processed prior to the first lottery, the situation where the hold of the second lottery runs out and the first lottery is continuously executed despite the ball-in easy state associated with time-saving is not preferable for the player. Therefore, in the deviation variation in the first lottery in the ball-in easy state, it may be set to refer to a variation pattern table in which a long-time (e.g., 10 seconds) variation pattern that does not shorten the variation time is uniformly selected regardless of the number of holds.
[0082] <Reservation control means 240> Returning to FIG. 4, the reservation control means 240 includes a special drawing reservation means 241 and a general drawing reservation means 242. When a new first win / loss lottery value or second win / loss lottery value is obtained, the special drawing reservation means 241 holds the start of the symbol variation corresponding to the newly obtained first win / loss lottery value or second win / loss lottery value if a symbol variation corresponding to the first win / loss lottery value or second win / loss lottery value obtained previously is being displayed, and stores the win / loss lottery value until the start of the variation display of the corresponding symbol. Here, for the first special symbol, up to four each of the first win / loss lottery value, the first symbol lottery value, and the first pattern lottery value are stored, and for the second special symbol, up to four each of the second win / loss lottery value, the second symbol lottery value, and the second pattern lottery value are stored. The general drawing reservation means 242 stores the general drawing lottery value obtained by the general drawing lottery means 213 as a reserved ball. These reservation counts are represented by the number of lit or blinking lights of the first special drawing reservation display section 71, the second special drawing reservation display section 72, and the general drawing reservation display section 75 respectively. The number of reservations by the special drawing reservation means 241 is also displayed on the effect display device 60.
[0083] The lottery value of the second win / loss lottery reserved by the special drawing reservation means 241 is preferentially consumed over the lottery value of the first win / loss lottery to display a symbol variation. Therefore, even if a jackpot lottery value is reserved as the first win / loss lottery, as long as there is a reserved lottery value as the second win / loss lottery, the symbol variation corresponding to the jackpot lottery value of the first win / loss lottery is not displayed. Thus, even if there is a reserved jackpot as the first win / loss lottery, there is a possibility of obtaining multiple consecutive jackpots by continuing to play until a reserved jackpot also enters as the second win / loss lottery.
[0084] <Main display control means 250> The main display control means 250 includes a first special drawing control means 251, a second special drawing control means 252, and a general drawing control means 254. The first special drawing control means 251 causes the first special symbol display unit 41 to display the variation of the first special symbol 51 according to the variation pattern determined corresponding to the determination result of the first win / loss lottery by the first lottery means 211. The first special drawing control means 251 sets the condition for starting a new symbol variation that the variation display of the symbol corresponding to the first win / loss lottery or the second win / loss lottery made previously has ended. The second special drawing control means 252 causes the second special symbol display unit 42 to display the variation of the second special symbol 52 according to the variation pattern determined corresponding to the determination result of the second win / loss lottery by the second lottery means 212. The second special drawing control means 252 also sets the condition for starting a new symbol variation that the variation display of the symbol corresponding to the first win / loss lottery or the second win / loss lottery made previously has ended.
[0085] When the win / loss lottery value of the second win / loss lottery is stored by the special drawing reservation means 241, the first special drawing control means 251 holds the start of the symbol variation display corresponding to the first win / loss lottery. On the other hand, regardless of whether the win / loss lottery value of the first win / loss lottery is stored by the special drawing reservation means 241 or not, the second special drawing control means 252 starts the symbol variation display corresponding to the second win / loss lottery. Thereby, when lottery values are reserved for both the first win / loss lottery and the second win / loss lottery, the lottery value reserved in the second win / loss lottery is preferentially read out and the symbol variation is displayed. In such a case, until the number of reservations for the second win / loss lottery becomes 0, the lottery value reserved in the first win / loss lottery is not read out and the symbol variation does not start either.
[0086] The control means 251 of the first special drawing and the control means 252 of the second special drawing transmit a variation start command and a variation stop command to the effect determination means 303 (sub-main) by the command communication means 205 described later at the timing of starting and stopping the variation display of the first special symbol 51 and the second special symbol 52. When transmitting the variation start command, the pass / fail determination result determined or decided as this determination, the values indicating the stop symbol, the variation pattern, and the value indicating whether it is the first pass / fail lottery or the second pass / fail lottery are transmitted to the effect determination means 303 together with the variation start command. When transmitting the variation stop command, a value indicating the stop symbol is newly transmitted to the effect determination means 303 together with the variation stop command. Further, the effect determination means 303 (sub-main) transmits a variation start command, a variation stop command, etc. to the effect control means 304 in order to control the variation display of the decorative symbol by the effect control means 304 (sub-sub). Thereby, the variation display by the main display control means 250 and the effect control means 304 (sub-sub) is synchronized and the linkage is maintained. The general drawing control means 254 causes the general drawing display section 45 to display the determination result of the lottery by the general drawing lottery means 213 as the variation display of the general symbol.
[0087] <Special drawing adjustment means 276> The special drawing adjustment means 276 waits for the start of the variation display of the other while varying and displaying one of the first special symbol 51 and the second special symbol 52. The special drawing adjustment means 276 prioritizes the variation display of the second special symbol 52 based on the ball entry into the second start port 12 over the variation display of the first special symbol 51 based on the ball entry into the first start port 11, regardless of the order in which the game ball enters either the first start port 11 or the second start port 12. For example, when both the first pass / fail lottery value and the second pass / fail lottery value are pending, the second pass / fail lottery value is always preferentially consumed, and the second special symbol 52 is continuously variably displayed.
[0088] Note that the special drawing adjustment means 276 in the modification example may selectively variably display the variable display of the first special symbol 51 and the variable display of the second special symbol 52 according to the order of the game balls entering the first start port 11 and the second start port 12. For example, when the game balls enter in the order of the first start port 11, the first start port 11, and the second start port 12, the variable display is performed in the order of the first special symbol 51, the first special symbol 51, and the second special symbol 52. In this case, the special drawing adjustment means 276 monitors the hold control means 240 and stores the hold order of the pass / fail lottery values. Since which special symbol should be varied is determined according to the order of the game balls entering, that is, the hold order of the pass / fail lottery values in the hold control means 240, the player can easily visually grasp the order of the variations.
[0089] The special drawing adjustment means 276 in another modification example may display the variable display of the first special symbol 51 and the variable display of the second special symbol 52 in a predetermined digestion order regardless of the order of the game balls entering. For example, it may be prioritized to alternately display the variable display of the first special symbol 51 and the variable display of the second special symbol 52. For example, when both the first pass / fail lottery value and the second pass / fail lottery value are on hold, the first special symbol 51 and the second special symbol 52 are alternately variably displayed. Since which special symbol should be varied simply alternates regardless of the order of the game balls entering, the player can easily sensually grasp the order of the variations.
[0090] The special drawing adjustment means 276 also waits for the start of the variable display of the other when one of the first special symbol 51 and the second special symbol 52 stops in a winning mode. In this case, since the variable display of the special symbol is not started during the execution of the special game, the player can concentrate on the special game.
[0091] <Pre-determination means 235> The pre - determination means 235 includes a first lottery pre - determination means 236 and a second lottery pre - determination means 237. Before the execution of various determinations by the first pass / fail determination means 221, the first symbol determination means 226, and the first variation pattern determination means 231, the first lottery pre - determination means 236 uses various random numbers acquired by the first lottery value acquisition means 216 to pre - determine information regarding the variation before the start of the variation of the first special symbol by the first special symbol control means 251. Before the execution of various determinations by the second pass / fail determination means 222, the second symbol determination means 227, and the second variation pattern determination means 232, the second lottery pre - determination means 237 uses various random numbers acquired by the second lottery value acquisition means 217 to pre - determine information regarding the variation before the start of the variation of the second special symbol by the second special symbol control means 252.
[0092] The first lottery pre - determination means 236 holds, as a determination table for pre - determination related to the first lottery means 211, a first pre - pass / fail lottery value determination table, a first pre - symbol lottery value determination table, and a first pre - variation pattern random number value determination table. The first lottery pre - determination means 236 determines the random number group to which the first pass / fail lottery value stored in the special symbol reservation means 241 belongs using the first pre - pass / fail lottery value determination table. The first lottery pre - determination means 236 determines the random number group to which the first symbol lottery value stored in the special symbol reservation means 241 belongs using the first pre - symbol lottery value determination table. The first lottery pre - determination means 236 determines the random number group to which the first variation pattern lottery value stored in the special symbol reservation means 241 belongs using the first pre - variation pattern determination table. Then, these determination results are temporarily stored as pre - determination results, and information regarding the pre - determination results is transmitted to the sub - board 300 by the command communication means 205 (sub - control command transmission means 207) described later.
[0093] FIG. 9 is a diagram schematically showing a pre-determination table referred to in the pre-determination. The first lottery pre-determination means 236 (pre-determination regarding the first game) refers to the first pre-determination lottery value determination table in FIG. 9(a) when a ball enters the first start port 11, and sets a value of "1" indicating that fact as the pre-determination result when the lottery value is "0 to 299". When the lottery value is "300 to 2999", a value of "2" indicating that fact is set as the pre-determination result. When the lottery value is "3000 to 56499", a value of "3" indicating that fact is set as the pre-determination result. When the lottery value is "56500 to 65535", a value of "4" indicating that fact is set as the pre-determination result. Next, referring to the first pre-drawing pattern lottery value determination table (not shown), when the first drawing pattern lottery value is "0 to 99", a value of "0" indicating that fact is set as the pre-drawing pattern determination result. When the first drawing pattern lottery value is "100 to 149", a value of "1" indicating that fact is set as the pre-drawing pattern determination result. When the first drawing pattern lottery value is "150 to 189", a value of "2" indicating that fact is set as the pre-drawing pattern determination result. When the first drawing pattern lottery value is "190 to 229", a value of "3" indicating that fact is set as the pre-drawing pattern determination result. When the first drawing pattern lottery value is "230 to 255", a value of "4" indicating that fact is set as the pre-drawing pattern determination result. Further, referring to the first pre-variation pattern random number value determination table (not shown), when the first pattern lottery value is "0 to 9", a value of "A" indicating that fact is set as the pre-pattern determination result. When the first pattern lottery value is "10 to 29", a value of "B" indicating that fact is set as the pre-pattern determination result. When the first pattern lottery value is "30 to 255", a value of "C" indicating that fact is set as the pre-pattern determination result. The pre-determination information set by the first lottery pre-determination means 236 (pre-determination regarding the first game) as described above is transmitted to the effect determination means 303 in accordance with the transmission timing of information indicating the entry of a ball into the first start port 11 (indicating the first lottery), information indicating the number of holds, etc. by the command communication means 205 (sub-control command transmission means 207) described later.
[0094] The second lottery pre-judgment means 237 (preliminary validity judgment regarding the second game) refers to the second pre-validity lottery value judgment table in Fig. 9(b) when a ball enters the second start port 12, and sets a value of "1" indicating that fact as the pre-validity judgment result when the lottery value is "0 to 299". When the lottery value is "300 to 2999", a value of "2" indicating that fact is set as the pre-validity judgment result. When the lottery value is "3000 to 63999", a value of "3" indicating that fact is set as the pre-validity judgment result. When the lottery value is "64000 to 65535", a value of "4" indicating that fact is set as the pre-validity judgment result. Next, referring to the second pre-symbol lottery value judgment table (not shown), when the second symbol lottery value is "0 to 144", a value of "0" indicating that fact is set as the pre-symbol judgment result. When the second symbol lottery value is "145 to 149", a value of "1" indicating that fact is set as the pre-symbol judgment result. When the second symbol lottery value is "150 to 189", a value of "2" indicating that fact is set as the pre-symbol judgment result. When the second symbol lottery value is "190 to 229", a value of "3" indicating that fact is set as the pre-symbol judgment result. When the second symbol lottery value is "230 to 255", a value of "4" indicating that fact is set as the pre-symbol judgment result. Further, referring to the second pre-variation pattern random number value judgment table (not shown), when the second pattern lottery value is "0 to 9", a value of "A" indicating that fact is set as the pre-pattern judgment result. When the second pattern lottery value is "10 to 29", a value of "B" indicating that fact is set as the pre-pattern judgment result. When the second pattern lottery value is "30 to 255", a value of "C" indicating that fact is set as the pre-pattern judgment result. The pre-judgment information set by the second lottery pre-judgment means 237 (preliminary validity judgment regarding the second game) as described above is transmitted to the effect determination means 303 in accordance with the transmission timing of information indicating the entry of a ball into the second start port 12 (indicating that it is the second validity lottery), information indicating the number of holds, etc. by the command communication means 205 (sub-control command transmission means 207) described later.
[0095] In addition, various types of information temporarily stored as the pre-determination results by the pre-determination means 235 are stored in a predetermined pre-determination result storage area with a limit of four each, similar to the reserved storage count. Note that it may be stored using the reserved storage area stored by the reservation control means 240. The information may be erased based on the fact that the pre-determination result by the pre-determination means 235 is transmitted to the production determination means 303 by the command communication means 205 (sub-control command transmission means 207) described later. In this way, by sharing with other areas or erasing information based on the completion of transmission, efficient use of the storage area on the main board 200 can be expected. Also, as the determination table for pre-determination, instead of providing a dedicated table for pre-determination, the determination table for this determination may be used, or a pre-determination table that is partially or entirely common may be shared between the pre-determination of the validity for the first game and the pre-determination for the second game. In this way, by sharing with other determination tables, reduction of the data capacity on the main board 200 can be expected. Note that the content to be transmitted as the determination result of the pre-determination means 235 can be appropriately selected, for example, by transmitting only the determination result of validity. Also, without being determined by the pre-determination means 235, the values of the random numbers obtained by the first lottery value acquisition means 216 and the second lottery value acquisition means 217 may be transmitted to the sub-board 300 by the above-described command communication means 205, and the sub-board 300 may be configured to determine the content of the pre-determination.
[0096] The pre-determination means 235 may refer to a pre-determination lottery value determination table in which the correspondence between the lottery value of validity and the pre-determination result of validity is different according to the set value set by the setting change device 170. Similar to the above-described determination table of validity, a plurality of types of pre-determination lottery value determination tables corresponding to a plurality of game settings may be prepared, and the pre-determination lottery value determination table to be referred to may be switched according to the set value of the game setting. Alternatively, a pre-determination lottery value determination table that can be commonly used among a plurality of game settings may be used. In this case, the validity may be pre-determined based on the combination of the set value of the game setting and the value of the pre-determination result of validity.
[0097] FIG. 10 is a diagram schematically showing a prior pass / fail determination table corresponding to game settings. FIG. (a) of this figure is the prior pass / fail determination table referred to by the first lottery prior determination means 236, and FIG. (b) of this figure is the prior pass / fail determination table referred to by the second lottery prior determination means 237. When the pass / fail lottery value is "0 to 294", the prior pass / fail determination result is "11", indicating a big win in all settings 1 to 6. When the pass / fail lottery value is "295", the prior pass / fail determination result is "12", indicating a big win in settings 2 or more during normal times or in all settings during probability variation. When the pass / fail lottery value is "296", the prior pass / fail determination result is "13", indicating a big win in settings 3 or more during normal times or in all settings during probability variation. When the pass / fail lottery value is "297", the prior pass / fail determination result is "14", indicating a big win in settings 4 or more during normal times or in all settings during probability variation. When the pass / fail lottery value is "298", the prior pass / fail determination result is "15", indicating a big win in settings 5 or more during normal times or in all settings during probability variation. When the pass / fail lottery value is "299", the prior pass / fail determination result is "16", indicating a big win in setting 6 during normal times or in all settings during probability variation. Also, when the pass / fail lottery value is "300 to 2949", the prior pass / fail determination result is "21", indicating a big win in all settings during probability variation. When the pass / fail lottery value is "2950 to 2959", the prior pass / fail determination result is "22", indicating a big win in settings 2 or more during probability variation. When the pass / fail lottery value is "2960 to 2969", the prior pass / fail determination result is "23", indicating a big win in settings 3 or more during probability variation. When the pass / fail lottery value is "2970 to 2979", the prior pass / fail determination result is "23", indicating a big win in settings 4 or more during probability variation. When the pass / fail lottery value is "2980 to 2989", the prior pass / fail determination result is "25", indicating a big win in settings 5 or more during probability variation. When the pass / fail lottery value is "2990 to 2999", the prior pass / fail determination result is "26", indicating a big win in setting 6 during probability variation. Further, when the first pass / fail lottery value shown in (a) is "3000 to 56499", and when the second pass / fail lottery value shown in (b) is "3000 to 63999", the prior pass / fail determination result is "30", indicating a small win in all settings.Also, when the first pass / fail lottery value shown in (a) is "56500 - 65535" and when the second pass / fail lottery value shown in (b) is "64000 - 65535", the preliminary pass / fail determination result is "40", indicating that it is out of the range in all settings. By using such a preliminary pass / fail determination table, an appropriate preliminary pass / fail determination result can be shown for each set value of the game settings.
