Game machine

JP2025137292A5Pending Publication Date: 2026-07-28SAMMY CORPORATION
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
SAMMY CORPORATION
Filing Date
2024-03-08
Publication Date
2026-07-28

AI Technical Summary

Technical Problem

Existing gaming machines have room for improvement in the structure of the liquid crystal unit, particularly in terms of reusability and sealing performance.

Method used

A gaming machine design featuring a control board group with multiple boards connected on a flat surface, board covers that cover certain boards, and a storage space for connectors and harnesses, ensuring they do not protrude beyond a certain cover surface, enhancing the functionality of the liquid crystal unit.

Benefits of technology

The design provides a highly functional liquid crystal unit with improved reusability and sealing performance, enhancing the overall gaming machine's operational efficiency and reliability.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine having a highly functional liquid crystal unit.SOLUTION: In a game machine (Pachinko machine 4100), a performance unit (liquid crystal unit 4101c) comprises a control board group (sub-control module board 4132), a board base (sub-control unit base 4131) in which the control board group is fixed, and multiple board covers that can be mounted to the board base in a form for covering a predetermined control board. The multiple board covers include a first board cover (sub-control board cover 4134) having a first cover surface projecting most to the rear of the game machine, and a second board cover (performance IF board cover 4135) having a second cover surface at height close to a control board group rather than the first cover surface, the performance unit has a storage space near the outside of the second cover surface, and the storage space is not allowed to project to the rear of the game machine relative to the first cover surface and can house a predetermined connector and a harness.SELECTED DRAWING: Figure 147
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as pinball gaming machines (also called "pachinko gaming machines" or "pachinko machines") or slot machine gaming machines (also called "pachislot machines" or "slot machines"). [Background technology]

[0002] Conventionally, pachinko machines have used a liquid crystal unit comprising a board (e.g., a performance control board and an image control board, or a sub-control board, etc.) that performs overall control of the effects related to the game, and a liquid crystal panel that displays the effects using images. In the liquid crystal unit, a board cover that covers the board is generally provided to protect the board and prevent unauthorized operation. In recent years, there has been an increase in the reuse of components of the liquid crystal unit (e.g., liquid crystal panel, board, board cover, etc.) in order to reduce the manufacturing costs of gaming machines (e.g., Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-067428 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in gaming machines, there is room for further improvement in the structure of the liquid crystal unit, such as improving reusability and sealing performance.

[0005] In view of the above, an object of the present invention is to provide a gaming machine equipped with a highly functional liquid crystal unit. [Means for solving the problem]

[0006] In order to solve such problems, the present invention provides a gaming machine in which a presentation unit arranged on the rear side of the gaming machine comprises a control board group in which multiple control boards that control games are connected on a flat surface, a board base to which the control board group is fixed, and multiple board covers that can be attached to the board base in a form that covers certain control boards from the control board group, wherein the multiple board covers include a first board cover having a first cover surface that protrudes the most toward the rear of the gaming machine in the presentation unit, and a second board cover having a second cover surface at a height closer to the control board group than the first cover surface, and the presentation unit has a storage space near the outside of the second cover surface for storing a specified connector and a harness connected to the connector, and the storage space is capable of storing the specified connector and harness without protruding further toward the rear of the gaming machine than the first cover surface. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a gaming machine equipped with a highly functional liquid crystal unit. [Brief explanation of the drawings]

[0008] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a right side view of the pachinko machine. [Figure 3] This is a perspective view of a pachinko machine seen from the front. [Figure 4] This is a perspective view of a pachinko machine seen from the rear. [Figure 5] This is an oblique view of a pachinko machine from the front, with the glass frame open from the front frame and the front frame open from the outer frame. [Figure 6] This is an exploded oblique view of a pachinko machine disassembled into a glass frame, a game board, a front frame, and an outer frame, seen from the front. [Figure 7] This is an exploded oblique view of a pachinko machine disassembled into a glass frame, a game board, a front frame, and an outer frame, seen from the rear. [Figure 8]FIG. [Figure 9] This is an oblique view of the game board from the front right. [Figure 10] FIG. [Figure 11] This is an oblique view of the back of the game board from the rear left. [Figure 12] This is an oblique view of the back of the game board from the rear right. [Figure 13] This is an exploded perspective view of the game board, broken down into its main components, viewed from the front. [Figure 14] This is an exploded perspective view of the game board disassembled into its main components and viewed from behind. [Figure 15] This is a rear view of a pachinko machine (part 1). [Figure 16] Rear view of a pachinko machine (part 2). [Figure 17] Rear view of a pachinko machine (part 3). [Figure 18] FIG. 18 is a perspective view of the pachinko machine in the state shown in FIG. 17. [Figure 19] FIG. 2 is a control block diagram showing an example of the electrical configuration of the gaming machine. [Figure 20] FIG. 20 is a block diagram showing an example of the functions of the main control board shown in FIG. 19. [Figure 21] FIG. 20 is a block diagram showing an example of the function of the performance control board shown in FIG. 19. [Figure 22] FIG. 10 is a diagram showing an example of a special symbol winning / losing lottery table. [Figure 23] FIG. 10 is a diagram showing an example of a special symbol winning symbol table. [Figure 24] A figure showing an example of a special symbol variation pattern table for winning. [Figure 25] A figure showing an example of a special pattern change pattern table for losses. [Figure 26] FIG. 10 is a diagram showing an example of a fluctuation pattern look-ahead determination table. [Figure 27] 10 is a flowchart showing an example of a main process on the main control side. [Figure 28]This is a flowchart showing an example of the main processing on the main control side following Figure 27. [Figure 29] This is a flowchart showing an example of the main processing on the main control side following Figure 28. [Figure 30] 10 is a flowchart illustrating an example of a setting change process. [Figure 31] 10 is a flowchart illustrating an example of a setting confirmation process. [Figure 32] 10 is a flowchart showing an example of main control side timer interrupt processing. [Figure 33] A flowchart showing an example of main control side timer interrupt processing that follows Figure 32. [Figure 34] 10 is a flowchart showing an example of a start port monitoring control process. [Figure 35] 35 is a flowchart showing an example of the start port monitoring control process following FIG. 34. [Figure 36] 10 is a flowchart showing an example of a special pattern variation start monitoring control process. [Figure 37] 37 is a flowchart showing an example of the special pattern variation start monitoring process shown in FIG. 36. [Figure 38] This is a flowchart showing an example of the special pattern variation start monitoring process following Figure 37. [Figure 39] 10 is a flowchart showing an example of a special symbol control process. [Figure 40] 40 is a flowchart showing an example of the special symbol control general-purpose process shown in FIG. 39. [Figure 41] 41 is a flowchart showing an example of the special symbol variation start process shown in FIG. 40. [Figure 42] 41 is a flowchart showing an example of processing during the special pattern change shown in FIG. 40. [Figure 43] 41 is a flowchart showing an example of a process during display of a special symbol stop symbol shown in FIG. 40. [Figure 44] 44 is a flowchart showing an example of processing during display of special symbol stop symbols, following FIG. 43. [Figure 45]45 is a flowchart showing an example of processing during display of special symbol stop symbols, following FIG. 44. [Figure 46] 10 is a flowchart showing an example of a special electric device control process. [Figure 47] This is a flowchart showing an example of the special electric accessory control processing following Figure 46. [Figure 48] This is a flowchart showing an example of the special electric accessory control processing following Figure 47. [Figure 49] 10 is a flowchart illustrating an example of a reset start process. [Figure 50] 10 is a flowchart showing an example of a main process on the performance control side. [Figure 51] 51 is a flowchart showing an example of a command analysis process shown in FIG. 50. [Figure 52] 52 is a flowchart showing an example of the rendering state transition process shown in FIG. 51. [Figure 53] 52 is a flowchart showing an example of the variable presentation content determination process shown in FIG. 51. [Figure 54] A flowchart showing an example of the big win presentation content determination process shown in Figure 51. [Figure 55] This is a flowchart showing an example of the process for determining the contents of the big win presentation, following Figure 54. [Figure 56] 10 is a flowchart showing an example of a performance control side timer interrupt process. [Figure 57] 10 is a flowchart illustrating an example of an image control command transmission interrupt process. [Figure 58] 10 is a diagram for explaining the display of decorative patterns, etc. on a performance display device. FIG. [Figure 59] A figure showing an example of screen transition before the start of a game standby demo presentation. [Figure 60] FIG. 10 is a diagram for explaining a counting method of the MY counter. [Figure 61] FIG. 10 is a diagram showing a display example (part 1) of an advance notification effect. [Figure 62] A figure showing a display example (part 2) of the advance notification effect. [Figure 63]A figure showing an example of the display of a suppression notification effect. [Figure 64] FIG. 10 is a diagram illustrating an example of the electrical configuration of a pachinko machine according to a second embodiment of the present invention. [Figure 65] A block diagram showing an example of the function of the sub-control board shown in Figure 64. [Figure 66] 10 is a flowchart illustrating an example of a processing procedure for drawing processing. [Figure 67] 10 is a flowchart illustrating an example of a processing procedure for clearing a watchdog timer. [Figure 68] 10 is a flowchart illustrating an example of a command analysis procedure. [Figure 69] FIG. 2 is an external perspective view of the gaming machine 2000. [Figure 70] FIG. 2 is a front view of the gaming machine 2000. [Figure 71] FIG. 2 is a top view of a portion of the gaming machine 2000. [Figure 72] 10 is a block diagram showing an outline of control in the gaming machine 2000. FIG. [Figure 73] FIG. 2 is a perspective view of the pattern display device 2038. [Figure 74] FIG. 23 is a perspective view showing an example of a back lamp 2310. [Figure 75] An oblique view of the left reel 2039a. [Figure 76] An exploded oblique view of the left reel 2039a. [Figure 77] FIG. 10 is a diagram for explaining the arrangement of symbols on each reel. [Figure 78] FIG. 10 is a diagram for explaining the display of symbols when the reels are stopped. [Figure 79] 10 is a diagram for explaining the vicinity of the end of the reel tape 2320. FIG. [Figure 80] 10A and 10B are diagrams for explaining examples of the design of predetermined reel symbols. [Figure 81] FIG. 2 is a diagram illustrating an example of an attacker unit. [Figure 82] 10 is a diagram for explaining the overlap of the design portion and the game ball. FIG. [Figure 83]FIG. 10 is a cross-sectional view showing an example of the structure of a base material of a game board on which a design is printed. [Figure 84] FIG. 10 is a diagram for explaining the image a player will have when visually observing a panel member that has been subjected to shrinking processing. [Figure 85] FIG. 10 is an image diagram for explaining the structure of planting obstacle nails. [Figure 86] FIG. 10 is a diagram illustrating an example of the positional relationship between a peg and an electronic component. [Figure 87] 87 is a side view schematically showing the positional relationship between the obstacle nail 3301A and the LED 3341A shown in FIG. 86. FIG. [Figure 88] 10A and 10B are diagrams illustrating another example of the positional relationship between the obstacle nails and the electronic component. [Figure 89] FIG. 10 is a cross-sectional view showing an example of the structure of a decorative accessory. [Figure 90] This is an external perspective view of the pachinko machine 4000 as seen from the upper right corner of the front. [Figure 91] This is an external perspective view of the pachinko machine 4000 as seen from the upper right corner of the back. [Figure 92] FIG. 92 is a three-view drawing of the exterior of the pachinko machine 4000. [Figure 93] FIG. 4 is a rear view of the pachinko machine 4000. [Figure 94] This is an external perspective view of the rear of the pachinko machine 4000 with the rear cover 4003d open. [Figure 95] FIG. 10 is an external perspective view of a rear cover 4003d. [Figure 96] FIG. 40 is a front view of the rear cover 4003d. [Figure 97] This is an external perspective view of the game board 4004 as seen from the upper right corner of the front. [Figure 98] This is an external perspective view of the game board 4004 as seen from the upper right corner of the back. [Figure 99] This is a three-view diagram of the exterior of the game board 4004. [Figure 100] This is a rear view of the game board 4004. [Figure 101] FIG. 4 is a perspective view of the appearance of a liquid crystal unit 4004c. [Figure 102]5A and 5B are five-view diagrams of the appearance of the liquid crystal unit 4004c. [Figure 103] FIG. 4 is a rear view of the liquid crystal unit 4004c. [Figure 104] FIG. 4 is an exploded perspective view of the liquid crystal unit 4004c, seen from behind, with the main components disassembled. [Figure 105] FIG. 10 is an external perspective view of the sub-control board cover 4044. [Figure 106] 10 is a three-view diagram of the sub-control board cover 4044. FIG. [Figure 107] FIG. 10 is an external perspective view of the sub-control board shield 4043. [Figure 108] 4 is a three-view diagram of the sub-control board shield 4043. FIG. [Figure 109] FIG. 10 is an external perspective view of the mounting surface side of the sub-control module board 4042. [Figure 110] FIG. 10 is a front view of the mounting surface of the sub-control module board 4042. [Figure 111] FIG. 10 is a perspective view of the appearance of a liquid crystal unit 4004c for explaining the attachment of a crimping unit 4070. [Figure 112] 10A and 10B are diagrams for explaining a structural example of a crimping unit 4070. FIG. [Figure 113] 10 is a diagram for explaining the sealed state by the crimping unit 4070. FIG. [Figure 114] 10 is a diagram showing the positional relationship of a plurality of cover members that cover the sub-control unit base 4041. FIG. [Figure 115] 115 is a diagram showing an example of the multiple cover members shown in FIG. 114 viewed from the rear side of the pachinko machine 4000. FIG. [Figure 116] This is an external perspective view of the game board 4101 as seen from the upper right front. [Figure 117] This is an external perspective view of the game board 4101 as seen from the upper right corner of the back. [Figure 118] This is a rear view of the game board 4101. [Figure 119] FIG. 41 is a perspective view of the appearance of a liquid crystal unit 4101c. [Figure 120] 5A and 5B are five-view diagrams of the appearance of the liquid crystal unit 4101c. [Figure 121] FIG. 41 is a rear view of the liquid crystal unit 4101c. [Figure 122] This is an exploded perspective view of the liquid crystal unit 4101c, seen from behind, with the main components disassembled. [Figure 123] FIG. 10 is an external perspective view of the sub-control board cover 4134. [Figure 124] This is a three-view diagram of the sub-control board cover 4134. [Figure 125] FIG. 10 is an external perspective view of the sub-control board shield 4133. [Figure 126] This is a three-view diagram of the sub-control board shield 4133. [Figure 127] This is an oblique view of the appearance of the performance IF board cover 4135. [Figure 128] This is a three-sided view of the performance IF board cover 4135. [Figure 129] FIG. 10 is an external perspective view of the mounting surface side of the sub-control module board 4132. [Figure 130] FIG. 4 is a front view of the mounting surface of the sub-control module board 4132. [Figure 131] FIG. 10 is a perspective view of the appearance of a liquid crystal unit 4101c for explaining the attachment of a seal base 4152. [Figure 132] 10 is a schematic diagram illustrating the cross-sectional shape of a seal base 4152. FIG. [Figure 133] FIG. 10 is an external perspective view of the liquid crystal unit 4101c for explaining the attachment of the sub-control ROM unit 4160. [Figure 134] 10 is a diagram for explaining the liquid crystal unit 4101c when the sub-control board cover 4134 is fixed to the sub-control unit base 4131 with screws. [Figure 135] FIG. 10 is an external view of a caulking main body member 4181. [Figure 136] 10 is a diagram showing an example of the structure of a crimping unit 4180 before being locked. FIG. [Figure 137] 13 is a diagram showing an example of the structure of the crimping unit 4180 after being locked. FIG. [Figure 138] 135 is an enlarged view of the crimping unit 4180 taken along the AA cross section shown in FIG. 134. [Figure 139] 135 is an enlarged view of the crimping unit 4180 taken along the cross section BB shown in FIG. 134. [Figure 140] 13 is a view showing the opening / closing member 4131f after being crimped and locked. FIG. [Figure 141] FIG. 10 is a view showing an opening / closing member 4131f that has been opened after being broken by caulking. [Figure 142] FIG. 10 is a cross-sectional view of the crimping unit 8040 after crimping failure. [Figure 143] This is an external perspective view of the pachinko machine 4100 as seen from the upper right corner of the back. [Figure 144] FIG. 4 is a rear view of the pachinko machine 4100. [Figure 145] A diagram to explain the positional relationship between the ball supply unit 4190 and the fan 4154. [Figure 146] FIG. 41 is a front view of the liquid crystal unit 4101c. [Figure 147] FIG. 4 is a cross-sectional view of a liquid crystal unit 4101c. [Figure 148] FIG. 10 is a diagram (part 1) for explaining the joining structure of the substrate case in the liquid crystal unit 4101c. [Figure 149] FIG. 10 is a diagram (part 2) for explaining the joining structure of the substrate case in the liquid crystal unit 4101c. [Figure 150] FIG. 42 is an exploded perspective view of a liquid crystal display device 4210. [Figure 151] 4 is a three-view diagram of a liquid crystal display device 4210. FIG. [Figure 152] FIG. 42 is a cross-sectional view of a liquid crystal display device 4210. [Figure 153] FIG. 42 is an exploded perspective view of a liquid crystal display device 4210A. [Fig. 154] FIG. 10 is a diagram illustrating an example of a detailed structure near the liquid crystal surface of a liquid crystal display device 4210A. [Figure 155] FIG. 10 is a perspective view of the appearance of the slot machine 4300 as seen from the upper right front side. [Figure 156] FIG. 10 is a diagram showing the slot machine 4300 with the lower panel unit 4310 removed. [Figure 157]4 is a three-view diagram of the lower panel unit 4310. FIG. [Figure 158] 10 is a diagram illustrating an example of a detailed structure of a decorative member 4312 and its surroundings in a lower panel unit 4310. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0009] Hereinafter, a gaming machine according to an embodiment of the present invention will be described with reference to the drawings.

[0010] <1. First embodiment> <Pachinko machine structure> Fig. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. Fig. 2 and subsequent figures show the pachinko machine 1 shown in Fig. 1 viewed from other directions and disassembled. Fig. 2 is a right side view of the pachinko machine, Fig. 3 is a perspective view of the pachinko machine viewed from the front, and Fig. 4 is a perspective view of the pachinko machine viewed from the rear. Fig. 5 is a perspective view of the pachinko machine viewed from the front with the glass frame opened from the front frame and the front frame opened from the outer frame, Fig. 6 is an exploded perspective view of the pachinko machine disassembled into the glass frame, game board, front frame, and outer frame viewed from the front, and Fig. 7 is an exploded perspective view of the pachinko machine disassembled into the glass frame, game board, front frame, and outer frame viewed from the rear.

[0011] The pachinko machine 1 shown in Figure 1 etc. comprises a frame-shaped outer frame 2 installed in the island equipment of an amusement hall, a glass frame (door frame) 3 that closes the front of the outer frame 2 in an openable and closable manner, a front frame 4 that supports the glass frame 3 in an openable and closable manner and is attached to the outer frame 2 in an openable and closable manner, and a game board 5 that is detachably attached to the front frame 4 from the front, is visible through the glass frame 3, and has a game area 5a into which game balls are shot.

[0012] The outer frame 2 is rectangular in shape, combining frames 2a and 2b that extend vertically and horizontally, and frames 2c and 2d that extend vertically and horizontally, and is provided with hinge members 2e and 2f on the upper and lower left edge from the front, which support the front frame 4 and glass frame 3 so that they can be opened and closed sideways and can be attached and detached freely.

[0013] A glass frame 3 is attached to the front side of the front frame 4 by hinge mechanisms 3a and 3b on the left edge as viewed from the front, allowing it to be opened and closed sideways and detached. The glass frame 3 is held closed by a glass plate covering its front using a locking device 3c. A game board 5 is detachably attached to the upper half of the front frame 4, located behind the glass frame 3, from the front side of the front frame 4, and a game area 5a in front of the game board 5 can be seen through the double-pane glass of the glass frame 3, which is held closed as described above.

[0014] The glass frame 3 includes a base unit 3e with a rectangular through-hole 3d extending from front to back. Below the front of the base unit 3e is a tray unit 3f for storing game balls. A handle 4a, which the player can operate to launch the game balls stored in the tray unit 3f into the game area of ​​the game board 5, is housed in an area 3g. The front side of the glass frame 3 is provided with a frame lamp (LED lamp) 3h that emits light in response to the progress of the game, and a speaker 3i that outputs sound in response to the progress of the game. A performance button 3j, which is pressed by the player, is located in the center of the front of the tray unit 3f. The base of the performance button 3j has a lever structure that can be tilted toward the player up to a predetermined angle, functioning as a second performance button 3k that the player can pull in. The second effect button 3k may be designed to always allow for pulling operation, but considering the operability of the effect button 3j, it is preferable that it is normally fixed to the OFF side by a locking mechanism or the like, and that the lock is released when a specific effect is performed, allowing for pulling operation (ON operation).

[0015] The front frame 4 is insertable into the outer frame 2 and includes a frame body 4b that supports the outer periphery of the game board 5, hinges 4c and 4d that are rotatably attached to the top and bottom of the left side of the frame body 4b when viewed from the front, to which the hinges of the outer frame 2 and the hinges of the door frame 3 are attached, a launcher 4e that is attached to the lower front of the frame body 4b and that shoots game balls into the game area 5a of the game board 5, a locking unit 4f that is attached to the right side of the frame body 4b when viewed from the front and that locks the gap between the outer frame 2 and the front frame 4 and the glass frame 3, a board unit 4g that is attached to the lower rear of the frame body 4b, and a back cover 4h that is attached to the rear side of the frame body 4b and covers the rear side of the game board 5 attached to the frame body 4b. The board unit 4g houses a speaker unit, a power supply board, an interface control board, and a payout control board that controls the payout of game balls.

[0016] In the pachinko machine 1 of this embodiment, when a player rotates the game ball launcher 4e, the game balls are shot into the game area 5a of the game board 5 with a strength corresponding to the angle of the rotation. When the game balls shot into the game area 5a are received in a prize winning hole (ball entry hole), a predetermined number of game balls are paid out according to the prize winning hole into which the balls were received. This payout of game balls can increase the player's interest.

[0017] <Game board> Next, the game board 5 will be described with reference to Figures 8 to 14. Figure 8 is a front view of the game board, Figure 9 is a perspective view of the game board seen from the front right, Figure 10 is a rear view of the game board, Figure 11 is a perspective view of the rear of the game board seen from the rear left, Figure 12 is a perspective view of the rear of the game board seen from the rear right, Figure 13 is an exploded perspective view of the game board disassembled into its main components and seen from the front, and Figure 14 is an exploded perspective view of the game board disassembled into its main components and seen from the rear.

[0018] The gaming board 5 has a gaming area 5a into which gaming balls are hit. The gaming board 5 is composed of a front unit 100m, a back unit 200m, an LCD base 300m, and an LCD display device (performance display device) 70. The front unit 100m comprises a front member 100a that defines the outer periphery of the gaming area 5a and has a generally rectangular outer shape when viewed from the front, and a plate-like gaming panel 100b that is attached to the rear side of the front member 100a and defines the rear end of the gaming area 5a, and a plurality of obstacle nails are planted in a predetermined arrangement on the front side of the gaming panel 100b within the gaming area 5a.

[0019] The front member 100a is equipped with a function display unit 100c in the lower right corner that allows the player to visually check the game status based on control signals from the main control unit 5b (main control board 100 that controls the overall game). The effect display device 70 is placed in the center of the game area 5a and displays a predetermined effect image. A peripheral control unit 5c (effect control board 200 that controls the overall effects) is attached to the back of the effect display device 70. The LCD base 300m is open on the side facing the back unit 200m to accommodate the back unit 200m, and the effect display device 70 is attached to the back of the LCD base 300m.

[0020] The game panel 100b has an outer peripheral shape that is almost the same as that of the front member 100a, is made of a transparent flat panel board, is attached to the rear side of the front member 100a, and further has a holder on the rear surface to which the back unit 200m is attached. The front member 100a is equipped with a plurality of general winning openings 66 that are always open so that they can accept game balls that have been shot into the game area 5a, a first starting opening 61 that is always open so that it can accept game balls at a different position in the game area 5a from the general winning openings, a gate 63 (integrally formed in the attacca unit 500 described below) that is attached to a predetermined position in the game area 5a and detects the passage of game balls, a second starting opening 62 (integrally formed in the attacca unit 500 described below) that can accept game balls depending on the result of a normal pattern lottery that is drawn when the game ball passes through the gate, and a large winning opening 64 (integrally formed in the attacca unit 500 described below) that can accept game balls depending on either the result of a first special lottery that is drawn when a game ball is accepted into the first starting opening 61 or the result of a second special lottery that is drawn when a game ball is accepted into the second starting opening. The gate 63, the second starting gate 62 and the big prize gate 64 are located within the attacker unit 500 and are therefore not shown here.

[0021] The second starting opening is equipped with a standard electric device composed of a movable piece and a standard electric device solenoid for opening and closing the device. The standard electric device can alternate between a closed state, which makes it difficult for game balls to enter the second starting opening, and an open state, which makes it easier for game balls to enter, depending on the current state of the standard electric device solenoid. The second starting opening is configured so that game balls are difficult to enter unless the standard electric device is in the open state, but are easy to enter when the standard electric device is in the open state. The front member 100a has a first outlet 29 directly below the first starting opening 61 in the center in the left-right direction. The attacca unit 500 is located at the lower right of the front member 100a. The attacca unit 500 is primarily equipped with a movable piece as the special electric device 642 that opens and closes the large prize opening 64, and is an integrated unit of multiple parts.

[0022] The rear unit 200m has an opening 200a for viewing the rear LCD display screen. The rear unit 200m is equipped with a sensor for detecting game balls received in the general winning opening 66, the first starting opening 61, etc., a locking mechanism for detachably attaching the LCD base 300m, and a passage for discharging game balls.

[0023] The front member 100a has an outer shape of a substantially square when viewed from the front, and an inner shape that penetrates in the front-to-back direction in a substantially circular shape, with the inner periphery of the inner shape defining the outer periphery of the play area 5a. This front member 100a is equipped with an outer rail 100f that extends in an arc shape from the lower end toward the left of the center in the left-to-right direction in a clockwise circumferential direction, passing the upper end of the center in the left-to-right direction in a front view, an inner rail 100d that is arranged inside the front member 100a approximately along the outer rail 100f and extends in an arc shape from the lower center in the left-to-right direction in a front view to the upper left diagonal direction in a front view, and an out guideway 100e that is formed at the lowest position of the play area 5a on the right side of the lower end of the inner rail 100d when viewed from the front, and that slopes downward toward the rear.

