Gaming machine
The gaming machine addresses declining player interest through special games and connection status warnings, enhancing player interaction and engagement.
Patent Information
- Application Number
- JP2024104104
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-06-27
- Publication Date
- 2026-01-16
AI Technical Summary
The increasing diversity in gaming machine presentations has led to a decline in player interest due to insufficient consideration for player engagement.
A gaming machine equipped with special games, a main control system, presentation control, and display means that allows sound transmission to external devices and provides connection status warnings, enhancing player interaction.
Prevents a decrease in player interest by offering engaging special games and ensuring players are informed about connection status, thereby maintaining engagement.
Smart Images

Figure 2026005625000001_ABST
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Conventionally, there have been systems that wirelessly connect a gaming machine to a connection device and transmit the sound emitted by the gaming machine to the connection device, thereby making it possible to hear the sound emitted by the gaming machine via the connection device (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-101014 Summary of the Invention [Problem to be solved by the invention]
[0004] However, as the presentation of gaming machines has become more diverse in recent years, there are many points that players need to take into consideration, and there is room for improvement in terms of preventing a decline in interest in gaming.
[0005] In view of the above circumstances, the present invention aims to prevent a decline in interest in games due to a lack of consideration for players. [Means for solving the problem]
[0006] The gaming machine of the present invention is a gaming machine capable of executing special games advantageous to the player, and has a main control means for controlling the progress of the game, a presentation control means for controlling the presentation, and a display means, wherein the presentation control means is capable of transmitting a sound signal to an externally connected device capable of hearing sound when the gaming machine and an externally connected device capable of hearing sound are connected, and the display means is capable of issuing a warning regarding the connection status. [Effects of the Invention]
[0007] According to the present invention, it is possible to prevent a decrease in interest in games due to a lack of consideration for the players. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of the appearance of a gaming machine according to an embodiment of the present invention. [Figure 2] 1 is a rear view of the appearance of a gaming machine according to an embodiment of the present invention. [Figure 3] FIG. 2 is a front view of the game board according to the embodiment of the present invention. [Figure 4] 1 is a block diagram of a gaming machine according to an embodiment of the present invention. [Figure 5] 1 is a diagram illustrating the configuration of a Bluetooth module according to an embodiment of the present invention. [Figure 6] 1A and 1B are diagrams showing (A-1) a special pattern hit determination table for the first starting port, (A-2) a special pattern hit determination table for the second starting port, and (B) a normal pattern hit determination table according to an embodiment of the present invention. [Figure 7] 1A and 1B are diagrams showing (A) a special symbol determination table, (B) a normal symbol determination table, and (C) details of rounds for each winning special symbol according to an embodiment of the present invention. [Figure 8] FIG. 10 is a diagram showing a special symbol variation pattern table according to an embodiment of the present invention. [Figure 9] FIG. 10 is a diagram showing a command table (1 / 2) according to an embodiment of the present invention. [Figure 10] FIG. 10 is a diagram showing a command table (2 / 2) according to an embodiment of the present invention. [Figure 11] 10 is a flowchart showing a main control board main process according to the embodiment of the present invention. [Figure 12] 10 is a flowchart illustrating a main control board timer interrupt process according to an embodiment of the present invention. [Figure 13] 4 is a flowchart showing an input switch detection process according to the embodiment of the present invention. [Figure 14]A flowchart showing the processing when the first starting port is detected in an embodiment of the present invention. [Figure 15] 10 is a flowchart showing the processing performed when a second large prize opening is detected in an embodiment of the present invention. [Figure 16] 10 is a flowchart showing a process when a passage gate is detected according to an embodiment of the present invention. [Figure 17] 10 is a flowchart showing a special symbol-related process according to an embodiment of the present invention. [Figure 18] 10 is a flowchart showing the processing at the start of special pattern variation according to an embodiment of the present invention. [Figure 19] 10 is a flowchart showing a special symbol winning determination process according to an embodiment of the present invention. [Figure 20] 10 is a flowchart showing processing during special pattern fluctuation according to an embodiment of the present invention. [Figure 21] 10 is a flowchart showing a jackpot 1 game process according to an embodiment of the present invention. [Figure 22] 10 is a flowchart showing a small win game process according to an embodiment of the present invention. [Figure 23] 10 is a flowchart showing a second type big