[0098] <Special game control means 260> When the first pass / fail lottery by the first lottery means 211 results in a transition to a special game, the special game control means 260 determines that the special game activation condition is satisfied when the first special symbol 51 stops in a predetermined big win mode, and executes the special game by opening the big winning port 20. Similarly, when the second pass / fail lottery by the second lottery means 212 results in a transition to a special game, the special game control means 260 determines that the special game activation condition is satisfied when the second special symbol 52 stops in a predetermined big win mode, and executes the special game by opening the big winning port 20.
[0099] The special game is a game in which the opening and closing operation of the big winning port 20 continues continuously for a plurality of times and is composed of a plurality of unit games. The special game includes a 10R big win that repeats the unit game 10 times, a 4R big win that repeats the unit game 4 times, and a 2R big win that repeats the unit game with a shorter opening time than the 10R big win and the 4R big win only 2 times. The 10R big win is a big win in the second pass / fail lottery, and the 4R big win is a big win in the first pass / fail lottery. In the 10R big win and the 4R big win, the big winning port 20 is opened for about 30 seconds in principle in one unit game. In the 2R big win, the big winning port 20 is opened for only about 1.6 seconds in one unit game. The special game control means 260 ends the special game when the set number of rounds of the unit game is completed. Note that even when it becomes a 2R big win, if a predetermined condition is satisfied, the big winning port 20 may be opened in the same opening mode as the 10R big win and the 4R big win.
[0100] <Small win game control means 265> When the first lottery by the first lottery means 211 results in a winning outcome, the small win game control means 265 determines that the small win game activation condition is satisfied when the first special symbol 51 stops in a predetermined small win mode, and executes a small win game by causing the opening / closing control means 275 to open the big winning opening 20. Similarly, when the second lottery by the second lottery means 212 results in a winning outcome, the small win game control means 265 determines that the small win game activation condition is satisfied when the second special symbol 52 stops in a predetermined small win mode, and executes a small win game by causing the opening / closing control means 275 to open the big winning opening 20.
[0101] In a small win game, one unit game is executed, and the big winning opening 20 is opened and closed twice in one unit game. The small win game control means 265 causes the big winning opening 20 to be opened for about 0.8 seconds each time it is opened and closed, and then closes the big winning opening 20 to end the small win game.
[0102] <Specific game control means 270> The specific game control means 270 controls the normal game in the probability-variable state, time-shortening state, and easy-ball entry state. When the special symbol is a symbol of a specific jackpot involving a transition to probability-variable, after the end of the special game, the game state is shifted to the probability-variable state, time-shortening state, and easy-ball entry state. The probability-variable state, time-shortening state, and easy-ball entry state continue until the next jackpot occurs. In the time-shortening state, the first variation pattern determination means 231 and the second variation pattern determination means 232 select a variation pattern with a short variation time so that the variation display times of the first special symbol 51 and the second special symbol 52 are generally shortened. However, in the normal state, referring to the variation pattern table according to the number of holds of the win / loss lottery value by the hold control means 240, the shorter the number of holds by the hold control means 240, the more likely a variation pattern with a longer variation time appears. In the easy-ball entry state, the frequency of ball entry (ease of ball entry) into the second start port 12 is improved by implementing at least any one of the three functions of probability-variable of the normal symbol, time-shortening of the normal symbol, and extension of the opening of the second start port 12. During the probability-variable state, the probability that the win / loss determination results by the first win / loss determination means 221 and the second win / loss determination means 222 result in a jackpot is maintained at a high value. Also, when a specific jackpot occurs, the specific game control means 270 causes the second start port 12 to be in an extended opening state, and when the win / loss lottery is the second win / loss lottery, further shifts the winning probability of the opening lottery to a probability-variable state higher than the normal probability state.
[0103] <Opening / closing control means 275> The opening / closing control means 275 controls the opening and closing of the normal electric accessory 90 of the second start port 12 and the big winning port 20. When the normal symbol stops in a specific mode, the opening / closing control means 275 sends an opening instruction to the normal electric accessory solenoid 91 to open the normal electric accessory 90 of the second start port 12. In the normal state, the opening / closing control means 275 opens the second start port 12 for a short opening or long opening time according to the result of the opening lottery, and in the ball entry easy state, the opening / closing control means 275 opens the second start port 12 for a long opening time. This is to enhance the ease of ball entry into the second start port 12 and enable the player to continue the game without reducing the number of balls in hand. In special games, the opening / closing control means 275 sends an opening instruction to the big winning port solenoid 92 to open the big winning port 20.
[0104] <Main initial process execution means 280, main power-off process execution means 282, main error detection means 284> The main initial process execution means 280 executes the control start process of the main board 200 when the pachinko gaming machine 100 is powered on or when power is restored after a power-off. The main power-off process execution means 282 executes abnormality handling processes such as power-off processing on the main board 200 when a power abnormality such as a power-off occurs. The main error detection means 284 executes abnormality detection processing on the main board 200. Note that the control start process, abnormality handling process, and abnormality detection process of the main board 200 will be described later.
[0105] <Setting change means 286, setting confirmation means 287> The setting change means 286 executes a "setting change process" for changing the game settings. When the power switch 150 is turned on while pressing the RAM clear switch when the setting key cylinder 171 is in the on state, the setting change means 286 causes a transition to the above-described setting change state. When the setting change means 286 makes a transition to the setting change state, it causes the setting value stored in the setting memory to be displayed on the setting display unit 173. In response to the pressing of the setting change button 172, the setting change means 286 sequentially changes the setting value displayed on the setting display unit 173 as 1→2→3→4→5→6→1→···, and updates the setting value stored in the setting memory to the same value as the display on the setting display unit 173. When the setting key cylinder 171 is turned off, the setting change means 286 ends the setting change state and turns off the setting display unit 173.
[0106] The setting confirmation means 287 executes a "setting confirmation process" for confirming the game settings. When the power switch 150 is turned on without pressing the RAM clear switch when the setting key cylinder 171 is in the on state, the setting confirmation means 287 causes a transition to the above-described setting confirmation state. When the setting confirmation means 287 makes a transition to the setting confirmation state, it causes the setting value stored in the setting memory to be displayed on the setting display unit 173. Different from the above-described setting change means 286, even if the setting change button 172 is pressed, the setting confirmation means 287 does not change the setting value displayed on the setting display unit 173 and does not update the setting value stored in the setting memory. When the setting key cylinder 171 is turned off, the setting confirmation means 287 ends the setting confirmation state and turns off the setting display unit 173.
[0107] Note that the set value data managed in the setting memory may use numerical values from "0" to "5" instead of numerical values from "1" to "6". In this case, the set value "0" may correspond to setting 1, the set value "1" may correspond to setting 2, the set value "2" may correspond to setting 3, the set value "3" may correspond to setting 4, the set value "4" may correspond to setting 5, and the set value "5" may correspond to setting 6. By using "0" as the normal value of the set value data, when the RAM clear process is performed to set the set value data to the initial value "0" in case of RAM abnormality, the abnormality determination will not occur, so the RAM clear process in case of abnormality can be simplified. Also, when performing some kind of lottery using the set value data, for example, when selecting different tables or data for each set value in the look-ahead process, there is also an advantage that the offset process for that selection can be simplified. For example, when using "1" to "6" as the set value data, additional processing such as subtracting 1 from the start address is required when using these values as they are as the offset data for table or data selection. On the other hand, when using "0" to "5" as the set value data, the numerical value of the set value data can be used as the offset data as it is. Note that when using numerical values from "0" to "5" as the set value data, the setting change means 286 and the setting confirmation means 287 may display the numerical value of the set value data as it is on the setting display unit 173, or may display the numerical value obtained by adding +1 to the numerical value of the set value data on the setting display unit 173. In the latter case, since the numerical data from "0" to "5" is converted and displayed as the numerical values of settings 1 to 6 in the game settings, it can be made into a display that is easy for the administrator of the gaming machine to understand.
[0108] <Command transmission means> The command communication means 205 includes a payout control command communication means 206 that transmits a control command necessary for execution of payout or the like to the payout control board 155, and a sub-control command transmission means 207 that transmits a control command necessary for execution of effect control or the like to the sub-board 300. The payout control command communication means 206 transmits a payout command that instructs payout of a number of prize balls corresponding to each winning opening based on the determination of ball entry into each winning opening by the ball entry determination means 201, and transmits a command indicating an error state or the like generated in the main board 200. The sub-control command transmission means 207, when starting a symbol variation, transmits the determination result of the lottery corresponding to the symbol variation to the effect determination means 303 together with the control command for the symbol variation.
[0109] The sub-control command transmission means 207 transmits a variation start command and a variation stop command to the effect determination means 303 (sub-main) at the timing when the first special symbol control means 251 and the second special symbol control means 252 start and stop the variation display of the first special symbol 51 and the second special symbol 52. When transmitting the variation start command, the pass / fail determination result determined or decided as this determination, the value indicating each of the stop symbol, the variation pattern, and the value indicating whether it is the first pass / fail lottery or the second pass / fail lottery are transmitted to the effect determination means 303 together with the variation start command. When transmitting the variation stop command, a value indicating the stop symbol is newly transmitted to the effect determination means 303 together with the variation stop command. Further, the effect determination means 303 (sub-main) transmits a variation start command, a variation stop command, etc. to the effect control means 304 in order to control the variation display of the decorative symbol by the effect control means 304 (sub-sub). Thereby, the variation displays by the main display control means 250 and the effect control means 304 (sub-sub) are synchronized and the linkage is maintained. Also, the sub-control command transmission means 207 transmits the pre-determination result by the pre-determination means 235 to the effect determination means 303. After the pre-determination result is temporarily stored in the transmission buffer, regardless of whether or not the symbol variation display corresponding to the lottery immediately starts, the type information of the winning openings (the first start opening 11, the second start opening 12) corresponding to the pre-determination result, the information on the number of held items, the game state, etc. are transmitted to the effect determination means 303 together, and are erased from the transmission buffer or overwritten later. Thereby, for the sub-board 300 side, a process called "advance reading" is realized in which the pass / fail result can be presumptively recognized in advance before the order of the symbol variation start comes around based on the received pre-determination result. Note that the processes based on the pre-determination information performed by the sub-board 300 will be described later. The sub-control command transmission means 207 transmits information regarding special games by the special game control means 260, information regarding small win games by the small win game control means 265, information on the lottery result by the normal drawing lottery means 213, and the set value information of the game settings set by the setting change means 286 to the sub-board 300.Also, the sub-control command transmission means 207 appropriately transmits information regarding various controls on the main board 200, such as information regarding initial processing and error-related information by the main initial processing execution means 280 and the main error detection means 284, etc., or information regarding various signals transmitted to the main board 200 to the sub-board 300.
[0110] FIG. 11 is a block diagram showing the configuration of the sub-board. The sub-board 300 includes a symbol pattern determination means 301, a pattern storage means 302, a presentation determination means 303, a presentation control means 304, a timing means 307, a presentation setting means 308, a sub-initial processing execution means 360, a sub-power-off processing execution means 362, a sub-error detection means 364, a command reception means 370, and a sub-side pre-determination means 371.
[0111] The pattern storage means 302 holds a plurality of presentation patterns in which the presentation image content to be displayed on the presentation display device 60 and its display process are determined in the variation of the decorative symbol 61. The presentation patterns include a plurality of variation presentation patterns in which the variation process and the presentation process from the start to the stop of the variation in the variation display of the decorative symbol 61 are determined, and a plurality of preview presentation patterns that are displayed separately from the variation display of the decorative symbol and suggest the high degree of expectation for a big win in a preview manner before the stop of the variation display.
[0112] The command receiving means 370 receives various commands transmitted from the command communication means 205, and the sub-side pre-judgment means 371 holds the pre-judgment result transmitted from the command communication means 205. The production determination means 303 includes a normal production determination means 373 and a pre-reading production determination means 374. The normal production determination means 373 determines the production content to be displayed on the production display device 60 by the production control means 304 and output to the speaker 108, the decorative lamp 111, etc. according to the information of the determination result of the first pass / fail lottery or the determination result of the second pass / fail lottery transmitted from the command communication means 205. The production determination means 303 determines the production content according to the set value of the game setting transmitted from the command communication means 205. The pre-reading production determination means 374 determines the production content to be displayed on the production display device 60 by the production control means 304 and output to the speaker 108, the decorative lamp 111, etc. according to the pre-judgment result transmitted from the command communication means 205. The normal production determination means 373 is determined by the first variation pattern determination means 231 or the second variation pattern determination means 232, and selects any one from a plurality of variation production patterns corresponding to the variation pattern of the special symbol transmitted from the command communication means 205 and reads it out from the pattern storage means 302. The normal production determination means 373 sends the information of the read variation production pattern to the production control means 304. The normal production determination means 373 holds a pattern table to be referred to for selecting the variation production pattern. In addition, there may be a case where the variation production pattern is determined by the normal production determination means 373 with reference to the pre-judgment result transmitted from the command communication means 205, or there may be a case where the variation production pattern is determined in combination with the content of the pre-reading production by the pre-reading production determination means 374. The pre-reading production determination means 374 more accurately specifies the result of this determination based on the pre-judgment result from the command communication means 205 and the past pre-judgment results, game state information, etc. held on the sub-board 300, and based on the specified result, determines whether to execute the pre-reading production before this determination and the content of the execution. Specifically, the pre-reading production determination means 374 determines whether the current game state is in a probability variation game, and then determines whether to shift to the normal game state based on the pre-judgment result before the current received pre-judgment result.Based on the determination result, identify the pass / fail result of this determination and the selected variation pattern related to the pre-determined result received this time, etc., and determine whether the preview effect can be executed and the content of the preview effect based on the identified result. Note that since the effect determination means 303 often has many parts where the normal effect determination means 373 and the preview effect determination means 374 cooperate, except for particularly necessary parts, it will be described as the effect determination means 303 that includes both of them.
[0113] For each variation effect pattern, a variation time is determined for each pattern as the ending condition of the symbol variation, and the symbol variation is stopped when the variation time elapses. The effect determination means 303 selects a variation effect pattern of the effect image with the same variation time according to the variation pattern of the special symbol.
[0114] The symbol aspect determination means 301 determines the combination of the stop symbols of the decorative symbol 61 and its arrangement according to the determination result of the lottery by the first lottery means 211 or the second lottery means 212, the stop symbol of the special symbol, the variation pattern of the special symbol, and the variation effect pattern of the decorative symbol. The symbol aspect determination means 301 transmits the information indicating the determined combination of stop symbols to the effect control means 304. The symbol aspect determination means 301 holds a symbol range table to be referred to for determining the stop symbol of the decorative symbol.
[0115] The stop symbols of the decorative symbol 61 are formed as a combination of three symbols. For example, when the pass / fail determination results by the first pass / fail determination means 221 and the second pass / fail determination means 222 indicate a transition to a special game of 4R jackpot or 10R jackpot, a specific combination, for example, a combination where three symbols are aligned like "777" or "111" is selected. Also in the case of a 2R jackpot or a minor win in the pass / fail determination result, a specific combination, for example, a predetermined combination like "357" is selected, but those specific combinations do not necessarily have to be combinations where three symbols are aligned. When the pass / fail determination result is neither a jackpot nor a minor win, a combination where three symbols are not aligned like "312" or "946", which does not correspond to the specific combinations selected in the case of a 2R jackpot or a minor win, is selected. When the pass / fail determination result is not a 4R jackpot or a 10R jackpot and a variation pattern indicating a miss with reach is selected, a combination where only one symbol is not aligned like "191" or "727" is selected.
[0116] In the variation effect pattern of the decorative symbol, the variation display mode of the decorative symbol, that is, the effect process from the start of the variation of the decorative symbol to the stop of the variation is defined. The variation effect pattern includes a pattern when displaying a normal miss symbol, a pattern when displaying a miss symbol through a reach state where one more symbol needs to be aligned to get a jackpot, and a pattern when displaying a jackpot symbol through the reach state. In particular, as the pattern when passing through the reach state, patterns with various variation times including long and short ones are included. For each variation effect pattern, a variation time is defined for each pattern as the end condition of the symbol variation, and the symbol variation is stopped when the variation time elapses. The effect determination means 303 selects a variation effect pattern of the decorative symbol having the same variation time as the special symbol according to the variation pattern of the special symbol.
[0117] When, in the time-saving state, the variation pattern selected by the first variation pattern determination means 231 or the second variation pattern determination means 232 is a pattern for time-saving, the effect determination means 303 selects a variation effect pattern in which the effect content for time-saving is determined. The effect content for time-saving is an effect in which a background image or sound that gives the impression of being in a state advantageous to the player due to time-saving or certain change is output.