[0024] The gaming panel 100b includes a center ornament 22 that protrudes toward the front member 100a around an opening of the same shape as the opening in the front member 100a. When the gaming panel 100b is fixed to the front member 100a, the center ornament 22 fits into the opening to match the shape of the opening in the front member 100a, decorating the area around the opening 100h of the front unit 100m. Through the opening 100h, players can see the performance screen and the behavior of the performance device. The center ornament 22 is a type of decorative element and serves the decorative function of supporting the screen of the performance display device 70 at the center of the gaming board 5. The center ornament 22 may be provided with a movable role (movable performance device) that performs performance actions according to the progress of the game. The movable role is operated by a driving source such as a stepping motor or solenoid. The center ornament 22 may also be provided with a lamp that lights up according to the progress of the game.

[0025] The main control unit 5b (see FIG. 7) is attached below the peripheral control unit 5c on the back of the effect display device 70. The main control unit 5b is equipped with a main control board 100 that controls the game content and the payout of game balls, etc., and a main control board case 100n that houses the main control board 100 (see FIG. 16). The main control unit 5b controls the game content and the prize balls, etc.

[0026] The function display unit 100c includes a status indicator consisting of one LED that displays the game status, a normal pattern display that displays a variable normal pattern by controlling the blinking of two LEDs based on the result of a normal pattern lottery drawn by the passage of a gaming ball through the gate 63, and then displays these two LEDs in a lighting mode corresponding to the result of the normal pattern lottery, a normal hold indicator consisting of two LEDs that displays the number of hold indicators, which is the number of variable normal pattern indicators related to the passage of a gaming ball through the gate 63 for which the start condition for the variable display has not yet been met, a first special pattern indicator that displays a variable first special pattern by controlling the blinking of eight LEDs based on the result of a first special lottery drawn by the acceptance of a gaming ball into the first start port 61 (occurrence of a start winning), and then displays these eight LEDs in a lighting mode corresponding to the result of the first special lottery, and The device is equipped with a first special reserve number display consisting of two LEDs that displays the reserve number, which is the number of variable displays of the first special pattern related to acceptance for which the conditions for starting the variable display have not yet been met; a second special pattern display that displays the second special pattern by controlling the blinking of eight LEDs based on the result of a second special lottery drawn upon the acceptance of a game ball into the second starting port (occurrence of a start winning), thereby displaying the eight LEDs in a lighting mode according to the result of the second special lottery; a second special reserve number display consisting of two LEDs that displays the reserve number, which is the number of variable displays of the second special pattern related to the acceptance of a game ball into the second starting port for which the conditions for starting the variable display have not yet been met; and a round display consisting of four LEDs that displays the number of times the opening and closing pattern of the big winning port is repeated (number of rounds) when the result of the first special lottery or the result of the second special lottery is a ``jackpot'' or the like. The function display unit 100c can display the number of reserved items, designs, etc. by appropriately turning on, turning off, blinking, etc. the LED.

[0027] The peripheral control unit 5c is attached to the rear surface of the effect display device 70 and includes an effect control board 200 that controls the effects (lighting effects, sound effects, moving effects, etc.) presented to the player based on control signals from the main control board 100, and an image control board 300 that controls image display and sound output according to the development of the game (see Figure 19). The effect display device 70 is located in the center of the game area 5a and is detachably attached to the rear surface approximately in the center of the LCD base 300m that houses the back unit 200m. When the game board 5 is assembled, the effect display device 70 can be seen from the front through the frame of the frame-shaped center ornament 22. The effect display device 70 is a full-color display device backlit by white LEDs and displays still and moving images. In this embodiment, the performance control board 200 and the image control board 300 are described as being configured as two separate boards, but the functional configuration of the CPU on each board is not limited to that described above and can be changed as appropriate (for example, sound control can be performed by the CPU on the performance control board), or all performances can be controlled by the CPU on a single board.

[0028] The effect display device 70 mainly displays effect images including decorative symbols and preview effects that change and stop in conjunction with the first or second special symbol, and also displays the first and second special symbols on hold. Specifically, the screen of the effect display device 70 is provided with a decorative symbol display section that displays the change of decorative symbols and preview effects, a first special symbol reserve display section that displays the first special symbol on hold in synchronization with the first special symbol reserve lamp, and a second special symbol reserve display section that displays the second special symbol on hold in synchronization with the second special symbol reserve lamp.

[0029] The decorative symbol display section of the LCD screen has three display areas (left display area, middle display area, right display area) on a predetermined valid line that serve as variable display areas for decorative symbols, with the left decorative symbol corresponding to the left display area, the middle decorative symbol corresponding to the middle display area, and the right decorative symbol corresponding to the right display area being displayed in a static state. In the normal display mode, the special symbol reserve display section displays a reserved image with a white circle when a special symbol activation reserved ball is generated, but when the activation reserved ball is consumed, the corresponding reserved image disappears. These reserved images are displayed in a predetermined order, such as the type of special symbol activation reserved ball and the order of occurrence (ball entry order), and up to four can be displayed on each special symbol reserve display section.

[0030] <Change settings> The pachinko machine 1 according to this embodiment can be equipped with a setting change function that changes the degree of advantage for the player by using multiple setting values. Here, the setting value is a value for specifying the degree of advantage for the player and is managed by the main control board 100 (see FIG. 19). In this example, six setting values ​​are provided, in order of decreasing advantage: "Setting 1," "Setting 2," "Setting 5," and "Setting 6." To vary the degree of advantage for the player depending on each setting value, for example, different jackpot probabilities for the special symbol lottery may be set for each setting value. The main control board 100 controls the progress of the game based on the setting value, and when the setting value is changed by a setting change operation (described later), the main control board 100 controls the progress of the game based on the changed setting value.

[0031] Therefore, the following will describe in detail the features of the pachinko machine 1 according to this embodiment when it is equipped with a setting change function. In the following description, changing / setting a setting value will be referred to as a "setting change," and a series of operations related to the setting change will be referred to as a "setting change operation."

[0032] In the setting change operation in the pachinko machine 1, first, an operation is performed to transition the internal state controlled by the main control board 100 (main control CPU 101) to a "setting change state" in which the setting value can be changed, and then, while the machine is controlled in the setting change state, an operation is performed to select and set the desired setting value (a known operating method in conventional gaming machines can be used, and detailed explanations are omitted), thereby changing the setting value.

[0033] The operations for transitioning to the setting change state are comprised of the first procedure (opening the frame) of opening the front frame 4, the second procedure (turning the setting key switch on) of turning on the setting key switch, the third procedure (turning the RAM clear switch on) of performing an initialization operation on the initialization switch, and the fourth procedure (turning the power switch on) of turning on the power. However, the third and fourth procedures must be performed in parallel.

[0034] These first to fourth steps will be described in detail with reference to the characteristic structure of the pachinko machine 1 according to this embodiment.

[0035] In the first step (opening the frame), a door key is used to open the front frame 4 from the outer frame 2. Door keys are also called common keys, and are generally not unique to each gaming machine manufacturer or model, but are keys that can be shared with other gaming machine models to facilitate operation in gaming parlors.

[0036] To explain the procedure for opening the frame in more detail, for example, the front frame 4 can be opened from the outer frame 2 by inserting a door key into a keyhole (not shown) of a locking device that keeps the front frame 4 closed relative to the outer frame 2 and turning it in a predetermined direction while pulling the front frame 4 toward you. Note that the keyhole into which the door key is inserted to open the front frame 4 from the outer frame 2 may also be configured to share the keyhole of the locking device 3c that keeps the glass frame 3 closed relative to the front frame 4.

[0037] In pachinko machine 1, a door-opening sensor 2p is provided on the curtain panel of outer frame 2 to detect the open / closed state of front frame 4 relative to outer frame 2. Furthermore, a door-opening detection member 4p is provided on front frame 4 at a position corresponding to the door-opening sensor 2p. For example, when front frame 4 is closed relative to outer frame 2, door-opening detection member 4p engages with door-opening sensor 2p, causing door-opening sensor 2p to detect the closed state of front frame 4 (door closed). On the other hand, when front frame 4 is open relative to outer frame 2, door-opening detection member 4p separates from door-opening sensor 2p, causing door-opening sensor 2p to detect the open state of front frame 4 (door open). Detection information from door-opening sensor 2p is output to a predetermined circuit board or the like and is processed as an error, if necessary. Note that the above structure is merely an example of a mechanism for detecting the open / closed state of front frame 4 relative to outer frame 2, and other known mechanisms may be used.

[0038] FIG. 15 is a rear view (part 1) of a pachinko machine. FIG. 15 is a rear view of the pachinko machine 1 before the frame is opened. If the outer frame 2 is removed from FIG. 15, it corresponds to a rear view of the front frame 4 when the front frame 4 is opened relative to the outer frame 2 (frame opened). According to FIG. 15, on the rear side of the front frame 4, a rear cover 4h that covers the rear side of the game board 5 is in a closed state. The rear cover 4h is a covering member that normally covers the main control unit 5b (main control board 100) and the peripheral control unit 5c (performance control board 200). Therefore, even if the first procedure for opening the front frame 4 is performed, these covered units cannot be touched as long as the rear cover 4h is in a closed state.

[0039] In addition, Figure 15 shows a RAM clear switch cover 400p that is provided on the dispensing control board 400 (dispensing control unit) and covers the RAM clear switch 400q, and a power switch cover 600p that is provided on the power supply board 600 (power supply unit) and covers the power switch 600q, but details of these will be described later.

[0040] Next, in the second step (setting key switch on), an operation is performed to turn on the setting key switch 100q using the setting key. Unlike the door key described above, the setting key is a key unique to each gaming machine manufacturer (or model) from the perspective of security, in order to prevent fraudulent activity related to "settings," which have a significant impact on gaming machine performance. In the pachinko machine 1 of this embodiment, the setting key switch 100q is provided on the main control unit 5b (e.g., the main control board 100). As described above with reference to FIG. 15, simply releasing the front frame 4 from the outer frame 2 in the first step does not allow the setting key to be inserted into the setting key switch 100q because the main control unit 5b is covered by the back cover 4h. Therefore, when performing the second step, the back cover 4h must be opened.

[0041] FIG. 16 is a rear view (part 2) of the pachinko machine. FIG. 16 is a rear view of the pachinko machine 1 with the rear cover 4h removed from FIG. 15. Removing the outer frame 2 from FIG. 16 corresponds to a rear view of the front frame 4 when the second procedure is being executed (i.e., when the front frame 4 is open and the rear cover 4h is open). According to FIG. 16, the main control unit 5b (main control board 100) and the peripheral control unit 5c (performance control board 200), which were covered by the rear cover 4h, are exposed. However, the setting key switch 100q is not yet visible.

[0042] In this embodiment, the back surface of the main control unit 5b is covered by a main control board case 100n, and the portion where the setting key switch 100q is provided is normally covered by an openable harness cover 100p. That is, the setting key switch 100q is normally doubly covered by a rear cover 4h and a harness cover 100p. To perform the second procedure, the rear cover 4h must be opened first, and then the harness cover 100p must be opened. In this embodiment, as shown in FIG. 18, the rear cover 4h is designed to open and close in the left-right direction, while the harness cover 100p is designed to open and close in the up-down direction. By differentiating the opening and closing directions of the two covers in this way, it becomes difficult to operate the setting key switch 100q through a gap when the front frame 4 is slightly opened, thereby improving security.

[0043] Fig. 17 is a rear view (part 3) of the pachinko machine. Fig. 17 is a rear view of the pachinko machine 1 in a state where the harness cover 100p has been opened from the state shown in Fig. 16. Fig. 18 is a perspective view of the pachinko machine in the state shown in Fig. 17. As shown in Figs. 17 and 18, by opening the harness cover 100p to the rear side of the front frame 4, the setting key switch 100q provided behind it is exposed and operable.

[0044] Therefore, at this time, the operator performing the setting change operation (e.g., the hall manager) can perform the second procedure of turning the setting key switch 100q on by leaving the harness cover 100p open and inserting the corresponding setting key into the setting key switch 100q from the back side of the front frame 4 and turning it in a predetermined direction.

[0045] 17 and 18 also show the RAM clear switch cover 400p provided on the dispensing control unit and the power switch cover 600p provided on the power supply unit when opened.

[0046] The RAM clear switch cover 400p is a cover that swings up and down to open and close. For example, the RAM clear switch cover 400p has a locking mechanism in the closed state, and after the RAM clear switch cover 400p is unlocked by moving it downward once, it can be opened toward the front. When the RAM clear switch cover 400p is opened, the RAM clear switch 400q is exposed and can be operated.

[0047] The RAM clear switch 400q corresponds to the initialization switch operated in the third step, and outputs a signal to initialize (clear the RAM) the control information stored in the main control RAM 103 when a predetermined initialization operation (for example, pressing the RAM clear switch 400q to turn it on within a predetermined period after power-on) is performed. Note that the initialization operation for clearing the RAM is not limited to a single operation of the RAM clear switch 400q; for example, turning on the power switch 600q while pressing the RAM clear switch 400q may be considered as an initialization operation for clearing the RAM. Furthermore, the range of information initialized when the RAM clear is executed is not limited to the control information stored in the main control RAM 103.

[0048] Therefore, after performing the second procedure, the operator performing the setting change operation can perform the third procedure (RAM clear switch on) by opening the RAM clear switch cover 400p and performing an initialization operation (e.g., an ON operation) on the RAM clear switch 400q from the back side of the front frame 4.

[0049] The power switch cover 600p, like the RAM clear switch cover 400p described above, is a cover that swings up and down to open and close. The power switch cover 600p may also have a locking mechanism. When the power switch cover 600p is opened, the power switch 600q is exposed and can be operated.

[0050] The power switch 600q is a power switch that changes the state of power supply in the gaming machine 1 (at least the main control board 100), and outputs a signal that switches the power on / off state when a power operation is performed.

[0051] Therefore, after performing the second procedure, the operator of the setting change operation can perform the fourth procedure (power switch on) by performing a predetermined power operation (power on operation) on the power switch 600q from the back side of the front frame 4 with the power switch cover 600p open. As mentioned above, the third and fourth procedures must be performed simultaneously (in parallel). Then, by performing the first to fourth procedures, the internal state of the pachinko machine 1 transitions to a setting change state, and the setting value can be selected and set.

[0052] In the pachinko machine 1 according to this embodiment, if the first step (opening the frame) and the second step (turning on the setting key switch) of the first to fourth steps for transitioning to the setting change state described above are omitted and executed, an initialization operation will be performed, and if the third step (turning on the RAM clear switch) is omitted and executed, the machine will transition to a setting confirmation state in which the current game settings (setting values) are confirmed.

[0053] As described above, when changing the settings on the pachinko machine 1, the front frame 4 must be opened from the outer frame 2 using the first procedure, and then the second to fourth procedures must be performed from the back side of the front frame 4, thereby preventing fraudulent behavior such as attempting to change the settings while the front door (front frame 4) of the gaming machine is closed.

[0054] <Control configuration of gaming machine> FIG. 19 is a control block diagram showing an example of the control configuration of the gaming machine according to this embodiment.

[0055] <Main control board> As shown in Figure 19, the main control board 100 comprises a main control CPU 101, a main control ROM 102, a main control RAM 103, an I / O port circuit 104, and the like. The main control CPU 101 controls the operation of the main control program and executes various arithmetic processes related to games. The main control ROM 102 stores the main control program and various data in a non-volatile manner. The main control RAM 103 functions as a work area and buffer memory used as a temporary storage area. The I / O port circuit 104 inputs and outputs signals to and from peripheral boards and devices such as the performance control board 200 and payout control board 400 under the control of the main control CPU 101.

[0056] The main control CPU 101 reads out a main control program from the main control ROM 102 and executes each instruction on the main control RAM 103, thereby controlling game operations in accordance with each instruction of the main control program.

[0057] In addition, the main control board 100 is equipped with a clock circuit, a WDT circuit, a CTC circuit, a random number generation circuit, etc., although these are not shown.

[0058] The clock circuit divides the clock signal from the crystal oscillator to generate an internal system clock. The WDT circuit resets the main control CPU 101 to return it to normal operation if it malfunctions or goes out of control. The CTC circuit generates real-time interrupts and measures time. The random number generation circuit operates as a separate system from the program processing (software random numbers) by the main control CPU 101, and generates predetermined random numbers (built-in random numbers). These are electrically connected to each other via an internal bus (not shown).

[0059] The main control CPU 101 reads out the main control program stored in the main control ROM 102 and executes calculations based on detection information from each switch, such as the first start port switch 161, thereby performing various processes related to the main control of the game.

[0060] Furthermore, the main control CPU 101 has a performance command output port for outputting performance control commands to the performance control board 200 for executing performance operations associated with the main control of the game, as well as a payout command output port for outputting payout commands for executing the payout operation of game balls, and further has a strobe signal output port used when outputting a strobe signal for determining the timing for receiving each of these transmission commands on the target board. Note that the main control CPU 101 also has various other output ports, and the strobe signal output port 101B actually exists as a port for outputting multiple data combined with other output data.

[0061] The main control RAM 103 is a volatile storage means in which at least a portion of the area is backed up by the backup power generated in the power supply board 600. The backup area of ​​the main control RAM 103 is an area that, in the event of a power outage (hereinafter referred to as a "power outage"), should retain the stack pointer, registers, and other data held at the time of the power outage, and when the power is turned on (when the power is restored after the power outage), the state of the gaming machine is restored to the state before the power outage based on the information in the backup area.

[0062] The main control board 100 is electrically connected to various switches such as a setting key switch 100q for changing the setting value, a first start port switch 161 provided in the first start port 61, a second start port switch 162 provided in the second start port 62, an operating gate switch 163 provided in the gate 63, a special prize port switch 164 provided in the special prize port 64, and a general prize port switch 166 provided in the general prize port 66. In the main control board 100, detection signals from these various switches are input to the main control CPU 101 via an I / O port circuit 104.

[0063] Furthermore, the main control board 100 is electrically connected to various display means such as a first special symbol display device 171, a second special symbol display device 172, a first special symbol hold lamp 173, a second special symbol hold lamp 174, a normal symbol display device 175, and a normal symbol hold lamp 176. This main control board 100 is electrically connected to various solenoids such as a normal electric role solenoid 123 that operates the normal electric role 622, and a special electric role solenoid 124 that operates the special electric role 642, and transmits control signals from the main control CPU 101 to these various display means and various solenoids via the I / O port circuit 104.

[0064] The main control board 100 and the performance control board 200 are connected by, for example, eight parallel signal lines and one strobe signal line, and communication is possible only in one direction, from the main control board 100 to the performance control board 200. In other words, while it is permitted to send various performance control commands from the main control board 100 to the performance control board 200, it is not permitted to send commands or data from the performance control board 200 to the main control board 100.

[0065] I / O port circuit 104 is provided on main control board 100 between main control CPU 101 and performance control board connection connector 109. Main control CPU 101 and performance control board connection connector 109 are connected by data bus 111 consisting of eight data lines, as well as by strobe signal bus 112 consisting of strobe signal lines. Command data sent from I / O port circuit 104 is received by performance control board 200 via performance control board connection connector 109 under the control of main control CPU 101, as will be described later.

[0066] <Performance control board> On the other hand, as shown in Figure 19, the presentation control board 200 is equipped with a presentation control CPU 201 that executes various arithmetic processing related to game presentations based on presentation control commands from the main control board 100, a presentation control ROM 202 that stores presentation control programs and various data, a presentation control RAM 203 that functions as a work area and buffer memory as a temporary working area, and an I / O port circuit 204 that inputs and outputs signals between peripheral boards such as the main control board 100 and image control board 300 and each device.

[0067] The performance control CPU 201 reads out a performance control program stored in the performance control ROM 202 and executes it on the performance control RAM 203, thereby controlling performance operations that accompany the progress of the game in accordance with this performance control program. In addition, although not shown, the performance control board 200 is equipped with a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the performance control CPU 201 to return it to a normal state when it malfunctions or goes out of control, a TPU circuit that outputs various signals based on the system clock, an interrupt controller that generates various interrupts such as timer interrupts based on register settings and signals from the CTC circuit, a serial communication circuit for inputting and outputting serial data, and a real-time clock circuit (hereinafter referred to as the "RTC circuit") that has a timekeeping function, all of which are connected to each other via an internal bus.

[0068] In performance control processing in response to performance control commands from main control board 100, performance control board 200 generates image control commands that instruct image control board 300 to output images and sounds, and also generates lamp control signals (lamp data) for controlling lamp connection board 91, and drive control signals (drive data) for controlling motor driver 92. Performance control board 200 is connected to image control board 300 so that two-way communication is possible. Image control commands related to images and sounds are sent from performance control board 200 to image control board 300, and in response, image control board 300 sends a response command (so-called ACK command) to performance control board 200 indicating that the image control command was successfully received.

[0069] The performance control board 200 is connected to a speaker 11 that outputs sound, and the performance control CPU 201 controls the output of sound data generated by the image control board 300 to the speaker 11.

[0070] The performance control board 200 is electrically connected to a lamp connection board 91 equipped with a plurality of LED drivers, and transmits lamp control signals (lamp data) via a serial communication circuit to control the lamp connection board 91. In this embodiment, the performance control board 200 and the lamp connection board 91 use clock-synchronized serial communication, and the lamp control signals are transmitted bit by bit via a signal line (clock line) separate from the data line for transmitting lamp data, in synchronization with a clock signal transmitted via that data line.

[0071] The lamp connection board 91 has a built-in LED driver that functions by receiving a lamp control signal for driving the LEDs transmitted from the performance control board 200. The lamp connection board 91 controls the lighting or extinguishing of the performance lamps 10, 25 by switching on / off a switch in the circuit based on the lamp control signal to supply or cut off a driving current to the performance lamps 10, 25.

[0072] Furthermore, the performance control board 200 is electrically connected to a plurality of motor drivers 92, and outputs drive control signals (drive data) for driving the props to the motor drivers 92 via an I / O port circuit 204. The motor drivers 92 turn on / off switches within the circuit based on the drive control signals for driving the props transmitted from the performance control board 200, thereby supplying or cutting off drive current to the stepping motors of each movable prop, thereby operating each movable prop. Note that a parallel communication method is used for transmitting data to the motor drivers 92. Note that, not limited to this embodiment, if the prop has a drive source other than a stepping motor as its drive source, the control signal and control data are transmitted to a driver IC corresponding to the drive source instead of the motor driver 92.

[0073] Image control board 300 comprises image control CPU 301, image control ROM 304, image control RAM 305, and I / O port circuit 306. Image control CPU 301 executes various arithmetic processes related to image presentation based on image control commands from presentation control board 200. Image control ROM 304 stores image control programs and various data. Image control RAM 305 functions as a work area and buffer memory that temporarily serves as a storage area (temporary area). I / O port circuit 306 inputs and outputs signals to and from peripheral boards and devices.

[0074] The image control CPU 301 reads out an image control program from the image control ROM 304, loads it into the image control RAM 305, and executes it, thereby controlling the image display operation related to the performance in accordance with this image control program.

[0075] Furthermore, image control board 300 is equipped with VDP 302, which generates image data according to the performance content based on control signals received from image control CPU 301, and sound source IC 303, which generates sound data according to the performance content based on control signals received from image control CPU 301. VDP 302 is a so-called graphics processor that reads image data stored in an image ROM (not shown) in response to instructions from image control CPU 301, processes the image data, and outputs the generated video signal of display data to performance display device 70. A high-speed VRAM (not shown) used for expanding and processing the image data read from the image ROM is connected to VDP 302. Sound source IC 303 reads sound data stored in an audio ROM (not shown) in response to instructions from image control CPU 301, synthesizes the data, and generates sound data. The generated sound data is output via performance control board 200 and an amplifier to speaker 11.

[0076] <Dispensing control board> The payout control board 400 comprises a payout control CPU 401, a payout control ROM 402, and a payout control RAM 403. The payout control board 400 drives the prize ball payout unit 34 based on a payout control command from the main control board 100 to control the payout operation of the game balls (prize ball operation), and also drives the ball feeding mechanism 13 and the launching mechanism 14 in synchronization with each other according to the amount of operation of the launching handle 12 to control the launching operation of the game balls.

[0077] <Power supply board> The power supply board 600 is equipped with a normal power supply circuit, a backup power supply circuit, and a power interruption monitoring circuit. The normal power supply circuit generates the normal power used by each control board based on the primary power supplied from the power supply equipment of the gaming machine island. The backup power supply circuit generates backup power. The power interruption monitoring circuit has the function of monitoring power interruptions due to voltage drops.

[0078] The power supply board 600 generates and supplies the power supply voltage required for electronic and electrical components of each control board, gaming equipment, etc. A power switch 600q for starting the power supply circuit is connected to the power supply board 600, and when the power switch 600q is turned on while primary power is being supplied from the power supply device of the gaming machine island, a predetermined power is supplied from the normal power supply circuit of the power supply board 600 to each control board, etc.

[0079] The power supply board 600 has the function of detecting when the power supply from the power supply device of the gaming machine island is interrupted (hereinafter also referred to as "power interruption"). When a power interruption is detected, it sends a power interruption signal (NMI signal) to the main control board 100, the performance control board 200, and the payout control board 400 to notify the interruption. The backup power circuit is configured to be charged while power is being supplied to the gaming machine from the power supply device of the gaming machine island. A RAM clear switch 400q and a door open sensor 2q are connected to the power supply board 600. The RAM clear switch 400q is a switch that temporarily erases the contents of the main control RAM 103 of the main control board 100 and resets them to initial values ​​when the gaming machine is powered on. The door open sensor 2q is a sensor that detects the open / closed state of the front frame 4 relative to the outer frame 2. The RAM clear switch 400q and the door open sensor 2q may be connected to other boards, such as the main control board 100, instead of the power supply board 600.

[0080] <Example of basic gaming machine operation> In the gaming machine configured as described above, play begins with gaming balls stored in the upper ball tray 8. First, when the launch handle 12 is rotated, the gaming balls stored in the upper ball tray 8 are sent one by one to the launch mechanism 14 by the ball feed mechanism 13 provided on the back side of the glass frame 3, and are then launched into the playing area 20A by the launch mechanism 14 with a launch strength according to the amount of operation of the launch handle 12.

[0081] When a game ball rolling down the game area 20A enters any of the general winning opening 66, the first starting opening 61, the second starting opening 62, and the large winning opening 64, this detection signal is input to the main control board 100. In the main control board 100, the main control CPU 101 sends a payout control command to the payout control board 400 instructing the prize ball operation according to the type of winning opening, and the payout control board 400 receives this command and controls it so that the game balls in the storage tank 31 are paid out to the upper ball tray 8 or the lower ball tray 9 by the prize ball payout unit 34.