win transition control process according to an embodiment of the present invention. [Figure 24] 10 is a flowchart showing a jackpot 2 game process according to an embodiment of the present invention. [Figure 25] 10 is a flowchart showing normal symbol-related processing according to an embodiment of the present invention. [Figure 26] 10 is a flowchart showing the processing at the start of normal pattern fluctuation according to an embodiment of the present invention. [Figure 27] 10 is a flowchart illustrating a normal symbol winning determination process according to an embodiment of the present invention. [Figure 28] 10 is a flowchart showing processing during normal pattern fluctuation according to an embodiment of the present invention. [Figure 29] 1 is a flowchart illustrating an open game according to an embodiment of the present invention. [Figure 30]10 is a flowchart showing the main processing of the performance control board according to an embodiment of the present invention. [Figure 31] 10 is a flowchart illustrating the timer interrupt processing of the performance control board according to an embodiment of the present invention. [Figure 32] 10 is a flowchart illustrating a radio management process according to an embodiment of the present invention. [Figure 33] 10 is a flowchart showing a main command receiving process (1 / 2) according to the embodiment of the present invention. [Figure 34] 10 is a flowchart showing a main command receiving process (2 / 2) according to the embodiment of the present invention. [Figure 35] 10 is a flowchart illustrating a transmission and reception process according to an embodiment of the present invention. [Figure 36] 5 is a flowchart showing a main process of an image / sound control unit according to an embodiment of the present invention. [Figure 37] FIG. 4 is a diagram illustrating an image / sound control unit interrupt process according to an embodiment of the present invention. [Figure 38] 1 is a diagram showing a notice determination table 1 (pre-reach notice) according to an embodiment of the present invention. FIG. [Figure 39] FIG. 10 is a diagram showing a dialogue advance decision table according to an embodiment of the present invention. [Figure 40] FIG. 10 is a diagram showing a button vibration notification determination table according to an embodiment of the present invention. [Figure 41] FIG. 2 is a diagram showing a notice determination table 2 (reach notice) according to an embodiment of the present invention. [Figure 42] 1A and 1B are diagrams showing (a) a logo preview determination table and (b) a vehicle group preview determination table according to an embodiment of the present invention. [Figure 43] FIG. 10 is a diagram showing (a) a notice determination table 3 (super reach notice_conversation notice) according to an embodiment of the present invention, and (b) a notice determination table 4 (super reach notice_cut-in notice). [Figure 44] FIG. 10 is a diagram showing (c) a notice determination table 5 (super reach_judge) according to an embodiment of the present invention, and (d) a diagram showing a performance button determination table. [Figure 45] 10A and 10B are diagrams showing aspects of dialogue previews according to an embodiment of the present invention; [Figure 46] 10A and 10B are diagrams showing aspects of button vibration notification according to an embodiment of the present invention; [Figure 47] 1 is a diagram showing an aspect of a logo preview according to an embodiment of the present invention; [Figure 48] A figure showing an aspect of vehicle group warning in an embodiment of the present invention. [Figure 49] A figure showing the state of a cut-in preview in an embodiment of the present invention. [Figure 50] 10A and 10B are diagrams showing aspects of judge presentation according to an embodiment of the present invention. [Figure 51] 1 is a diagram showing an aspect of a conversation preview according to an embodiment of the present invention; [Figure 52] 1 is a diagram showing an aspect of a conversation preview according to an embodiment of the present invention; [Figure 53] 1 is a diagram showing an aspect of a conversation preview according to an embodiment of the present invention; [Figure 54] FIG. 10 is a diagram showing the form of the judgment presentation (judgment during jackpot) during one jackpot game according to an embodiment of the present invention. [Figure 55] FIG. 10 is a diagram showing the mode selection presentation during one jackpot game according to an embodiment of the present invention. [Figure 56] FIG. 10 is a diagram illustrating details of the effects from the small win game to the big win 2 game when mode A is selected according to an embodiment of the present invention. [Figure 57] FIG. 10 is a diagram showing details of the presentation of a small win game and a big win 2 game when mode A is selected in an embodiment of the present invention. [Figure 58] FIG. 10 is a diagram showing the state when transitioning from one big win game to a chance time-saving game state (first time-saving game state) according to an embodiment of the present invention. [Figure 59] FIG. 10 is a diagram showing the state when a normal symbol variation effect (game effect) corresponding to a normal symbol variation game is executed during the RUSH time reduction (second time reduction game state) according to an embodiment of the present invention. [Figure 60]FIG. 10 is a diagram showing the state when a small win game is executed after the second starting port 22 is long-opened during the RUSH time reduction (second time-reduction game state) according to an embodiment of the present invention. [Figure 61] FIG. 10 is a diagram showing a modified example of the