[0118] The preview effect pattern is an effect pattern that temporarily displays an image, animation, video, etc. of a specific character or motif on the screen, an effect pattern that operates a device, or an effect pattern that outputs a specific sound. The effect by the preview effect pattern is executed in parallel with the symbol variation, and pre-announces that the probability of the symbol variation stopping in the big win mode is high. For example, there are a normal preview effect that simply displays only one character image on the screen, and a group preview effect that displays a group of a large number of characters passing from one end of the screen to the other end. Further included is a step-up preview effect in which the display process of the preview effect is divided into a plurality of stages, the number of displayed stages is made variable, and the degree of expectation of a big win increases as the number of stages increases.
[0119] The preview effect pattern includes a pattern (preview after reach) in which the effect is executed at the timing after the display mode of the decorative symbol 61 becomes the reach state to preview the final stop state of the symbol, and a pattern (preview before reach) in which the effect is executed at the timing when none of the decorative symbols 61 has stopped and simultaneously pre-announces the reach state.
[0120] The performance determination means 303 determines whether to display a preview performance on the performance display device 60 according to the determination result of the win / loss lottery or the preliminary determination result by a predetermined preview lottery, and makes a preliminary performance setting, and determines the preview performance pattern to be displayed. The performance determination means 303 holds a preview determination table to be referred to for determining whether to display a preview performance, and a preview type table to be referred to when selecting the type of the preview performance pattern. The preview determination table is set such that different columns are referred to according to the determination result of the win / loss lottery or the preliminary determination result, and the correspondence between the determination result of the win / loss lottery and whether to display a preview performance is defined so that when the win / loss lottery is a win, the preview performance is displayed with a higher probability than when it is a loss. Thereby, it is possible to suggest a high expectation level for a big win by simply displaying the preview performance.
[0121] The performance control means 304 variably displays an effect image including the decorative symbol 61 on the effect display device 60 according to the selected variable effect pattern data. The performance control means 304 sets receiving the variation start command of the decorative symbol 61 as the start condition for the variable display of a new decorative symbol. When it is determined by the performance determination means 303 that a preview performance is to be displayed, the performance control means 304 causes the preview performance according to the selected preview performance pattern to be displayed on the effect display device 60 in a form superimposed on the effect of the symbol variation.
[0122] When the win / loss lottery value of the second win / loss lottery is stored, the performance control means 304 withholds the start of the symbol variation display corresponding to the first win / loss lottery, and starts the symbol variation display corresponding to the second win / loss lottery regardless of whether the win / loss lottery value of the first win / loss lottery is stored. Thereby, when the lottery values are withheld for both the first win / loss lottery and the second win / loss lottery, the lottery value withheld in the second win / loss lottery is preferentially read out and the variation of the decorative symbol is displayed. In such a case, until the number of withheld second win / loss lotteries becomes 0, the lottery value withheld in the first win / loss lottery is not read out and the variation of the decorative symbol does not start either. In this way, the performance control means 304 causes the symbol variation effect including the variable display of the decorative symbol 61 to be displayed on the effect display device 60.
[0123] The performance control means 304 further controls the lighting and extinguishing of the decorative lamp 111 and the operation of the movable accessory 66. The performance control means 304 includes a performance display control means 305, an audio control means 306, and a lamp control means 309. The performance display control means 305 controls the display on the performance display device 60, and the audio control means 306 controls the audio output from the speaker 108. The lamp control means 309 controls the lighting and extinguishing of the decorative lamp 111.
[0124] During the variation of the first special symbol 51 and the second special symbol 52, it is necessary to display an image indicating that the symbols are in the process of variation on the performance display device 60. Usually, a decorative symbol 61 of a normal size with a certain size is variably displayed, but a special performance with content other than the variation of the decorative symbol 61 as the main performance content may be displayed in a manner that inhibits the visibility of the variable display of the decorative symbol 61 of normal size. In this case, the player is presented with the fact that the symbols are in the process of variation by variably displaying an alternative symbol, which is a decorative symbol smaller than the decorative symbol of normal size. Hereinafter, when simply referred to as a decorative symbol, it means a decorative symbol of normal size, but when distinguished from an alternative symbol, the decorative symbol of normal size is also referred to as a "normal decorative symbol" or a "main decorative symbol".
[0125] The alternative symbol is displayed, for example, while the normal decorative symbol is hidden, during the period when the visibility of the normal decorative symbol is impaired. The alternative symbol is a form of decorative symbol for dramatically suggesting the pass / fail determination result, has a display form that is simplified (in other words, made simpler, made plainer) compared to the normal decorative symbol, and is displayed in a variation process that is simpler than that of the normal decorative symbol. The alternative symbol has an appearance display form corresponding to the part indicating the symbol type of the normal decorative symbol, and for example, has a display form representing numbers, letters, and symbols indicating the symbol type. Further, the alternative symbol is variably displayed in a region narrower than the region where the normal decorative symbol is variably displayed, and is typically variably displayed at a position where it is difficult to inhibit the main effect by elements other than the symbol, for example, at the corner of the screen of the effect display device 60. The alternative symbol is displayed relatively smaller than the normal decorative symbol, but has a display form in which at least the symbol type can be visually identified. Note that the alternative symbol may be a reduced version of the normal decorative symbol as it is, or may be the same as the normal decorative symbol except for the size.
[0126] A plurality of alternative symbols displayed instead of a plurality of normal decorative symbols suggest a high degree of expectation that the result of the win / loss lottery will be in a favorable state for the player depending on the combination of stop modes at the end of the variation. For example, the plurality of alternative symbols suggest a high probability of a jackpot in the variation when two of the three alternative symbol types are aligned in a reach state. Also, the left and right symbols in the reach state may be of a specific type that suggests a relatively high degree of expectation, such as "3" or "7", or of a type that suggests a relatively low degree of expectation, such as "1" or "2", thereby suggesting the high or low degree of expectation of the reach state. Note that the alternative symbols do not become a definite stop state in appearance, but rather a provisional stop state in which a slight sway is maintained. After the provisional stop of the alternative symbols, normal decorative symbols may be displayed instead of the alternative symbols, and the normal decorative symbols may be displayed in a state of definite stop. Also, instead of exclusively displaying the normal decorative symbols and the alternative symbols, there may be an overlap in the display period. Furthermore, during a predetermined effect that inhibits the visibility of the normal decorative symbols, the variable display of the normal decorative symbols may be continued while the variable display of the alternative symbols is also displayed. Different from the alternative symbols, during the variation of the first special symbol 51 and the second special symbol 52, a simplified symbol that suggests that the special symbol is in a state of variation with an image equal to or smaller than that of the alternative symbols may be variably displayed in a predetermined area of the effect display device 60. The simplified symbol may be composed of a variable display of a combination of three symbols, similar to the normal decorative symbols, or may be composed of a variable display of a single symbol, or may be composed by sequentially switching simple symbols (such as "○" or "×"). The simplified symbol has no relevance to the variable display modes of the normal decorative symbols or the alternative symbols, displays a certain variation from the start to the end of the variation of the special symbol, and may display a display related to the stop display mode of the normal decorative symbols when stopped. Note that the simplified symbol only needs to suggest that the special symbol is in a state of variable display and minimally notify the result of the special symbol, and can be appropriately changed, such as being displayed in a combination of two symbols. Also, the simplified symbol may be called a "simplified decorative symbol", "sub-decorative symbol", "sub-decoration", "mini decorative symbol", "mini-decoration", etc. Instead of the effect display device 60, a variable display of a decorative symbol called a fourth symbol that shows a display equivalent to the simplified symbol by a light emission mode such as an LED may be used.The fourth symbol is used to indicate the progress of the game (display during the variation of special symbols, result display) when a malfunction occurs in the effect display device 60 or the like. As an example of the display mode of the fourth symbol, it may be variably displayed by sequentially lighting (including blinking as turning off) LEDs in the order of "white", "blue", "green", "yellow", "orange", and "red", or it may suggest variable display by blinking in a single color according to the type of special symbol, and suggest the type of miss or big win by the emission color when the stop display is made.
[0127] The time measuring means 307 is a time measuring circuit that outputs time information used for the game. The time measuring means 307 is a timer circuit that measures the time from when the power is turned on with a counter and outputs it as time information. However, it may also be a real-time clock circuit that incorporates a battery and can continue to measure the date and time by the battery even when the power of the pachinko machine 100 is turned off or during a power outage. In the case of a real-time clock circuit, there may be a slight difference in time for each game table due to individual differences and time deviation, whereas in the case of a timer circuit, the possibility of a time difference occurring between a plurality of game tables is small as long as the power is turned on simultaneously.
[0128] The effect determination means 303 executes a synchronization effect that starts at a predetermined timing triggered by the time information output by the time measuring means 307 indicating a predetermined time. The synchronization effect is an effect to be displayed on the effect display device 60 during a synchronization effect period that is a period substantially asynchronous with the variation period of the symbol variation or the game state. The synchronization effect period extends for several minutes, and its length is longer than the symbol variation time for one time and can include a plurality of symbol variation periods. The effect pattern of the synchronization effect is stored in the pattern storage means 302, and a predetermined music and video playback are defined in the effect pattern. A plurality of types of effect patterns of the synchronization effect are prepared, and different types of effect patterns can be selected according to the date and time such as month, date, day of the week, and time.
[0129] Synchronization effects are executed regardless of whether it is a normal game or a special game. Here, "during a normal game" includes the display of a so-called standby demo screen. That is, "during a normal game" includes (1) a "normal game during variable display" in which symbols are variably displayed, (2) a "normal game during variable stop" in which symbols are not variably displayed and the standby demo screen is not displayed, and (3) a "normal game during standby demo screen display" in which symbols are not variably displayed and the standby demo screen is displayed. Synchronization effects can be executed during any of the periods (1) to (3), but in cases (2) and (3), the output mode for controlling volume reduction, brightness reduction, etc. in the synchronization effects may be different from that in case (1). Also, during the display of the standby demo screen, information regarding the mobile cooperation system described later can be input by the player operating the effect button 109 or the cross keys 110. When such an operation input is made, the output of the video and audio of the synchronization effects is suppressed, and screen displays such as effect customization by the mobile cooperation system are prioritized.
[0130] Synchronized performance is a performance that plays, for example, a performance of a predetermined piece of music or video at a predetermined time (referred to as the "synchronized performance start time"). The time that triggers the synchronized performance may be a time that arrives after a predetermined time interval from when the pachinko machine 100 is powered on, or it may be the time of every hour or half-hour based on standard time. Alternatively, a time that may vary depending on the date or day of the week may be set. It does not have to be at regular intervals like "every hour", but the intervals may be different, such as one hour later at first and three hours later next, or the intervals may vary depending on the date or day of the week. It may also be a variable setting where the game store employees can specify the time for each game store. However, it is set in advance so that at least the same synchronized performance is executed at the same time among multiple machines of the same model installed in the same game store. For example, in the case of a specification where the time that arrives after a predetermined time interval from when the power is turned on is the trigger, multiple machines in the game store are powered on simultaneously. As a result, when the predetermined time is reached, the same synchronized performance is executed simultaneously on those multiple game machines. As a result, the performances are displayed simultaneously as if they were synchronized on multiple machines, and the same music or video flows simultaneously, creating a live performance or movie screening on-site, resulting in a synergistic performance effect with a sense of presence.
[0131] The function of the synchronized performance is also built in similarly to another game machine of the same model. Multiple game machines on the same game island are powered on simultaneously by the game store employees every day. Then, the multiple game machines that are powered on simultaneously will all reach the synchronized performance start time almost simultaneously and will be able to execute the synchronized performance in parallel at the same time. This is called a multiple machine synchronized performance. In that case, not only will the display of the video be synchronized on multiple machines, but the output of the sound effects and background music will also be synchronized on multiple machines. The more machines that are synchronized, the higher the synergistic effect of executing the performance simultaneously.
[0132] The performance setting means 308 stores the gaming history of the player. The gaming history includes the history of gaming results and the history of performance results. The history of gaming results is the result of the game that leads to the balls obtained by the player as the result of the game, such as the number of balls hit, the number of prize balls, the number of big wins, the number of probability variations, and the number of time shortening. Different from the gaming profit, the history of performance results is information such as the score in the performance recorded to obtain benefits such as the right to change the content and type of the performance or the right to make a specific type of performance appear more easily. For example, in order to score the number of appearances of a predetermined performance or the result of a mini-game and give it to the player, encoded information indicating the score and the gaming history, such as a two-dimensional code, is displayed on the screen. When the player reads and decodes the two-dimensional code with the camera of their mobile terminal, the score and the gaming history information obtained by the decoding are stored in the player's mobile terminal. The cooperation system between the gaming machine and the player's mobile terminal via the two-dimensional code will be described later. Note that the score mentioned here is required to expand the width of the performance customization described later, and when the score reaches a predetermined cumulative value (for example, reaching 1000 points or every 100 points reached, etc.), the specification is such that the customizable items increase.
[0133] The performance setting means 308 stores a setting for selecting one from among a plurality of types of performance contents as performance customization based on the player's selection instruction and game history. For example, as performance patterns to be displayed during a special game, a plurality of types of performance patterns with different motifs, characters, and music to be displayed are prepared in the pattern storage means 302, and the player is allowed to select which performance to display. Or, as designs of patterns included in the decorative patterns for varying symbols, a plurality of types of motifs or character patterns are prepared in the pattern storage means 302, and the player is allowed to select which pattern to display. In those cases, when the operation of the performance button 109 or the cross keys 110 by the player is received during the display of the standby demo screen, and a performance pattern is selected through that operation, the performance setting means 308 stores the selection content. The performance determination means 303 selects the type of performance pattern during the special game according to the setting stored by the performance setting means 308.
[0134] The sub-initial processing execution means 360 executes the control start processing of the sub-board 300 when the pachinko gaming machine 100 is powered on or when power is restored after a power failure. The sub-power-off processing execution means 362 executes abnormal situation handling processing such as power-off processing in the sub-board 300 when a power abnormality such as a power failure occurs. The sub-error detection means 364 executes abnormal detection processing in the sub-board 300. When the sub-error detection means 364 detects a power failure, the sub-power-off processing execution means 362 backs up the data in the RAM to the backup RAM as power-off processing.
[0135] FIG. 12 is a diagram schematically showing the outline of the mobile cooperation system. As a prerequisite for the mobile cooperation system, a player registers as a user in advance by setting an account and a password in a game history server 358 provided with a dedicated site on a mobile terminal 354. When the player presses the effect button 109 at the start of the game, the effect display control means 305 causes the two-dimensional code 350 obtained by encoding the address of the dedicated site of the game history server 358 to be displayed on the screen of the effect display device 60, and allows the player to read it with the camera of the mobile terminal to access the dedicated site of the game history server 358. Character information (also referred to as "password information") obtained by encoding the player's identification information and effect score history is transmitted from the dedicated site to the mobile terminal and displayed on the screen of the mobile terminal. The effect display control means 305 causes the input screen for the password information to be displayed on the effect display device 60, and allows the player to input it via button operations such as the cross key 110. By decrypting the input password information by the effect setting means 308 and registering it as the player's identification information and effect score history, the game content and effect score state of the player up to the previous time can be carried over. The input of this password information serves as an instruction to start recording the game history of the player and an instruction to start effect customization for selecting various effect elements. Thereafter, in the pachinko gaming machine 100, as the game and the effect progress, the effect setting means 308 adds points to be given to the player as an effect benefit at any time and accumulates them as an effect score history, and the player can perform effect customization at any time to select and set favorite elements as various effect elements. The effect score is basically added for each symbol variation, and a higher score is given to the effect type with a higher expectation of shifting to a special game, and a high score is also given when shifting to a special game.
[0136] As a performance customization, the player can use a part of the points accumulated, and according to the number of points used, change the performance elements such as color, background, shape, character, music, etc. that constitute the performance content displayed on the performance display device 60 to the preferred types. The performance setting means 308 receives an instruction to change the performance elements via a button operation by the player, and changes various performance elements according to the instruction. For each performance element that can be customized, a plurality of types of items are prepared, and different values are set as the number of points required for each item. Therefore, when the accumulated points reach a predetermined value, the number of customizable items increases, or a chance to increase the number of customizable items is given. When the player performs a button operation as an instruction to end the game or performance customization, the performance setting means 308 generates a two-dimensional code 350 encoding information such as performance benefits and performance score history, and the performance display control means 305 displays this on the performance display device 60. The player can read the two-dimensional code 350 with the camera of his / her mobile terminal, and by decoding the read two-dimensional code 352, the information can be acquired and stored in the mobile terminal 354. Also, the information is transmitted from the mobile terminal 354 to a game history server 358 with a dedicated site via a network 356, and is managed in association with the player's own account information. In this way, information such as performance benefits and performance score history is transmitted to the mobile terminal 354 through the transmission means of displaying and reading the two-dimensional code 350, and is managed by the game history server 358, so that the content of the game and performance can be carried over in the next game. Also, by continuing the game for a long time, the number of points that can be obtained increases as the number of symbol variations and the number of performances increase.