[0082] On the other hand, when a gaming ball enters the first start hole 61 or the second start hole 62, this detection signal is input to the main control board 100. In the main control board 100, the main control CPU 101 acquires a random number value for a special symbol when it detects a ball entering the first start hole 61 or the second start hole 62, and temporarily stores the random number value as reserved balls for the special symbol up to a predetermined upper limit. When a predetermined variation start condition is met, the main control CPU 101 then performs a special symbol win / lose determination and a pattern determination for the random number value for the first reserved ball, and performs a variation pattern determination to select a variation pattern, and displays the special symbol in a variable manner using the first special symbol display device 171 or the second special symbol display device 172 in a manner corresponding to the determination result. In addition, the main control CPU 101 transmits a performance control command to the performance control board 200, causing the image control board 300 to display the decorative symbol variation and the variable performance on the performance display device 70. The variable display of the special symbols and decorative symbols is stopped and displayed synchronously after the variable time corresponding to the selected variable pattern has elapsed. Here, when a ball enters the first start port 61 or the second start port 62 and various random numbers are obtained, and further, when the obtained random numbers are reserved and the variable start condition is satisfied, the process of playing a special symbol game using the special symbol display device is referred to as "the start condition (is met)."

[0083] When the first special symbol or the second special symbol is displayed in a fixed manner indicative of a jackpot on the first special symbol display device 171 or the second special symbol display device 172, the game transitions to a special game, which is a game state more advantageous to the player than normal game, and the opening and closing operation of the big prize opening 64 is initiated in response to the operation of the special electric device 642. On the other hand, the stopping manner of the decorative symbols indicative of a jackpot on the performance display device 70 is, for example, a manner in which three types of symbols match. In this embodiment, the following special games are available: a 10R special game in which the round game is set to 10 times (10 rounds), a 5R special game in which the round game is set to 5 times (5 rounds), and a 2R special game in which the round game is set to 2 times (2 rounds).

[0084] In this embodiment, regardless of whether the game is switched to a 10R special game, a 5R special game, or a 2R special game, the probability variation function of the special symbol (also referred to as "probability variation") is activated from the end of the special game until the number of times the special symbol changes reaches a predetermined final number (also referred to as "ST number") (also referred to as the "ST period"). In other words, in this embodiment, the probability variation function of the special symbol does not continue until the next jackpot occurs, but is limited to the time when the ST number is reached. In this way, when the probability variation function of the special symbol is activated, the jackpot probability of the special symbol lottery transitions from a low probability state to a high probability state, increasing the probability of a new jackpot relatively quickly.

[0085] On the other hand, after the special game ends, the main control CPU 101 may activate a special symbol variation time shortening function (hereinafter also referred to as "time shortening") in conjunction with or separately from the special symbol probability variation function. When the special symbol variation time shortening function is activated, the average variation time of the special symbols (and decorative symbols) tends to be shorter than usual, increasing the number of special symbol lotteries per unit time and making it easier to win the next jackpot in a shorter period of time than the end of the previous jackpot.

[0086] Furthermore, when the special symbol variation time shortening function is activated, the main control CPU 101 also activates the so-called electric chute support function (normal electric device support function). The electric chute support function activates any one or a combination of the following functions: a normal symbol probability variation function, a normal symbol variation time shortening function, and a normal electric device 622 opening extension function. When the normal symbol probability variation function is activated, the probability of winning a normal symbol is increased compared to the normal state. When the normal symbol variation time shortening function is activated, the normal symbol variation time is shortened, and the opening mode of the normal electric device 622 is changed to that in the normal game state (when the electric chute support function is not activated) (for example, the opening time of the normal electric device 622 is extended longer than normal), thereby making it easier for the game ball to enter the second starting hole 62 (also referred to as the "easy ball entry state"). When the opening time extension function of the normal electric device 622 is activated, the opening time of the normal electric device 622 is extended longer than normal. In this easy-to-enter state, the operation of the normal symbol variation time shortening function increases the likelihood that the number of normal symbol variations per fixed time will be greater than in the normal state, and the operation of the opening time extension function for the opening time of the normal electric device 622 also improves the ease of balls entering the second starting hole 62, increasing the likelihood that the number of balls entering the second starting hole 62 will increase. Therefore, the operation of the special symbol variation time shortening function and the electric chute support function increases the chances of winning a prize ball by having the ball enter the second starting hole 62 during that period, and as a result, the player can continue playing in a state in which it is more difficult to reduce the number of balls they have compared to in the normal game state.

[0087] <Example of main functional configuration of gaming machine> The outline of the gaming operation of the gaming machine according to this embodiment has been described above, and next, the main functions of the gaming machine according to this embodiment will be described in detail. Figure 20 is a block diagram showing an example of the functions of the main control board 100 mounted on the gaming machine according to this embodiment.

[0088] The main control board 100 includes a ball entry determination means 110, a game lottery random number generation means 120, a hold control means 130, a preliminary determination means 135, a special symbol lottery processing means 140, a normal symbol lottery processing means 145, a special game control means 150, a symbol display control means 155, an electric accessory control means 160, a game status control means 169, an error monitoring control means 170, a main information storage means 180, and a command transmission / reception means 190. Each of the above-mentioned means in the main control board 100 is composed of hardware such as a main control CPU 101, a main control ROM 102, a main control RAM 103, and electronic circuits provided on the main control board 100, and software such as a main control program stored in the main control ROM 102, etc., but is represented here as a functional block.

[0089] The ball entry determination means 110 determines whether a game ball has entered each prize entry port, etc., based on each detection signal from the first start port switch 161, the second start port switch 162, the operating gate switch 163, the large prize entry port switch 164, the general prize entry port switch 166, and the out ball detection switch 167, etc.

[0090] The gaming lottery random number generating means 120 takes in the internal random number generated by the random number generating circuit described above and adds a software random number for special symbols to this to generate a random number for special symbols to be used in the lottery to determine whether a special symbol will be won or lost. The gaming lottery random number generating means 120 is equipped with random number counters for generating various software random numbers through program processing by the main control CPU 101. These random number counters function as random number generating means for generating random numbers in a software manner.

[0091] These software random numbers include the special symbol software random number that is added to the aforementioned built-in random number to form the special symbol random number, the special symbol software initial value random number that determines the initial and final values ​​of the special symbol software random number, the special symbol pattern random number used to determine the winning symbol (the symbol combination that activates the condition device, the losing symbol combination, etc.) as the special symbol stopping symbol, the special symbol initial value random number that determines the initial and final values ​​of the special symbol pattern random number, the special symbol variation pattern random number that is used to select the special symbol variation pattern, the normal symbol random number that is used to draw the winning or losing lottery for the normal symbol, the normal symbol initial value random number that determines the initial and final values ​​of the normal symbol random number, the normal symbol variation pattern random number that is used to select the normal symbol variation pattern, etc. The winning symbol mentioned above refers to the winning symbol.

[0092] These software random numbers are updated once each time a timer interrupt process occurs, and the initial value random numbers are updated using the remaining time of the interrupt period even when the timer interrupt process is not being executed (during loop processing).

[0093] The reserve control means 130 includes special symbol reserve control means 131 and normal symbol reserve control means 132. The special symbol reserve control means 131, when a gaming ball enters the first start hole 61 or the second start hole 62, acquires lottery random numbers related to the special symbol game, such as a special symbol random number value, a special symbol random number value, and a special symbol variation pattern random number value, and manages the random number values ​​as activation reserve ball information for the first special symbol or the second special symbol. The special symbol reserve control means 131 temporarily stores the activation reserve ball information for the first special symbol or the second special symbol up to a predetermined upper limit number (for example, four), respectively, in the first special symbol reserve storage area or the second special symbol reserve storage area of ​​the main information storage means 180 so as to be linked to the entry order of the reserved balls.

[0094] The first special symbol reserved storage area and the second special symbol reserved storage area are respectively provided with a reserved 1 memory area (first reserved memory area), a reserved 2 memory area (second reserved memory area), a reserved 3 memory area (third reserved memory area), and a reserved 4 memory area (fourth reserved memory area) in the order of balls entering each start port 61, 62. Each reserved memory area can store a set of activated reserved ball information, including a random number per special symbol, a symbol random number per special symbol, and a special symbol variation pattern random number. The activated reserved ball information is stored in the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area in that order, and is consumed according to the so-called first-in, first-out principle. When the reserved ball information in the reserved 1 memory area is consumed, the reserved ball information stored in the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area is shifted to the memory area with the lower number, and the contents of the reserved 4 memory area are cleared to zero.

[0095] The special symbol reservation control means 131 has a first special symbol reserved ball number counter for counting the number of activated reserved balls of the first special symbol, and a second special symbol reserved ball number counter for counting the number of activated reserved balls of the second special symbol. As an update process of the number of activated reserved balls of the special symbol, the special symbol reservation control means 131 adds 1 to the corresponding counter every time an activated reserved ball of the special symbol is acquired, and subtracts 1 from the corresponding counter every time an activated reserved ball is consumed.

[0096] When the special symbol reservation control means 131 updates (adds or subtracts) the number of activated reserved balls for the first special symbol or the second special symbol, it generates an effect control command (referred to as a "pattern memory number command") including the update information for the number of reserved balls and temporarily stores this in the command storage area of ​​the main information storage means 180. This single command includes information on both the number of activated reserved balls for the first special symbol and the number of activated reserved balls for the second special symbol. In principle, the activated reserved balls for each special symbol are consumed in the order in which they are entered. However, in this embodiment, a so-called priority consumption system is adopted, in which the variable display of the second special symbol is given priority over the first special symbol. Therefore, as long as an activated reserved ball for the second special symbol game is present, the activated reserved ball for the second special symbol game is consumed preferentially, regardless of the presence of an activated reserved ball for the first special symbol game. Furthermore, under this priority consumption, if an activation pending ball for the second special pattern exists, the consumption of the activation pending ball for the first special pattern will be put on hold even if an activation pending ball for the first special pattern exists.

[0097] The normal symbol reserve control means 132, when a gaming ball rolling down the gaming area 20A passes through the gate 63, acquires the lottery random numbers related to the normal symbol game, such as the normal symbol random number value, the normal symbol random number value, and the normal symbol variation pattern random number value, and manages the random number values ​​as normal symbol activation reserved ball information. The normal symbol reserve control means 132 temporarily stores up to a predetermined upper limit number (for example, four) of normal symbol activation reserved ball information in the normal symbol reserve storage area of ​​the main information storage means 180 so as to be linked with the ball entry order of the reserved balls. The normal symbol reserve control means 132 has a normal symbol reserved ball number counter for counting the number of normal symbol activation reserved balls. The normal symbol reservation control means 132, as a process of updating the number of reserved balls of an operating normal symbol, adds 1 to a corresponding counter every time an operating reserved ball of a normal symbol is acquired, and subtracts 1 from the corresponding counter every time an operating reserved ball is consumed.

[0098] When a reserved ball with a special symbol is acquired at a predetermined timing, the advance judgment means 135 performs an advance judgment for a pre-reading notice on the reserved ball. Examples of advance judgment timing include (1) when an activated reserved ball with a first special symbol is acquired while waiting for a win and the electric chute support function is not activated, (2) when an activated reserved ball with a second special symbol is acquired while waiting for a win and the electric chute support function is activated, or (3) when an activated reserved ball with a second special symbol is acquired during a big win or small win. The main control board 100 can perform an advance judgment and send information to the performance control board 200 regardless of the timing of the acquisition of the reserved ball, and the performance control board 200 can decide whether or not to execute the pre-reading notice.

[0099] Specifically, the preliminary determination means 135 reads the random number value corresponding to the currently acquired activation reserved ball from the first special symbol reserved storage area or the second special symbol reserved storage area of ​​the main information storage means 180, and sequentially performs a preliminary determination of the win / lose lottery (win / lose preliminary determination), a preliminary determination of the pattern lottery (pattern preliminary determination), and a preliminary determination of the variation pattern lottery (variation pattern preliminary determination). The preliminary determination table used for each preliminary determination is not shown, but is divided into multiple areas corresponding to the total number of random numbers in the same manner as the lottery tables (special symbol win / lose lottery table, special symbol winning symbol table, variation pattern table) described below, and a lottery ID is assigned to each of these areas (number of determination values). Note that the preliminary determination by the preliminary determination means 135 may be performed using data temporarily stored in RAM or a CPU register, rather than data stored in the first special symbol reserved storage area or the second special symbol reserved storage area, as long as the data corresponds to the random number value used in the lottery when the variation actually begins.

[0100] A number indicating the result of the preliminary determination (also referred to as the "preliminary determination number") is set as this lottery ID. The preliminary determination means 135 sequentially generates performance control commands (referred to as the "preliminary determination commands") including information on the preliminary determination results (preliminary determination numbers), and stores these in a command storage area of ​​the main information storage means 180. Note that, unlike the present embodiment, the preliminary determination results are not necessarily transmitted as information (lottery ID) indicating which random number range they belong to, but the results of a preliminary lottery using a win / lose lottery table or the like used when actually starting fluctuations may also be transmitted.

[0101] The special symbol lottery processing means 140 includes special symbol hit / miss judgment means 141, special symbol stop symbol judgment means 142, and special symbol change pattern judgment means 143. When the special symbol change start condition is established, the special symbol lottery processing means 140 reads out the random number value for the special symbol, the symbol random number value for the special symbol, and the special symbol change pattern random number value stored in the most recent memory area (reserved 1 memory area) of the special symbol reserve storage area in the main information storage means 180, and stores these in the special symbol hit / miss judgment area, special symbol judgment area, and special symbol change pattern judgment area of ​​the main information storage means 180, respectively. Here, "the conditions for starting the variation of the special symbol are met" means that, for example, when priority control of the second special symbol is adopted as in this embodiment, all of the following conditions are met: (1) neither a big win nor a small win is occurring, (2) both the first special symbol and the second special symbol are waiting to vary, and (3) an activation reserve ball exists in at least one of the first special symbol and the second special symbol. When all of these conditions are met, it is determined that the special symbol is in a state where it can begin to vary.

[0102] The special symbol hit / miss determination means 141 reads out the special symbol hit random number value from the special symbol hit / miss determination area of ​​the main information storage means 180, executes a hit / miss determination, and determines whether the determination result corresponds to a big hit, a small hit, or a miss. The result of this hit / miss determination is temporarily stored in the special symbol determination flag of the main information storage means 180 (for example, big hit data (e.g., "55H"), small hit data (e.g., "33H"), and miss data (e.g., "00H")), and is used in subsequent processing, and then cleared when the special symbol stops varying. The special symbol hit / miss determination means 141 refers to a special symbol hit / miss lottery table when making this hit / miss determination. Note that the "H" shown after each of the above data stands for "Hexadecimal," meaning that the data is expressed in hexadecimal. For example, "55H" indicates that 1 byte of data is "01010101B ("B" is binary)." When expressing in decimal, the symbol should not be added, or a "D" should be added.

[0103] Figure 22(A) is a diagram showing an example of a special pattern win / loss lottery table that is referenced in a normal state, which is a so-called low probability state, and Figure 22(B) is a diagram showing an example of a special pattern win / loss lottery table that is referenced in a special probability state, which is a so-called high probability state.

[0104] In this special symbol win / loss lottery table, the random number value for the special symbol win is associated with the results of determining whether the player wins a jackpot, a minor win, or a loss. The probability of winning a jackpot or a minor win is determined according to the associated random number range. As can be seen from Figures 22(A) and 22(B), in the special symbol win / loss lottery, in the normal state (low probability state), a jackpot occurs only when the random number value falls within the range of "0 to 219." On the other hand, in the high probability state (high probability state), the jackpot range is expanded, and a jackpot occurs not only when the random number value falls within the range of "0 to 219," but also when the random number value falls within the range of "220 to 2184." In other words, when the special symbol probability fluctuation function is activated, the jackpot lottery probability changes from a low probability state (approximately 1 / 300) to a high probability state (approximately 1 / 30).

[0105] In this way, the range that corresponds to a jackpot changes depending on the game state, but the probability of winning the jackpot is the same for the first special symbol lottery and the second special symbol lottery. Here, even if the special symbol winning random number value does not fall within the jackpot range, it will be a small jackpot if it falls within a predetermined range. In this embodiment, a small jackpot exists only in the first special symbol lottery. However, for example, a small jackpot may also be provided in the second special symbol lottery, so that the second special symbol lottery has a higher probability of a small jackpot than the first special symbol lottery, or a small jackpot may be provided only in the second special symbol lottery.

[0106] As mentioned above, the pachinko machine 1 according to this embodiment can be equipped with a setting change function that changes the degree of advantage given to the player by using multiple setting values. When the setting is changed in such a pachinko machine 1, the random number range resulting in a jackpot changes according to the setting (setting value). Therefore, a special symbol lottery table is provided in which the jackpot range varies depending on the setting value. However, in the pachinko machine 1, the ratio between the jackpot lottery probability in a low-probability state and the jackpot lottery probability in a high-probability state is constant regardless of the setting value. Specifically, for example, if the jackpot lottery probability when the setting value is "1" is 1 / 300 in the low-probability state and 1 / 30 in the high-probability state (10 times that of the low-probability state), then when the setting value is "6," the jackpot lottery probability is 1 / 250 in the low-probability state and 1 / 25 in the high-probability state (10 times that of the low-probability state).

[0107] The special symbol stopping symbol determination means 142 determines the stopping symbol of the first special symbol or the second special symbol and the symbol group to which the stopping symbol belongs based on the result of the winning / losing lottery for the first special symbol or the second special symbol. The special symbol stopping symbol determination means 142 has a first special symbol winning symbol table and a second special symbol winning symbol table which are referenced when determining the stopping symbol and symbol group of the first special symbol and the second special symbol if the result of the winning / losing lottery is a jackpot.

[0108] As shown in Figure 23(A), the first special symbol winning symbol table associates the stopping symbol, symbol group, and jackpot details (number of times the special symbol probability fluctuation function and fluctuation time shortening function are activated, and the activation pattern of the large prize slot 64) with the special symbol winning symbol random number value. The number "100" in parentheses means the number of times the special symbol probability fluctuation function and fluctuation time shortening function are activated, i.e., the number of STs. In this table, the stopping symbols "1" to "8" of the first special symbol are classified into two types of symbol groups A and B according to the type of jackpot. In this embodiment, a winning pattern table is not shown in the case where the winning / losing lottery results in a loss or small win, but if the losses and small wins are all single actions, the losing pattern and small win pattern are determined uniquely without using the winning pattern table, and if it is desired to give different types to losses and small wins and change the fluctuation pattern or the control mode of the special electric device, the winning pattern table may be used to determine the pattern even in the case of a loss or small win.

[0109] Specifically, the symbols "1," "2," "3," and "4" correspond to symbol group A (10R specific time-saving symbols), the symbols "5" and "6" correspond to symbol group B (5R specific time-saving symbols), and the symbols "7" and "8" correspond to symbol group C (2R specific time-saving symbols). In this embodiment, the "specific symbols" are symbols that activate the probability fluctuation function after the special game ends, while the "normal symbols" are symbols that do not activate the probability fluctuation function after the special game ends (the same applies to the second special symbols described later).

[0110] Symbol groups A and B are specific symbols that transition the game state to a high-probability state (high-probability state) after the end of a special game, indicating a so-called "high-probability win." The special symbol probability fluctuation function, fluctuation time reduction function, and electric chute support function are provided only until the number of special symbol fluctuations ends within the ST number of times without a jackpot, or until the next jackpot occurs within the ST number of times. For symbol group A, the specified number of rounds for the special game is 10 rounds, and the maximum opening time of the large prize slot 64 in one round of play is approximately 30 seconds. On the other hand, for symbol group B, the specified number of rounds for the special game is 5 rounds, and the maximum opening time of the large prize slot 64 in one round of play is approximately 30 seconds.

[0111] Although the number of times and duration for which the large prize slot 64 is opened differs from the "probability hit" described above, symbol group C is a specific symbol that transitions the game state after the special game ends to a special symbol probability hit state (high probability state), which is known as a "sudden probability hit." The special symbol probability fluctuation function, fluctuation time reduction function, and electric chute support function are granted only until the number of times the special symbol changes ends without generating a jackpot within the ST number of times, or until the next jackpot occurs within the ST number of times. The specified number of rounds for the special game is two, and the maximum opening time of the large prize slot 64 during one round of play is approximately 1.8 seconds.

[0112] On the other hand, if the result of the lottery is a small win, the pattern determination using the special pattern win random number is omitted, and the pattern "9" is assigned unambiguously as the stopping pattern. This pattern "9" is associated with pattern group F (special electric activation pattern 1). In addition, in the case of a small win, it does not trigger a change in the game state (probability fluctuation function, fluctuation time reduction function, electric chute support function) or the fluctuation pattern selection state, and the game state is maintained before and after the lottery. If the result of the lottery is a loss, the pattern "0" is assigned unambiguously as the stopping pattern.

[0113] On the other hand, in the second special symbol winning symbol table, as shown in Figure 23 (B), the stopped symbols, symbol groups, and details of the jackpot (the number of times the probability fluctuation function and fluctuation time shortening function of the special symbol are activated, and the activation pattern of the special electric device 642) are respectively associated with the random number value of the special symbol winning symbol. In this second special symbol winning symbol table, the stopped symbols "11" to "18" of the second special symbol are classified into two types of symbol groups D and E according to the type of jackpot. Specifically, the symbols "11", "12", "13", and "14" are associated with symbol group D (10R specific time-shortened symbols), and the symbols "15", "16", "17", and "18" are associated with symbol group E (5R specific time-shortened symbols).

[0114] Symbol groups D and E are specific symbols that transition the game state to a high-probability state (high-probability state) after the end of a special game, indicating a so-called "high-probability win." The special symbol probability fluctuation function, fluctuation time reduction function, and electric chute support function can be applied only until the number of special symbol fluctuations ends within the ST number of times without generating a jackpot, or until the next jackpot occurs within the ST number of times. For symbol group D, the specified number of rounds for the special game is 10 rounds, and the maximum opening time of the large prize slot 64 in one round of play is approximately 30 seconds. For symbol group E, the specified number of rounds for the special game is 5 rounds, and the maximum opening time of the large prize slot 64 in one round of play is approximately 30 seconds.

[0115] On the other hand, if the result of the lottery is a small win, the pattern determination using the special pattern win random number is skipped, and the pattern "19" is assigned unambiguously as the stopping pattern. This pattern "19" is associated with pattern group G (special electric activation pattern 2). A small win does not trigger a change in the game state (probability fluctuation function, fluctuation time reduction function, electric chute support function) or the fluctuation pattern selection state. Just as in the case of a loss before or after the lottery, a determination is made as to whether the game state termination conditions for the probability fluctuation function, etc. are met. If the termination conditions are not met, the game state at the time of the small win determination is maintained. If the result of the lottery is a loss, the pattern "0" is assigned unambiguously as the stopping pattern.

[0116] As mentioned above, in this embodiment, three types of jackpots are available: a 10R jackpot (a 10R specific time-saving symbol), a 5R jackpot (a 5R specific time-saving symbol), and a 2R jackpot (a 2R specific time-saving symbol). The expected value of winning prize balls in special games (expected prize ball winning value) is 10R jackpot > 5R jackpot > 2R jackpot. Therefore, hereinafter, a 10R jackpot will be referred to as a "high-profit jackpot" with the highest expected prize ball winning value, and a 2R jackpot will be referred to as a "low-profit jackpot" with the lowest expected prize ball winning value. Even if the same number of rounds are played, if long-open round games (30 seconds) and short-open round games (1.8 seconds) are mixed, the jackpot with the most long-open round games will be the "high-profit jackpot."

[0117] Specifically, special games may have a common number of execution rounds, such as 10 rounds, but may include special games in which the form of the round game changes in a predetermined number of rounds, and in this case, they may include a type of special game consisting only of a short opening round game in which the opening time of the large prize opening 64 is relatively short, and a type of special game that switches to a long opening round game in which the opening time of the large prize opening 64 is relatively long after a predetermined number of execution rounds, the latter constituting a "high profit jackpot." Even for jackpots with the same number of execution rounds, the actual profit, i.e., the expected value of winning prize balls, may be configured to differ depending on the large prize opening pattern.

[0118] As can be seen from the above explanation, if a jackpot is won in the lottery for the first special symbol, a 10R jackpot is selected with a 50% probability, whereas if a jackpot is won in the lottery for the second special symbol, a 10R jackpot is selected with a 75% probability. This is advantageous for the player in that there is a higher chance of winning more balls by having the game ball enter the second starting hole 62 than by having the game ball enter the first starting hole 61. The count number (prescribed count number) is the maximum number of game balls that can enter the big prize hole 64 in a round game.

[0119] The special symbol variation pattern determination means 143 shown in FIG. 20 determines the variation pattern of the special symbol based on the special symbol variation pattern random number value. Here, the special symbol variation pattern determination means 143 has multiple variation pattern tables that are referenced when selecting a special symbol variation pattern, as exemplified in FIGS. 24 and 25 described below. The special symbol variation pattern determination means 143 selects one of these variation pattern tables based on the current variation pattern selection state and the result of the winning / losing lottery. The relationship between the variation pattern selection state and the variation pattern table will be described later. Each variation pattern table defines multiple variation patterns. Note that, for ease of explanation, "selection rate" is shown in each figure, but in reality, a judgment value (range of random number values) for determining the variation pattern is set according to the special symbol variation pattern random number value, and the variation pattern is determined based on which judgment value the variation pattern random number value belongs to. For each of the various variation patterns, a variation time is set for each variation pattern as the end condition of the pattern variation, and the variation time is set on the premise that the pattern variation by the decorative pattern composed of multiple patterns is also executed. Note that in this embodiment, for the sake of convenience, only multiple types of variation patterns are used as examples, but in reality, there are many more variation patterns.

[0120] Figure 24 is a diagram showing an example of a fluctuation pattern table for big wins and small wins. The upper row (A1) is a normal fluctuation pattern table, the middle row (A2) is a probability fluctuation pattern table, and the lower row (A3) is a special fluctuation pattern table. In this embodiment, the selected fluctuation pattern is set to be different depending on the fluctuation pattern selection state, or depending on the big win type even if the same fluctuation pattern selection state is used.

[0121] In the normal fluctuation pattern table (A1), when the jackpot type is a 10R jackpot, fluctuation pattern PX2 (normal reach A) or fluctuation pattern PX3 (super reach A) is selected, and when it is a 5R jackpot, fluctuation pattern PY2 (normal reach A) or fluctuation pattern PY3 (super reach A) is selected. On the other hand, when it is a 2R jackpot or small hit, fluctuation pattern PZ2 (normal reach A) or fluctuation pattern PZ4 (super reach D) is selected. In this normal fluctuation pattern table for jackpots and small hits, non-reach type fluctuation patterns are not selected, and when a jackpot or small hit occurs in normal conditions, only reach type fluctuation patterns can be selected.