second special chart change effect (game effect) of a small win executed during the RUSH time reduction (second time reduction game state) according to an embodiment of the present invention. [Figure 62] 10 is a diagram showing the state when the RUSH time reduction (second time reduction gaming state) according to an embodiment of the present invention ends and the game transitions to the normal gaming state. FIG. [Figure 63] 10 is a diagram showing the state when the RUSH time reduction (second time reduction gaming state) according to an embodiment of the present invention ends and the game transitions to the normal gaming state. FIG. [Figure 64] 10 is a diagram showing the state when the final result display ends midway when the RUSH time reduction (second time reduction gaming state) according to an embodiment of the present invention ends. FIG. [Figure 65] 10 is a diagram showing the state when the RUSH time reduction (second time reduction gaming state) according to an embodiment of the present invention ends and the game transitions to the normal gaming state. FIG. [Figure 66] 1(a) and 1(b) are schematic diagrams showing wireless communication between a pachinko gaming machine according to the present embodiment and a connected device, and 1(c) is a schematic diagram of the connected device (earphones). [Figure 67] 5A and 5B are diagrams illustrating details of volume adjustment according to an embodiment of the present invention. [Figure 68] 5A and 5B are diagrams illustrating details of volume adjustment according to an embodiment of the present invention. [Figure 69] 10A and 10B are diagrams illustrating a warning regarding the earphone according to the embodiment of the present invention. [Figure 70] 1 is a diagram showing a connection operation between a pachinko gaming machine and a connection device (earphones) according to an embodiment of the present invention. [Figure 71] 1 is a diagram showing a connection operation between a pachinko gaming machine and a connection device (earphones) according to an embodiment of the present invention. [Figure 72] 10 is a first example of hiding a connection icon according to an embodiment of the present invention. [Figure 73]10 is a second example of hiding a connection icon according to an embodiment of the present invention. [Figure 74] 10 is a third example of hiding a connection icon according to an embodiment of the present invention. [Figure 75] 10 is a fourth example of hiding a connection icon according to an embodiment of the present invention. [Figure 76] 10 is an example of notifying that wireless connection is possible according to an embodiment of the present invention. [Figure 77] FIG. 2 is a diagram showing the relationship between display and sound (disconnected state) according to an embodiment of the present invention. [Figure 78] 1 is a diagram showing the relationship (connection state) between display and sound according to an embodiment of the present invention. [Figure 79] 1 is a diagram showing the relationship (connection state) between display and sound according to an embodiment of the present invention. [Figure 80] FIG. 10 is a diagram illustrating an example in which an error (abnormality) occurs during wireless connection according to an embodiment of the present invention. [Figure 81] 10A and 10B are diagrams illustrating special sound effects that can be output to earphones only when the earphones are connected according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0009] Hereinafter, an embodiment of the present invention will be specifically described with reference to the drawings, using a pachinko gaming machine 1 as an example. In the following description, "front," "rear," "left," "right," "upper," and "lower" refer to the pachinko gaming machine 1 shown in Figure 1 as seen from the player's side.
[0010] As shown in Figure 1, the pachinko game machine 1 has an outer frame 2 for installation on a game machine installation island (not shown) in an amusement parlor, a middle frame 3 that is pivotally supported by the outer frame 2 and that detachably holds a game board 6, a glass frame 4 that is pivotally supported by the middle frame 3 and faces the front of the game board 6, allowing the game board 6 to be seen through transparent glass, and a tray member 5 that is pivotally supported by the middle frame 3 and is located below the glass frame 4, and is capable of storing game balls.
[0011] The middle frame 3 is provided with a launching device for launching game balls into the play area 7 of the game board 6, and a launch handle 8 for causing the launching device to perform a launch operation. The launch handle 8 is gripped by a player and can be rotated within a predetermined range, and the amount of rotation (volume) can be adjusted to adjust the launch strength when launching game balls into the play area 7. For example, when the launch handle 8 is rotated by a first rotation amount (first launch strength), the game ball is launched to the left side of the play area 7 (left play area 7a) (so-called "left shot" is possible), and when the launch handle 8 is rotated by a second rotation amount greater than the first rotation amount (second launch strength), the game ball is launched to the right side of the play area 7 (right play area 7b) (so-called "right shot" is possible). The left play area 7a forms a predetermined path, and the right play area 7b forms a specific path.
[0012] A handle touch sensor (not shown) is provided on the firing handle 8. This handle touch sensor turns ON when the player is holding the firing handle 8, and the ON signal is input to the payout control board 300. This makes it possible to know that the firing handle 8 is being held by the player.