[0137] FIG. 13 is a block diagram schematically showing the hardware configuration of the main board 200 and the sub-board 300. The main board 200 includes electronic components such as a main CPU 290, a main RAM 291, and a main ROM 292. In the main ROM 292, a main control program and data for controlling the entire gaming operation are stored in advance. The main control program or data is read from the main ROM 292 into the main RAM 291, and the main control program is executed by the main CPU 290. Each electronic component is connected by a bus such as a system bus or a data bus (not shown). An entry ball signal from each entry ball port, a payout signal from the payout control board 155, etc. are acquired by the main CPU 290 via various interfaces (not shown). The main CPU 290 drives and controls external devices such as solenoids for each winning port, the first special symbol display unit 41, and the second special symbol display unit 42 by various drive circuits (not shown). Further, commands necessary for effect control are transmitted from the main CPU 290 to the sub-board 300 together with information such as the result of the win / loss lottery, the result of symbol determination, and the result of variation pattern determination. Signals are transmitted from the main board 200 to the sub-board 300 in one-way communication.
[0138] The command data transmitted from the main board 200 to the sub-board 300 has a two-byte configuration consisting of a one-byte command type data called so-called MODE data and a one-byte command content data called so-called EVENT data. The main board 200 can send one command by transmitting the command type data and the command content data in association with each other to the sub-board 300. The command type data is a bit string indicating the type of the command, and a unique type code is assigned in advance for each command type at the development stage. The command content data is a bit string indicating the content of the command. The most significant bit of the command type data and the command content data is an identification bit indicating whether it is the command type data or the command content data. When the most significant bit is 1, it indicates that it is the command type data, and when the most significant bit is 0, it indicates that it is the command content data.
[0139] Communication from the main board 200 to the sub-board 300 requires two transmissions of 1 byte each to send 2-byte command data because it is specified to send 1 byte of data per single data transmission. The upper byte MODE data is transmitted in the first communication, and the lower byte EVENT data is transmitted in the second communication. Considering the possibility of communication failure due to the influence of noise, etc., the main board 200 continuously transmits the same data and determines the completion of the data transmission and reception when the sub-board 300 reads the same data twice in a row. Until it is read twice in a row, the main board 200 repeatedly transmits the same data and transmits it up to 5 times at most.
[0140] The sub-board 300 includes electronic components such as a sub-CPU 310, a sub-RAM 311, a sub-ROM 312, and an effect control device 313. The sub-ROM 312 is one of the data storage means that holds a sub-control program including effect pattern data in which the effect process is defined and display pattern data in which the effect display process is defined. A sub-control program including effect pattern data, display pattern data, and audio pattern data is read from the sub-ROM 312 into the sub-RAM 311, and the effect control by the sub-control program is executed by the sub-CPU 310. Each electronic component is connected by a bus such as a system bus or a data bus (not shown). Signals from external devices such as the effect button 109 are acquired by the sub-CPU 310 via various interfaces (not shown). The sub-CPU 310 drives external devices such as an effect display device 60, a speaker 108, a decorative lamp 111, and a movable prop 66 by an effect control device 313 and various drive circuits and control circuits (not shown) according to the effect pattern data to control the effects by display output, audio output, lamp lighting, and prop movement. The sub-CPU 310 transmits the display pattern data and the audio pattern data to the effect control device 313. In this embodiment, an example in which the sub-board 300 incorporates the effect control device 313 is described, but the sub-board 300 and the effect control device 313 do not need to be integrated as a board and may be formed as separate boards that are separated and connected to each other.
[0141] FIG. 14 is a block diagram schematically showing the hardware configuration of the production control device 313. The production control device 313 includes a control CPU 320, a control RAM 322, a data ROM 324, a display control circuit 326, and an audio control circuit 314. The data ROM 324 is one of the data storage means for storing, in a data-compressed state, production image data and motion data used for production display, and material data such as audio data used for audio output. The production image data is an image used for variable display and production display as a production object indicating, for example, the determination result of a pass / fail lottery, and is a material image such as a sprite image of a decorative pattern used for decorative pattern variation, a sprite image used for a preview production, and a video used for various productions. The motion data is data in which the operation when an expressive operation is added to an image used for various productions at a predetermined timing is defined. The audio data is data of audio such as music, background sound, sound effects, and character lines output during production.
[0142] Based on the display pattern data sent from the sub-CPU 310, the production image data and motion data specified in the display pattern data are read from the data ROM 324 to the control RAM 322, and a production display using the production image data and motion data is executed by the control CPU 320. As a result, commands, production image data, and motion data related to the production display are sent from the control CPU 320 to the display control circuit 326, and display control is performed by the display control circuit 326. Similarly, commands and audio data related to audio output are sent from the control CPU 320 to the audio control circuit 314, and audio output control is performed by the audio control circuit 314.
[0143] The display control circuit 326 includes a decoder 332, a drawing memory 334, a drawing circuit 336, a frame buffer 338, and a display circuit 340, and each is connected via a bus 330. The bus 330 in this figure comprehensively shows buses such as a system bus, a data bus, and an address bus for the sake of convenience.
[0144] The production image data and motion data sent from the control CPU 320 are stored in the drawing memory 334, and the compressed data among them is decoded by the decoder 332. The drawing memory 334 is a VRAM (Video RAM) that is used as a work area when decoding production image data and motion data by the decoder 332, or as a work area when executing drawing processing and image processing by the drawing circuit 336.
[0145] The drawing circuit 336 uses the data stored in the drawing memory 334, sequentially executes the commands sent from the control CPU 320 to generate a display image, and stores the generated display image as a frame of a moving image in the frame buffer 338. The frame buffer 338 is a VRAM that serves as a buffer memory for temporarily storing the frames of the moving image to be output to the production display device 60.
[0146] The display circuit 340 outputs the display image stored in the frame buffer 338 to the production display device 60 in the form of a video signal in the order in which it is stored. The frame buffer 338 has, for example, a memory area for two frames. While the display circuit 340 outputs the display image from a memory area for one frame, the drawing circuit 336 generates the next display image and stores it in another memory area for one frame.
[0147] Note that the data ROM 324 holds "detailed display pattern data" in which the display control process performed by the display control circuit 326 is defined. At this time, the display pattern data sent from the sub-CPU 310 can be called "schematic display pattern data" in which the outline of the production display process is defined. For example, the schematic display pattern data defines a rough flow of a series of production display processes, such as the start and stop timings of the decoration pattern variation, the playback order of multiple moving images, and the start and stop timings of the playback. On the other hand, the detailed display pattern data defines detailed display control processes, such as the display order of sprite images for realizing the variation display of the decoration pattern and the display processing order in frame units for displaying a moving image based on motion data.
[0148] When the performance control device 313 performs display control based on the "schematic display pattern data" sent from the sub CPU 310, it reads out the "detailed display pattern data" necessary for the process from the data ROM 324, and executes display processing using both pieces of display pattern data. Therefore, it can be said that the performance control device 313 executes display control processing based on display pattern data including the "schematic display pattern data" and the "detailed display pattern data". Thus, in this specification, unless explicitly mentioned, the "schematic display pattern data" stored in the sub ROM 312 and the "detailed display pattern data" stored in the data ROM 324 are not distinguished, and are simply referred to as "display pattern data". For example, when the performance control means performs a specific process based on the display pattern data held in the data storage means, this display pattern data shall include the "schematic display pattern data" and the "detailed display pattern data". Note that in a modified example, the display pattern data may not be divided into the "schematic display pattern data" and the "detailed display pattern data", and display pattern data that combines both may be held in the sub ROM 312 or the data ROM 324.
[0149] In this embodiment, the hardware configuration of the performance control device 313 includes a control CPU 320, a control RAM 322, a data ROM 324, and a display control circuit 326. In a modified example, the control CPU 320, the control RAM 322, the data ROM 324, and the display control circuit 326 may be integrated, rather than being configured as separate electronic components. In addition, the processing executed by the display control circuit 326 may be executed by the control CPU 320, the control RAM 322, or the data ROM 324. For example, the control CPU 320 included in the performance control device 313 may execute the processing executed by the decoder 332, the drawing circuit 336, and the display circuit 340 included in the display control circuit 326. In addition, the control RAM 322 included in the performance control device 313 may also function as the drawing memory 334 and the frame buffer 338. In addition, the performance control device 313 may have a hardware configuration that does not include the display control circuit 326, and in this case, the processing executed by the display control circuit 326 may be executed by the control CPU 320, the control RAM 322, or the data ROM 324.
[0150] In addition, in this embodiment, the hardware configuration of the sub-substrate 300 includes the sub-CPU 310, the sub-RAM 311, and the sub-ROM 312, as well as the performance control device 313. In a modified example, the sub-CPU 310, the sub-RAM 311, the ROM 312, and the performance control device 313 may be integrated, rather than being configured as separate electronic components. Furthermore, the processing executed by the performance control device 313 may be executed by the sub-CPU 310, the sub-RAM 311, or the sub-ROM 312. For example, the sub-CPU 310 may execute the processing of the control CPU 320, the sub-RAM 311 may also function as the control RAM 322, and the sub-ROM 312 may also function as the data ROM 324. Alternatively, the hardware configuration may not include the performance control device 313 in the sub-substrate 300, and in this case, the processing executed by the performance control device 313 may be executed by the sub-CPU 310, the sub-RAM 311, or the sub-ROM 312.
[0151] FIG. 15 is a flowchart showing the control start process of the main board 200 in a pachinko gaming machine. This control start process is executed by the main initial process execution means 280. Hereinafter, it will be described as being executed by the main CPU 290 that functions as the main initial process execution means 280. When the power switch 150 is turned on, the main CPU 290 sets the stack pointer (S100), permits access to the main RAM 291 (S102), and executes initial settings related to hardware such as setting the built-in registers of the main CPU 290 (S104).
[0152] The main CPU 290 checks the operation state of the setting key. If the setting key is in the ON state (Y in S105), it checks the operation state of the RAM clear switch. If the RAM clear switch is turned on (Y in S122), it executes the setting change process (S124). On the other hand, if the RAM clear is OFF (N in S122), it executes the setting confirmation process (S126). Note that in S105, if the setting key is in the OFF state (N in S105), the processes of S122 to S126 are skipped.
[0153] Subsequently, according to the operation state of the RAM clear switch, the value of the power-off information flag, and the state of the data stored in the main RAM 291, a power-off recovery process or an initialization process of the main RAM 291 is executed. Specifically, when the RAM clear switch is not turned on and both the value of the power-off information flag and the data stored in the main RAM 291 are normal, the process at the time of power-off recovery is executed. In other cases, that is, when the RAM clear switch is turned on, or even when the RAM clear switch is not turned on and either the power-off information flag or the data stored in the main RAM 291 is not normal, the initialization process of the main RAM 291 is executed.
[0154] The main CPU 290 checks the operation state of the RAM clear switch. When the RAM clear switch is turned on (Y in S106), it initializes the main RAM 291 (S116). When the RAM clear switch is not turned on (N in S106), the main CPU 290 checks the value of the power-off information flag (S108). If the value of the power-off information flag does not match the normal power-off data (N in S108), it initializes the main RAM 291 (S116). If the value of the power-off information flag matches the normal power-off data (Y in S108), it checks the data stored in the main RAM 291 (S110). As will be described later, if the processing ended normally at the previous power-off, the checksum of the data stored in the main RAM 291 is stored in the main RAM 291. Therefore, the main CPU 290 checks the data in the main RAM 291 using the checksum. If the data stored in the main RAM 291 is not normal (N in S112), it initializes the data in the main RAM 291 (S116). If the data stored in the main RAM is normal (Y in S112), it executes the process to return to the state before the power-off (S114).
[0155] In the power-on recovery process (S114), it stores the power-on normal data indicating that the power-on was performed normally in the power-off information flag, and executes the initial settings for various errors and the communication initial settings with the payout control board 155. Subsequently, it clears the untransmitted command requests before the power-off, and requests the command transmission of various information indicating the game state. Subsequently, it requests the effect command corresponding to the number of held balls for the first special symbol and the second special symbol. Subsequently, it returns the open / closed states of the second start port 12 and the big winning port 20 to the state before the power-off. Subsequently, it executes the process for notifying the operation state of the probability variation function of the special symbol.
[0156] In the RAM initialization process (S116), power-on normal data is stored in the power-off information flag, the entire area of the main RAM 291 is cleared to 0, and the initial settings of the main RAM 291 and the initialization of the effect display are executed. Note that in the initialization process of S116, the set values stored in the setting memory of the setting change device 170 are not cleared, and the set values set in the setting change process of S124 are held as they are.
[0157] When the power-off recovery process (S114) or the RAM initialization process (S116) ends, a count value is set to start the interrupt process described later, and the operation of the interrupt timer is started (S118). As a result, hereafter, a timer interrupt occurs every predetermined time (for example, 4 milliseconds), and the interrupt process described later is executed. Subsequently, the main CPU 290 executes the main process for managing the gaming machine (S120).
[0158] FIG. 16 is a flowchart showing in detail the setting change process of S124 in FIG. 15. The value of the setting memory where the set value of the game setting is to be stored is checked. If the setting memory value is not normal (N in S132), the set value is initialized to the initial value (S134). When using "1" to "6" as the set value data, "1" is set as the initial value, and when using "0" to "5" as the set value data, "0" is set as the initial value. If the setting memory value is normal (Y in S132), the process of S134 is skipped. Subsequently, the setting change state is entered (S136), and the set value stored in the setting memory is displayed on the setting display unit 173 (S138). If there is a change operation by the setting change button 172 (Y in S140), the set value displayed on the setting display unit 173 is updated, and the set value stored in the setting memory is updated (S142). If there is no change operation (N in S140), the process of S142 is skipped. If the setting key remains ON (N in S144), the processes of S138 to S142 are repeated. If the setting key inserted into the setting key cylinder 171 is returned to its original position and turned off (Y in S144), the setting display unit 173 is made non-displayed so that the set value cannot be visually recognized (S146), and the process returns.
[0159] FIG. 17 is a flowchart showing in detail the setting confirmation process of S126 in FIG. 15. The value of the setting memory where the set value of the game setting is to be stored is confirmed. If the setting memory value is not normal (N in S152), the set value is initialized to the initial value (S154). If the setting memory value is normal (Y in S152), the process of S154 is skipped. The process proceeds to the setting confirmation state (S156), and the set value stored in the setting memory is displayed on the setting display unit 173 (S158). If the setting key remains ON (N in S160), the process of S158 is repeated to continue displaying the set value. If the setting key is turned OFF (Y in S160), the setting display unit 173 is made non-displayable so that the set value cannot be visually recognized (S162), and then the process returns.
[0160] FIG. 18 is a flowchart showing in detail the main process of S120 in FIG. 15. The main CPU 290 temporarily prohibits timer interrupts (S200), starts the operation of the watchdog timer (S202), and monitors for power-off (S204). When a decrease in the power supply voltage supplied from the power supply board 158 is detected in a power supply voltage monitoring circuit (not shown), in the power-off storage process executed by an unconditional interrupt request signal being input from the power supply voltage monitoring circuit to the main CPU 290, the power-off confirmation data is stored in the power-off confirmation flag. Therefore, the main CPU 290 monitors the value of the power-off confirmation flag (S204). When the value of the power-off confirmation flag matches the power-off confirmation data (Y in S206), it proceeds to S212 in order to execute the process for power-off. When the value of the power-off confirmation flag does not match the power-off confirmation data (N in S206), an initial value random number update process is executed (S208) to update the initial value random number per normal symbol, the symbol initial value random number per special symbol, and the soft initial value random number per special symbol. Then, timer interrupts are permitted (S210), and the process returns to S200. Thereafter, S200 to S210 are repeated. If a timer interrupt occurs while the timer interrupt is prohibited (S202 to S208), after the timer interrupt is permitted in S210, an interrupt process described later is executed.
[0161] When power-off is detected in S206 (Y in S206), the main CPU 290 restarts the watchdog timer (S212) and checks the content of the power-off information flag (S214). If the content of the power-off information flag does not match the power-on normal data (N in S214), it is determined that the data at power-on has not been saved normally, and the power-off abnormal data is stored in the power-off information flag (S216), and the process proceeds to S222. If the content of the power-off information flag matches the power-on normal data (Y in S214), it is determined that the data at power-on has been saved normally, and the power-off normal data is stored in the power-off information flag (S218). Subsequently, at the next power-on, in order to check the data of the backed-up main RAM 291, the checksum of the data stored in the main RAM 291 is calculated and stored in the main RAM 291 (S220). Subsequently, access to the main RAM 291 is prohibited (S222), and the process loops until the power goes off. Note that the above power-off processing is executed by the main power-off processing execution means 282 realized by the main CPU 290.