[0122] In the probability variable fluctuation pattern table (A2), when the jackpot type is a 10R jackpot or a 5R jackpot, only the fluctuation pattern PX7 (Super Reach B) is selected. On the other hand, when it is a 2R jackpot or a small jackpot, either the fluctuation pattern PZ6 (Normal Reach B) or the fluctuation pattern PZ8 (Super Reach D) is selected. In this probability variable fluctuation pattern table for jackpots and small jackpots, a non-reach type fluctuation pattern is not selected, and when a jackpot or small jackpot occurs in a special symbol probability variable state, only the reach type fluctuation pattern can be selected.

[0123] In the special fluctuation pattern table (A3), when the jackpot type is a 10R jackpot, only the fluctuation pattern PX9 (non-reach C) is selected, and when it is a 5R jackpot, only the fluctuation pattern PY10 (super reach C) is selected. On the other hand, when it is a 2R jackpot or a small jackpot, only the fluctuation pattern PZ10 (super reach C) is selected. Here, the fluctuation pattern PX9 of the non-reach C mode is configured as an ultra-shortened fluctuation time (2 seconds), while the fluctuation patterns PY10 and PZ10 of the super reach C mode are configured as relatively long fluctuation times (120 seconds).

[0124] Figure 25 is a diagram showing an example of a fluctuation pattern table for losing. The upper row (B1) is a normal fluctuation pattern table, the middle row (B2) is a probability fluctuation pattern table, and the lower row (B3) is a special fluctuation pattern table. In this embodiment, the selected fluctuation pattern is set to differ depending on the fluctuation pattern selection state and the number of balls reserved for the special symbol.

[0125] The normal fluctuation pattern table (B1) is intended to select the fluctuation pattern of the first special symbol (because in normal gameplay, fluctuations of the first special symbol are the main focus). In the normal fluctuation pattern table (B1), one of the following is selected: fluctuation patterns PH1-1, PH1-2, PH1-3 corresponding to non-reach A, fluctuation patterns PH1-4, PH1-5 corresponding to non-reach B, PH2 corresponding to normal reach A (N reach A), PH3 corresponding to super reach A (SP reach A), or PH4 corresponding to super reach D (SP reach D). In the normal fluctuation pattern table (B1), fluctuations of non-reach A are not subject to pre-reading, and fluctuations other than non-reach A are subject to pre-reading.

[0126] In the normal fluctuation pattern table (B1), the selection rate of fluctuation patterns PH1-4 and PH1-5 corresponding to non-reach B may be changed depending on the number of reserved balls. Also, the selection rate of fluctuation patterns corresponding to reach areas (N reach A, SP reach A, SP reach D) is basically not changed depending on the number of reserved balls. However, in the case of a reach type with low expectation, such as N reach A, the selection rate may be changed depending on the number of reserved balls. For example, when the number of reserved balls is small, lowering the selection rate of non-reach A and non-reach B and increasing the selection rate of N reach A will lengthen the fluctuation time, which has the effect of avoiding situations where no fluctuation display is performed and suppressing a decline in interest.

[0127] The probability change pattern table (B2) is intended to select the change pattern of the second special symbol (because in the probability change state, the change of the second special symbol is the main one). In the probability change pattern table (B2), one of the change patterns PH5-1, PH5-2 corresponding to non-reach B, PH6 corresponding to normal reach B (N reach B), PH7 corresponding to super reach B (SP reach B), or PH8 corresponding to super reach D (SP reach D) is selected. In the probability change pattern table (B2), non-reach B changes are not subject to pre-reading, and changes other than non-reach B are subject to pre-reading.

[0128] In the special fluctuation pattern table (B3), only the fluctuation pattern PH9 corresponding to non-reach C is selected. Here, the fluctuation pattern PH9 of the non-reach C mode is configured as an ultra-shortened fluctuation time (2 seconds). In the special fluctuation pattern table (B3), all are excluded from the scope of pre-reading.

[0129] As shown in Figure 25, when the winning / losing lottery results in a loss, a different variation pattern table can be selected depending on the number of reserved balls (0-4) for the special symbol. In other words, by using a variation pattern table corresponding to the number of reserved balls for the special symbol, the probability of a relatively short variation time being selected increases as the number of reserved balls increases, and conversely, the probability of a relatively long variation time being selected increases as the number of reserved balls decreases. Variation pattern tables can also be divided by type of special symbol. For example, when the electric chute support function, such as a probability variation state, is activated, the second special symbol is likely to vary. As shown in Figure 23, if a jackpot with the second special symbol is more likely, extending the variation time of the first special symbol can create time for the reserved second special symbol, which is prioritized for variation control, to accumulate.

[0130] For example, in the case of Figure 25, in the probability variation pattern table (B2) which assumes the selection of the variation pattern of the second special symbol, the selection rate of the entire non-reach B (variation patterns PH5-1, PH5-2) is a constant 750 / 1000 regardless of the number of reserved. However, when looking at the distribution of variation patterns PH5-1, PH5-2 according to the number of reserved, in a situation where reserved is accumulated ("reserved number 2 → 1", "reserved number 3 → 2", "reserved number 4 → 3"), the variation pattern PH5-1 (5 seconds) with a short variation time is likely to be selected, whereas in a situation where reserved is not accumulated ("reserved number 1 → 0"), the variation pattern PH5-2 (10 seconds) with a long variation time is likely to be selected. According to this distribution, when there are fewer reserved second special symbols in a special probability state in which the second special symbols are consumed preferentially, a longer fluctuation time is more likely to be selected, making it easier to expect additional reserved second special symbols, and preventing unfavorable situations such as all reserved second special symbols being consumed and the reserved consumption of the first special symbols starting.

[0131] After selecting the variation pattern of the special pattern, the special pattern variation pattern determination means 143 generates a presentation control command (referred to as a "variation pattern designation command") containing information on the variation pattern of the special pattern, a presentation control command (referred to as a "pattern designation command") containing information on the special pattern (pattern group) and game status, a presentation command (referred to as a "pattern memory number command") containing information on the number of reserved symbols after the start of variation, etc., in order to instruct the presentation control board 200 to start varying the decorative pattern (hereinafter these presentation control commands will be collectively referred to as "variation start commands"), and stores these in the command storage area of ​​the main information storage means 180.

[0132] The normal symbol lottery processing means 145 has a normal symbol hit / miss judgment means 146, a normal symbol stop symbol judgment means 147, and a normal symbol change pattern judgment means 148. When the normal symbol change start condition is satisfied, the normal symbol lottery processing means 145 reads out the normal symbol hit random number value and the normal symbol change pattern random number value stored in the earliest memory area in the normal symbol reserve storage area, and stores them in the normal symbol hit / miss judgment area and the normal symbol change pattern judgment area of ​​the main information storage means 180, respectively.

[0133] The normal symbol hit / miss determination means 146 reads a normal symbol hit random number value from the normal symbol hit / miss determination area of ​​the main information storage means 180, performs a hit / miss determination, and determines whether the determination result corresponds to a hit or a miss. The result of this hit / miss lottery is temporarily stored as a normal symbol determination flag in the main information storage means 180, is used in subsequent processing, and is cleared when the normal symbol fluctuation stops. The normal symbol hit / miss determination means 146 holds a normal symbol hit / miss lottery table that is referenced during this hit / miss lottery. In a normal state (low probability state), the normal symbol hit / miss determination means 146 references a normal symbol hit / miss lottery table that results in a hit with a probability of, for example, "160 / 283," while in a normal symbol probability variable state (high probability state), it references a normal symbol hit / miss lottery table that results in a hit with a probability of, for example, "282 / 283," thereby performing a hit / miss lottery for the normal symbol.

[0134] In this embodiment, the normal symbol stop symbol determination means 147 refers to the symbol lottery table and selects a predetermined winning symbol if the result of the win / lose lottery is a win, or selects a predetermined losing symbol if the result is a loss. If multiple control patterns for the normal electric device are desired, the device can be designed to have multiple lottery results for the normal symbol symbol lottery table. Even if the winning normal symbol is the same, the control pattern for the normal electric device can be made different depending on whether the game state is in operation of the opening extension function of the normal electric device.

[0135] The normal symbol variation pattern determination means 148 reads out the normal symbol variation pattern random number value from the normal symbol variation pattern determination area of ​​the main information storage means 180, and refers to the normal symbol variation pattern table to select a relatively long variation time for the normal symbol variation display in the normal state (for example, uniformly selects one of the seven types of "4 seconds, 5 seconds, 6 seconds, 7 seconds, 8 seconds, 9 seconds, and 10 seconds"). On the other hand, in the time-saving state of the normal symbol (state where it is easy to score a ball), a relatively short variation time (for example, "0.5 seconds") is selected.

[0136] If the result of the lottery is a jackpot, the special game control means 150 determines the demo presentation duration for the start demo presentation and the end demo presentation to be displayed on the presentation display device 70 during the special game, depending on the type of jackpot determined. The special game control means 150 generates a presentation control command (referred to as a "jackpot start demo command") that instructs the presentation control board 200 to execute a start demo presentation and a presentation control command (referred to as a "jackpot end demo command") that instructs the presentation control board 200 to execute an end demo presentation, and stores these in a command storage area of ​​the main information storage means 180. The jackpot start demo command also serves as a trigger for the presentation control board 200 to determine the content of the series of jackpot presentations (start demo presentation, round presentation, end demo presentation) that will be developed during the special game. Not limited to this embodiment, the demo presentation duration determined by the special game control means 150 can also be determined based on the game state at the time of the jackpot, in addition to the type of jackpot.

[0137] When the special game control means 150 generates an effect control command (referred to as a "round effect designation command") for instructing the start of a round effect corresponding to each round game during a special game, it stores this in a command storage area of ​​the main information storage means 180. This round effect designation command includes a round start command including information on the current round number transmitted at the start of the round, and a special prize opening valid winning command for executing a winning effect based on the detection of the special prize opening switch 164 during the round game.

[0138] If the result of the win / lose lottery is a small win, the special game control means 150 determines the demo performance times for the small win start demo performance and the small win end demo performance to be displayed on the performance display device 70 during the small win game. The special game control means 150 generates a performance control command that instructs the execution of the small win start demo performance ("small win start demo command") and a performance control command that instructs the execution of the small win end demo performance ("small win end demo command"), and stores these in the command storage area of ​​the main information storage means 180.

[0139] The symbol display control means 155 includes a special symbol display control means 156 and a normal symbol display control means 157. The special symbol display control means 156 causes the first special symbol display device 171 to variably display the first special symbol according to the variation pattern (variation time) of the first special symbol, and after this variable display ends, causes the first special symbol to be displayed as a fixed symbol. The special symbol display control means 156 causes the second special symbol display device 172 to variably display the second special symbol according to the variation pattern (variation time) of the second special symbol, and after the variable display ends, causes the second special symbol to be displayed as a fixed symbol. The special symbol display control means 156 has a special symbol game timer for managing the time (variation time, fixed display time) related to the display of the first special symbol and the second special symbol. The operating status of the first special symbol display device 171 and the second special symbol display device 172 is monitored based on the special symbol game status of the main information storage means 180. The special pattern display control means 156 generates a presentation control command (referred to as a "variation stop command") to request the presentation control board 200 to confirm and display the decorative pattern when the variation of the special pattern stops (i.e., when the special pattern game timer is managing the variation time and its value becomes "0").

[0140] On the other hand, the normal symbol display control means 157 causes the normal symbol display device 175 to variably display the normal symbol according to the normal symbol variation pattern (variation time), and causes the normal symbol to be fixedly displayed after the variable display. The normal symbol display control means 157 has a normal symbol game timer for managing the time related to the display of the normal symbol (variation time, fixed display time). The operating state of the normal symbol display device 175 is monitored based on the normal symbol game status of the main information storage means 180.

[0141] If the result of the special symbol lottery results in a jackpot, the electric device control means 160 outputs a control signal to the special electric device solenoid 124 as a special game process after the special symbol is confirmed and displayed, and opens the special electric device 642 according to a predetermined operation pattern. In the special game, one opening and closing operation of the special electric device 642 constitutes one round of play, and the round of play is executed continuously for a specified number of rounds (10R, 5R, 2R in this embodiment). The electric device control means 160 maintains a jackpot opening counter for storing the number of times the special electric device 642 has been operated (i.e., the number of rounds currently being executed). Here, if the jackpot type is a so-called 10R jackpot (symbol group A, D) or 5R jackpot (symbol group B, E), the jackpot opening port 64 is opened for a maximum of approximately 30 seconds in one round of play. On the other hand, when the jackpot type is a so-called 2R jackpot (symbol group C), the large prize opening 64 is opened for a maximum of approximately 1.8 seconds in one round of play. Here, the closing condition of the large prize opening 64 in the special game (the end condition of the round of play) is when a specified number of game balls enter or the opening period of a specified number of seconds has elapsed.

[0142] If the result of the special symbol lottery is a small win, the electric device control means 160 outputs a control signal to the special electric device solenoid 124 as a small win game process after the special symbol is confirmed and displayed, and opens the special electric device 642 for a short period of time. A small win game is a special game consisting of one round of play, and is distinguished from a jackpot game, which is a special game consisting of multiple rounds of play. In particular, both a small win game and a jackpot game are special games in which winning balls is easy based on the operation of the special electric device 642, but they are distinguished by whether or not a device continuous operation device that enables continuous operation of the special electric device 642 is operating.

[0143] When the normal symbol lottery is won, the electric device control means 160 outputs a control signal to the normal electric device solenoid 123 to open the normal electric device 622 for a predetermined opening time. Here, the electric device control means 160 opens the normal electric device 622 for an extremely short time (for example, 0.2 seconds) in the normal state, but opens the normal electric device 622 for a relatively long time (for example, 4 seconds) in the easy-to-score state (electric chute support state) compared to the normal state.

[0144] If the result of the special symbol lottery is a jackpot, the game state control means 169 determines the game state after the end of the special game based on the type of symbol group associated with the jackpot, and switches the game state after the end of the special game. Hereinafter, of the functions related to the special and normal symbols mentioned above, 1) a game state in which the special symbol probability variation function, the special symbol variation time reduction function, and the electric chute support function are activated is referred to as the "probability variation state," 2) a game state in which only the special symbol variation time reduction function and the electric chute support function are activated is referred to as the "time reduction state," 3) a game state in which only the special symbol probability variation function is activated is referred to as the "latent probability variation state," and 4) a state in which no functions are activated is referred to as the "normal state." The "probability variation state," "time reduction state," and "latent probability variation state" can all be considered game states that are more advantageous to the player than the "normal state."

[0145] In the following, each game state will be referred to as (1) the special symbol game state "high probability / high base," (2) the time-saving state "low probability / high base," (3) the latent special symbol game state "high probability / low base," and (4) the normal state "low probability / low base" based on the combination of the special symbol game state (high probability / low probability) and the normal symbol game state (electric chute support function activated / electric chute support function not activated). ("Base" refers to the number of prize balls per number of balls fired, and when the electric chute support function is activated, it is referred to as a "high base," which means that there is a high possibility of winning prize balls due to the operation of normal electric devices.) In this embodiment, as an example, after the special game ends, the game state continues in a probability variable state until the number of special symbol fluctuations reaches a predetermined final number (i.e., the aforementioned ST number) counted from the end of the special game (however, if the next jackpot occurs within the ST number, the probability variable state ends with that fluctuation, and at the end of the jackpot game, the game transitions to a corresponding game state based on the jackpot type and jackpot symbol). If a small jackpot occurs during the ST period, the ST number is not reset to 0, and the ST number is continuously counted before and after the small jackpot occurs. In this embodiment, the ST number is set to 100 as an example, but may be set to another number. When the game transitions to the probability variable state, the special symbol probability fluctuation function, special symbol fluctuation time reduction function, and electric chute support function are simultaneously activated, and each function continues as long as the probability variable state continues.

[0146] If the result of the special symbol lottery is a jackpot, regardless of whether the game state before the jackpot was normal or a probability variable state, the game will remain normal during the special game, and after the special game, it will uniformly enter a probability variable state up to the number of STs. On the other hand, if the result of the special symbol lottery is a small jackpot, if the game state before the small jackpot was normal, the game state during and after the small jackpot will also be normal. If the game state before the small jackpot was a probability variable state for the special symbol, the game state during and after the small jackpot will also be a probability variable state for the special symbol.

[0147] When the result of the win / lose lottery is a jackpot, the game state control means 169 determines the variation pattern selection state after the special game based on the type of jackpot (the type of symbol group A to E) and switches the variation pattern selection state after the special game. The variation pattern selection state is one of the conditions referenced when selecting the variation pattern table described above. The variation pattern selection state is switched when the special game ends or when the final number of times for the variation pattern selection state is reached. In this embodiment, there are three types of variation pattern selection states: "low-probability normal variation state α," "high-probability shortened variation state β," and "high-probability special variation state γ." Here, the low-probability normal variation state α is a state in which the variation pattern of the special symbol is determined by referring to the normal variation pattern table (A1 in FIG. 24 and B1 in FIG. 25) selected when the game state is normal (low-probability state). The high probability shortened variation state β is a state in which the variation pattern of the special symbol is determined by referring to the probability variation pattern table (A2 in FIG. 24 and B2 in FIG. 25) selected when the game state is a probability variation state of the special symbol (excluding the limited period described below). The high probability special variation state γ is a state in which the variation pattern of the special symbol is determined by referring to the special variation pattern table (A3 in FIG. 24 and B3 in FIG. 25) that is selectable only for a certain period immediately after the end of the special game when the game state is a probability variation state of the special symbol (a period spanning the variation display of the number of pattern variations (4 times) corresponding to the maximum number of activation reserved balls (4) of the second special symbol: referred to as the "limited period"). In this embodiment, regardless of which of the symbol groups A to D is selected, the variation pattern selection state (1) stays in the high-probability special variation state γ for a limited period of four symbol variations immediately after the end of the special game, (2) stays in the high-probability shortened variation state β after the end of the limited period and if the number of times the game is executed is within the ST number (100 times), and (3) stays in the low-probability normal variation state α after the ST number is completed, i.e., from the 101st execution onwards. Of course, the low-probability normal variation state α will remain until the first win occurs. The game state control means 169 generates a presentation control command (referred to as a "game state designation command") including the current game state information and variation pattern selection state information and stores this in the command storage area of ​​the main information storage means 180.Furthermore, not limited to this embodiment, it is also possible to have multiple special fluctuation states γ, and to refer to different special fluctuation states at different times during one fluctuation time shortened game state (for example, a special fluctuation state γ2 may be provided in which the player stays in special fluctuation state γ1 four times after the end of a jackpot, and then stays in shortened fluctuation state β 95 times, and then stays in special fluctuation state γ2 during one special pattern game).

[0148] The error monitoring control means 170 monitors input information from the I / O port circuit 104 and checks the magnetic detection signal from the magnetic sensor, the disconnection / short-circuit power supply abnormality signal, the radio wave detection signal from the radio wave sensor, and the door / frame open signal to determine whether the gaming machine is in an error state. If an error state is detected, it requests a presentation control command ("error presentation designation command") containing the error information to instruct the presentation control board 200 to present the error state. Although not all components are shown in Figure 19, the door open switch is a detection means for detecting whether the glass frame 3 is open, the frame open switch (door open sensor 2p) is a detection means for detecting whether the front frame 4 is open, and the back set open switch is a detection means for detecting whether the back set disc is open. The magnetic sensor and radio wave sensor are detection means for detecting fraudulent activity (so-called cheating).

[0149] The main information storage means 180 is configured to temporarily store information necessary for controlling the progress of the game, such as random number value information obtained in special symbol games and normal symbol games, information on the operation pending balls of special symbols and normal symbols, information on the game status (probable hit state, time-saving state, easy ball entry state) related to special symbol games and normal symbol games, information on the variable pattern selection state, information on the result of the win / lose lottery (jackpot, small win, miss), information on the stopped symbols and variable patterns related to special symbols and normal symbols, information on special games (number of rounds, opening time, opening mode (number of times opened per round of play), etc.), status information indicating the operating status of the special symbol display devices 171, 172, status information indicating the operating status of the special electric device 642, and information on performance control command data, and is provided with a predetermined storage area for storing each piece of information.

[0150] When a command transmission request is received, the command transmission / reception means 190 is configured to transmit various performance control command data stored in the command storage area of ​​the main information storage means 180 to the performance control board 200 via a parallel transmission method. Each performance control command is a two-byte structure containing one byte of MODE data and one byte of EVENT data, and in order to distinguish between the MODE data and the EVENT data, the seventh bit of the MODE data is set to "1" and the seventh bit of the EVENT data is set to "0". When this information is transmitted as valid, a strobe signal is output for each of the MODE data and the EVENT data.

[0151] The performance control board 200 can receive the MODE data and EVENT data when it receives the strobe signal output in this way. In principle, the performance control commands generated in each process are transmitted one command at a time per interrupt cycle, as MODE data and EVENT data, in the order set in the command storage area of ​​the main information storage means 180.

[0152] The setting change means 195 executes a "setting change process" for changing game settings. When the front frame 4 is in the open state (the door open sensor 2p detects that the door is open) and the setting key switch 100q is in the on state, the setting change means 195 transitions to the setting change state described above when the power switch 600q is turned on while pressing the RAM clear switch 400q.

[0153] When the setting change means 195 transitions to the setting change state, it causes the setting display unit 197 to display the setting value stored in the setting memory (e.g., a part of the RAM storage area provided by the main control RAM 103). The setting display unit 197 displays the setting value, for example, using a 7-segment display provided on the main control board 100. At this time, the setting change means 195 changes the setting value displayed on the setting display unit 197 in the following order in response to pressing of a predetermined setting change button: "1" → "2" → "3" → "4" → "5" → "6" → "1" → ..., and updates the setting value stored in the setting memory to the same value as that displayed on the setting display unit 197. In this example, the RAM clear switch 400q is used as the setting change button, but another button may be used, or a dedicated button may be provided. When the setting key switch 100q is turned off, the setting change means 195 ends the setting change state and turns off the setting display unit 197.

[0154] The setting confirmation means 196 executes a "setting confirmation process" to confirm game settings. When the front frame 4 is in an open state (the door open sensor 2p detects that the door is open) and the setting key switch 100q is in an on state, the setting confirmation means 196 transitions to the setting confirmation state described above if the RAM clear switch 400q is not pressed and the power switch 600q is turned on.

[0155] When the setting confirmation means 196 is shifted to the setting confirmation state, it displays the setting values ​​stored in the setting memory on the setting display unit 197. However, unlike the setting change means 195 described above, the setting confirmation means 196 does not change the set values ​​displayed on the setting display unit 197, nor does it change the setting values ​​stored in the setting memory, even when a setting change button (for example, RAM clear switch 400q) is pressed. Then, when the setting key switch 100q is turned off, the setting confirmation means 196 ends the setting confirmation state and turns off the setting display unit 197.

[0156] The setting value data managed in the setting memory may be numerical values ​​from "0" to "5" instead of "1" to "6." In this case, the setting value "0" may correspond to setting 1, the setting value "1" may correspond to setting 2, the setting value "2" may correspond to setting 3, the setting value "3" may correspond to setting 4, the setting value "4" may correspond to setting 5, and the setting value "5" may correspond to setting 6. By using "0" as the normal value for the setting value data, the RAM clearing process in the event of a RAM abnormality can be simplified because an abnormality will not be detected when the setting value data is reset to the initial value "0" through RAM clearing. Another advantage is that when using the setting value data to perform a lottery, for example, when selecting different tables or data for each setting value in a look-ahead process, the offset process for that selection can be simplified. For example, when using "1" to "6" as the setting value data, additional processing such as subtracting 1 from the starting address is required to use these values ​​as offset data for table or data selection. On the other hand, when "0" to "5" are used as the setting value data, the numerical value of the setting value data can be used as offset data as is. When numerical values ​​of "0" to "5" are used as the setting value data, the setting change means 195 and the setting confirmation means 196 may display the numerical value of the setting value data as is on the setting display unit 197, or may display a numerical value obtained by adding +1 to the numerical value of the setting value data on the setting display unit 197. In the latter case, the numerical data of "0" to "5" is converted into numerical values ​​of setting 1 to setting 6 in the game settings and displayed, which allows the display to be easy to understand for the manager of the gaming machine.

[0157] 21 is a functional block diagram showing an example of the functions of the effect control board 200 in the gaming machine according to this embodiment. The effect control board 200 includes effect lottery random number generating means 210, effect generalizing means 220, lamp effect control means 230, bonus effect control means 240, error effect control means 250, effect control information storage means 260, and command sending / receiving means 270. Note that each of the above-mentioned means in the effect control board 200 is a functional representation of what is configured by hardware such as a effect control CPU 201, effect control ROM 202, effect control RAM 203, and electronic circuits arranged on the effect control board 200, and software such as a control program stored in the effect control ROM 202.

[0158] The effect lottery random number generating means 210 includes a random number counter for generating various software random numbers (effect lottery random numbers) through program processing by the effect control CPU 201. These random number counters function as random number generating means for generating random numbers in a software manner. These software random numbers include: a look-ahead notice lottery random number used to determine whether a look-ahead notice effect will be executed; a look-ahead notice pattern random number used to select a look-ahead notice pattern; a decorative pattern random number used to select a stopping decorative pattern; a variable effect pattern random number used to select a variable effect pattern for the decorative pattern; a notice effect pattern random number used to select a notice effect pattern; a jackpot effect pattern random number used to select a jackpot effect pattern; a consecutive win effect lottery random number used to determine whether a consecutive win effect will be executed within a reserved bet; and a consecutive win effect pattern random number used to select a consecutive win effect pattern for a reserved bet. These random numbers are updated using the remaining time when command analysis is not performed within the effect control main processing described below. For convenience, the random numbers used in each lottery are given names, but it is also possible to have a common random number.

[0159] The presentation control means 220 includes a presentation mode control means 221, a hold information display control means 222, a pre-reading notice control means 223, a decorative pattern determination means 224, a variable presentation determination means 225, a notice presentation determination means 226, and a jackpot presentation determination means 227.

[0160] The reserved information display control means 222 has a first reserved ball number counter for counting the number of activated reserved balls of the first special pattern, and a second reserved ball number counter for counting the number of activated reserved balls of the second special pattern. When the reserved information display control means 222 receives a symbol memory number command from the main control board 100, it updates the values ​​of the first reserved ball number counter and the second reserved ball number counter based on the information on the number of activated reserved balls included in the symbol memory number command. Then, based on the values ​​of the first reserved ball number counter and the second reserved ball number counter, the reserved information display control means 222 controls the display of reserved images in a number corresponding to the number of activated reserved balls of the first special pattern and reserved images in a number corresponding to the number of activated reserved balls of the second special pattern on the reserve display unit of the effect display device 70. In the normal display mode, when a special symbol is activated, a reserved image is displayed in white. However, when the reserved change pre-reading preview effect described below is executed, the reserved image targeted by the pre-reading preview can change from the normal display mode (display color) of "white" to one of the following special display modes (display colors): "blue," "green," "red," or "rainbow." The four special display modes are related to the reliability of the lottery result being a jackpot (referred to as "jackpot reliability"), with the reliability increasing by one level from "blue," "green," "red," to "rainbow." In this embodiment, when the reserved image changes to "rainbow," a jackpot is confirmed for the activated reserved ball targeted by the pre-reading preview. In the reserved change pre-reading preview effect, the change in the display mode of the reserved image may be expressed by a shape or pattern rather than a display color.

[0161] Upon receiving a pre-determination command from the main control board 100, the pre-reading notice control means 223 determines by lottery whether or not to execute the pre-reading notice. The pre-reading notice control means 223 distinguishes between information on the pre-determination results of the first special symbol and information on the pre-determination results of the second special symbol, and temporarily stores up to a predetermined maximum number (four) of each in the pre-reading information storage area of ​​the performance control information storage means 260 so as to be linked to the ball entry order of the activated reserved balls. This pre-reading information storage area has the same configuration as the reserved memory area of ​​the main control board 100, and is provided with a reserved 1 memory area (first reserved memory area), a reserved 2 memory area (second reserved memory area), a reserved 3 memory area (third reserved memory area), and a reserved 4 memory area (fourth reserved memory area) in the order of ball entry into each start port 61, 62. Each reserved memory area can store a set of information on the pre-determination results of whether or not the ball is a winner, information on the pattern pre-determination results, and information on the variation pattern pre-determination results.

[0162] When determining whether to execute a pre-reading notice, the pre-reading notice control means 223 executes a pre-reading judgment (also referred to as a "pre-reading judgment") for the activated reserved ball that is the target of this pre-reading notice based on the result of the pre-reading judgment by the main control board 100. In this embodiment, the pre-reading notice includes, in addition to the reserved change pre-reading notice described above, a so-called continuous pre-reading effect that predicts the possibility of a jackpot win or the occurrence of a reach effect over multiple consecutive display changes of decorative symbols. If it is determined that a pre-reading notice effect (continuous pre-reading effect) can be executed, the pre-reading notice command information (the result of the pre-reading judgment) and the pattern memory number command information (the number of existing activated reserved balls) from the main control board 100 are analyzed, and a pre-reading notice effect pattern is determined by lottery over multiple consecutive display changes for the activated reserved ball (referred to as a "trigger hold") that will trigger the current pre-reading notice effect. There are various variations of pre-reading notices, such as reserved change pre-reading notice effects, chance eye pre-reading notice effects, and background change pre-reading notice effects. As another type of foresight, there is a consecutive win display within the reserve that suggests or notifies the player of the possibility that there is an operating reserved ball that will result in a jackpot when a jackpot game is being played or when a variation that will result in a jackpot is being executed.

[0163] Fig. 26 is a diagram showing an example of a fluctuation pattern pre-reading judgment table. The fluctuation pattern pre-reading judgment table shown in Fig. 26 is a judgment table used in the pre-reading judgment by the pre-reading notice control means 223, and the type of pre-reading (A to D) is selected based on the fluctuation pattern of each fluctuation determined using the special symbol fluctuation pattern table shown in Fig. 25 etc.

[0164] According to Figure 26, the pre-reading type A (non-pre-reading) is selected from the fluctuation patterns that are not subject to pre-reading (fluctuation patterns PH1-1, PH1-2, PH1-3, PH5-1, PH5-2 according to Figure 25). When the pre-reading type A is selected, the pre-reading performance for the fluctuation is not executed.

[0165] Here, the selection rate of non-reach A, which is not subject to pre-reading in the normal fluctuation pattern table (B1) of FIG. 25, is 750 / 1000 regardless of the number of reserved symbols, when the fluctuation patterns PH1-1, PH1-2, and PH1-3 are added together, which matches the selection rate of pre-reading type A in FIG. 26. In other words, in this example, when a non-reach A fluctuation pattern is determined during normal times (first special symbol), the pre-reading effect for that fluctuation is never executed, and all pre-reading judgment results are ID = 0. Also, in the normal fluctuation pattern table (B1) of FIG. 25, only non-reach A is set so that the selection rate of the fluctuation pattern varies depending on the number of reserved symbols. From this, in this example, it can be said that in the range of random number values ​​in which a fluctuation pattern whose selection rate depends on the number of reserved symbols is selected, all pre-reading judgment results are ID = 0.

[0166] Prediction type B (weak prediction) is selected from the fluctuation pattern determined for the non-reach (fluctuation pattern PH1-4, PH1-5) of the prediction target during normal times, or the N-reach (fluctuation pattern PH6) during probability variation. When prediction type B is selected, a predetermined (or arbitrary) prediction performance with low expectation is executed for the fluctuation.

[0167] Prediction type C (medium prediction) is selected from the fluctuation pattern determined for N reach (fluctuation pattern PH2) during normal play, or N reach B or SP reach B (fluctuation patterns PH6, PH7) during probability variation. When prediction type C is selected, a predetermined (or arbitrary) prediction performance with a medium degree of expectation is executed for the fluctuation.

[0168] Prediction type D (strong prediction) is selected from the variation patterns determined for SP reach or higher during normal times (variation patterns PH3, PH4), or SP reach D during a probability change (variation pattern PH8). When prediction type D is selected, a predetermined (or arbitrary) prediction effect with a high degree of expectation is executed for that variation. Note that a configuration in which prediction effects with different degrees of expectation are executed depending on prediction types B, C, and D can be implemented by changing the lottery table for the prediction effect according to the ID of the prediction judgment result in the main control board 100, or by changing to a prediction effect with a higher rank than the prediction effect that was won using the same table.

[0169] In the above example, the variable pattern pre-reading judgment table of Figure 26 is shown as a common table for normal time and probability variation, but this embodiment is not limited to this, and different tables may be prepared for normal time and probability variation, and different tables may be prepared for the first special symbol and the second special symbol. Furthermore, a table for pre-reading the variable additional pattern described later may be prepared.

[0170] The presentation mode control means 221 controls the transition of presentation modes based on a game state designation command from the main control board 100, so as to ensure consistency with the game state and variation pattern selection state managed by the main control board 100. In this embodiment, three presentation modes are included: a normal presentation mode α, a probability variation presentation mode β, and a special presentation mode γ. Even if the variation pattern of the special symbol instructed by the main control board 100 is the same, the variation presentation pattern (described in detail below) that specifies the specific content of the symbol variation presentation is set to be different for each presentation mode. The presentation display device 70 displays a presentation mode notification image (in this embodiment, a background image that displays the back of the decorative symbol) corresponding to the currently active presentation mode. This background image is set to be different for each presentation mode, so the player can recognize which presentation mode they are currently in from the type of background image.

[0171] Each presentation mode will now be outlined. First, normal presentation mode α is set when the low-probability normal variation state α is selected as the variation pattern selection state on the main control board 100, and a "normal background" is displayed as its background image. Probability variable presentation mode β is set when the high-probability shortened variation state β is selected as the variation pattern selection state on the main control board 100, and a "probability variable background" is displayed as its background image. Special presentation mode γ is set when the high-probability special variation state γ is selected as the variation pattern selection state on the main control board 100. This special presentation mode remains in effect for a limited period of four times immediately after the end of a special game, and transitions to probability variable presentation mode β after this limited period. If a consecutive win presentation in reserve occurs during a special game, a "special background" is displayed as the background image. On the other hand, if a consecutive win presentation in reserve does not occur during a special game, i.e., if a continuous win presentation is not being executed, the "probability variable background" common to the probability variable presentation mode is displayed as the background image.

[0172] The decorative symbol determination means 224 determines the final combination of decorative symbols (left symbol, center symbol, right symbol) by lottery based on information (variation pattern information, character effect number information) included in the variation start command from the main control board 100. In this embodiment, three symbol rows containing multiple types of decorative symbols are configured. These decorative symbols are formed by identification elements consisting of numbers or letters, for example. In this embodiment, a total of 10 types of identification elements are set, such as the numbers "1" to "9" and the letter "S." Each decorative symbol is displayed in a cyclical manner in the left display area, center display area, and right display area, respectively, in the order of "1" → "2" → "3" → ... → "8" → "9" → "S" according to the arrangement of the symbol rows.

[0173] The decorative symbol determination means 224 holds multiple types of stopping symbol pattern tables that are referenced when determining the stopping symbol combinations (also called "stopping symbol patterns") of decorative symbols by lottery. These multiple types of tables include a stopping symbol pattern table for jackpots, a stopping symbol pattern table for small jackpots, a stopping symbol pattern table for close-to-win situations, and a stopping symbol pattern table for non-close-to-win situations. The stopping symbols of decorative symbols are formed as combinations of three symbols, including "stopping symbols indicating a jackpot (jackpot symbol)" and "stopping symbols indicating a miss (miss symbol)." The jackpot symbol indicating a special jackpot (probable jackpot) is a stopping combination of three symbols with the same odd numbers (e.g., "7 7 7"). The jackpot symbol indicating a normal jackpot (non-probable jackpot) is a stopping combination of three symbols with the same even numbers (e.g., "2 2 2"). A losing symbol is a combination of stop patterns in which at least one of the three symbols is a number different from the other numbers (for example, "1·3·8"). Here, a reach-loss symbol among the losing symbols is a combination of stop patterns in which the left and right symbols match, but only the center symbol is shifted forward or backward by several frames (for example, "3·1·3"). Note that in the case of a "stop symbol indicating a small win (small win symbol)" or a jackpot symbol, such as a 2R jackpot symbol, a predetermined stop pattern combination may occur, such as "3·5·7". Note that in this embodiment, "S·S·S" is provided as a special jackpot symbol to definitively notify consecutive wins in the reserved lottery. When it is decided to execute consecutive win presentation within the reserved game and consecutive win presentation pattern PA2 is selected, decorative symbol determination means 224 replaces a normal big win symbol (such as "3·3·3") with a special big win symbol ("S·S·S").

[0174] The variable effect determination means 225 determines a variable effect pattern that defines the variable process (performance process) from the start of the variable display of the decorative symbols to the stop of the variable display, based on information (variation pattern information) included in the variable start command from the main control board 100. In this embodiment, the symbol variable effect (reach effect) that occurs after the reach display includes a reach effect with simple performance content (normal reach effect) and a reach effect with a developmental content (super reach effect). The variable effect determination means 225 holds multiple types of variable effect pattern tables that are referenced when selecting a variable effect pattern, and selects a variable effect pattern table that corresponds to the variable pattern (variation time) of the special symbol from among these multiple types of variable effect pattern tables. In the variable effect pattern table, a variable effect pattern random number value is associated with a variable effect pattern according to the result of the lottery for the variable pattern of the special symbol (i.e., the reach type). Here, the main control board 100 determines a basic pattern of symbol change (e.g., "Normal Reach A," "Super Reach A," etc.) as a change pattern, while the effect control board 200 determines a detailed pattern of symbol change (e.g., "Normal Reach A1, A2, A3...," "Super Reach A1, A2, A3...") that specifies a detailed scenario for the effect display process based on the basic pattern as a change effect pattern. In this way, the decorative symbol change effect pattern defines the decorative symbol change display mode, i.e., the scenario for the series of effect display processes from the start to the end of the decorative symbol change, and also specifies the timing of the preview effects at each stage during the display process as a time schedule. The stopping order for the decorative symbols is predetermined for each change effect pattern, and in this embodiment, the order is generally left → right → center. However, in the case of a short-time fluctuation pattern, the left, middle, and right symbols can be stopped almost simultaneously, and in the case of a specific fluctuation pattern, the symbols can be stopped in the order of left → middle → right. In this case, if the stopping order is not in accordance with the above principle (left → right → middle), the probability of winning tends to be relatively high.

[0175] The preview effect determination means 226 determines a preview effect pattern that specifies the content of the preview effect to be executed at each stage of the decorative symbol fluctuation process in accordance with the above-mentioned fluctuation effect pattern scenario. Preview effect patterns include effect patterns that temporarily or gradually display images of specific characters, animations, etc., effect patterns that output specific sounds, and effect patterns that operate movable parts. Preview effects are executed in parallel with the display of the decorative symbol fluctuation and indicate a high probability of a jackpot, with the pattern fluctuation stopping in a jackpot mode. Preview effects include preview effects executed before a reach state occurs (including when a reach state occurs) during the decorative symbol fluctuation process, and preview effects executed after a reach state occurs. Each preview effect has a different jackpot reliability, and generally, preview effects displayed after a reach state occurs have a relatively higher jackpot reliability than preview effects displayed before a reach state occurs. The preview effect determination means 226 holds preview effect pattern tables for each type of preview effect, which are referenced when selecting a preview effect pattern, and selects a preview effect pattern table corresponding to the type of preview effect that will occur according to the scenario of the variable effect pattern. The preview effect determination means 226 references the preview effect pattern table selected above and selects one of multiple preview effect patterns by lottery based on the preview effect pattern random number value acquired from the effect lottery random number generation means 210. Specific preview effect patterns available include a comment preview effect pattern, a background preview effect pattern, an SU (step-up) preview effect pattern, a group preview effect pattern, a cut-in preview effect pattern, and a movable character preview effect pattern. This preview effect is basically performed by executing one or more preview effects in accordance with the variable display of decorative symbols on the effect display device 70. Therefore, even if the decorative symbol variable display is based on the same variable effect pattern, a variety of effect modes can be generated by combining one or more preview effects.

[0176] The jackpot effect determination means 227 determines the content of the jackpot effect (jackpot effect pattern) that notifies that a special game is being played. The jackpot effect includes a start demo effect that notifies that a special game is being played, a round effect that notifies that a round game is being played, and an end demo effect that notifies that the special game is being played. When the jackpot effect determination means 227 receives a jackpot start demo command from the main control board 100, it determines the jackpot effect pattern (start demo effect pattern, round effect pattern, end demo effect pattern) based on the jackpot type information stored in the effect control information storage means 260. In this jackpot effect pattern, a jackpot start demo effect time, a round effect time (a effect time according to the opening pattern of the large prize winning opening 64), and a jackpot end demo effect time are set according to the jackpot type, and a series of effect contents are set along that time axis. The jackpot presentation determination means 227 executes a start demo presentation in response to a jackpot start demo command received from the main control board 100, executes each round presentation in response to a round presentation designation command received, and executes an end demo presentation in response to a jackpot end demo command received, according to the jackpot presentation pattern.

[0177] Here, in the normal jackpot start demo presentation, for example, the words "Jackpot Start" are displayed on the screen to announce the start of the special game. In the normal round presentation, for example, the number of currently running rounds and the number of winning balls are displayed on the screen, and various images (animated images, etc.) that liven up the special game are displayed. In the normal jackpot end demo presentation, for example, the words "Jackpot End" are displayed on the screen to announce the end of the special game.

[0178] As described above, the performance control means 220 generates image control commands related to images and sounds based on the determined performance content (prediction performance pattern, consecutive performance pattern, variable performance pattern, advance notice performance pattern, stopping pattern pattern, jackpot performance pattern, etc.), and stores these in the command storage area of ​​the performance control information storage means 260.

[0179] The lamp effect control means 230 controls the lighting and light color of the effect lamps in accordance with the effect content set by the effect integration means 220. The lamp effect control means 230 holds multiple types of lamp data (lamp pattern data) for controlling the lighting of the effect lamps 10, 25 (frame lamp 10, panel lamp 25), reads out lamp data corresponding to the determined effect pattern, and transmits this lamp control signal (lamp data) to the lamp connection board 91.

[0180] The role object performance control means 240 controls the driving of each movable role object in accordance with the performance content set by the performance integration means 220. The role object performance control means 240 holds a plurality of types of drive data for driving and controlling the movable role objects, and transmits a drive control signal (drive data) corresponding to the determined performance pattern to the motor driver 92.

[0181] The error presentation control means 250 is configured to determine an error presentation pattern when it receives an error presentation designation command from the main control board 100, and to notify the gaming machine that an error state has occurred in accordance with the error presentation pattern.

[0182] The performance control information storage means 260 is configured to temporarily store information on decorative symbols, information on variable performance patterns, information on preview performance patterns, information on control commands, etc., and is provided with a predetermined storage area for storing each piece of information. For example, the command storage area includes a performance control command buffer for storing performance control commands from the main control board 100, an image control command buffer for storing image control commands to the image control board 300, and an ACK command buffer for storing ACK commands from the image control board 300. Each command buffer is composed of a ring buffer, and can store a predetermined number of performance control commands, image control commands, and ACK commands.

[0183] The command transmission / reception means 270 is configured to receive the performance control command transmitted from the main control board 100 upon receipt of the strobe signal output together with the command, and to store this performance control command in a performance control command buffer. Specifically, the command transmission / reception means 270 executes a reception interrupt process for the performance control command in response to an interrupt that occurs upon input of a strobe signal from the main control board 100, and acquires various performance control commands during this reception interrupt process. Details of this reception interrupt process for the performance control command will be described later. Note that when the command transmission / reception means 270 receives a strobe signal, it executes the reception interrupt process for the performance control command with priority over other interrupt processes.

[0184] The command transmission / reception means 270 transmits image control commands stored in the performance control information storage means 260 to the image control board 300 using, for example, a serial communication method, in order to instruct the execution of the performance contents (variable performance pattern information, advance notice performance pattern information, decorative design information, etc.) set by the performance supervision means 220. In principle, the image control commands are transmitted at predetermined intervals (500 μs in this embodiment) in accordance with the order set in the command storage area of ​​the performance control information storage means 260.

[0185] As a result, the image control board 300 analyzes the various image control commands transmitted from the performance control board 200, and causes the performance display device 70 to variably display performance images including decorative patterns in accordance with the scenario of the variable performance pattern, and also displays preview performances superimposed on the performance of the pattern variation at each stage of the variable display process. Furthermore, the command transmission / reception means 270 receives the ACK command transmitted from the image control board 300, and stores this ACK command in the ACK command buffer.

[0186] <Processing on the main control board> 27 to 48 are flowcharts showing an example of the procedure of the operation processing on the main control board 100. The operation processing on the main control board 100 side mainly includes main control side main processing and main control side timer interrupt processing.

[0187] <Main control side main processing> 27, 28, and 29 are flowcharts each showing an example of main control side main processing executed on the main control board 100. In this main control side main processing, a security check of the main control CPU 101 is performed by resetting when the power is turned on, and then a main control program is started, and processing is executed by this main control program. Note that in the following explanation, the subject of each processing may be omitted as appropriate.

[0188] First, as the initial setting required when powering on, the first address is set in the stack pointer as the initial value of the stack area (step S1), and access to the main control RAM 103 is permitted (step S2). Next, a vector table is set that stores the first address of the main control program to be processed when a timer interrupt occurs (step S3), and initial values ​​are set in the built-in registers of the main control CPU 101 (step S4).

[0189] Next, the main control CPU 101 checks the operating state of the setting key switch 100q (step S5), and if the setting key switch 100q is in the ON state (YES in step S5), checks the operating state of the RAM clear switch 400q (step S6). If the RAM clear switch 400q is in the ON state in step S6 (YES in step S6), a setting change process is executed (step S7). Details of the setting change process will be described later with reference to FIG. 30, but after the setting change process is completed, the process proceeds to step S13. On the other hand, if the RAM clear switch 400q is in the OFF state in step S6 (NO in step S6), a setting confirmation process is executed (step S8). Details of the setting confirmation process will be described later with reference to FIG. 31, but after the setting confirmation process is completed, the process proceeds to step S10.

[0190] If the setting key switch 100q is in the OFF state in step S5 (NO in step S5), the main control CPU 101 checks the operation state of the RAM clear switch 400q (step S9). If the RAM clear switch 400q is in the ON state in step S9 (YES in step S9), the process proceeds to step S13 to perform a normal RAM clear process that does not involve a setting change. On the other hand, if the RAM clear switch 400q is in the OFF state in step S9 (NO in step S6), the process proceeds to step S10 without performing any special process.

[0191] In step S10, the main control CPU 101 reads the value of the power-off information flag and determines whether or not information indicating normal power-off is stored (step S10).

[0192] If power-off normal information is saved here, a checksum is calculated for a predetermined area of ​​main control RAM 103 (step S11). It is determined whether this checksum is 0, i.e., whether the checksum is normal (step S12). Note that the checksum calculated here at power-on includes the complement of the checksum calculated in the power-off processing described below, so if the data has been backed up correctly, the checksum at power-on will be "0." In this way, it is determined at power-on whether the information stored in main control RAM 103 before power-off has been backed up correctly.

[0193] If the checksum is normal in step S12 (YES in step S12), the process proceeds to step S16, which will be described later, to restore the state before the power was turned off. On the other hand, if the checksum is abnormal in step S12 (NO in step S12), or after the setting change process in step S7 is completed, all areas of main control RAM 103 that are the target of the initialization process are cleared to zero (step S13). Note that in the initialization process of step S13, specific RAM storage areas are not cleared to zero. For example, the setting values ​​stored in the setting memory are not cleared, and the setting values ​​set in the setting change process in step S7 are maintained as they are.

[0194] Next, the initialization data for when the power is turned on is set in the main control RAM 103 (step S14). Next, in order to initialize the performance display device 70, the performance lamps 10 and 25, etc., a performance control command ("performance initial command") is requested from the performance control board 200 (step S15).

[0195] Next, in the power failure recovery setting process, the main control RAM 103 is sequentially set to set normal power-on information, initialize various errors, and initialize communication with the payout control board 400 (step S16). Here, the normal power-on information is set by storing normal power-on data in the power failure information flag to confirm that power was turned on correctly, and turning off the power failure confirmation flag to initialize the power failure information. Next, the data transfer source address, data transfer destination address, and number of transfer bytes are set, and data equal to the number of transfer bytes is transferred (step S17). The value of the special symbol game status at the time of power failure is read, and power failure recovery process related to special symbol gameplay is executed (step S18).

[0196] Next, a request is made to send a performance control command ("power failure recovery command") when the power is restored between the main control board 100 and the performance control board 200 (step S19). This power failure recovery command includes information regarding the inspection of the communication line, the operation status of the special symbol, the number of probability changes, the number of time-saving times, the number of times the ball is easily scored, the change pattern selection status, and the error status. Note that any command requests not yet sent before the power failure are cleared. Next, in the pattern memory number command request process, information regarding the number of activated balls pending for the first special symbol and the second special symbol at the time of the power failure is read, and a performance control command including this information regarding the number of activated balls pending is requested (step S20).

[0197] Next, a return setting is made to return the normal electric device 622 to the state before the power was cut off (for example, the second start port 62 is open) (step S21). Furthermore, a return setting is made to return the special electric device 642 to the state before the power was cut off (for example, the big prize port 64 is open) (step S22). Next, the value of the special symbol mode flag is read, and the operation state of the probability variation function of the special symbol at the time of power cut is set (step S23). The special symbol mode flag is a flag for setting the operation probability (high probability or low probability) of the special symbol game. Next, in order to activate the timer interrupt, a predetermined count value is set as the initial setting of the CTC circuit, and a timer interrupt is generated every 4 ms (step S24). Next, an interrupt prohibition is set to prohibit the generation of the timer interrupt process (step S25). In preparation for restarting the watchdog timer, clear word 1 ("55H") is set (step S26).

[0198] Next, to determine whether a power outage has occurred, the value of the power outage confirmation flag is read to determine whether a power outage has occurred (step S27). If a power outage has not occurred, an initial value random number update process is executed (step S28). In this initial value random number update process, the initial value random number per normal symbol, the soft initial value random number per special symbol, and the symbol initial value random number per special symbol are updated. Specifically, the value of each counter is incremented by 1, and if the value exceeds the maximum value set for each random number, it is reset to the minimum value of "0."

[0199] Next, interrupt permission is set to permit the occurrence of timer interrupt processing (step S29), and the process returns to the above-mentioned interrupt prohibition process (step S25), and the loop process from steps S25 to S29 is repeatedly executed. Here, the timer interrupt processing is executed periodically at a predetermined cycle, and the process from steps S25 to S29 is repeated using the remaining time between the completion of the previous interrupt processing and the occurrence of the next interrupt processing. If an interrupt request is made in the interrupt prohibited state, the timer interrupt processing will be started when interrupt permission is set in step S29. On the other hand, if the power-off confirmation flag is on in step S27, that is, if a power-off has occurred, the process proceeds to step S30, and the power-off processing described below is executed.

[0200] Next, as the power-off processing (steps S30 to S36), first, clear word 2 ("AAH") is set to restart the watchdog timer (step S30). Next, it is determined whether the content of the power-off information flag is normal power-on data (step S31). If the power-on information is normal, normal power-off data is set to the power-off information flag (step S32). On the other hand, if the power-on information is not normal, abnormal power-off data is set to the power-off information flag (step S33), and the process proceeds to step S36.

[0201] Next, a checksum is calculated for a predetermined area (excluding the checksum area) of main control RAM 103 (step S34). The complement of the checksum data is calculated, and the resulting value of this complement is set in the checksum area of ​​main control RAM 103 (step S35). Next, access to main control RAM 103 is prohibited (step S36), and the process is repeated until power is cut off.

[0202] <Settings change process> Fig. 30 is a flowchart showing an example of the setting change processing. The series of processing shown in Fig. 30 shows in detail the setting change processing of step S107 in Fig. 27, and is executed by the main control CPU 101 (main control program).

[0203] According to FIG. 30, first, the main control CPU 101 checks whether the value of the setting memory where the setting value of the game setting should be stored is normal (step S101). If the setting memory value is not normal in step S101 (NO in S101), the setting value is initialized to the initial value (S102). Specifically, for example, if "1" to "6" are used as the setting value data, "1" is set as the initial value, and if "0" to "5" are used as the setting value data, "0" is set as the initial value. After processing step S102, the process proceeds to step S103. On the other hand, if the setting memory value is normal in step S101 (YES in S101), the process skips step S102 and proceeds to step S103.

[0204] In step S103, the state shifts to a setting change state, and the setting values ​​stored in the setting memory are displayed on the setting display unit 197 (step S104).

[0205] Next, it is confirmed whether or not a change operation has been performed using a setting change button (for example, RAM clear switch 400q) (step S105). If a change operation has been performed using the setting change button (YES in step S105), the setting values ​​displayed on setting display unit 197 and the setting values ​​stored in setting memory are updated (step S106). If a change operation has not been performed using the setting change button (NO in step S105), the processing of step S106 is skipped.