[0162] FIG. 19 is a flowchart showing details of the interrupt process. When a timer interrupt occurs in the main process (S120), the main CPU 290 executes the interrupt process. First, interrupt operation conditions are set (S300), and the watchdog timer is restarted (S302). Subsequently, in order to manage the gaming machine, input processing (S304), various random number update processing (S306), initial value update type random number update processing (S308), initial value random number update processing (S310), timer subtraction processing (S312), second start port valid period setting processing (S314), winning monitoring processing (S316), prize ball control processing (S318), normal symbol operation gate monitoring processing (S320), normal symbol control processing (S322), normal symbol variation start monitoring processing (S324), start port monitoring control processing (S326), special symbol control processing (S328), special electric accessory control processing (S330), big winning port valid period setting processing (S332), special symbol variation start monitoring control processing (S334), abnormality detection processing (S336), ball entry passing time abnormality detection processing (S338), game state display processing (S340), handle state signal inspection processing (S342), LED output processing (S344), firing control signal output processing (S346), test signal output processing (S348), solenoid output processing (S350), effect control command transmission processing (S352), and external information output processing (S354) are executed in order, the next timer interrupt is permitted (S356), and then the process returns.
[0163] In the input processing (S304), data of the input ports of the switches attached to the game board surface, open circuit short circuit power supply abnormality detection signal, door / frame opening signal, magnetic detection signal, radio wave detection signal, and touch state signal are monitored, data indicating the input state is created, and stored in the main RAM 291. Note that the data indicating this input state is level data (data of the input port at the time of this interrupt) and rising edge data or falling edge data (data indicating the switch that has switched when comparing the data of the input port at the time of this interrupt and the data of the input port at the time of the previous interrupt by exclusive OR).
[0164] In various random number update processes (S306), the normal symbol variation pattern random number and the variation pattern random number are updated. The normal symbol variation pattern random number is read from the main RAM 291. If the value is less than a predetermined maximum value, the value is incremented and stored. If the value is greater than or equal to the predetermined maximum value, 0 is stored. Also, the variation pattern random number is read from the main RAM 291. If the result of subtracting a predetermined value from the value is 0 or more, the subtraction result is stored. If it is less than 0, the predetermined maximum value is stored. Thereby, the normal symbol variation pattern random number and the variation pattern random number are updated every time a timer interrupt occurs.
[0165] In the initial value update type random number update process (S308), the random number per normal symbol, the symbol random number per special symbol, and the soft random number per special symbol are updated. The value, maximum value, and initial value of each random number are read from the main RAM 291, and the value of the random number is incremented. If the result of the increment exceeds the maximum value, the value of the random number is set to 0. Also, if the result of the increment matches the initial value, the initial value random number is read from the main RAM 291 and the initial value is updated. Thereby, the random number per normal symbol, the symbol random number per special symbol, and the soft random number per special symbol are updated every time a timer interrupt occurs. When the value of the random number returns to the initial value, that is, when the range of the random number makes a full cycle, a new initial value is set again and the random number is generated.
[0166] In the initial value random number update process (S310), the initial value random number per normal symbol, the symbol initial value random number per special symbol, and the soft initial value random number per special symbol are updated. The initial value random number is read from the initial value random number update table in the main RAM 291, and the value of the initial value random number is incremented. If the result of the increment exceeds the upper limit value, the value of the initial value random number is set to 0. In the initial value random number update process (S208) in the main process (S120), the same process is also executed.
[0167] In the timer subtraction process (S312), the 2-byte timer is updated. The values of the timers for various controls are read from the main RAM 291 according to a table respectively. When the value of the timer is non-zero, the value is sequentially decremented and stored. When the value of the timer is 0, the update of the timer is not executed.
[0168] In the second start port valid period setting process (S314), the valid period of the second start port 12 is set. For the second start port 12, a valid period during which the payout of bonus balls and the lottery related to the second special symbol are executed when a game ball enters, and an invalid period during which the payout of bonus balls and the lottery related to the second special symbol are not executed even when a game ball enters are set. As will be described later, in the start port monitoring control process (S326), during the invalid period of the second start port 12, the monitoring process for winning at the second start port is not executed, so even if a game ball enters the second start port 12, the payout of bonus balls and the lottery related to the second special symbol are not executed. The same applies to cases where a valid period and an invalid period are set for the first start port 11, the big winning port 20, the first operating port 31, the second operating port 32, the general winning port 33, etc. When the state of the normal symbol is "during operation of the normal electric accessory", data indicating that the second start port 12 is in the valid period is stored in the second start port valid period flag. When the state of the normal symbol is not "during operation of the normal electric accessory", if the value of the second start port valid extension timer is non-zero, data indicating that the second start port 12 is in the valid period is stored in the second start port valid period flag, and if the value of the second start port valid extension timer is 0, data indicating that the second start port is in the invalid period is stored in the second start port valid period flag.
[0169] In the winning monitoring process (S316), it is inspected whether a game ball passes through a switch. When a game ball passes through a switch, if the switch has no invalid period or is currently in the valid period and there is a bonus ball payout, the winning counter is updated. Also, a request is made to create an output request for security to be output to the external information output terminal 160 and to transmit a command.
[0170] In the winning ball control process (S318), monitoring of data reception from the payout control board 155, a command transmission request to the payout control board 155, command transmission to the payout control board 155, and inspection of received data from the payout control board 155 are executed in order.
[0171] In the normal symbol operation gate monitoring process (S320), passage of the game balls through the first operation port 31 and the second operation port 32 is monitored. When it is determined that the game ball has passed through the first operation port 31 or the second operation port 32, if the number of holds for normal symbol variation is less than 4, which is the upper limit value, the number of holds for the normal symbol is updated, and a random number related to the normal symbol is stored in the main RAM 291.
[0172] In the normal symbol control process (S322), when monitoring the state of the normal symbol and determining that it is in the normal symbol control, execute the process related to the normal symbol display unit 45 or the normal electric accessory 90. When the state of the normal symbol is "during normal symbol variation", execute the process during normal symbol variation; when it is "during display of the normal symbol stop symbol", execute the process during display of the normal symbol stop symbol; when it is "during operation of the normal electric accessory", execute the process during operation of the normal electric accessory; when it is "during the demonstration after the operation of the normal electric accessory ends", execute the process during the demonstration after the operation of the normal electric accessory ends. In the process during normal symbol variation, after the normal symbol varies, monitor the variation time. When it is determined that the variation time of the normal symbol ends, execute the variation stop setting of the normal symbol and set the state of the normal symbol to "during display of the normal symbol stop symbol". In the process during display of the normal symbol stop symbol, monitor the display time of the normal symbol stop symbol. When it is determined that the display time of the normal symbol stop symbol ends, execute the operation end setting of the normal symbol corresponding to the result of the winning determination. In the case of a win, set the state of the normal symbol to "during operation of the normal electric accessory", save the operation state of the normal electric accessory release extension function at the start of the operation of the normal electric accessory, and execute the operation setting of the normal electric accessory solenoid 91 corresponding to the operation state of the normal electric accessory release extension function at the start of the operation of the normal electric accessory. In the case of a loss, set the state of the normal symbol to "waiting for normal symbol variation". In the process during operation of the normal electric accessory, monitor the winning of the winning opening related to the normal electric accessory 90 of the game ball. When it is determined that the number of winnings of the winning opening related to the normal electric accessory 90 has reached the maximum number of winnings, execute the operation end setting of the normal electric accessory 90 and the setting of the effective extension time of the second start opening. When it is determined that the number of winnings of the winning opening related to the normal electric accessory 90 has not reached the maximum number of winnings, monitor the opening / closing time of the entrance of the winning opening related to the normal electric accessory 90, perform the opening / closing setting of the entrance of the winning opening related to the normal electric accessory 90, and when it is determined that the opening of the entrance of the normal electric accessory 90 has ended, execute the operation end setting of the normal electric accessory 90 and the setting of the effective extension time of the second start opening. Note that when it is determined that the opening / closing time of the entrance of the winning opening related to the normal electric accessory 90 has not ended, do not execute the opening / closing setting of the entrance of the winning opening related to the normal electric accessory 90.In the process during the demonstration of the completion of the operation of the ordinary electric accessory, monitor the demonstration time of the completion of the operation of the ordinary electric accessory 90. When it is determined that the demonstration time of the completion of the operation of the ordinary electric accessory 90 has ended, set the state of the normal symbol to "waiting for normal symbol change".
[0173] In the normal symbol change start monitoring process (S324), monitor the state of the normal symbol. When the state is "waiting for normal symbol change" and the value of the number of balls reserved for the normal symbol operation is other than 0, it is determined to start the change of the normal symbol. When it is determined to start the change of the normal symbol, decrement the number of balls reserved for the normal symbol operation, and execute a hit determination, determination of the stop symbol, setting of the normal symbol change pattern number, and setting of the normal symbol change time. Then, set the state of the normal symbol to "changing normal symbol", and clear the area of the main RAM 291 used for the state setting, hit determination, and change pattern determination of the normal symbol.
[0174] In the start port monitoring control process (S326), winning at the first start port 11 and the second start port 12 of the game balls is monitored. When a winning of the game ball is confirmed while the number of balls reserved for the operation of the first special symbol is less than 4, the built-in random number is acquired, and the value obtained by adding the value of the soft random number per special symbol to the acquired built-in random number is stored in the buffer as the random number per special symbol used for the big win determination. Also, as the random numbers related to the special symbol, the symbol random number and the variation pattern random number are acquired and stored. When the hold of the second special symbol is resolved with priority over the hold of the first special symbol, only the update of the hold related to the winning is executed, but when the digestion order of the holds of the special symbol is the order of winning, in addition to the update of the hold related to the winning, the update of the total number of holds and the storage of the winning order are executed. Subsequently, in order to request a preview effect command corresponding to the random number stored at the time of winning at the start port, the state of the gaming machine is checked, and when it is determined to be the command transmission period, the big win preview effect request, the winning symbol preview effect request, and the pattern preview effect request are executed in order. Here, when any of the following cases apply: (1) when storing the random number related to the first special symbol while waiting for a big win and the probability variation function of the normal symbol is not operating; (2) when storing the random number related to the second special symbol while waiting for a big win and the probability variation function of the normal symbol is not operating; (3) when storing the random number related to the second special symbol during a big win or a small win, it is determined that it is the command transmission period. Subsequently, an effect command corresponding to the number of balls reserved for the operation of the special symbol is requested. As a result, the sub-board 300 is notified that the number of balls reserved for the operation of the special symbol has been updated. As described above, in the pre-reading, the four pieces of pre-judgment information (pre-win / loss judgment information, pre-symbol judgment information, pre-pattern judgment information) and the number of reserved balls are transmitted to the sub-board 300 as a set. In the above example, in the main CPU 290, the transmission of the command for the pre-judgment process is controlled, but in another example, when there is a ball entry into the start port, the transmission may be uniformly performed, and various situation judgments such as whether it is a pre-readable period may be performed by the sub-CPU 310. Subsequently, the value of the second start port valid period flag is inspected, and when the value of the second start port valid period flag is data indicating that the second start port 12 is in the valid period, the monitoring process for winning at the second start port is executed in the same manner as in the case of winning at the first start port.When the value of the second start port valid period flag is data indicating that the second start port 12 is in the invalid period, the monitoring process for winning at the second start port is not executed. In addition, when the winning of a game ball is confirmed when the number of held balls is 0, the number of held balls is once changed from 0 to 1 here, and then the control process related to the start of variation described later is executed.
[0175] In the special symbol control process (S328), when checking for the waiting-for-win state and the special electric accessory is in operation, that is, during a big win or a small win, the special symbol control process ends. When the special electric accessory is not in operation, the state of the special symbol is checked. If it is "waiting for special symbol variation", the general special symbol control process ends. If it is "variation start", the special symbol variation start process is executed. If it is "during special symbol variation", the during special symbol variation process is executed. If it is "displaying special symbol stop symbol", the process for displaying special symbol stop symbol is executed. In the special symbol variation start process, based on the variation pattern random number, the selection number of the special symbol variation pattern is obtained, the variation time corresponding to the special symbol variation pattern number is determined, and in order to start the effect display on the sub-board 300, commands for variation additional symbol information, variation pattern, and character information are requested. The state of the special symbol is set to "during special symbol variation", and the variation pattern determination area used for determining the special symbol variation pattern is cleared to 0. In the during special symbol variation process, after the special symbol varies, the variation time is monitored. When it is determined that the variation time of the special symbol has ended, the variation stop setting of the special symbol is performed, and the state of the special symbol is set to "displaying special symbol stop symbol". In the process for displaying special symbol stop symbol, the stop symbol display time of the special symbol is monitored. When it is determined that the stop symbol display time of the special symbol has ended, the operation end setting of the special symbol corresponding to the win determination result is executed. In the case of a big win, in order to end the operation of the special symbol, the state of the special symbol is set to "waiting for special symbol variation", the number of consecutive operations of the special electric accessory is set, the probability variation function of the special symbol, the special symbol variation time shortening function, the probability variation function of the normal symbol, the normal symbol variation time shortening function, and the release extension function of the normal electric accessory are deactivated, the state of the gaming machine is set to preparing for the opening of the big winning opening, the setting of the win start demo display time, the command request for the win start demo effect, and the command request for the firing position designation effect (command request for executing an effect suggesting the recommended firing position such as "right strike") are executed.When the result of the winning determination is a minor win, perform the operation end determination of the special symbol variation time shortening function and the normal symbol probability variation function, update the variation pattern selection state, issue a command request for the game state, and end the operation of the special symbol. Therefore, set the state of the special symbol to "waiting for special symbol variation", set the state of the gaming machine to during the minor win start demo, set the minor win start demo display time, issue a command request for the minor win start demo effect, and execute a command request for the firing position designation effect. When the result of the winning determination is a miss, perform the operation end determination of the special symbol variation time shortening function and the normal symbol probability variation function, update the variation pattern selection state, issue a command request for the game state, and end the operation of the special symbol. Therefore, set the state of the special symbol to "waiting for special symbol variation", and execute a command request for the firing position designation effect.
[0176] In the special electric accessory control process (S330), to execute the process related to the special electric accessory, inspect the operating states of the condition device and the special electric accessory. If it is determined that the condition device is operating or the special electric accessory is operating, execute the process related to the special electric accessory. According to the operating state of the special electric accessory, execute the process of preparing for the opening of the big winning opening, the process during the operation of the special electric accessory, the process during the closing of the big winning opening, the process during the big win end demo, the process during the minor win start demo, the process during the minor win special electric operation, the process during the closing of the minor win big winning opening, and the process during the minor win end demo.
[0177] In the big winning opening validity period setting process (S332), to save the result of the validity period determination of the big winning opening 20, if the value of the big winning opening valid time is 0, store the big winning opening invalid period data in the big winning opening validity period flag, and if it is other than 0, store the big winning opening validity period data in the big winning opening validity period flag.
[0178] In the special symbol variation start monitoring control process (S334), the operating state of the special symbol is monitored, and it is determined whether the special symbol is in a state where it can start to vary. When the digestion order of the hold balls of the special symbol is the priority digestion of the second special symbol, it is determined that the special symbol is in a state where it can start to vary when all of the following conditions are satisfied: (1) not in the middle of a big win or a small win, (2) the first special symbol is in the variation standby state, (3) the second special symbol is in the variation standby state, and (4) the number of operating hold balls of the special symbol is non-zero. When the digestion order of the hold balls of the special symbol is the winning order, in addition to the above (1) to (3), it is determined that the special symbol is in a state where it can start to vary when all of the following conditions are satisfied: (5) the total number of hold balls of the special symbol is non-zero, and (6) the determination matches the digestion order, that is, the winning order.
[0179] When it is determined that the special symbol is in a state where it can start to vary, the number of operating hold balls of the special symbol is subtracted, and an effect command corresponding to the number of hold balls of the first special symbol and the second special symbol is requested. As a result, the sub-board 300 is notified that the number of hold balls of the special symbol has been updated.
[0180] Subsequently, a winning determination of the special symbol is executed. In the winning determination, it is determined whether it is a big win, a small win, or a loss by a special symbol winning random number, and the determination result is stored in the special symbol determination flag. Subsequently, the symbol is determined. In the determination of the symbol, when the winning determination is a big win, the big win symbol is determined based on the special symbol winning symbol random number, when it is a small win, the small win symbol is determined, and when it is a loss, the loss symbol is determined.
[0181] When the result of the winning determination is a big win, based on the value of the group determination number indicating the type of winning symbol determined in the symbol determination process, the operation content of the probability variation function of the special symbol is determined, and the operation content of the variation time shortening function of the special symbol, the setting of the winning easy state of the normal symbol, etc., are set for the game state after the big win ends. Subsequently, the settings during the big win, such as the number of consecutive operations of the special electric accessory and the content of the opening time of the big winning opening, are executed. Subsequently, based on the result of the winning determination and the operation state of the probability variation function of the normal symbol, the variation pattern selection state content is set by selecting the variation pattern table to be referred to after the big win ends. Subsequently, the start demo time and the end demo time are set by referring to the table selected based on the game state and the value of the group determination number indicating the type of winning symbol. Subsequently, the area of the main RAM 291 used for the winning determination and symbol determination is cleared, and the state of the special symbol is set to "variation start".