[0206] Next, it is confirmed whether the operation state of the setting key switch 100q is in the OFF state (step S107). If the determination in step S5 of FIG. 27 is NO and the setting key switch 100q remains in the ON state (NO in step S107), the process returns to step S104 and is repeated. On the other hand, if the setting key is returned to its original position and the setting key switch 100q is in the OFF state (YES in step S107), the setting display unit 197 is turned off to make the setting value invisible (non-display) (step S108), and the process returns. As described above, after the return, the process of step S13 in FIG. 27 is performed.

[0207] <Settings confirmation process> Fig. 31 is a flowchart showing an example of the setting confirmation process. The series of processes shown in Fig. 31 are detailed examples of the setting confirmation process of step S108 in Fig. 27, and are executed by the main control CPU 101 (main control program).

[0208] According to FIG. 31, first, the main control CPU 101 displays the setting values ​​stored in the setting memory on the setting display unit 197 (step S111).

[0209] Thereafter, the main control CPU 101 checks whether the operation state of the setting key switch 100q is in the OFF state (step S112). If the determination in step S5 of FIG. 27 is NO and the setting key switch 100q remains in the ON state (NO in step S112), the process returns to step S111 and repeats, continuing to display the setting value. On the other hand, if the setting key is returned to its original position and the setting key switch 100q is in the OFF state (YES in step S112), the setting display unit 197 is turned off to make the setting value invisible (not displayed) (step S113), and the process returns. As described above, after the return, the process of step S10 in FIG. 27 is performed.

[0210] In this embodiment, the gaming machine includes a first step, frame opening, as a condition for transitioning to the setting change process and setting confirmation process described above to enhance security. Therefore, although not shown in FIG. 27, when the operation state of the setting key switch 100q is determined to be on (YES in step S5) in the determination of step S5, the state of the frame open switch (door open sensor 2p) is also checked, and only if the frame is in an open state (door open) does the machine proceed to step S6. Even if the setting key switch 100q is on when the determination of step S5 is made, if the frame is not in an open state (door closed), this indicates a suspected fraud or abnormality. Therefore, the machine does not proceed to step S6, which proceeds to the setting change process (step S7) or setting confirmation process (step S8), but waits until the setting key switch 100q is turned off. If the setting key switch 100q is switched off, the machine proceeds to step S9.

[0211] <Main control side timer interrupt processing> Next, the relationship between the figures for explaining the main control timer interruption processing will be described. First, Fig. 32 and Fig. 33 are flowcharts showing an example of the timer interruption processing executed in the main control board 100. Fig. 34 and Fig. 35 are flowcharts showing details of the start gate monitoring control processing shown in Fig. 32. Fig. 36 is a flowchart showing details of the special symbol variation start monitoring control processing shown in Fig. 33, and Figs. 37 and 38 are flowcharts showing details of the special symbol variation start monitoring processing shown in Fig. 36. Fig. 39 is a flowchart showing details of the special symbol control processing shown in Fig. 33. Fig. 40 is a flowchart showing details of the special symbol control general processing shown in Fig. 39. Figs. 41 to 45 are flowcharts showing details of the special symbol variation start processing, special symbol variation processing, and special symbol stop symbol display processing shown in Fig. 40. Figs. 46 to 48 are flowcharts showing details of the special electric device control processing shown in Fig. 33.

[0212] First, the timer interrupt process shown in Figure 32 is executed by interrupting the main process on the main control side when a timer interrupt occurs in response to a clock pulse every fixed time (for example, 4 ms) from the CTC circuit mentioned above. Note that the terms "condition device" and "continuous device for operating special devices" used below refer to conceptual control devices. The "condition device" operates when a jackpot occurs in a special symbol game, and the "continuous device for operating special devices" can operate the "special electric device" multiple times in succession.

[0213] First, when this timer interrupt occurs, the contents of the registers in the main control CPU 101 (data used during the main control side main processing) are saved to the stack area of ​​the main control RAM 103, and then the interrupt operation conditions are set (step S51). Next, the interrupt operation condition setting value is set in the interrupt control register (step S52). Next, clear word 2 is set (step S53).

[0214] Next, clear word 2 ("AAH") is set to restart the watchdog timer (step S54). At this time, clear word 1 and clear word 2 are written in sequence to the WDT clear register of the main control CPU 101 within a preset timeout period, thereby clearing and restarting the watchdog timer. In other words, when the main control CPU 101 is executing the main control program normally, clear words 1 and 2 are set periodically, so that the watchdog timer is cleared and restarted before it times out. On the other hand, if the watchdog timer times out, a user reset occurs.

[0215] Next, input processing is executed (step S55). In this input processing, information on the various switches connected to the main control board 100, except for the RAM clear switch, is read. That is, input information on the first start gate switch 161, the second start gate switch 162, the operating gate switch 163, the big prize gate switch 164, the out ball detection switch 167, as well as the door opening switch, frame opening switch, back set opening switch, magnetic sensor, and radio wave sensor (not shown) is read, their states are determined, and then this detection information is stored.

[0216] Next, various random number update processes are executed (step S56). In this various random number update process, the normal symbol variation pattern random numbers and special symbol variation pattern random numbers that do not use initial value random numbers are updated. For the normal symbol variation pattern random numbers, the value of the random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value of "0". On the other hand, for the special symbol variation pattern random numbers, a predetermined value (e.g., 3511) is subtracted from the previous random number. If the result of the subtraction is less than 0, a predetermined value (e.g., 50000) is added to the result of the subtraction.

[0217] Next, an initial value update type random number update process is executed (step S57). In this initial value update type random number update process, the random number per normal symbol, the soft random number per special symbol, and the symbol random number per special symbol are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value of "0". When the counter value has completed one cycle (when it has reached the value set as the initial value), the value of the initial value random number corresponding to the random number value at which the counter value has completed one cycle at that timing is set as a new initial value.

[0218] Next, an initial value random number update process is executed (step S58). In this initial value random number update process, the initial value random number per normal symbol, the soft initial value random number per special symbol, and the symbol initial value random number per special symbol are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value predetermined for each random number, it is reset to the minimum value of "0".

[0219] Next, a timer subtraction process is executed (step S59). In this timer subtraction process, the values ​​of various timers used to control the game operation of the gaming machine are subtracted and updated. The various timers include a special symbol game timer for managing the time (variable time, fixed display time) related to the special symbol display devices 171, 172, a timer for controlling the operation pattern of the special electric device 642, and timers used for various controls such as normal symbols and normal electric devices.

[0220] Next, a second start port valid period setting process is executed (step S60). In this second start port valid period setting process, the winning valid period and winning invalid period of the second start port 62 are determined, and the valid period data or invalid period data of the second start port 62 is set as the result of this determination.

[0221] Next, a winning monitoring process is executed (step S61). In this winning monitoring process, a switch passage inspection of the game ball is performed based on the detection information of the first start gate switch 161, the second start gate switch 162, the operation gate switch 163, the special prize gate switch 164, the general prize gate switch 166, and the out ball detection switch 167 in the above-mentioned input process (step S55). As a result, if it is determined that the game ball has passed through each switch, a transmission request for a performance control command including information indicating that the game ball has passed each switch is made.

[0222] Next, the prize ball control process is executed (step S62). In this prize ball control process, it is determined whether the winning is valid or invalid, and a payout control command is sent to the payout control board 400 to instruct the number of prize balls corresponding to the type of winning, and the received data from the payout control board 400 is monitored to check the communication with the payout control board 400.

[0223] Next, a normal symbol activation gate monitoring process is executed (step S63). In this normal symbol activation gate monitoring process, the passage of the gaming ball to the gate 63 is monitored, and if it is determined that the gaming ball has passed through the gate 63, a random number related to the normal symbol lottery is acquired as activation reserved ball information, and the number of activation reserved balls is updated up to a maximum of four, and the random number related to the normal symbol lottery is stored.

[0224] Next, a normal symbol control process is executed (step S64). In this normal symbol control process, in order to execute a series of processes related to the normal symbol display device 175 or the normal electric device 622, normal symbol changing process, normal symbol stop symbol display process, normal electric device operation process, normal electric device operation end demo process, etc. are executed according to the value of the normal symbol game status. In addition, in the normal symbol changing process, display pattern number data of the normal symbol is created (updated) in order to display the normal symbol changing or fixed.

[0225] Next, a normal symbol variation start monitoring process is executed (step S65). In this normal symbol variation start monitoring process, the operation state of the normal symbol is monitored, and when it is determined that the normal symbol variation start condition is met, one normal symbol operation reserved ball is consumed, and the normal symbol success / failure judgment, pattern judgment, variation pattern judgment, variation time setting, etc. are performed in this order.

[0226] Next, a start port monitoring control process is executed (step S66). In this start port monitoring control process, the entry of a game ball into the first start port 61 and the second start port 62 is monitored, and when it is detected that a game ball has entered, command requests are sequentially made for commands including information required for the performance control board 200, such as updating the number of reserved balls, storing random numbers related to the special symbol lottery, pre-determination for advance notice and the number of symbols stored, etc.

[0227] Next, a special symbol control process is executed (step S67). In this special symbol control process, as a series of processes related to the special symbol display devices 171, 172, for example, a special symbol variation start process (see step S420 in FIG. 40 described later), a special symbol variation process (see step S430 in FIG. 40 described later), and a special symbol stop symbol display process (see step S440 in FIG. 40 described later) are executed according to the value of the special symbol game status.

[0228] Next, a special electric accessory control process is executed (step S68). In this process, when the result of the lottery for the special symbol is a "big win" or a "small win," operation processes related to the special electric accessory 642 are executed in order, such as setting the operation start and end of the special electric accessory 642, updating the opening time and number of openings of the big prize opening 64, setting the operation start of the probability fluctuation function, setting the operation start of the fluctuation time shortening function, setting the fluctuation pattern selection state, etc.

[0229] Next, a special prize opening valid period setting process is executed (step S69). In this special prize opening valid period setting process, the special prize opening 64's valid prize period and invalid prize period are determined, and valid period data or invalid period data of the special prize opening 64 is set as the result of this determination.

[0230] Next, a special symbol variation start monitoring control process is executed (step S70). In this special symbol variation start monitoring control process, if there is an activation reserved ball of the first special symbol or the second special symbol, one reserved ball is consumed, and a command request for the number of symbol memories, a judgment of whether the special symbol is a hit or miss, a symbol judgment of the special symbol, a judgment of the probability variation function, a judgment of the time reduction function, setting of the activation pattern of the special electric role, setting of the demo performance time, etc. are performed in this order.

[0231] Next, an abnormality detection process is executed (step S71). In this abnormality detection process, based on the input information in the above-mentioned input process (step S55), the magnetic detection signal from the magnetic sensor, the disconnection / short circuit power supply abnormality signal, the radio wave detection signal from the radio wave sensor, the door / frame open signal, etc. are sequentially inspected to determine whether the gaming machine is in an error state. If an error state is detected, a performance control command ("error performance designation command") containing the error information is generated to request the performance control board 200 to display an error.

[0232] Next, a ball passing time abnormality detection process is executed (step S72). In this ball passing time abnormality detection process, if the on signal of the winning detection switch is detected continuously for a predetermined time or longer, a ball passing time abnormality is set, and a request is made for a performance control command ("error performance designation command") containing the error information, and a request is made for the output of a security signal to be output to an external terminal.

[0233] Next, a game status display process is executed (step S73). In this game status display process, display data such as the number of times the special electric device 642 is activated consecutively (prescribed number of rounds), the number of activation balls for normal symbols and special symbols, etc. are created. Display data is created to display information on the error state detected in the abnormality detection process described above on the status indicator lamp of the main control board 100.

[0234] Next, a steering wheel state signal inspection process is executed (step S74). In this steering wheel state signal inspection process, the steering wheel state signal is inspected.

[0235] Next, LED output processing is executed (step S75). In this LED output processing, in order to display special symbols and normal symbols, the number of reserved balls, the number of times the special electric device operates continuously, and errors, the display data created in the special symbol control processing (step S85), abnormality detection processing (step S89), game status display processing (step S73), etc. are output to the special symbol display devices 171, 172, the normal symbol display device 175, the special symbol reserved lamps 173, 174, the normal symbol reserved lamp 176, the status indicator lamp of the main control board 100, etc., and the displays on these various display devices are initialized.

[0236] Next, a launch control signal output process is executed (step S76). In this launch control signal output process, if a communication abnormality or a disconnection / short circuit power supply abnormality with the payout control board 400 is not detected, a launch permission signal is output to the payout control board 400 to permit the launch of game balls, whereas if a communication abnormality or a disconnection / short circuit power supply abnormality with the payout control board 400 is detected, a launch prohibition signal is output to the payout control board 400 to prohibit the launch of game balls.

[0237] Next, the test signal output process is executed (step S77). In this test signal output process, various test data are generated and then an error check process is performed. If an error is detected as a result, the various test data are output to each test signal output port.

[0238] Next, a solenoid output process is executed (step S78). In this solenoid output process, in order to operate the normal electric role 622 and the special electric role 642, an excitation signal is output to each electric role solenoid 123, 124 based on the control data acquired in the normal symbol control process (step S82) and the special electric role control process (step S86).

[0239] Next, a performance control command transmission process is executed (step S79). In this performance control command transmission process, as described above, the performance control commands stored in the ring buffer designated by the pointer are read out for each MODE data and EVENT data from among the performance control commands stored in the command storage area of ​​the main information storage means 180, and are transmitted to the performance control board 200 as described below.

[0240] Next, an external information output process is executed (step S80). In this external information output process, the operation status information of the gaming machine is output as external information to an external device such as a hall computer or a data counter via the external terminal board.

[0241] Next, the saved register contents are restored, and the main control CPU 101 is set to an interrupt-enabled state (step S81). This ends the main control side timer interrupt processing, and the main control side main processing is returned to, where the main control side main processing is executed until the next timer interrupt occurs.

[0242] If the main control board 100 detects a power outage (a drop in supply voltage based on a predetermined threshold) during the main control side main processing or interrupt processing, it generates a non-maskable interrupt and turns on the power outage confirmation flag. After returning to the original processing, the above-mentioned power outage processing (steps S27 to S33) is executed.

[0243] <Special symbol game processing> Next, a series of processes related to the special symbol game in the main control side timer interruption process will be explained. The processes related to the special symbol game include the above-mentioned start gate monitoring control process (step S84), special symbol control process (step S85), special electric accessory control process (step S86), and special symbol variation start monitoring control process (step S88).

[0244] <Start port monitoring control processing> First, as shown in Fig. 34, it is determined whether or not a gaming ball has entered the first start hole 61 (step S201). If a gaming ball has entered the first start hole 61, it is determined whether or not the number of activation reserved balls for the first special symbol is less than the upper limit of 4 (step S202).

[0245] If the number of reserved balls for the first special symbol activation is less than four, the random number value for the special symbol, the random number value for the symbol for the special symbol, and the random number value for the special symbol variation pattern are obtained as the lottery random number values ​​for the first special symbol game, and each random number value is stored in the first special symbol reserved storage area (reserved n storage area) of the main information storage means 180 according to the ball entry order (step S203). To update the number of reserved balls for the first special symbol activation, the value of the first special symbol reserved ball number counter is incremented by 1 (step S204), and the winning check for the first starting port 61 is completed.

[0246] Next, it is determined whether or not a gaming ball has entered the second starting hole 62 (step S205). If a gaming ball has entered the second starting hole 62, it is determined whether or not the number of activated balls for the second special symbol is less than the upper limit of four (step S206). If the number of activated balls for the second special symbol is less than four, the random number value for the special symbol, the random number value for the symbol for the special symbol, and the random number value for the special symbol variation pattern are obtained as the lottery random numbers for the second special symbol game, and each random number value is stored in the second special symbol reserved storage area (reserved n storage area) of the main information storage means 180 according to the order of ball entry (step S207). To update the number of activated balls for the second special symbol, the value of the second special symbol reserved ball number counter is incremented by one (step S208), and the winning check for the second starting hole 62 is completed.

[0247] Next, it is determined whether the number of pending activation balls for the first special symbol or the second special symbol has been updated, i.e., whether the number of pending activation balls for the first special symbol or the second special symbol has been added in step S204 or step S208 (step S209). If the number of pending activation balls has been updated (step S209), a symbol memory number command including information on the number of pending activation balls for the first special symbol and the second special symbol is generated and stored in the command storage area of ​​the main information storage means 180 (step S210).

[0248] Next, the state of the gaming machine is checked to determine whether it is time for a preliminary determination (step S211). If it is time for a preliminary determination (step S211), a random number value for a special symbol win is read from the win random number buffer in the reserved n storage area, and a win / loss preliminary determination is made (step S212). A win / loss preliminary determination command including information on the result of this preliminary determination (win / loss preliminary determination number) is generated, and this is stored in the command storage area of ​​the main information storage means 180 (step S213).

[0249] A special symbol winning symbol random number value is read from the winning symbol random number buffer in the reserved n storage area, and a symbol preliminary determination is made (step S214). A symbol preliminary determination command including information on this preliminary determination result (symbol preliminary determination number) is generated, and this is stored in the command storage area of ​​the main information storage means 180 (step S215). Furthermore, a special symbol fluctuation pattern random number value is read from the fluctuation pattern random number buffer in the reserved n storage area, and a fluctuation pattern preliminary determination is made (step S216). A fluctuation pattern preliminary determination command including information on this preliminary determination result (variation pattern preliminary determination number) is generated, and this is stored in the command storage area of ​​the main information storage means 180 (step S217).

[0250] <Special symbol variation start monitoring control process> In the special symbol variation start monitoring control process (step S88) shown in Figure 36, the special symbol variation start monitoring process (step S310) described later is executed for the special symbol side of the first special symbol and the second special symbol that satisfies the variation start condition. Note that, when both the first special symbol and the second special symbol satisfy the variation start condition, as described above, as an example, the process on the second special symbol side is executed preferentially.

[0251] First, it is determined whether or not a big win or a small win is occurring (step S301). Next, it is determined whether or not both the first special symbol and the second special symbol are waiting to change, that is, whether or not both the first special symbol game status and the second special symbol game status are "00H (waiting to change)" (step S302).

[0252] Next, it is determined whether the number of reserved balls for the second special symbol is "0" (step S303). If the number of reserved balls is not "0," it is determined that the condition for starting the change of the second special symbol is met, and after setting the address of the second special symbol change start monitoring table (the address of various tables used in the subsequent processing and the address of the RAM storage area) (step S304), the process proceeds to the special symbol change start monitoring process for the second special symbol (step S310). In other words, in this embodiment, if there is a reserved ball for the second special symbol, the reserved ball for the second special symbol is consumed preferentially, regardless of whether there is a reserved ball for the first special symbol. Details of this special symbol change start monitoring process will be explained using Figures 37 and 38, which will be described later.

[0253] On the other hand, if the number of reserved balls for the second special symbol is "0", it is determined whether the number of reserved balls for the first special symbol is "0" (step S305). If the number of reserved balls is not "0", it is assumed that the first special symbol variation start condition is met, and after setting the address of the first special symbol variation start monitoring table (the addresses of various tables used in the subsequent processing and the address of the RAM storage area) (step S306), the process proceeds to the special symbol variation start monitoring processing for the first special symbol (step S310).

[0254] If neither the first special symbol nor the second special symbol variation start conditions are met (steps S301, S302, S305), the execution of the special symbol variation start monitoring process (step S310) is omitted.

[0255] <Special symbol variation start monitoring process> In the special symbol variation start monitoring process (step S310), the first special symbol variation start monitoring table or the second special symbol variation start monitoring table set in the above-mentioned step S304 or step S306 is referenced, and the process on the special symbol side that is the target of this variation start is executed. Note that, since the processing contents are almost the same on the first special symbol side and the second special symbol side, unless otherwise specified, the processing on the first special symbol side and the processing on the second special symbol side will be explained together without distinguishing between the processing on the first special symbol side and the processing on the second special symbol side.

[0256] First, as shown in Fig. 37, the number of activation reserved balls on the special symbol side that is the target of this fluctuation start is subtracted by 1 (step S311). A symbol memory number command including information on the activation reserved ball numbers of the first special symbol and the second special symbol after subtraction is generated and stored in the command storage area of ​​the main information storage means 180 (step S312). Next, the special symbol reservation storage area on the special symbol side that is the target of this fluctuation start is accessed, and the random number value for the special symbol, the pattern random number value for the special symbol, and the special symbol fluctuation pattern random number value stored in the earliest reservation storage area (reserve 1 storage area) are read out in order, and these random number values ​​are transferred to the special symbol hit / miss judgment area, special symbol judgment area, and special symbol fluctuation pattern judgment area of ​​the main information storage means 180 for use in the special symbol hit / miss judgment process (step S320), the pattern judgment process (step S330), and the fluctuation pattern selection process (step S423 in Fig. 41 that will be described later) (step S313). To update the reserved memory area, the reserved ball information stored in the reserved 2 memory area to the reserved 4 memory area is shifted sequentially to the reserved 1 memory area to the reserved 3 memory area, and the reserved 4 memory area is cleared to zero (step S314).

[0257] Next, a special symbol hit / miss determination process is executed (step S320). In the special symbol hit / miss determination process, first, a special symbol hit / miss lottery table is obtained. At this time, if the gaming state is a special symbol probability variable state, a high probability hit / miss lottery table is obtained, and if the gaming state is a normal state, a low probability hit / miss lottery table is obtained. Next, a special symbol hit random number value is read from the special symbol hit / miss determination area of ​​the main information storage means 180. By referring to the special symbol hit / miss lottery table, a hit / miss determination of the special symbol is executed based on the hit random number value. A value corresponding to this hit / miss determination result (big hit data "55H", small hit data "33H", miss data "00H") is stored as a special symbol determination flag in the main information storage means 180.

[0258] Next, a pattern determination process is executed (step S330). In the pattern determination process, the stopping pattern of the special pattern, the type of pattern group, and the character effect number (variable additional pattern information) are determined depending on the result of the hit / miss determination. The stopping pattern of the special pattern, the type of pattern group, and the character effect number determined this time are stored in a pattern storage area of ​​the main information storage means 180. The character effect number is determined from a total of 28 patterns based on the combination of the type of the determined pattern group (7 patterns of pattern groups A to G) and the operating state of the probability fluctuation function of the special pattern and the normal pattern (4 patterns of special pattern probability variable on / special pattern probability variable off / normal pattern probability variable on / normal pattern probability variable off). If the result of the hit / miss determination is a miss, the character effect number "0" is determined.

[0259] Next, it is determined whether the result of the hit / miss determination corresponds to a small hit (step S341), and it is also determined whether the result of the hit / miss determination corresponds to a big hit (step S342). If the result of the hit / miss determination is a small hit, the process proceeds to step S346, whereas if the result of the hit / miss determination is a miss, the process proceeds to step S349.

[0260] On the other hand, if the result of the hit / miss determination is a jackpot, it is determined whether or not to activate the probability fluctuation function of the special symbol as the game state after the special game based on the type of symbol group (jackpot type) determined in step S330 (step S343). That is, if the type of symbol group (jackpot type) indicates a specific symbol, it is determined to provide the probability fluctuation function, and the probability fluctuation activation data (ST count) "64H" is stored in the probability fluctuation count counter of the main information storage means 180, while if the type of symbol group indicates a normal symbol, it is determined not to provide the probability fluctuation function, and the probability fluctuation non-activation data "00H" is stored in the probability fluctuation count counter (step S344). This determination result is stored in the probability fluctuation determination flag of the main information storage means 180.

[0261] Based on the type of symbol group (jackpot type) determined in step S330, the number of times the variable time shortening function will be activated is determined as the game state after the special game (step S345), and the number of times the electric chute support function will be activated is also determined (step S346). The results of this determination (information on the number of times the variable time shortening function has been activated (hereinafter referred to as "variable time shortening number information") and information on the number of times the electric chute support function has been activated (hereinafter referred to as "easy ball scoring state number information")) are stored in the corresponding time shortening number storage area and easy ball scoring state number storage area of ​​the main information storage means 180, respectively.

[0262] Next, based on the type of symbol group (big win type, small win type) determined in step S330, an operation pattern of the special electric device 642 is set (step S347). Specifically, as the operation pattern of the special electric device 642, the specified number of rounds of round play (in this embodiment, 10 rounds, 5 rounds, 2 rounds), the maximum opening time of the big prize opening 64 (in this embodiment, 30 seconds, 1.8 seconds), etc. are set.

[0263] Next, based on the type of symbol group determined in step S330 and the current game status, the variation pattern selection state after the special game ends is set (step S348). In the above explanation, the special variation state is determined according to the big win symbol, but even in the case of a small win, the variation pattern selection state may be changed to a special one in step S348. Next, returning to the flow, the demo presentation time of the special game (win start demo time and win end demo time) is set based on the type of symbol group determined in step S330 (step S349). Next, the special symbol win / loss determination area and special symbol determination area of ​​the main information storage means 180 used in the special symbol win / loss determination process (step S320) and the symbol determination process (step S330) are cleared (step S351). The special symbol game status of the special symbol that is the target of this variation is transitioned from "00H (standby)" to "01H (variation start)" (step S351).

[0264] <Special symbol control processing> Next, the special symbol control process (step S85) shown in Fig. 39 will be described. First, it is determined whether the special electric device 642 is not in operation, that is, whether the special electric device play status is "00H (waiting for win)" (step S401). Next, if the special electric device 642 is not in operation (step S401), it is determined whether the second special symbol play status is not "00H (waiting)" (step S402).

[0265] If the second special symbol game status is not "00H (standby)", a second special symbol control table (addresses of various tables used in subsequent processing and addresses of RAM storage area) is set (step S403) to execute processing related to the second special symbol, and the process proceeds to general special symbol control processing (step S410). On the other hand, if the second special symbol game status is "00H (standby)", a first special symbol control table (addresses of various tables used in subsequent processing and addresses of RAM storage area) is set (step S404) to execute processing related to the first special symbol, and the process proceeds to general special symbol control processing (step S410).

[0266] In the special symbol control general-purpose processing described below, the processing of the special symbol side that is the target of this change is executed using the first special symbol control table or the second special symbol control table set in the above-mentioned step S403 or step S404, but since the processing method is the same for the first special symbol side and the second special symbol side, unless otherwise specified, the processing will be described together without distinguishing between the processing of the first special symbol side and the processing of the second special symbol side. Details of this special symbol control general-purpose processing will be described later.

[0267] <Special symbol control general-purpose processing> In the special symbol control general process (step S410) shown in FIG. 40, branching processes (steps S411 to S414) are executed to transition to processes according to the value of the special symbol game status ("01H", "02H", "03H"). First, it is determined whether the special symbol game status of the special symbol that is the target of this change is not 0 (step S411). If the special symbol game status is not "00H" (step S411), it is determined whether the special symbol game status is "01H (change start)" (step S412). If the special symbol game status is "01H", it transitions to the special symbol change start process (step S420). Details of this special symbol change start process will be explained later using FIG. 41. On the other hand, if the special symbol game status is not "01H" in step S412, it is determined whether the special symbol game status is "02H (changing)" (step S413). If the special symbol game status is "02H", the process proceeds to special symbol variable processing (step S430). Details of this special symbol variable processing will be explained later using FIG. 42. If the special symbol game status is not "02H" in step S413, it is determined whether the special symbol game status is "03H (stopped symbol is being displayed)" (step S414). If the special symbol game status is "03H", the process proceeds to special symbol stopped symbol display processing (step S440). Details of this special symbol stopped symbol display processing will be explained later using FIG. 43.

[0268] <Special symbol variation start processing> First, as shown in Fig. 41, a special symbol variation pattern table is acquired based on the result of the winning / losing lottery, the winning symbol, the number of reserved symbols, the type of special symbol, and the variation pattern selection state (step S421). Next, a special symbol variation pattern random number value is read from the special symbol variation pattern determination area of ​​the main information storage means 180 (step S422). With reference to the special symbol variation pattern table, one of a plurality of variation patterns is selected based on the special symbol variation pattern random number value (step S423).

[0269] Next, a change time corresponding to the change pattern selected this time is set (step S424). As a setting for starting the change of the special symbol, the change time is stored in the special symbol game timer of the symbol display control means 155 (step S425), and a change start command is generated to the performance control board 200 (step S426). As a change start command, a change pattern designation command and a symbol designation command are generated in order to start the symbol change performance in the performance display device 70, and these are stored in the command storage area of ​​the main information storage means 180.

[0270] Next, the contents of the special symbol fluctuation pattern determination area of ​​the main information storage means 180 used to determine the fluctuation pattern are cleared (step S427). The special symbol game status is transitioned from "01H (fluctuation start)" to "02H (fluctuation in progress)" (step S428).

[0271] <Special pattern change processing> First, as shown in Fig. 42, in order to perform a variable display of the special symbol, a display pattern number switching process for the special symbol is executed (step S431). In this display pattern number switching process, the display pattern number data for the special symbol is updated at every predetermined switching time. This display pattern number data is output to the first special symbol display device 171 or the second special symbol display device 172 in an LED output process (step S76) in order to display the special symbol in a variable or fixed state, and a display indicating that the special symbol is being changed is executed by causing a specific display unit to flash on and off at every predetermined switching time on the special symbol display device that is displaying a variable display, or by causing individual LEDs in the display unit to light up in sequence.

[0272] Next, it is determined whether the special symbol game timer has reached "0 (timeout)", that is, whether the variation time of the special symbol has ended (step S432). If the variation time of the special symbol has ended, a stop symbol of the special symbol to be confirmed and displayed is set on the first special symbol display device 171 or the second special symbol display device 172 (step S433). Next, a variation stop command is generated to instruct the performance control board 200 to confirm and display the decorative symbol, and this is stored in the command storage area of ​​the main information storage means 180 (step S434).

[0273] Next, the special symbol game timer is set to "125," which is data corresponding to 500 ms as the fixed display time (step S435). The "fixed display time" is the time for the fixed stopped symbol to be displayed when the special symbol stops changing. The special symbol game status is changed from "02H (changing)" to "03H (displaying stopped symbol)" (step S436).

[0274] <Processing during display of special symbol stop symbol> First, as shown in Fig. 43, it is determined whether the special symbol game timer has reached "0 (timeout)", that is, whether the fixed display time of the special symbol (stopped symbol) has ended (step S441). Here, if the fixed display time of the special symbol has ended, the special symbol game status is transitioned from "03H (displaying stopped symbol)" to "00H (standby)" (step S442).

[0275] Next, it is determined whether the hit / miss determination data stored in the special symbol determination flag of the main information storage means 180 is jackpot data "55H" (step S443). If the hit / miss determination data is jackpot data, the operation of the probability variation function of the special symbol is stopped (step S444), the operation of the variation time shortening function of the special symbol is stopped (step S445), and the operation of the electric chute support function is stopped (step S446), in that order.

[0276] Next, as a start demo setting process for the special game, the start demo display time is set, and a performance control command (jackpot start demo command) that instructs the start of the start demo performance is generated (step S447). Next, the number of times the variable pattern selection state is executed (variation pattern selection state number counter) is cleared to zero (step S448). The special electric device play status is transitioned from "00H (waiting for win)" to "01H (special game)" (step S449). In order to clear the contents of the win / loss determination flag, "00H" is set (step S450).

[0277] On the other hand, if the hit / miss determination data is not jackpot data (step S443), it is determined whether or not the probability fluctuation function of the special symbol is in operation (step S451). As shown in FIG. 44, if the probability fluctuation function of the special symbol is in operation (step S451), the probability fluctuation number counter of the main information storage means 180 is decremented by 1 to represent the number of times the special symbol has fluctuated this time (step S452). Next, it is determined whether or not the probability fluctuation number counter is zero (step S453). If the probability fluctuation number counter is zero, the operation of the probability fluctuation function of the special symbol is stopped (step S454). On the other hand, if the probability fluctuation number counter after the decrement is not zero, step S454 is skipped and the process proceeds to step S455.

[0278] Next, it is determined whether or not the special symbol fluctuation time shortening function is in operation (step S455). If the special symbol fluctuation time shortening function is in operation, the time shortening counter in the main information storage means 180 is decremented by 1 to represent the number of times the special symbol has fluctuated this time (step S456). Next, it is determined whether or not the time shortening counter is zero (step S457). If the time shortening counter is zero, it is determined that the number of times the special symbol time shortening state has ended has been reached, and the operation of the special symbol fluctuation time shortening function is stopped (step S458). On the other hand, if the time shortening counter after decrement is not zero, step S458 is skipped and the process proceeds to step S459.

[0279] Next, it is determined whether or not the electric chute support function is operating (step S459). If the electric chute support function is operating, the easy-to-score state counter in the main information storage means 180 is decremented by 1 to represent the number of times the special symbol has changed this time (step S460). Next, it is determined whether or not the easy-to-score state counter is zero (step S461). If the easy-to-score state counter is zero, it is determined that the number of times the easy-to-score state has ended has been reached, and the operation of the electric chute support function is stopped (step S462). On the other hand, if the easy-to-score state counter after the decrement is not zero, step S462 is skipped and the process proceeds to step S463.

[0280] Next, the variation pattern selection state count counter of the main information storage means 180 is decremented by 1 (step S463). The variation pattern selection state is updated (step S464). Specifically, the variation pattern selection state count counter of the main information storage means 180 is referenced to determine whether the number of times the current variation pattern selection state has been executed has reached a preset number of times to end, and if the number of times to end has been reached, the state is switched to the next specified variation pattern selection state. On the other hand, if the number of times to end has not been reached, the current variation pattern selection state is maintained.

[0281] Next, a performance control command (game state designation command) including the current game state information and variation pattern selection state information updated in the above-mentioned steps S451 to S464 is generated and stored in the command storage area of ​​the main information storage means 180 (step S465). Note that, on the performance control board 200 side, the performance mode is set and updated based on the information of this game state designation command.

[0282] Next, it is determined whether small win data "33H" is stored in the special symbol determination flag (step S466). If small win data is stored, as a start demo setting process for small win game, the start demo display time is set and a performance control command (small win start demo command) that instructs the start of the start demo performance is generated (step S467). Next, the special electric device play status is transitioned from "00H (waiting for win)" to "02H (small win game)" (step S468). To clear the contents of the win / loss determination flag, "00H" is set (step S469).

[0283] On the other hand, if the small win data "33H" is not stored in the special symbol determination flag, that is, if the loss data "00H" is stored in the special symbol determination flag, the execution of steps S467 to S469 is omitted. Note that when the special symbol determination flag is loss data, the reason why the process of clearing the contents of the flag is not performed is because "00H" is originally stored as loss data.

[0284] <Special electric device control processing> First, as shown in FIG. 46, it is determined whether or not the special electric device play status is "01H (special game: jackpot)" (step S501). If the special electric device play status is "01H", special game processing is executed in the subsequent processing. In this special game processing, it is first determined whether or not the special electric device 642 is in operation (step S502). If the special electric device 642 is not in operation, it is determined whether or not it is time to start operating the special electric device 642 (step S503). The operation start time of the special electric device 642 is the timing at which the operation of the special electric device 642 starts in each round of play.

[0285] If it is time to start operation of the special electric device 642, an effect control command (round effect designation command) is generated to start the round effect, and this is stored in the command storage area of ​​the main information storage means 180 (step S504). Note that the effect control board 200 executes a round effect corresponding to each round game during the special game based on the information of this round effect designation command (information such as the current number of rounds). The operation of the special electric device 642 is started (step S505), and the processing of steps S506 to S510 is executed as processing during operation of the special electric device 642.

[0286] As a process during operation of the special electric device 642, it is determined whether or not the maximum number of game balls have entered the large prize opening 64 (step S506), and it is also determined whether or not the operation time (open time) of the special electric device 642 has elapsed (step S507). At this time, if the maximum number of game balls have entered the large prize opening 64 or if the operation time of the special electric device 642 has elapsed, the operation of the special electric device 642 is stopped (step S508). It is determined whether or not the number of consecutive operations of the special electric device 642 has reached a predetermined specified number of rounds (step S509). If the number of consecutive operations has not reached the specified number of rounds, the number of consecutive operations of the special electric device 642 is incremented by 1 (step S510).

[0287] On the other hand, if the number of consecutive operations of the special electric device 642 reaches the specified number of rounds, the process proceeds to step S511 shown in Figure 47, and as a special game winning end demo setting process, the end demo display time is set and a presentation control command (jackpot end demo command) that instructs the start of the end demo presentation is generated (step S511).

[0288] Next, the probability change count information set in step S344 above is stored in the probability change count counter (step S512). The time reduction count counter stores the time reduction count information set in step S345 above (step S513). The easy goal scoring state count counter stores the easy goal scoring state count information set in step S346 above (step S514).

[0289] Next, by referring to the contents of the probability change determination flag set in step S343, it is determined whether the probability change count information stored in the probability change count counter is probability change function data ("64H") (step S515). If the probability change count information is probability change function data, the operation of the probability change function of the special symbol is started (step S516). On the other hand, if the probability change count information is not probability change function data (if step S515 is NO), the execution of step S516 is omitted.

[0290] Next, it is determined whether the variable time reduction count information stored in the time reduction count counter is variable time reduction function activation data (data other than "00H") (step S517). If it is variable time reduction function activation data, the operation of the variable time reduction function of the special symbol is started (step S518). On the other hand, if it is not variable time reduction function activation data, the execution of step S518 is omitted.

[0291] Next, it is determined whether the information on the number of times the ball is in the easy-to-score state stored in the counter for counting the number of times the ball is in the easy-to-score state is electric chute support function activation data (data other than "00H") (step S519). If it is electric chute support function activation data, the operation of the electric chute support function is started (steps S520 to S522). That is, the operation of the probability variation function of the normal symbol is started (step S520), the variation time shortening function of the normal symbol is started (step S521), and the opening extension function of the normal electric device 622 is started (step S522) are executed in this order. On the other hand, if it is not electric chute support function activation data, the execution of steps S520 to S522 is omitted.

[0292] Next, the state is switched to the variation pattern selection state determined in the above step S347 (step S523). Next, a presentation control command (game state designation command) including the game state information after the special game and the variation pattern selection state information set in the above steps S512 to S523 is generated and stored in the command storage area of ​​the main information storage means 180 (step S524). Note that the presentation control board 200 sets the presentation mode after the special game based on the information of this game state designation command. The special electric device play status is transitioned from "01H (special game)" to "00H (waiting for win)" (step S525).

[0293] On the other hand, if the special electric accessory game status is not "01H" (step S501), proceed to step S530 and determine whether the special electric accessory game status is "02H (special game: small win game)" (step S530). If the special electric accessory game status is "02H", the small win game process is executed in the subsequent processing.

[0294] In the small win game processing, first, it is determined whether the special electric device 642 is in operation (step S531). If the special electric device 642 is not in operation, the operation of the special electric device 642 is started (step S532). On the other hand, if the special electric device 642 is in operation, the execution of step S532 is omitted.

[0295] Next, as a process during operation of the special electric device 642, it is determined whether or not the maximum number of game balls have entered the big prize opening 64 (step S533), and it is also determined whether or not the operation time (open time) of the special electric device 642 has elapsed (step S534). At this time, if the maximum number of game balls have entered the big prize opening 64 or if the operation time of the special electric device 642 has elapsed, the operation of the special electric device 642 is stopped (step S535).

[0296] Next, as the end demo setting process for the small win game, the end demo display time is set, and an effect control command (small win end demo command) that instructs the start of the end demo effect is generated (step S536). Next, the state is switched to the variation pattern selection state determined in step S347 (step S537). Next, an effect control command (game state designation command) including the variation pattern selection state information after the special game set in step S537 is generated and stored in the command storage area of ​​the main information storage means 180 (step S538). This game state designation command is used on the effect control board 200 side, for example, to determine the trigger for transitioning to the effect mode and to identify the transition destination effect mode. The special electric device play status is transitioned from "01H (special game)" to "00H (waiting for win)" (step S539).

[0297] <Processing on the performance control board> Next, the processing procedure on the performance control board 200 side will be explained with reference to Figures 49 to 57. Note that, although the main focus below is the performance control program, the main focus will be omitted as appropriate. The processing on the performance control board 200 side includes reset start processing (including performance control side main processing) which is executed when the performance control CPU 201 is reset, such as after power is turned on, performance control side timer interrupt processing which is started at regular intervals, performance control command reception interrupt processing which is executed in response to the receipt of a strobe signal from the main control board 100, lamp performance interrupt processing which is started in response to the arrival of a predetermined occurrence time defined in the time schedule of the variable performance pattern, and image control command transmission interrupt processing which is started in response to regular intervals.

[0298] Each interrupt process (exception process) is assigned a priority level indicating its priority when multiple interrupt processes occur simultaneously. In this embodiment, the priority levels are assigned in the following order: "Power Reset Reset Initiation Process (Fig. 49): Highest Priority," "Various Abnormality Reset Initiation Process (Fig. 49): Highest Priority," "Performance Control Command Reception Interrupt Process (Fig. 57): Level 7," "WDT (Runaway Detection) Reset Initiation Process (Fig. 49): Level 3," "Image Control Command Transmission Interrupt Process (Fig. 50): Level 2," and "Performance Control Timer Interrupt Process (Fig. 56): Level 1." The "Various Abnormality Reset Initiation Process" is initiated, for example, when the performance control CPU 201 executes an invalid command, when the performance control CPU 201 attempts to access an invalid area or by an invalid method, or when an error occurs during DMA (Direct Memory Access) transfer. While this embodiment illustrates the above multiple types of interrupt processes, other types of interrupt processes may actually exist.

[0299] In the performance control main process, processing basically proceeds with either all interrupts prohibited or all interrupts other than performance control command reception interrupts prohibited. If the performance control main process then enters an interrupt-enabled state, the main process is suspended and each interrupt process is executed. When a request for another interrupt process is received during the execution of each interrupt process (multiple interrupts), the interrupt request is generally permitted if it has a higher priority than the currently executing interrupt process. However, if the interrupt request has a lower priority than the currently executing interrupt process or is the same priority as the currently executing interrupt process, the interrupt request is prohibited. In other words, each interrupt process proceeds with other interrupts of the same or lower priority level prohibited. Each interrupt process returns to the performance control main process with all interrupts enabled. The priority (priority level) of such interrupt factors is determined by the register settings of the interrupt controller described above.

[0300] <Reset start processing> 49 is a flowchart showing an example of the reset start processing of the performance control board 200. This reset start processing is started by any of the following resets: reset when power is turned on, reset due to various abnormalities, and reset due to WDT (when runaway is detected), and after a security check of the performance control CPU 201 is performed, the program starts and processing from step S801 onwards begins.

[0301] First, as an initial setting required when powering on, the top address is set in the stack pointer as the initial value of the stack area (step S801). All interrupt processing is prohibited until various initial settings are completed (step S802).

[0302] Next, as basic settings related to the hardware, initial values ​​are set in the built-in registers provided in performance control CPU 201, and I / O port circuit 204 is initialized (step S803). Furthermore, the memory area in performance control RAM 203 is initialized (step S804). Here, initial values ​​are set for variables with initial values, and variables without initial values ​​are initialized by clearing them to 0. Performance control CPU 201 loads the control program stored in performance control ROM 202 into performance control RAM 203 as appropriate.

[0303] Next, interrupts other than the interrupt process for receiving the performance control command are prohibited (step S805). Next, a process is executed to set the type of error that should be enabled for the model from among the various errors that have been set in advance for each model (step S806). Furthermore, a turn-off request is made to turn off all performance lamps 10 and 25 (frame lamp 10, board lamp 25) (step S807). A watchdog timer is started to monitor for runaway of the performance control CPU 201 (step S808).

[0304] Next, the performance control side main processing is executed (step S809). The details of this performance control side main processing will be explained using Figure 50. Note that once the performance control side main processing is entered in the above-mentioned step S809, it is normally not possible to return to the reset start processing. However, in the unlikely event that a program bug or the like occurs and the system returns to this reset start processing, the system will transition to a low power consumption mode (sleep mode) in which power consumption is reduced compared to normal operation.

[0305] <Main processing on the performance control side> FIG. 50 is a flowchart showing the details of the performance control side main process (step S809) shown in FIG.

[0306] First, in the main processing on the performance control side, an address (the top address where the performance control program is loaded) is obtained to start checking whether the performance control program is correctly loaded in the performance control RAM 203 (step S811). Next, all interrupts are permitted, that is, the activation of various interrupt processes is permitted (step S812).

[0307] Next, the initialization operation of the device is performed (step S813). This initialization operation is an operation mode that is performed only once when the gaming machine is powered on (when the reset starts), and is performed for the purpose of confirming the position information required to control the operation of the movable role by devices such as motors and solenoids. At the end of the initialization operation, the movable role returns to the preset initial position (reference position).

[0308] Next, the watchdog timer is cleared to restart it (step S814). At this time, if the performance control CPU 201 is executing the performance program normally, a predetermined clear word is written to the WDT clear register of the performance control CPU 201 within a preset timeout period, clearing and restarting the watchdog timer. On the other hand, if the watchdog timer times out, a user reset occurs.

[0309] Next, input port check processing is executed (step S815). In this input port check processing, the reading of the I / O port circuit 204 (input port) is monitored each time an interrupt occurs in the port input / output processing (step S1112) in the performance control side timer interrupt processing (see FIG. 56) described later, and if the result of monitoring multiple times (for example, four times) shows that the status of the input port is all "1", the signal level is changed to "1 (H level)", if the status of the input port is all "0", the signal level is changed to "0 (L level)", and if the status of the input port is anything other than that, the signal level is not changed (this determines the input signal).

[0310] Next, an error presentation management process is executed (step S816). In this error presentation management process, error presentations are started by various devices based on the error presentation pattern set in the subsequent command analysis process (step S820). Furthermore, in the error presentation management process, an initial value (error presentation time) is set in the error management timer to manage the progress of the error presentation. This error management timer is updated by subtracting it every 16 ms in the error management timer update process (step S1120) of the presentation control timer interrupt process. If the error management timer times out, the error presentation is terminated.

[0311] Next, effect button monitoring and control processing is executed (step S817). In this effect button monitoring and control processing, when a button advance notice effect is incorporated during the pattern change, the input state of the effect button 15 within the operation valid time is monitored, and the content of the effect corresponding to the input state of the effect button 15 is determined from among multiple effect contents preset in accordance with the button advance notice effect. Note that the button input operation itself by the player is monitored in the port input processing (step S1112) in the effect control side timer interrupt processing described later, and in this effect button monitoring and control processing, it is determined whether a flag that is regarded as a valid button operation or a flag for effect switching is established, and the execution control of the effect based on the button press is performed.

[0312] Next, a notice lottery management process is executed (step S818). In this notice lottery management process, a notice performance pattern (notice performance number) that defines the contents of the notice performance that occurs at each stage of the decorative pattern fluctuation process is determined by lottery in accordance with the scenario of the fluctuation performance pattern selected in the subsequent command analysis process (step S820). The notice performance number determined here is temporarily stored in a notice performance number storage area of ​​the performance control information storage means 260. An image control command for specifying this notice performance number to the image control board 300 is generated and set in the image control command buffer of the performance control information storage means 260. At this time, if a role notice performance pattern (role notice performance number) is selected as the notice performance pattern, a role request is generated, and the drive pattern of the movable role object is specified in the subsequent device management process (step S819). In this embodiment, all of the multiple types of preview effects (preview effect patterns) that occur within one change of the decorative pattern are not drawn within one main loop process, but rather, in order to improve the efficiency of the main loop process, the preview effects are divided into occurrence times (for example, the change start stage, the reach occurrence stage, the change stop stage, and when the effect button 15 is effectively operated), and drawn across multiple main loop processes. In this case, for the preview effects that occur at the change start stage of the decorative pattern, it is necessary to synchronize with the start of the change of the decorative pattern (to send an image control command immediately), so the drawing is performed within the main loop process described above.

[0313] Next, device management processing is executed (step S819). In this device management processing, if there is a request for operation of various devices (lamp request, reel request) in the command analysis processing (step S820) described below, pattern data corresponding to the effect number (lamp effect number, reel preview effect number) is identified from among the multiple types of pattern data (lamp pattern, drive pattern) stored in the effect control ROM 202, and control of the target device is initiated. The lamp pattern data of the effect lamps 10 and 25 contains lamp data associated with each frame time (the time required to update one image frame: 16 ms) as schedule data. Note that in this embodiment, one frame time corresponds to the time required for drawing one frame when the effect display device 70 draws at approximately 60 frames per second (= approximately 60 fps). Similarly, the drive pattern data of the movable reel contains drive data associated with each interrupt period (1 ms) as schedule data. As a result, in the timer interrupt process on the performance control side described later, each control data (lamp data, drive data, etc.) is output to the target device at regular intervals, and the operation of the target device is started. On the other hand, in the timer interrupt process on the performance control side described later, when the output of a series of control data (lamp data, drive data) is completed, the performance lamps 10, 25 are turned off or the operation of the movable role objects is stopped, and control of the target device is terminated.

[0314] Next, a command analysis process (step S820) is executed. In this command analysis process, it is monitored whether or not a performance control command is stored in the command storage area of ​​the performance control information storage means 260, and if a performance control command is stored, this performance control command is read out and a performance control process corresponding to the type of this performance control command is executed. Details of this command analysis process will be explained later using Figure 51.

[0315] During the loop processing of the main effect processing for the current cycle, it is determined whether or not analysis of the effect control command (hereinafter referred to as "command analysis") has been performed (step S821). If command analysis has been performed, the process returns to step S814, and steps S814 to S821 are repeatedly performed. On the other hand, if command analysis has not been performed, an effect lottery random number update process is performed (step S822). In this effect lottery random number update process, effect lottery random numbers such as the pre-reading notice lottery random number, decorative pattern random number, variable effect pattern random number, and notice effect pattern random number are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value.

[0316] <Command analysis process> Figure 51 is a flowchart showing the details of the command analysis process (step S820) shown in Figure 50. In this command analysis process, it is monitored whether or not the performance control command held in the output port of main control board 100 has been taken into the command storage area of ​​performance control information storage means 260 as shown below, and if the performance control command has been taken in and stored, it executes a performance control process corresponding to the type of this performance control command.

[0317] First, it is determined whether a game state designation command is stored in the command storage area of ​​the effect control information storage means 260 (step S831). If a game state designation command is stored, the process proceeds to the effect state transition process (step S832). In this effect state transition process, a process of transitioning the effect mode is executed based on the variation pattern selection state information included in the game state designation command. Details of this effect state transition process will be explained later using FIG. 52.

[0318] Next, it is determined whether or not a hold-related command is stored in the command storage area of ​​the performance control information storage means 260 (step S833). Here, the hold-related command includes a symbol memory number command and a preliminary judgment command. If this hold-related command is stored, the process proceeds to hold information management processing (step S834). In this hold information management processing, the symbol memory number command or preliminary judgment command is read from the performance control information storage means 260, and a pre-reading judgment is performed based on the information of the preliminary judgment result, and processing is performed to update the number of hold images displayed and the display mode (display color, etc.) displayed on the hold display unit (not shown) of the performance display device 70.

[0319] Next, it is determined whether or not a pattern change related command is stored in the command storage area of ​​the performance control information storage means 260 (step S835). Here, the pattern change related command includes a change start command and a change stop command. If a pattern change related command is stored, the process proceeds to a change performance content determination process (step S836). In this change performance content determination process, if the received pattern change related command is a change start command, a process is executed to start the pattern change performance, and if the received pattern change related command is a change stop command, a process is executed to end the pattern change performance currently being executed. Details of this change performance content determination process will be explained using Figure 53 below.

[0320] Next, it is determined whether or not a jackpot effect-related command is stored in the command storage area of ​​the effect control information storage means 260 (step S837). Here, the jackpot effect-related command includes a jackpot start demo effect command, a round effect designation command, and a jackpot end demo effect command. If a jackpot effect-related command is stored, the process proceeds to a jackpot effect content determination process (step S838). In this jackpot effect content determination process, processing is executed to execute the start demo effect, round effect, and end demo effect. Details of this jackpot effect content determination process will be explained later using Figures 54 and 55.

[0321] Next, it is determined whether or not a small win presentation related command is stored in the command storage area of ​​the presentation control information storage means 260 (step S839). Here, the small win presentation related command includes a small win start demo presentation command and a small win end demo presentation command. If a small win presentation related command is stored, the process proceeds to a small win presentation content determination process (step S840). In this small win presentation content determination process, a process is executed to execute a small win start demo presentation and a small win end demo presentation.

[0322] Next, it is determined whether or not an error effect designation command is stored in the command storage area of ​​the effect control information storage means 260 (step S841). If this error effect designation command is stored, the process proceeds to error effect content determination processing (step S842). In this error effect content determination processing, the error effect designation command is read from the effect control information storage means 260, and an error effect pattern for notifying an error state is determined by the image display of the effect display device 70, the light emission mode of the effect lamps 10 and 25, etc.

[0323] Note that the command analysis process is terminated if no performance control command is stored in the command storage area of ​​performance control information storage means 260 in steps S831, S833, S835, S837, S839, and S841. Note that the loop process of the performance control side main process (steps S814 to S822) is synchronized with the image display cycle (1 frame = 16 ms) of image control CPU 301, so the command analysis process of step S821 and the performance lottery random number update process of step S822 are repeatedly executed, and if 16 ms is exceeded, the process returns to step S814.

[0324] <Performance state transition processing> FIG. 52 is a flowchart showing the details of the rendering state transition process (step S832) shown in FIG.