[0182] When the result of the winning determination is a small win, the variation pattern selection state content is set by selecting the variation pattern table to be referred to after the small win ends, the start demo time and the end demo time are set, the area of the main RAM 291 used for the winning determination and symbol determination is cleared, and the state of the special symbol is set to "variation start". When the result of the winning determination is a miss, the area of the main RAM 291 used for the winning determination and symbol determination is cleared, and the state of the special symbol is set to "variation start".
[0183] In the abnormality detection process (S336), the main CPU 290 functioning as the main error detection means 284 inspects the magnetic detection signal, disconnection / short-circuit power supply abnormality detection signal, radio wave detection signal, door / frame opening signal. When there is a change in the error state, the error state is stored, and the sub-board 300 is requested to display the error state performance of the gaming machine. At this time, the light emission mode of the light emitting means such as the LED mounted on the control board may be controlled according to the error state. When there is no change in the error state, the storage of the error state and the request for displaying the error state performance are not executed.
[0184] In the incoming ball passage time abnormality detection process (S338), the main CPU 290 functioning as the main error detection means 284 monitors the continuous on-time of each switch level in order to detect an incoming ball passage time abnormality. When it is determined that the continuous on-time (for example, the value of a counter that increments at each interruption when the switch is on) is an abnormal value, the setting of the incoming ball passage time abnormality, the transmission request of a command, and the creation of a security output request to be output to the external information output terminal 160 are executed in order. At this time, the light emission mode of a light emission means such as an LED mounted on the control board may be controlled according to the incoming ball passage time abnormality. When it is determined that the continuous on-time is not abnormal, the creation of a security output request is not executed.
[0185] In the game state display process (S340), in order to request the display of the number of times the special electric accessory continuously operates, the error state, the number of balls reserved for the operation of the normal symbol, and the number of balls reserved for the operation of the special symbol, respective display data are created.
[0186] In the handle state signal inspection process (S342), in order to monitor the touch state of the handle, an inspection of the handle state is performed. As a result of the inspection, when it is determined that there is a change in the handle state, subtraction of the handle state monitoring timer, update of the handle state, setting of the handle state monitoring timer, and a command transmission request for the handle state effect are executed. As a result of the inspection, when it is determined that there is no change in the handle state, the setting of the handle state monitoring timer is executed. When the result of decrementing the value of the handle state monitoring timer is other than 0, it is determined that the timer is being subtracted, and subsequent processing is not executed.
[0187] In the LED output process (S344), in order to execute the display of the special symbol, the display of the normal symbol, the display of the number of balls reserved for the operation of the special symbol, the display of the number of balls reserved for the operation of the normal symbol, the display of the game state, the display of the number of times the special electric accessory continuously operates, the display of the operation state of the special electric accessory when the accessory continuous operation device is not operating, the display of the deal, the display of the error, and the display of the bonus ball ratio, initialization of the display, acquisition and output of the display data are executed in order.
[0188] In the emission control signal output process (S346), in order to output a signal for prohibiting / permitting the emission of game balls, after obtaining the communication state with the payout control board 155, the setting of prohibiting / permitting emission corresponding to disconnection short-circuit power supply abnormality, and the prohibiting / permitting emission data, the output of the prohibiting / permitting emission signal is executed.
[0189] In the test signal output process (S348), a signal to be output to the test device is created and output to the corresponding output port.
[0190] In the solenoid output process (S350), in order to output the output data of the normal electric accessory solenoid 91 and the big winning port solenoid 92, the acquisition of the output data of the normal electric accessory solenoid 91, the acquisition of the output data of the big winning port solenoid 92, and the output of the output data are executed. The operation flag and operation timer of each solenoid are acquired, and the output data corresponding to the acquired solenoid operation flag and solenoid operation timer is acquired. Subsequently, the solenoid operation timer is updated, and the output data is output to the solenoid output port.
[0191] In the effect control command transmission process (S352), the presence or absence of a transmission request for a command to be transmitted to the sub-board 300 is inspected. If it is determined that there is a transmission request, the required command data is acquired, the used command buffer is cleared to 0, the acquisition of MODE data corresponding to the acquired command data, the output of MODE data, the retention of MODE data, the acquisition of EVENT data corresponding to the acquired command data, and the output of EVENT data are executed in sequence.
[0192] In the external information output process (S354), a signal to be output to the external information output terminal 160 is created, and the created signal is output to the external information output port.
[0193] The random numbers used in the operation process of the main board 200 described above will be described in more detail. The random numbers used in the main board 200 mainly include, as random numbers related to the normal symbol, the random number per normal symbol and the random number of the normal symbol variation pattern, and as random numbers related to the special symbol, the random number per special symbol (hard random number), the soft random number per special symbol, the symbol random number per special symbol, and the variation pattern random number. Also, as random numbers for giving initial values to the random number per normal symbol, the symbol random number per special symbol, and the soft random number per special symbol, which are initial value update type random numbers, there are the initial value random number per normal symbol, the symbol initial value random number per special symbol, and the soft initial value random number per special symbol.
[0194] The random number per normal symbol is updated in the initial value update type random number update process (S308) of the interrupt process and stored at a predetermined position in the main RAM 291. The random number per normal symbol is obtained from a predetermined position in the main RAM 291 and stored in another area of the main RAM 291 when it is determined in the normal symbol operation gate monitoring process (S320) of the interrupt process that the game ball has passed through the first operation port 31 or the second operation port 32 and the number of pending normal symbol variations is less than 4, which is the upper limit value. The normal symbol random number is used for winning determination and determination of the stop symbol when it is determined in the normal symbol variation start monitoring process (S324) that the variation of the normal symbol is to be started.
[0195] The random number of the normal symbol variation pattern takes values from 0 to 232, for example, and is updated in various random number update processes (S306) of the interrupt process and stored at a predetermined position in the main RAM 291. The random number of the normal symbol variation pattern is obtained from a predetermined position in the main RAM 291 and stored in another area of the main RAM 291 when it is determined in the normal symbol operation gate monitoring process (S320) of the interrupt process that the game ball has passed through the first operation port 31 or the second operation port 32 and the number of pending normal symbol variations is less than 4, which is the upper limit value. The random number of the normal symbol variation pattern is used for determination of the variation pattern of the normal symbol when it is determined in the normal symbol variation start monitoring process (S324) that the variation of the normal symbol is to be started.
[0196] The random number per special symbol is generated by obtaining the values of the built-in random number and the soft random number per special symbol and adding them together when the winning of a game ball is confirmed in the interrupt processing's starting port monitoring control process (S326) and the number of operation reserved balls of the first special symbol or the second special symbol is less than 4, and is stored at a predetermined position in the main RAM 291. The random number per special symbol is used to execute the jackpot determination and the minor win determination in the special symbol variation start monitoring control process (S334) of the interrupt processing.
[0197] The soft random number per special symbol is updated in the initial value update type random number update process (S308) of the interrupt processing and is stored at a predetermined position in the main RAM 291. The soft random number per special symbol is obtained from a predetermined position in the main RAM 291 when the winning of a game ball is confirmed in the starting port monitoring control process (S326) and the number of operation reserved balls of the first special symbol or the second special symbol is less than 4, and as described above, is used to generate the random number per special symbol.
[0198] The symbol random number per special symbol takes values from 0 to 999 (0 to 255 in the example of FIG. 7), is updated in the initial value update type random number update process (S308) of the interrupt processing, and is stored at a predetermined position in the main RAM 291. The symbol random number per special symbol is obtained from a predetermined position in the main RAM 291 when the winning of a game ball is confirmed in the starting port monitoring control process (S326) and the number of operation reserved balls of the first special symbol or the second special symbol is less than 4, and is stored in another area of the main RAM 291. The symbol random number per special symbol is used to determine the jackpot symbol when the win determination is a jackpot in the special symbol variation start monitoring control process (S334) of the interrupt processing.
[0199] The variable pattern random number takes values from 0 to 49999 (0 to 255 in the example of FIG. 8), for example, is updated in various random number update processes (S306) of the interrupt process, and is stored at a predetermined position in the main RAM 291. The variable pattern random number is obtained from a predetermined position in the main RAM 291 and stored in another area of the main RAM 291 when the winning of a game ball is confirmed in the start port monitoring control process (S326) when the number of balls on hold for the first special symbol or the second special symbol is less than 4. The variable pattern random number is used to determine the special symbol variation pattern in the special symbol control process (S328) of the interrupt process.
[0200] The initial value random number per normal symbol, the initial value random number per special symbol, and the soft initial value random number per special symbol each take values in the same range as the random number per normal symbol, the random number per special symbol, and the soft random number per special symbol, respectively, are updated in the initial value random number update process (S208) of the main process (S120) and the initial value random number update process (S310) of the interrupt process, and are stored at a predetermined position in the main RAM 291. The initial value random number per normal symbol, the initial value random number per special symbol, and the soft initial value random number per special symbol are used as the initial values of the respective random numbers when updating the random number per normal symbol, the random number per special symbol, and the soft random number per special symbol in the initial value update type random number update process (S308).
[0201] Since the interrupt process is executed at regular intervals by the timer interrupt, various random number update processes (S306) and initial value update type random number update processes (S308) included in the interrupt process are also executed at regular intervals. That is, the random number per normal symbol, the random number for the normal symbol variation pattern, the random number per special symbol, the soft random number per special symbol, the symbol random number per special symbol, and the variation pattern random number are updated at regular intervals. On the other hand, the main process (S120) is repeated for the time obtained by subtracting the time required for the interrupt process from the fixed time measured by the timer, that is, until the next timer interrupt occurs after the interrupt process ends. Since the time required for the interrupt process varies depending on the gaming state and the like, the initial value random number update process (S208) in the main process (S120) is not executed at regular intervals unlike the various random number update processes (S306) and the initial value update type random number update processes (S308). As a result, the initial value random number obtained when setting the initial value in the initial value update type random number update process (S308) can be made random each time.
[0202] FIG. 20 is a flowchart showing the control start process of the sub-board 300 in a pachinko gaming machine. This control start process is executed by the sub-initial process execution means 360. Hereinafter, it will be described as being executed by the sub-CPU 310 that functions as the sub-initial process execution means 360. When starting the control of the sub-board 300, the sub-CPU 310 sets the stack pointer (S500), prohibits all interrupts until various initial settings are completed (S502), and executes initial settings related to hardware such as register settings and port initialization of the sub-CPU 310 (S504). The control program is read from the sub-ROM 312 and placed in the sub-RAM 311. Among various variables in the control program, for variables with initial values, the initial values are set, and for variables without initial values, data of zero clearing is set to initialize the sub-RAM 311 (S506). Note that the interrupt process in the sub-board 300 includes, as the interrupt process with the highest priority, the process at power-on and the reset process at the occurrence of various abnormalities when the watchdog function is valid. Next, as the interrupt process with a high execution priority of priority level 7, there is a command process received from the main board 200. Next, as the interrupt process with a high priority of priority level 3, there is a reset process when the CPU runaway is detected by the watchdog timer. Next, as the interrupt process of priority level 2 that is prioritized, there is a process related to the command transmitted and received with the control CPU 320. As the interrupt process with the lowest priority of priority level 1, there are communication processes with the real-time clock and various device control processes such as lamps, solenoids, and motors. If interrupts related to the above various processes occur simultaneously, they are executed preferentially starting from the one with the higher priority set in advance for each type of interrupt. Note that the process shown in this figure includes the process at power-on, which is the interrupt with the highest priority, and the reset process at the occurrence of various abnormalities, and the reset process when the CPU runaway is detected, which is the interrupt of priority level 3.
[0203] Disable interrupts other than commands received from the main board 200 (priority level 7) (S510), and set various error information used for the model from all error information for all models stored in advance (S512). Turn off all lamps such as the decoration lamp 111 (S514), start the operation of the watchdog timer (S516), and execute the main process (S518). Normally, the process does not return to this flow from the main process of S518, but when it does, it shifts to sleep (low power consumption mode) (S520).
[0204] Figure 21 is a flowchart showing in detail the main process of S518 in Figure 20. Obtain the starting address at which to start checking whether the control program arranged in the sub-RAM 311 in S506 of Figure 20 is arranged correctly within the main process of this figure (S530), permit all interrupts in subsequent processes (S532), and execute the initialization operation of devices such as motors and solenoids (S534).
[0205] If the setting uses a watchdog timer, clear the watchdog timer (S536), update the decoration pattern counter so that the combination of the detached decoration patterns becomes a random combination (S540), and monitor the input port of the sub CPU 310 (S542). Note that since S540 is a process in the method of determining the detached pattern of the decoration pattern using a counter, in the case of the method of determining the detached pattern of the decoration pattern using a lottery sheet incorporating all the pattern combinations that become the detached patterns, the process of S540 is not executed. The process of determining the detached pattern of the decoration pattern using the lottery sheet is executed when a command indicating the stop pattern of the special pattern is received from the main board 200 as described later in S552. The sub CPU 310 functioning as the sub error detection means 364 monitors the error state, notifies the error when various errors are detected (S544), executes a process according to the input state of the effect button 109 (S546), and executes a preview lottery (S548). Note that the preview lottery in S548 is to transmit the command of the preview effect to be appeared immediately after the start of the pattern variation to the effect control device 313 as early as possible. Therefore, the lottery process is not processed in one loop but divided into a plurality of loops, and the preview effect to be appeared immediately after the start of the pattern variation is lottery in the previous loop. If there is an operation request for devices such as a real-time clock, a lamp, a motor, and a solenoid, execute the operation (S550), analyze the command stored in the command buffer (S552). Immediately after the command analysis, return to the process of S536 (Y in S554). When it is not immediately after the command analysis (N in S554), update the lottery software random number as a low-priority process that can be performed during the idle time, and return to the process of S536. Note that in S552, when the command to be analyzed indicates the variation pattern of the special pattern, the variation effect pattern of the decoration pattern is determined in this process of S552. When the command to be analyzed indicates the stop pattern of the special pattern, if it is the method of determining the stop pattern of the decoration pattern using the lottery sheet, the stop pattern of the decoration pattern is determined in this process of S552.
[0206] FIG. 22 is a flowchart showing an interrupt process when a command is received from the main board 200. The main command received from the main board 200 is an interrupt instruction with a high priority level 7 following a reset interrupt or an error interrupt. The data received from the main board 200 is read to the input port, and when the same data is read twice in a row, the data is determined as a new command (Y in S600), and if the determined command is the first command (MODE data) (Y in S602), the first command is stored in the temporary storage area (S604). A hardware random number is acquired for subsequent processing (S606), and the routine returns to the original routine. By acquiring a hardware random number every time an interrupt of the main command occurs from the main board 200 in this way, periodicity is not generated in the acquisition timing of the random number, and the randomness of the value is enhanced. If the data read in S600 does not match twice in a row (up to 5 times can be read), S602 is skipped and the routine returns to the original routine (N in S600).
[0207] In S602, when the determined command is not the first command but the second command (N in S602), if it can be confirmed that the first command has already been properly received (Y in S608), the command write pointer, which is the read position in the command buffer (ring buffer for command data), is acquired (S610), and the first command and the second command are stored in the command buffer (S612). The command data stored in the command buffer is analyzed in S552 of FIG. 21. The command write pointer is updated (S614), the first command stored in the temporary storage area is cleared (S616), and the routine returns to the original routine. When the first command has not been received in S608, the subsequent steps from S610 are skipped (N in S608), and the routine returns to the original routine.
[0208] FIG. 23 is a flowchart showing an interrupt process when a timer interrupt for effect display control occurs. This timer interrupt is an interrupt of priority level 2 for transmitting a command related to effect display from the sub-CPU 310 to the control CPU 320, and occurs at a cycle of 500 μs. In this interrupt, the buffer is checked (S620), and if there is command data for transmission in the buffer (Y in S622), the command data is read (S624) and transmitted to the control CPU 320 (S626). Note that the transmission of the command data to the control CPU 320 is attempted up to three times at a predetermined time interval until the sub-CPU 310 receives a command indicating that the command has been normally received from the control CPU 320. After the transmission, the setting of the read address of the buffer is updated (S628), and the routine returns to the original routine. If there is no data for transmission in the buffer (N in S622), the processes after S624 are skipped and the routine returns to the original routine.
[0209] FIG. 24 is a flowchart showing an interrupt process when the sub-CPU 310 receives a command from the control CPU 320. This interrupt is also an interrupt of priority level 2. The command received by the sub-CPU 310 from the control CPU 320 is mainly a command indicating that the command transmitted from the sub-CPU 310 to the control CPU 320 has been normally received. When the sub-CPU 310 receives a command from the control CPU 320, the received command data is read (S630), the command is analyzed (S632), stored in the command buffer (S634), and the routine returns to the original routine.