[0325] First, the game state designation command from the main control board 100 is analyzed, and information regarding the variation pattern selection state contained in the command is acquired (step S901). Next, based on the information regarding the variation pattern selection state acquired in step S901, it is determined whether a trigger for transition to a presentation mode has arrived (step S902). If a trigger for transition to a presentation mode has arrived, a transition to a predetermined presentation mode is set in step S903 and subsequent steps. The transition to a presentation mode is generally triggered by the activation of the probability variation function, variation time reduction function, or electric chute support function after the end of a special game, as well as by the transition to the variation pattern selection state, such as the end of a special game or the expiration of the number of times the variation pattern selection state has ended. The number of times the variation pattern selection state has ended is the number of times the special symbol has changed.

[0326] First, it is determined whether the destination of the fluctuation pattern selection state managed by the main control board 100 is the low-probability normal fluctuation state α (step S903). If the destination is the low-probability normal fluctuation state α, the normal fluctuation mode Mα is set as the destination of the transition of the presentation mode (step S904). When transitioning to this normal fluctuation mode Mα, a normal background data number is set in the background data storage area of ​​the presentation control information storage means 260 (step S905). In the normal fluctuation mode Mα, a normal background image representing, for example, a "wildness" is displayed on the presentation display device 70 from the next pattern fluctuation. On the other hand, if the destination is not the low-probability normal fluctuation state α (step S903), it is determined whether the destination of the transition of the fluctuation pattern selection state is the high-probability time-saving fluctuation state β (step S906). If the destination is the high-probability time-saving fluctuation state β, the probability variable fluctuation mode Mβ is set as the destination of the transition of the presentation mode (step S907). When the game shifts to this probability variation performance mode A, a probability variation background data number is set in the background data storage area of ​​the performance control information storage means 260 (step S908). In the probability variation performance mode Mβ, from the next pattern change, the performance display device 70 displays a probability variation background image representing, for example, a "fortress".

[0327] If the transition destination of the fluctuation pattern selection state is not the high-probability time-saving fluctuation state β (step S906), it is determined whether the transition destination of the fluctuation pattern selection state is the high-probability special fluctuation state γ (step S909). If the transition destination is the high-probability special fluctuation state γ, the special fluctuation mode Mγ is set as the transition destination of the presentation mode (step S910). Next, it is determined whether the special consecutive presentation flag of the presentation control information storage means 260 is on (step S911). The special consecutive presentation flag is a flag that is turned on when a special consecutive presentation is executed. If the special consecutive presentation flag is on, a special background data number is set in the background data storage area of ​​the presentation control information storage means 260 (step S912). In the special presentation mode Mγ, a special background image, for example, representing a "starry sky," is displayed on the presentation display device 70 from the next pattern change. On the other hand, if the special consecutive presentation flag is off, a probability variable background data number is set in the background data storage area of ​​the presentation control information storage means 260 (step S913). In the special effect mode Mγ, a probability variable background image (substantially the same background image as in the probability variable effect mode Mβ) representing, for example, a "fortress" is displayed on the effect display device 70 from the next symbol change. Next, an image control command for instructing the display of the effect content (background image) determined in this process is generated and stored in a command storage area of ​​the effect control information storage means 260 (step S921). The effect mode can also be changed by the effect control board 200, rather than by the game state of the main control board 100. For example, when the normal game state (low probability / low base) on the main control board 100 has been played a predetermined number of times in succession, when a pre-reading lottery for executing a special effect mode is won, or when a timer value or RTC circuit measuring the elapsed time since power-on has determined that a predetermined time has arrived, a special effect is executed.

[0328] <Variable performance content determination process> FIG. 53 is a flowchart showing the details of the variable effect content determination process (step S836) shown in FIG.

[0329] First, it is determined whether or not a variation start command is stored in the performance control information storage means 260 (step S931). If a variation start command is stored, the contents of this variation start command (variation pattern designation command, variable additional symbol information designation command, character performance number designation command) are analyzed, and information indicating the result of the winning / losing lottery, symbol group, variation pattern (variation time), game status, etc., included in the contents of this command is obtained (step S932). This obtained information is stored in the variation performance content determination area of ​​the performance control information storage means 260.

[0330] Next, a variable effect pattern selection process is executed (step S933). In this variable effect pattern selection process, a variable effect pattern table is obtained based on the variable pattern information obtained in step S932 and the effect mode set in the effect state transition process in step S832. A variable effect pattern random number value is obtained from the effect lottery random number generating means 210, and one of the variable effect patterns is selected by lottery from among multiple variable effect patterns. The variable effect pattern constitutes a scenario for the effect display process, which specifies the variation mode of the decorative symbols, the type and occurrence time of reach effects, and the type and occurrence time of preview effects. The variable effect pattern number determined here is temporarily stored in the variable effect pattern storage area of ​​the effect control information storage means 260. A lamp effect number corresponding to the selected variable effect pattern number is requested, and this requested lamp effect number is set in the lamp request storage area of ​​the effect control information storage means 260.

[0331] Next, a decorative symbol stopping symbol selection process is executed (step S934). In this decorative symbol stopping symbol selection process, the final stopping symbol combinations (left symbol, center symbol, right symbol) of the decorative symbols are determined by lottery based on the symbol group information and variable pattern information acquired in step S932. The decorative symbol combination numbers determined here are temporarily stored in the decorative symbol storage area of ​​the performance control information storage means 260.

[0332] Next, to update the look-ahead information storage area of ​​the performance control information storage means 260, the reserved ball information stored in the reserved 2 memory area to the reserved 4 memory area is shifted to a lower reserved memory area, and the reserved 4 memory area is cleared to zero (step S935).

[0333] Based on the performance information acquired in steps S933 to S935, an image control command (variable performance start command) required to start the variation of the decorative pattern is generated, and this image control command is set in the command storage area of ​​the performance control information storage means 260 (step S939).

[0334] On the other hand, if a variation start command is not stored (step S931), it is determined whether or not a variation stop command is stored in the performance control information storage means 260 (step S940). If a variation stop command is stored (step S940), the content of the variation stop command is analyzed, and the pattern stop information included in the content of this command is obtained (step S941). An image control command (variable performance stop command) required to stop the variation of the decorative pattern is generated, and this image control command is set in the command storage area of ​​the performance control information storage means 260 (step S942).

[0335] <Jackpot performance content determination process> 54 and 55 are flowcharts showing the details of the big win effect content determination process (step S836) shown in FIG.

[0336] First, it is determined whether or not a start demo command is stored in the performance control information storage means 260 (step S1001). If a start demo command is stored, the contents of the start demo command are analyzed, and information indicating the type of jackpot, etc., contained in the contents of this command is obtained (step S1002). This obtained information is stored in a jackpot performance content determination area of ​​the performance control information storage means 260. Next, a consecutive win counter for counting the number of consecutive wins is updated (step S1003). Specifically, if the current jackpot is a jackpot in a normal state (referred to as a "first win"), the consecutive win counter is set to "1", and if it is a consecutive win, the consecutive win counter is incremented by "1".

[0337] Next, a jackpot effect pattern selection process is executed to determine the contents of the jackpot effect pattern (start demo effect pattern, round effect pattern, end demo effect pattern) (step S1004). In this jackpot effect pattern selection process, a jackpot effect pattern table (not shown) is obtained, and a jackpot effect pattern random number value is obtained from the effect lottery random number generating means 210, and one of the jackpot effect patterns is determined by lottery from among a plurality of types of jackpot effect patterns. The jackpot effect pattern number determined here is temporarily stored in the jackpot effect pattern storage area of ​​the effect control information storage means 260. This jackpot effect pattern number includes, for example, a start demo pattern number, a round effect pattern number, and an end demo pattern number.

[0338] Next, a process for determining consecutive wins within the reserved game is executed (step S1005). In this process for determining consecutive wins within the reserved game, if there is a reserved game that will be a jackpot in the game state (particularly a probability variable game state) after the jackpot ends in the reserved game that exists when the jackpot game is executed, it is determined whether or not consecutive wins within the reserved game can be executed, and if it is determined that consecutive wins within the reserved game can be executed, a special consecutive wins flag is turned on and a consecutive wins pattern is selected.

[0339] Next, a jackpot effect replacement process is executed (step S1006). In this jackpot effect replacement process, when a consecutive win effect (special consecutive win effect) is executed in the reserved mode, the normal start demo effect pattern and the normal end demo effect pattern are replaced with a special start demo effect pattern and a special end demo effect pattern. In this embodiment, the target of the pre-reading determination in the consecutive win effect in the reserved mode is the subsequent activated reserved ball that exists at the start of the special game (at the end of the variation) when the preceding activated reserved ball becomes a jackpot. Therefore, even if the activated reserved ball generated during the special game is a specific reserved ball, the consecutive win effect determination process in the reserved mode (step S1005) and the replacement process (step S1006) are not executed. However, when a specific reserved ball occurs during the special game, the consecutive win effect determination process in the reserved mode and the replacement process may be executed even during the special game, and the jackpot effect data set at the start of the special game may be replaced.

[0340] The start demo performance pattern number temporarily stored in the jackpot performance pattern storage area of ​​the performance control information storage means 260 in the above steps S1004 and S1006 is transferred to the start demo performance storage area of ​​the performance control information storage means 260, and the start of the start demo performance is set (step S1007).

[0341] Next, it is determined whether or not a round effect designation command is stored in the effect control information storage means 260 (step S1011). If a round effect designation command is stored (step S1007), the content of the round effect designation command is analyzed, and information indicating the number of rounds and the number of wins into the special prize opening 64 included in the content of this command is obtained (step S1012). This obtained information is stored in a jackpot effect content determination area of ​​the effect control information storage means 260. Next, based on the information obtained in step S1012, the round number counter of the effect control information storage means 260 is updated (step S1013), and the special prize number counter of the effect control information storage means 260 is updated (step S1014). In this embodiment, since "14" prize balls are paid out each time a gaming ball enters the special prize opening 64, the number of prize balls won is calculated by multiplying the number of wins into the special prize opening 64 by "14".

[0342] Next, it is determined whether the pseudo count flag in the effect control information storage means 260 is on (step S1015). The pseudo count flag is a flag that is turned on when a pseudo count effect is executed in which the number of rounds and the number of prize balls acquired in the previous special game are added to the number of rounds and the number of prize balls acquired in the subsequent special game and announced. If the pseudo count flag is on, that is, if a round effect (pseudo count effect) is scheduled to be executed in the subsequent jackpot, a round number pseudo addition process is executed (step S1016). In this round number pseudo addition process, the number of round games executed in the previous special game (number of rounds: 10R) is added to the number of round games executed (number of rounds: 1R to 10R) stored in the round number counter. As a result, in the special consecutive effect, the first round of the subsequent special game is announced as the eleventh round of the subsequent special game.

[0343] Next, a pseudo-addition process for the number of prize balls acquired is executed (step S1017). In this pseudo-addition process, the number of prizes entered into the large prize slot in the previous special game is added to the number of prizes stored in the large prize counter. As a result, in the special consecutive presentation, the number of prize balls acquired in the subsequent special game is announced as the total number of prize balls acquired in the previous and subsequent special games.

[0344] The round effect pattern number temporarily stored in the big win effect pattern storage area of ​​the effect control information storage means 260 in the above steps S1004 and S1006 is transferred to the round effect storage area of ​​the effect control information storage means 260 together with the values ​​of the round number counter and the big win number counter, thereby setting the start of the round effect (step S1018).

[0345] Next, it is determined whether or not an end demo command is stored in the effect control information storage means 260 (step S1021). If an end demo command is stored, the contents of the end demo command are analyzed, and information contained in the contents of this command is acquired (step S1022). This acquired information is stored in a jackpot effect content determination area of ​​the effect control information storage means 260. Next, it is determined whether or not a special consecutive effect flag of the effect control information storage means 260 is on (step S1023), and it is determined whether or not to execute a consecutive win effect within the reserve. If the special consecutive effect flag is on, the value of the round number counter (number of rounds) and the value of the big prize number counter (number of big prizes) are temporarily stored in a jackpot memory area ahead of the effect control information storage means 260 (step S1024). This is because, if the current jackpot corresponds to a previous jackpot in the special consecutive effects, the final number of rounds and the number of jackpots in the previous jackpot are to be used in the pseudo-addition process (steps S1016, S1017) in the subsequent jackpot effects, and are therefore stored as record information for the previous special game. Therefore, in the pseudo-addition process in steps S1016 and S1017, the numerical values ​​(number of rounds and number of jackpots) stored in the subsequent jackpot memory area are added. Next, the round number counter and the jackpot number counter in the effect control information storage means 260 are cleared (steps S1025, S1026).

[0346] Next, it is determined whether or not the pseudo count flag in the effect control information storage means 260 is on (step S1027). If the pseudo count flag is on, the pseudo count flag is turned off (step S1028). Next, it is determined whether or not the reserved consecutive win effect flag in the effect control information storage means 260 is on (step S1035). If the reserved consecutive win effect flag is on, the reserved consecutive win effect flag in the effect control information storage means 260 is turned off (step S1036).

[0347] Next, the end demo effect pattern number temporarily stored in the jackpot effect pattern storage area of ​​the effect control information storage means 260 in the above steps S1004 and S1006 is transferred to the end demo effect storage area of ​​the effect control information storage means 260 to set the start of the end demo effect (step S1037). Based on the effect information acquired in the above steps S1005, S1007, S1018, and S1037, an image control command required for the jackpot effect is generated, and this image control command is set in the command storage area of ​​the effect control information storage means 260 (step S1038).

[0348] <Timer interrupt processing on the performance control side> 56 is a flowchart showing an example of the timer interrupt process on the performance control side. This timer interrupt process is started by a clock pulse at regular intervals and is executed to interrupt the main process on the performance control side described above.

[0349] When a timer interrupt occurs, the contents of the registers in the performance control CPU 201 are saved to the stack area of ​​the performance control RAM 203, and then the processing from step S1111 onwards is executed in sequence. During this timer interrupt processing, interrupts with priority level 2 or higher, such as a performance control command reception interrupt from the main control board 100 and a watchdog timer interrupt, are permitted (step S1111).

[0350] Next, port input / output processing is executed (step S1112). In this port input / output processing, input processing of input data and output processing of output data are executed using the I / O port circuit 204. In the input processing, various signals input to the I / O port circuit 204 are read and stored as input information. On the other hand, in the output processing, various control signals (motor control signals) temporarily stored in the performance control information storage means 260 are read and output from the I / O port circuit 204.

[0351] Next, device control data output processing is executed (step S1113). In this device control data output processing, drive data for a predetermined time period is read from the drive pattern data identified in the device management processing (step S819) described above, and set in the drive data storage area of ​​the performance control information storage means 260. The drive data set in this processing is data indicating control for 1 ms corresponding to the interrupt period. Once the drive data is set in this processing, the drive data is output from the I / O port circuit 204 to the motor driver 92 in the next timer interrupt processing. Therefore, in this device control data output processing, the drive data is switched every interrupt period (1 ms) in accordance with the drive pattern data.

[0352] Next, a performance timer update process is executed (step S1114). In this performance timer update process, the values ​​of various performance timers used for performance operation control are updated by subtracting them at an interrupt period (for example, 1 ms). The performance timers include a timer for managing the variable time of decorative symbols and a timer for managing the timing of preview performance occurrence. The performance timers manage the time schedule for the variable performance pattern, and manage the time on this time axis for the drive timing of movable role objects and the lighting timing of performance lamps 10 and 25. The performance timers are also used in the device control data output process (step S1113) and lamp data update process (step S1118) within this performance control timer interrupt process.

[0353] Next, a button control timer update process is executed (step S1115). The value of the valid time management timer for managing the valid operation time of the effect button 15 is updated by subtracting it at the interrupt period (1 ms in this embodiment). The valid operation time is the time during which the operation input of the effect button 15 is valid. Then, if there is effect information obtained according to the timer value updated in the above steps S1114 and S1115, an image control command required for the target effect is generated, and this image control command is set in the command storage area of ​​the effect control information storage means 260 (step S1116).

[0354] Next, a task control counter update process is executed (step S1117). In this task control counter update process, the task counter value ("0" to "15") is updated at each timer interrupt. Specifically, if the task counter value is "0" to "14", 1 is added, and if the task counter value is "15", it is reset to "0". In other words, this task counter can have a cyclic cycle of 16 ms. Various tasks (task processes) are assigned corresponding to the currently updated task counter value, and various processes such as a lamp control task (lamp data update process in step S1118), a runaway monitoring task (image CPU runaway monitoring process in step S1119), and an error management task (error management timer update process in step S1120) are executed according to the task counter value. In this embodiment, one of the task counter values ​​("0" to "15") is assigned to the lamp control task, the other two values ​​(values ​​spaced 8 ms apart from each other) are assigned to the runaway monitoring task, and the remaining value is assigned to the error management task (description of the other tasks is omitted). As mentioned above, the task counter circulation period is set to 16 ms to match the minimum unit of 16 ms for switching control of the performance lamps 10 and 25. This minimum unit for switching control of the performance lamps 10 and 25 corresponds to one frame time of an image frame, achieving synchronization between the image performance and the lamp performance.

[0355] Next, lamp data update processing is executed (step S1118). In this lamp data update processing, lamp data for a predetermined time period is read and set from the lamp pattern data identified by the device management processing (step S819) described above. The lamp data set in this processing is data indicating lighting control for 16 ms, which is the minimum unit of switching control for the performance lamps 10 and 25. Once the lamp data is set, the lamp data is automatically output to the lamp connection board 91 via serial transfer from the output port (serial port). This lamp data output processing is configured as a serial communication interrupt processing and is realized by sequentially writing the lamp data to the transmission buffer of the serial communication circuit. The serial communication circuit serially converts the lamp data in the transmission buffer on a byte-by-byte basis and outputs it to the lamp connection board 91 bit by bit in synchronization with the serial clock. This processing is repeated until the transmission buffer is empty, thereby outputting all lamp data (all bytes) stored in the transmission buffer. Therefore, in this lamp data update process, the lamp data is switched every frame time (16 ms) in accordance with the lamp pattern, and this lamp data is output by serial transfer to the lamp connection board 91. Note that this lamp data update process is a process (i.e., a process executed every 16 ms) that is executed when the value of the task counter reaches a predetermined value (a value indicating the lamp control task) in the task control counter update process (step S1117) described above.

[0356] Next, image CPU runaway monitoring processing is executed (step S1119). In this image CPU runaway monitoring processing, the toggle signal input from image control board 300 is monitored, and if the toggle signal does not change continuously for 800 to 1600 ms (approximately 50 to 100 frames), it is determined that image control CPU 301 of image control board 300 is running away, and a reset signal is sent from performance control board 200 to image control board 300. As a result, the image control board 300 side executes a predetermined reset processing when image control CPU 301 enters a reset state. Note that the toggle signal is a signal with a waveform in which H level and L level are alternately repeated every one frame time. Note that this image CPU runaway monitoring processing is executed when the value of the task counter reaches a predetermined value (a value indicating the image monitoring task) in the task control counter update processing (step S1117) described above.

[0357] Next, error management timer processing is executed (step S1120). In this error management timer processing, the value of the error presentation timer for managing the error presentation time set in the error presentation management processing (step S817) described above is subtracted and updated. Note that this error management timer processing is executed when the value of the task counter reaches a predetermined value (a value indicating the error management task) in the task control counter update processing (step S1117) described above. After enabling all interrupts and restoring the contents of the saved register, the presentation control side timer interrupt processing is terminated and the process returns to the original processing before the interrupt occurred.

[0358] <Image control command transmission interrupt processing> 57 is a flowchart showing an example of an interrupt process for transmitting an image control command. This interrupt process for transmitting an image control command occurs at predetermined intervals (500 μs).

[0359] In this image control command transmission interrupt process, first, the image control command buffer in the performance control information storage means 260 is checked (step S1131). Next, a read pointer is obtained in the image control command buffer (step S1132), and it is determined whether or not an image control command is stored in the image control command buffer (step S1133). Whether or not an image control command is stored can be confirmed, for example, by the read pointer and write pointer. If the read pointer and write pointer match, it means that no image control command is stored. If an image control command is stored (step S1133), the image control command is read from the area pointed to by the read pointer (step S1134). This read image control command is set in the output buffer of the serial communication circuit (not shown) specified as the output destination (step S1135). As a result, the image control command is serially transmitted from the serial port to the image control board 300. Next, the command data (the command data stored in the above-mentioned step S1135) is cleared (step S1136). Next, the read pointer is updated by adding 1 (step S1137), the transmission interrupt process for the image command is ended, and the process returns to the original process before the interrupt.

[0360] <Production display> As mentioned above, in the pachinko machine 1 according to this embodiment, the effect display device 70 mainly displays decorative patterns that change in conjunction with the first special pattern or the second special pattern, images of various effects including preview effects, and also displays the first special pattern and the second special pattern on hold.

[0361] Pachinko machine 1 provides decorative symbols to clearly display the game results indicated by the special symbols to the player. The decorative symbols are displayed on the effect display device 70 (image display area 700) by the decorative symbol control of the effect control board 200 while the special symbols are displayed in a variable manner under the special symbol control of the main control board 100. The decorative symbols include at least the normal decorative symbols (main decorative symbols) displayed as the main symbols on the effect display device 70 when the special symbols are stopped, as well as simplified decorative symbols (sub-decorative symbols) that are displayed in a more simplified form than the normal decorative symbols when the normal decorative symbols are difficult for the player to see. In this example, the main decorative symbols are composed of three symbols: a left symbol, a center symbol, and a right symbol. After the variable display, they are generally stopped one by one. The game result is indicated by the display mode of the three symbols when they stop changing. For example, if all three symbols stop changing in the same pattern, the game result is a jackpot. On the other hand, the sub-decorative symbols are also composed of three symbols, and the game result is indicated by the display state of the three symbols when they stop varying, but they differ from the main decorative symbols in that the three symbols stop simultaneously after the display of the variations. The combinations of the stopped symbols of the sub-decorative symbols are the same as the combinations of the stopped symbols of the main decorative symbols.

[0362] In addition, with regard to the display of decorative patterns on the performance display device 70 (image display area 700), the performance control board 200 may be configured to display the main decorative pattern in a small size (or display an alternative pattern) for at least a part of the period during the execution of a predetermined performance (for example, a predetermined preview performance that may occur before the reach state is established, or a predetermined reach performance that may occur after the reach state is established), or the main decorative pattern may be hidden (the alternative pattern may not be displayed either), but even in such a situation, the sub-decorative pattern is always displayed in a variable manner.

[0363] 58 is a diagram for explaining the display of decorative symbols and the like in the performance display device. In FIG. 58, a specific display area of ​​the decorative symbols and variable hold icons in the image display area 700 of the performance display device 70 is shown.

[0364] In the case of Figure 58, three columns of display areas that serve as variable display areas for the main decorative pattern 710 are provided near the center of the image display area 700 of the performance display device 70, and from left to right, a left pattern 711, a middle pattern 712, and a right pattern 713 are displayed. In the following explanation, the main decorative pattern 710 may be abbreviated to the decorative pattern 710. When a pattern is represented by an arrow, as in the middle pattern 712 of Figure 58, it means that the target pattern is currently variable.

[0365] Also, as shown in FIG. 58, a display area for the sub-decorative symbol 720 is provided in the upper right corner of the image display area 700, smaller than the display area for the main decorative symbol 710. The sub-decorative symbol displays a variable display while the special symbol is changing and a stationary display while the special symbol is stationary. Similar to the main decorative symbol 710, the sub-decorative symbol 720 displays three variable and stationary symbols. By providing the sub-decorative symbol 720, it is possible to notify the player that the main decorative symbol 710 is changing (i.e., that the winning or losing result has not yet been determined) even in situations where the player wishes to reduce the size or hide the main decorative symbol 710. For example, in an SP reach effect (described in detail below), when an effect image is displayed in front of the main decorative symbol 710, the effect control board 200 can turn off the display of the main decorative symbol 710 while maintaining the display of the sub-decorative symbol 720. In other words, the sub-decorative symbol 720 can be considered a display guarantee symbol (to compensate for the display state of the main decorative symbol 710).

[0366] It is preferable that the sub-decorative symbol 720 continues to change from the start of the special symbol change until the special symbol stops. That is, even if the main decorative symbol 710 temporarily stops midway (for example, when a special main decorative symbol 710 displaying a character such as "NEXT" is temporarily stopped in a symbol pseudo-stop effect described below), the sub-decorative symbol 720 is preferably configured not to temporarily stop midway. Therefore, in this embodiment, the sub-decorative symbol 720 does not have a special symbol such as a "NEXT" symbol, and the sub-decorative symbol 720 only stops to confirm the change. Furthermore, in order to prevent a miss change from being mistaken for a jackpot, and to prevent a player from noticing a jackpot in advance in the case of a jackpot change, it is preferable that the sub-decorative symbol 720 maintains the symbol combination that indicates a miss, regardless of whether the change is a miss or a jackpot. Specifically, for example, when the type of the sub-decorative pattern 720 is "1 to 7," the symbol combination of the sub-decorative pattern 720 is displayed changing as follows: "123" → "234" → ··· → "567" → "671" → "712" → "123" → ···. Note that "fixed stop" refers to a state in which the decorative pattern stops definitively when one special pattern change ends and the special pattern stops (in other words, a stop state in which there is no further change and the symbol combination of the decorative pattern does not change any more), and "provisional stop" and "provisional stop" refer to a state in which one or more decorative patterns temporarily stop with slight fluctuations at a timing before the "fixed stop" during one special pattern change.

[0367] Furthermore, when the main decorative pattern 710 and the sub-decorative pattern 720 start to change from a fixed state, the starting symbol combination (the first symbol combination immediately after the start of the change) for the main decorative pattern 710 is a symbol combination that is one symbol ahead of the symbol combination at the time of the fixed stop, but the starting symbol combination for the sub-decorative pattern 720 is a predetermined symbol combination regardless of the symbol combination at the time...

Claims

[Claim 1] The performance unit located on the back of the gaming machine, A group of circuit boards that are connected together, A substrate base on which at least one of the substrates from the group of substrates is fixed, Equipped with, It has a plurality of substrate covers that cover at least one of the substrates from the group of substrates, The plurality of circuit board covers include a first circuit board cover having a first cover surface that protrudes to the rear of the gaming machine, and a second circuit board cover having a second cover surface that is closer in height to the group of circuit boards than the first cover surface. A predetermined space near the outside of the second circuit board cover is capable of housing a predetermined connector and at least a portion of the harness connected to that connector. The predetermined connector and the harness connected to the connector, which are at least partially housed in the predetermined space, are designed to be housed entirely within a range that does not protrude beyond the first cover surface to the rear of the gaming machine. A gaming machine characterized by the following features.