[0210] FIG. 25 is a flowchart showing interrupt processing when a timer interrupt for various device controls occurs. This timer interrupt is an interrupt for lamp control such as the decorative lamp 111, control of a solenoid or motor that drives the movable accessory 66, and management control of various timers, and occurs at a 1 ms cycle. Since it is an interrupt of priority level 1 with the lowest priority, interrupts of priority level 2 or higher are permitted (S640), and signals indicating input from the effect button 109, signals indicating error detection, signals indicating power-off, and input / output of ports that input / output drive signals to control target devices such as motors and solenoids are processed (S642). At this time, when a signal indicating power-off is input, the process immediately shifts to backup processing. Data related to device control is updated, such as count processing based on the control pattern of devices such as motors and solenoids and on / off control of a buffer for writing data to the port in S642 (S644), a timer for measuring the timing of effects is updated (S646), a timer for managing the input valid time of the effect button 109 is updated (S648), and a task control counter for control such as lighting switching control of the decorative lamp 111 and runaway monitoring control of the control CPU 320 is updated to create a 16 ms cycle (S650).
[0211] Note that the minimum unit of the lighting switching control of the decorative lamp 111 is 16 ms. One frame of the image display control is 16 ms or 32 ms, and by setting an integer multiple thereof as the minimum unit of the lighting switching control of the decorative lamp 111, it is possible to easily synchronize the lamp control and the image display control. Also, for example, when counting a relatively long period such as error notification for 30 seconds, if a count with a 1 interrupt (1 ms) cycle is used, the count value will become unnecessarily long, but the count value can be shortened by setting it as a count value with a 16 ms cycle.
[0212] There are 16 types of tasks from process 0 to 15 for task control. Among them, one task is the lighting switching control of the decorative lamp 111, and two tasks are the runaway monitoring control of the control CPU 320. The lighting switching control of the decorative lamp 111 is executed once every 16 interrupts according to the count value of the task control counter, realizing switching at a 16 ms cycle. The runaway monitoring control of the control CPU 320 is assigned to, for example, process 0 and process 8. When the count value of the task control counter is 0 and 8, that is, once every 8 interrupts, the toggle signal from the control CPU 320 is monitored (S652), realizing monitoring at an 8 ms cycle.
[0213] Note that a toggle signal that turns on and off and reverses is output from the control CPU 320 every frame. If this toggle signal does not change with the same value for 1600 ms continuously, it is determined that the control CPU 320 has run away. The sub-CPU 310 sends a reset signal to the control CPU 320, and the control CPU 320 that receives the reset signal executes a reset. Since the toggle signal is received from the control CPU 320 at a cycle of 1 frame (16 ms or 32 ms), monitoring is performed at an 8 ms cycle shorter than that cycle. Finally, a timer that manages a relatively long error notification period such as an error notification for, for example, 30 seconds as described above is subtracted (S654), and the error notification ends when the timeout occurs.
[0214] FIG. 26 is a flowchart showing the process of the special symbol variation display. When the retention of the second winning / losing lottery value is made (Y in S700), the second winning / losing determination means 222 reads the second winning / losing lottery value and determines the winning / losing of the second special symbol 52 (S702). The second winning / losing determination means 222 determines the stop symbol of the second special symbol 52 (S704). The second variation pattern determination means 232 determines the variation pattern of the second special symbol 52 (S706). A variation start command is transmitted to the sub-board 300 together with the determined result to start the symbol variation of the second special symbol 52 (S716).
[0215] When there is no hold of the second pass / fail lottery value (N in S700) and there is a hold of the first pass / fail lottery value (Y in S708), the first pass / fail determination means 221 reads out the first pass / fail lottery value and determines the pass / fail of the first special symbol 51 again (S710), the first pass / fail determination means 221 determines the stop symbol of the first special symbol 51 (S712), the first variation pattern determination means 231 determines the variation pattern of the first special symbol 51 (S714), and transmits a variation start command to the sub-board 300 together with the determined result to start the symbol variation of the first special symbol 51 (S716). When there is no hold of the first pass / fail lottery value, the processes from S710 to S722 are skipped (N in S708).
[0216] Process the symbol variation display of the special symbol (S718), repeat S718 until a predetermined variation time elapses and the stop timing of the symbol display is reached (N in S720), and when a predetermined variation time elapses and the stop timing of the symbol display is reached (Y in S720), transmit a variation stop command to the sub-board 300 to stop the displayed symbol variation with a pre-determined stop symbol (S722), and end the variation display of the special symbol.
[0217] FIG. 27 is a flowchart showing the process of decorative symbol variation display. The effect determination means 303 of the sub-board 300 receives a command indicating the start of variation and the content of effect display from the main board 200 (S750), determines the stop mode of the decorative symbol according to the stop symbol, variation pattern, and pass / fail determination result of the received special symbol (S752), and determines a variation effect pattern corresponding to the variation pattern (S754). Here, when the omen setting is on due to pre-judgment (Y in S756), if the already determined variation effect pattern does not include a specific effect content that should avoid overlapping display with the preview effect (N in S758), and if it is not a symbol variation that is the trigger for turning on the omen setting (N in S760), execute the setting to display a predetermined preview effect (S764). If it is a symbol variation that is the trigger for turning on the omen setting (Y in S760), turn off the omen setting (S762). When the omen setting is not on (N in S756) or when the variation effect pattern includes specific effect content (Y in S758), skip the processing from S760 to S764.
[0218] After that, start the variation effect display of the decorative symbol (S766), execute the variation effect display process of the decorative symbol (S768), and execute the display process of the preview effect (S770). Repeat S768 and S770 until a variation stop command is received from the main board 200 (N in S772). When a variation stop command is received (Y in S772), stop the symbol variation display by stopping the display of the decorative symbol in the stop mode determined in S752 (S774), and end the variation effect of the decorative symbol (S776).
[0219] Figure 28 is a flowchart showing the process of a special game. First, the effect display control means 305 starts the effect process of the special game (S800), and the opening / closing control means 275 opens the big winning opening 20 (S802). If the predetermined opening time has not elapsed (N in S804) and the number of balls entering the big winning opening 20 has not reached 9 or more, the process returns to S804 (N in S806). If the predetermined opening time has elapsed (Y in S804), or if the opening time has not elapsed (N in S804) but the number of balls entering the big winning opening 20 has reached 9 or more (Y in S806), the opening / closing control means 275 closes the big winning opening 20 (S810).
[0220] If the unit game has not reached the final round (N in S810), 1 is added to the round number and the process returns to S802 (S812). If the unit game has reached the final round (Y in S810), the effect display control means 305 ends the effect process of the special game (S814), the special game control means 260 ends the special game (S816), and starts the execution of a specific game, that is, a probability-variable, time-shortening, easy-ball-entering state (S818).
[0221] Figure 29 is a flowchart showing the process of a small win game. In the small win game, a unit game that is executed only once is started (S819), the big winning opening 20 is opened (S820), and the opening is continued until the predetermined opening time elapses (N in S822). When the opening time has elapsed (Y in S822), the big winning opening 20 is closed (S824). If the opening / closing for the set number of times has not ended (N in S826), 1 is added to the opening / closing number and the process returns to S820 (S828). If the opening / closing for the set number of times has ended (Y in S826), the small win game ends.
[0222] In the prior art, the number of balls that come out during a jackpot in the second game is generally larger than that in the first game, that is, the second game is designed such that the expected value of winning prize balls in one jackpot is larger than that of the first game. However, in another example, the first game may be designed such that the expected value of winning prize balls is larger than that of the second game, or the first game and the second game may be designed such that the expected values of winning prize balls are generally equal. In the latter case, the average number of unit games included in the special game executed in the first game and the special game executed in the second game may be designed to be equal. For example, in the first game, a special game in which unit games are executed 7 times with a 100% probability may be executed, and in the second game, a special game in which unit games are executed 4 times with a 50% probability and a special game in which unit games are executed 10 times with a 50% probability may be executed. Also, in any case, a specific area may be provided in the big winning opening, and when a game ball that has entered the big winning opening enters or passes through the specific area, a specific game such as a probability-variable state may be implemented in the normal game after the special game ends. In this case, the special game executed when a jackpot occurs in the second game may be configured to have a higher ease of ball entry into the specific area and a higher probability of executing a normal game in a probability-variable state after the special game ends than the special game executed when a jackpot occurs in the first game. For example, a first jackpot in which a special game with relatively difficult ball entry into the specific area is executed and a second jackpot in which a special game with relatively easy ball entry into the specific area is executed may be provided, and the second game may be configured to have a higher probability of becoming the second jackpot than the first game. Alternatively, the probability of becoming the second jackpot in the first game may be less than 100%, but the probability of becoming the second jackpot in the second game may be 100%.
[0223] (Example 1) In this embodiment, suitable control and effects for a pachinko gaming machine equipped with a screen deformation effect as a special effect are proposed. Hereinafter, elements that are the same as or corresponding to the elements constituting the pachinko gaming machine 100 of the prior art will be described with the same reference numerals. In addition, the content already described in the prior art will be omitted as appropriate, and mainly, the content different from the pachinko gaming machine 100 of the prior art will be described.
[0224] <Special effect, normal / simple decorative symbol, normal / simple hold image, prediction effect> As a special effect in this embodiment, a screen deformation effect will be described. The screen deformation effect here is an effect in which deformation such as enlargement, reduction, movement, distortion, oscillation, color inversion, color conversion, etc. is applied to the frame image arranged around the frame image included in the video being displayed. For the deformation of the frame image, there are cases where deformation is sequentially applied to one frame image included in the original video (also called "still image effect within the frame") and cases where deformation is sequentially applied to each of a plurality of frame images included in the original video (also called "video effect within the frame"). The still image effect within the frame is an effect in which the original video being displayed is stopped, and deformation is applied to the frame image at the time of stopping, so that a so-called screen capture image is fitted into the frame image as a still image and deformed. The video effect within the frame is an effect in which deformation is applied to each frame image of the video being displayed, so that the original video is fitted into the frame image as a moving image and deformed. The frame images of the original video are temporarily stored in the frame buffer, and new frame images with deformation such as enlargement, reduction, movement, distortion, oscillation, inclination, cracking, color inversion, color conversion, etc. applied to the frame images are sequentially generated and stored in the frame buffer to display a new moving image as the screen deformation effect. In this way, by dynamically generating the deformed image for one scene image of the moving image, it is not necessary to prepare in advance the deformed frame images corresponding to a large number of scenes in a plurality of moving images, and the diversification of the effects can be achieved while suppressing an increase in the data amount and processing load.
[0225] First, the screen before the execution of the screen deformation effect will be described. FIG. 30 shows an example of the screen of the effect display device 60. FIG. 30(a) shows a state during the variation stop. In the effect screen 500 of the effect display device 60, the normal decoration pattern 502 is variably displayed vertically as the decoration pattern 61 using most of the region in the approximate center, and the simple decoration pattern 504 is variably displayed vertically as the decoration pattern 61 in the upper right corner. Thus, the decoration pattern 61 of this embodiment is configured to include the normal decoration pattern 502 and the simple decoration pattern 504. The normal decoration pattern 502 is composed of a first normal decoration pattern 502a which is the left pattern, a second normal decoration pattern 502b which is the middle pattern, and a third normal decoration pattern 502c which is the right pattern.
[0226] As the hold images, a normal hold image 506 and a simplified hold image 507 are displayed. At the lower part of the effect screen 500, a normal hold image 506 indicating the number of hold values with a maximum of 4 is displayed. In the figure, the first normal hold image 506a, the second normal hold image 506b, the third normal hold image 506c, and the fourth normal hold image 506d are horizontally arranged in the order of ball entry from left to right (i.e., the order in which the variation starts). The first normal hold image 506a, the second normal hold image 506b, the third normal hold image 506c, and the fourth normal hold image 506d are usually displayed as images imitating balls that light up in a predetermined color (e.g., blue). Each hold image, when it is determined that the jackpot expectation degree is high based on the so-called pre-reading at the time of ball entry, that is, the prior determination information of the draw value corresponding to each hold, displays an image imitating a ball that lights up in a color corresponding to the highness of the jackpot expectation degree. In the example of FIG. 30(a), only the third normal hold image 506c is displayed as an image imitating a ball that lights up in a color different from blue (e.g., red). Such an effect of lighting up in a color different from blue by pre-reading is the pre-reading notice effect in this embodiment. For example, the effect determination means 303 determines the color of the normal hold image 506 so as to suggest that the jackpot expectation degree suggested by the normal color "blue" is the lowest, and the jackpot expectation degree increases in the order of "green", "red", and "rainbow color". The number and color (or pattern) of these hold images suggest the number of holds and the jackpot expectation degree to the player. The symbol variation corresponding to the third normal hold image 506c, which is scheduled to start symbol variation third, is the symbol variation that has become the target of pre-reading (the trigger for executing the pre-reading notice effect), and hereinafter is also referred to as "target variation".
[0227] At the upper right corner of the effect screen 500, a simplified hold image 507, which is a hold image in a smaller and simplified form than the normal hold image 506, is displayed. The simplified hold image 507 is an image indicating the number of the normal hold images being displayed in numbers, and in FIG. 30(a), the number "4" is displayed.
[0228] Figure 30(b) shows the state during symbol variation display. Figure 30(b) is the state during the variation display after the start of symbol variation following the state of Figure 30(a). Among the four normal hold images 506 from the first normal hold image 506a to the fourth normal hold image 506d in Figure 30(a), each moves one hold image's worth to the left from its respective position. The first normal hold image 506a in Figure 30(a) moves to the left and is displayed as the in-variation image 508. The in-variation image 508 is an image indicating the lottery value currently undergoing symbol variation. It has a larger diameter than the normal hold image 506, with a background pattern displayed around it, and is distinguished from the normal hold image 506 to emphasize that it is in the process of symbol variation. Note that the in-variation image 508 and the normal hold image 506 are not different image data but common image data. Specifically, as image data, it only has the image data of the in-variation image 508, and the normal hold image 506 is displayed by reducing the image data of the in-variation image 508. The second normal hold image 506b, the third normal hold image 506c, and the fourth normal hold image 506d in Figure 30(a) each move one position to the left to become the first normal hold image 506a, the second normal hold image 506b, and the third normal hold image 506c, respectively. The first normal decorative symbol 502a is displayed in a state of having already completed the variation display and being in a temporary stop state, that is, a state where it is substantially stopped but slightly swaying and the stop is not yet determined. The second normal decorative symbol 502b is in the process of variation with high-speed rotation. The third normal decorative symbol 502c is in a state of varying at a low speed after high-speed rotation and about to enter a stop state. The simple decorative symbol 504 is in high-speed rotation, and when all of the first normal decorative symbol 502a, the second normal decorative symbol 502b, and the third normal decorative symbol 502c stop (definitely stop), the simple decorative symbol 504 also stops (definitely stops). Note that definite stop refers to a stop mode where, unlike temporary stop, there is no fine swaying and only very slight movement. However, when the normal decorative symbol 502 is composed of a pattern with numbers (or characters or symbols) and pictures of characters such as people or animals, and the simple decorative symbol 504 is composed only of numbers (or characters or symbols), the numbers (or characters or symbols) of the simple decorative symbol 504 do not enter a temporary stop state but only a definite stop state, and there is no fine swaying and only very slight movement during definite stop.On the one hand, the normal decoration pattern 502 can be temporarily stopped. When it is temporarily stopped, both the numbers (or letters and symbols) and the pattern will have fine fluctuations. When it stops definitely, neither the numbers (or letters and symbols) nor the pattern will have fine fluctuations and will only have slight movements. However, after a predetermined time (for example, 5 seconds) has elapsed since the definite stop, at least one of the numbers (or letters and symbols) or the pattern will have fine fluctuations even when it is in the definite stop state.
[0229] The simple hold image 507 displayed at the upper right corner of the effect screen 500 is an image that shows the number of normal hold images 506 being displayed in numbers. In FIG. 30(b), the number "3" is displayed. The movable accessory 520 is a movable decorative lamp imitating the logo of the game machine model. By operating it at a predetermined timing, it suggestively indicates that the probability of a big win is high. Although details will be described later, there are also a plurality of movable accessories in addition to the movable accessory 520 in this embodiment.
[0230] FIG. 31 schematically shows an example of contraction of a frame image in a screen deformation effect. FIG. 31(a) shows a state in which the enemy character 512 appears at a predetermined timing in a predetermined pattern change effect such as a super reach effect with a story of fighting against the enemy character 512 as a motif. Note that during the execution of such a predetermined pattern change effect (super reach effect), as shown in FIG. 31, it is preferable to make the normal hold image 506 and the changing image 508 non-displayed. However, in the changing image 508, the display may be continued even when the normal hold image 506 is non-displayed. For example, when the super reach effect develops, the normal hold image 506 becomes non-displayed, but the changing image 508 may be configured to be displayed during at least a part of the execution period of the super reach effect (for example, the first half period). Also, during the execution of such a predetermined pattern change effect (such as the super reach effect), as shown in FIG. 31, the normal decorative pattern 502 is non-displayed, but the display mode may be made smaller (or, in the case of the normal decorative pattern 502 composed of numbers and patterns, only the numbers) and the display may be continued. For example, when the super reach effect develops, the normal decorative pattern 502 may be configured to be displayed in a reach mode, smaller and / or only with numbers, during at least a part of the execution period of the super reach effect (for example, the first half period). Here, when performing the in-frame still effect as the screen deformation effect, as shown in FIG. 31(b), the video of the enemy character 512 that has been displayed on the screen as in FIG. 31(a) until then is made still, and the still frame image is reduced to a size slightly smaller, and a frame image 510 such as a frame that has not been displayed until then is displayed around the reduced frame image. Although not particularly shown when performing the in-frame video effect as the screen deformation effect, similar to the in-frame still effect, deformation processing such as reduction is sequentially applied to each of a plurality of frame images included in the original video, and such a plurality of frame images are also included in the objects of deformation hereinafter unless otherwise particularly mentioned. Note that at least a part of this frame image 510 may be displayed in advance (for example, a part of the area closer to the inside of the frame image 510 may be displayed). The inside of the frame image 510 is hereinafter referred to as the in-frame image 514.Here, in the state of FIG. 31(a), the frame image 510 that was not displayed on the effect screen 500 is displayed around the in-frame image 514 in the state of FIG. 31(b). Although the display control process itself of this part of the frame image 510 is actually executed by the effect display control means 305 even at the time of FIG. 31(a), since it is a part arranged at a position corresponding to the outside of the frame of the effect screen 500, it is not displayed within the effect screen 500 and is an image part that has not been visualized. As shown in the drawing, although all of the frame image 510 is visualized in this embodiment, only the upper part of the frame image 510 may be visualized (that is, the other parts are made invisible), or only the left and right parts of the frame image 510 may be visualized (that is, the upper and lower parts are made invisible).
[0231] Here, the framed image 514 obtained by shrinking the frame image in Fig. 31(a) does not include the simple decorative pattern 504 and the simple hold image 507. That is, the simple decorative pattern 504 and the simple hold image 507 are not the targets of the screen deformation effect, and are displayed on a layer in front of the layer on which the screen deformation effect is displayed. The normal decorative pattern 502, the normal hold image 506, and the in-motion image 508, which were displayed at the stage of Fig. 30, are switched to a non-display state, are not included in the target of deformation, and are not included in the framed image 514 either. That is, by making the normal decorative pattern 502 non-display while continuing to display the simple decorative pattern 504, the display of the decorative pattern is ensured (making it possible to recognize whether it is in motion or not), and by making the normal hold image 506 and the in-motion image 508 non-display while continuing to display the simple hold image 507, the display of the hold image is ensured (making it possible to recognize whether there is a hold and how many holds there are). In the modified example, the normal decorative pattern 502 and the in-motion image 508 may also be included in the framed image 514 and be the targets of deformation. That is, as described above, in a predetermined pattern variation effect (such as a super reach effect), when the normal decorative pattern 502 and the in-motion image 508 are configured to continue to be displayed, the normal decorative pattern 502 and the in-motion image 508 may be included in the framed image 514 and be the targets of the screen deformation effect. Also, the normal hold image 506 may be configured to continue to be displayed in a predetermined pattern variation effect (such as a super reach effect), and like the normal decorative pattern 502 and the in-motion image 508, may be included in the framed image 514 and be the targets of the screen deformation effect. The framed image 514 is an image in a state where the frame image in Fig. 31(a) is shrunk as described above and, in addition, color-inverted (also referred to as so-called "negative-positive inversion"). Since the framed image 514 and the frame image 510 are the objects to be subjected to subsequent deformation processing, they are called the target object 516.
[0232] Figure 32 schematically shows an example of the oscillation of a frame image in the screen deformation effect. After further reducing the target object 516 from the state shown in Fig. 31(b), the object that has been changing two-dimensionally is further changed in the depth direction to be three-dimensionally deformed. As a result, the target object 516 becomes an image like one with a frame image of a moving image displayed until just before (an image like a captured image in which the moving image of the effect is stopped in the case of in-frame still effect, or a frame image that is successively switched in the case of in-frame video effect) pasted or projected on one surface of a three-dimensional object. The target object 516 has a shape in which the in-frame image 514 is arranged inside the curved frame image 510 as shown in the figure. Although it is not a strict rectangle, hereinafter, for the sake of convenience of explanation, it is assumed to be a rectangle, and its left end side is called the left side, the right end side is called the right side, the upper end side is called the upper side, and the lower end side is called the lower side for explanation. In Fig. 32(a), a four-vertex deformation is performed to make it appear as if the left side of the target object 516 is moved to the front side and the right side is moved to the back side. That is, the left side is made longer, the right side is made shorter, the inner angles above and below the left side are made smaller than a right angle, and the inner angles above and below the right side are made larger than a right angle so as to be deformed into a trapezoid. In Fig. 32(b), a four-vertex deformation is performed to make it appear as if the right side of the target object 516 is moved to the front side and the left side is moved to the back side. That is, the right side is made longer, the left side is made shorter, the inner angles above and below the right side are made smaller than a right angle, and the inner angles above and below the left side are made larger than a right angle so as to be deformed into a trapezoid. By alternately repeating the states of Fig. 32(a) and Fig. 32(b) at high speed, it is possible to make it appear as if the left side and the right side are alternately reciprocally swung back and forth in the front-rear direction to shake the target object 516.
[0233] The performance determination means 303 determines, as the performance content to be displayed on the performance screen 500 of the performance display device 60, whether to execute the screen deformation performance according to the variation pattern. The screen deformation performance sequentially generates new frame images obtained by at least synthesizing the image of the target object 516 obtained by deforming the frame image stored in the frame buffer 338 at a predetermined timing, the background image 518, and the image indicating the game state, and stores them in the frame buffer 338, thereby displaying them as a moving image. Here, the background image 518 is all black (painted black), but it is not limited to such a display mode. For example, it may be a display mode in which a moving image in which characters such as "CHANCE" flow like a telop is looped and played.
[0234] FIG. 33 schematically shows the layer structure of the performance screen 500 in the screen deformation performance. The layer structure of the performance screen 500 is configured to include, in order from the frontmost to the rearmost, an error display layer 521, a volume / light amount display layer 522, a game state layer 523, a performance layer 524, and a background layer 525. An error warning image 536 indicating that an error has occurred and the type of the error, etc. at the time of error occurrence is displayed on the frontmost error display layer 521. A volume setting image 532 indicating an interface for volume adjustment by the player and a light amount setting image 534 indicating an interface for light amount adjustment by the player are displayed on the next volume / light amount display layer 522.
[0235] The next layer, the game status layer 523, displays images such as, for example, the simple decoration symbol 504, the simple hold image 507, the changing image 508, and the guiding display 530 for guiding right strikes, and the display content is updated constantly. As a modification, the changing image 508 may be displayed on the effect layer 524 instead of the game status layer 523. The next layer, the effect layer 524, is mainly a layer on which the variation of the normal decoration symbol 502, the normal hold image 506, and the target object 516 are displayed. The shape, color, and display position of the target object 516 are updated constantly, but the content of the in-frame image 514 included in the target object 516 is fixed unless changes such as deformation or movement are added in the case of an effect that makes it stationary like a screen capture, and in the case of an effect where a video is inserted into the in-frame image 514, the frame images included in the original video are sequentially inserted. The normal decoration symbol 502 and the normal hold image 506 may be targets of deformation as part of the target object 516 in the screen deformation effect. Also, as described above, when the changing image 508 is displayed on the effect layer 524 instead of the game status layer 523, the changing image 508 may also be a target of deformation as part of the target object 516 in the screen deformation effect. The rearmost background layer 525 is a background image 518 of solid black. By displaying the background image 518 on the background layer 525, it is possible to make it look like a three-dimensional space with a sense of depth, and the target object 516 displayed on the effect layer 524 can also be made to look three-dimensional. As the effect images that can be displayed on the effect display device 60, it has at least one or more first images belonging to the first image group and one or more second images belonging to the second image group. In the screen deformation effect, a special first image obtained by deforming the first image in a predetermined manner and a second image that is not deformed in the predetermined manner are displayed. The first image group refers to a set of images that constitute the deformation target effect to be described later, that is, a set of images categorized as images to be the target of deformation processing, and the second image group refers to a set of images other than the images that constitute the deformation target effect to be described later, that is, a set of images categorized as images that are not the target of deformation processing. The first image is an image that can be a target of deformation in the screen deformation effect and is an image that can be displayed on the effect layer 524.The first image group includes, as the first image, for example, the target object 516, and may further include the normal decoration pattern 502 and the normal hold image 506. The second image is an image that is not the target of deformation in the screen deformation effect, and is an image displayed on a layer other than the effect layer 524. The second image group includes, as the second image, for example, the simple decoration pattern 504, the simple hold image 507, the in-motion image 508, and the guidance display 530. The special first image is, for example, the deformed target object 516, and when the normal decoration pattern 502 or the normal hold image 506 is the target of deformation in the screen deformation effect, the deformed normal decoration pattern 502 or the deformed normal hold image 506 may be further included.
[0236] The effect determination means 303 selects any one from a plurality of types of variation effect patterns as the variation effect pattern. The plurality of types of variation effect patterns include a variation effect pattern that is the execution target of the screen deformation effect and a variation effect pattern that is not the execution target of the screen deformation effect in the effect process. The variation effect pattern that is the execution target of the screen deformation effect may be defined such that the screen deformation effect may or may not be executed according to a separate lottery result, or may be defined such that the screen deformation effect is always executed. Thereby, even for the same variation effect pattern, or even if the progress content of the effect is the same up to a certain point, the way the effect is presented can be made different depending on whether the screen deformation effect is executed or not from a certain point on. For example, in the case of the flow of an effect that develops into a super reach effect, it can be either the flow of the effect such as "variation start → reach state formation → super reach effect development → no occurrence of screen deformation effect during the super reach effect → super reach effect end → variation end" or the flow of the effect such as "variation start → reach state formation → super reach effect development → occurrence of screen deformation effect during the super reach effect → super reach effect end → variation end".
[0237] The performance determination means 303 selects any one from a plurality of types of preview performance patterns as the preview performance pattern. The plurality of types of preview performance patterns include a preview performance that becomes the execution target of the screen deformation performance in the performance process (for example, in addition to the performance of stopping the enemy character during the aforementioned super reach performance, a step-up preview performance that is a part of the preview performance before reaching the reach state, etc.), and a preview performance that is not the execution target of the screen deformation performance (for example, a special normal decoration pattern 502 (for example, a normal decoration pattern 502 with the character "NEXT" attached) that is displayed during a pseudo-link performance that is a part of the preview performance before reaching the reach state and in which the normal decoration pattern 502 temporarily stops and then fluctuates again, a preview performance pattern in which the movable prop 520 is driven after the performance of stopping the enemy character during the aforementioned super reach performance and the screen is displayed so as to be dyed in rainbow color accordingly, etc.). The preview performance that becomes the execution target of the screen deformation performance may be defined such that the screen deformation performance may or may not be executed according to a separate lottery result, or may be defined such that the screen deformation performance is always executed. Thereby, even for the same preview performance pattern, the way of presenting the performance can be made different depending on whether the screen deformation performance is executed or not. Note that the performance that is the execution target of the screen deformation performance, that is, the pattern fluctuation performance and the preview performance in which the screen deformation performance can be executed during the performance process, are hereinafter referred to as "deformation target performance".
[0238] The performance determination means 303 determines whether to execute a so-called preview performance that pre-suggests a high probability that the determination result of the win / loss lottery will be a win when a hold corresponding to a new ball entry into the start port occurs, according to the pre-determination information (pre-information transmitted from the main board 200 as the main control device when a new ball entry occurs). Also, the probability of executing a screen deformation performance varies depending on the mode of the preview performance (preview notice). That is, when the hold related to the target variation is a hold related to the variation for which the execution of the screen deformation performance is planned, or a hold related to a variation with a high probability of executing the screen deformation performance (more precisely, when the hold is related to the variation for which the preview performance to be the execution target of the screen deformation performance is executed), a preview notice with a higher expectation level (in the case of a hold change performance described later, the red normal hold image 506 has a higher expectation level of preview notice than the blue normal hold image 506) is configured to be executed compared to the case where it is not such a hold. When configured in this way, even for the same performance pattern, it is preferable to configure it so that the probability of winning is higher when the screen deformation performance is executed than when it is not executed. For example, it is preferable to configure it so that the probability of winning is higher when the performance of stopping the enemy character during the super reach performance (the screen deformation performance is executed) than when the performance of stopping the enemy character during the super reach performance is not executed (the screen deformation performance is not executed and the enemy character does not stop). The preview performance by anticipation is, for example, a performance (hold change performance) that suggests the probability of winning or the probability of executing the screen deformation performance by the lighting color of the normal hold image 506 corresponding to the target variation to be previewed, as shown in FIG. 30. Thereby, it is possible to make the ease of executing the screen deformation performance different depending on the type of the preview performance, that is, the lighting color of the normal hold image 506. For example, it is easier to execute the screen deformation performance in the target variation for which the red normal hold image 506 (for example, the probability of winning is 50%) is displayed than the blue normal hold image 506 (for example, the probability of winning is 10%).Such a hold change effect may be executed not only for the normal hold image 506 but also for the in-motion image 508. For example, when the first normal hold image 506a moves to become the in-motion image 508, (1) in the first normal hold image 506a, the normal hold image 506 in blue is displayed, and in the in-motion image 508 as well, the normal hold image 506 in blue (precisely, the in-motion image 508 in blue) is displayed, so that it can be grasped that the current jackpot expectation degree of the variation is 10%. (2) In the first normal hold image 506a, the normal hold image 506 in blue is displayed, and in the in-motion image 508, the normal hold image 506 in red (precisely, the in-motion image 508 in red) is displayed, so that it can be grasped that the current jackpot expectation degree of the variation has increased from 10% to 50%. Note that whether the screen deformation effect is executed when a variation effect pattern to be the execution target of the screen deformation effect is selected is determined at the start of the symbol variation according to the variation effect pattern, and the execution probability of the screen deformation effect varies according to the type of the preview notice executed until the start of the variation. As a modification example, at the time when the preview notice is executed (when the execution of the preview notice is determined), the execution of the screen deformation effect may be determined by the variation (target variation) that triggers the execution of the preview notice.
[0239] The degree of expectation that a screen deformation effect will be executed varies depending on the mode of the preview effect for the change. Here, the change referred to means the current change. When a pre-reading preview is being executed, it is the change (target change) that triggered the execution of the pre-reading preview, not the change (change before the target) for which the pre-reading preview is being executed. Also, the mode of the preview effect for the change here refers to the mode of the preview effect (excluding the screen deformation effect) executed in the change for which the preview effect to be the target of the screen deformation effect is executed, not the mode of the pre-reading preview. That is, it should be noted that it is not the mode of the preview effect in a change prior to the change for which the preview effect to be the target of the screen deformation effect is execute...
Claims
【Claim 1】 a first start port into which a game ball can be entered; a second start port provided with a variable member that allows or facilitates entry of a game ball when opened; a large winning port that allows or facilitates entry of a game ball when opened; first pass / fail determination means for performing a first pass / fail determination based on a lottery value obtained upon entry of a game ball into the first start port; second pass / fail determination means for performing a second pass / fail determination based on a lottery value obtained upon entry of a game ball into the second start port; a symbol display device in which symbols are variably displayed and the result of the first pass / fail determination or the second pass / fail determination is indicated by the stop display of the symbols; special game control means for enabling execution of a special game involving opening of the large winning port when a winning symbol stops and is displayed on the symbol display device; specific game control means capable of setting any one of a plurality of base states with different degrees of ease of entry of a game ball into the second start port; initial process execution means for executing an initialization process for initializing the game state; an effect display device on which effects are displayed, and comprising: as the plurality of base states, a low base state in which the ease of entry is normal, a high base state in which the ease of entry is higher than that of the low base state, and a special base state in which the ease of entry is higher than that of the low base state and lower than that of the high base state; the high base state includes a first high base state, a second high base state more advantageous to the player than the first high base state, and a third high base state more advantageous to the player than the second high base state; it is possible to set the first high base state when a first off symbol stops and is displayed on the symbol display device that has been variably displayed in the low base state; it is possible to set the second high base state when a second off symbol stops and is displayed on the symbol display device that has been variably displayed in the low base state; It is possible to set the third high base state when the third off symbol stops being displayed on the symbol display device that has been variably displayed in the low base state. It is possible to set the special base state when the fourth off symbol stops being displayed on the symbol display device that has been variably displayed in the low base state. When the fifth off symbol stops being displayed on the symbol display device that has been variably displayed in the low base state, the low base state continues. It is possible to set the low base state when the high base state ends or when the initialization process is executed. During the variable display of the symbols in the low base state, a special effect that suggests the base state set when the symbols stop being displayed can be executed. As the special effect, there is a first special effect that can be executed in the low base state set when the first high base state or the second high base state ends, and a second special effect that can be executed in the low base state set when the third high base state ends or when the initialization process is executed. The execution time of the second special effect is longer than the execution time of the first special effect. Pachinko machine.
Citation Information
Patent Citations
Pachinko game machine
JP2003230714A
Game machine
JP2006296598A