[0013] The glass frame 4 is provided with a light-emitting device 9 (lamp, LED, etc.), which can decorate the pachinko gaming machine 1 by emitting light. For example, by emitting light in rainbow colors based on the determination of a special symbol win in the special symbol win determination process described below, it is possible to execute an effect of announcing that a special symbol win has occurred. Also, by emitting light in rainbow colors based on the determination of a normal symbol win in the normal symbol win determination process described below and the determination of a normal symbol in which the second start hole 22 is long-opened in an opening mode that makes it easy to score a ball (1.8 seconds x 3 times as shown in Figure 7 (B) described below), it is possible to execute an effect of announcing that a normal symbol win in which the second start hole 22 is long-opened (that a ball can score into the second start hole 22).
[0014] The light-emitting device 9 includes an effect button LED provided in the effect button 14. The effect button LED is provided inside the effect button 14, and is covered from above with a transparent cover so that the light-emitting mode can be seen. For example, the effect button LED can emit light in white, blue, green, red, and rainbow colors.
[0015] An upper speaker 10 is provided at the top of the glass frame 4, and a lower speaker 10 is provided at the bottom of the glass frame, which are capable of outputting various music (BGM) and various sound effects (voice, sound effects). For example, when controlled to a normal game state (described later), music and sound effects corresponding to the normal game state can be output, and when controlled to a time-saving game state (described later), music and sound effects corresponding to the time-saving game state can be output. The lower speaker 10 is also provided with a speaker lamp (not shown), which lights up during a flash effect when a prize is won (described later).
[0016] The light emitting device 9 and the speaker 10 can issue an abnormality alert when an abnormality occurs in the pachinko gaming machine 1. For example, the light emitting device 9 can emit light in a light emitting pattern dedicated to abnormality alert, and the speaker 10 can output a voice or warning sound that notifies the user of the specific details of the abnormality.
[0017] The tray member 5 is composed of an upper tray 5a and a lower tray 5b, and when the amount of game balls stored in the upper tray 5a exceeds a certain amount, the game balls are dispensed into the lower tray 5b. The tray member 5 is also provided with a ball removal button 11 for discharging the game balls stored in the upper tray 5a into the lower tray 5b at the end of a game, a ball lending button 12 for requesting the payout of game balls from a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the insertion port of the game ball lending device, a balance display 12a for displaying the remaining balance of the valuable medium, and a ball lending available lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0018] The tray member 5 is also provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect is executed to encourage the player to operate each operating means. The effect button 14 and the effect lever 15 may be provided independently of each other, or may be provided integrally.
[0019] Also, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to vibrate them. For example, they may be vibrated as a notice effect to notify the player of a game result advantageous to the player (a special win described later or a regular win in which the second starting hole 22 is opened long), or they may be vibrated to notify the player of a transition to a big win game or a small win game (described later). Note that only one of the effect button 14 and the effect lever 15 may be provided, or multiple of either may be provided.
[0020] Furthermore, the effective operation time of the effect lever 15 may be set simultaneously with the effective operation time of the effect button 14, or vice versa. For example, if the effect lever 15 is operated during the effective operation time while an effect is being executed that prompts the player to operate the effect button 14, it may be determined that an operation input has been made and the corresponding effect is executed, or if the effect button 14 is operated during a scene that prompts the player to operate the effect lever 15, it may be determined that an operation input has been made and the corresponding effect is executed.
[0021] Furthermore, during the effective operation time for the advance notice effect that predicts that the game result will be advantageous to the player, if an operation prompt effect that prompts the operation of the effect button 14 is being executed, the operation of the effect button 14 may be enabled while the operation of the effect lever 15 may be disabled, and if an operation prompt effect that prompts the operation of the effect lever 15 is being executed, the operation of the effect lever 15 may be enabled while the operation of the effect button 14 may be disabled. Furthermore, during the effective operation time for the win / lose effect that suggests whether the game result will be advantageous to the player, the operation of both the effect button 14 and the effect lever 15 may be enabled even if an operation prompt effect that prompts the operation of the effect button 14 is being executed or even if an operation prompt effect that prompts the operation of the effect lever 15 is being executed.
[0022] The tray member 5 is also provided with a cross key button 16 that can be operated by the player to adjust the volume of the music (BGM) and sound effects (voice, sound effects) output from the speaker 10, adjust the light intensity of the effect light emitted from the light emitting device 9, select a mode (to be described later), and activate a menu screen to perform operations corresponding to each menu. Note that the cross key button 16 is an operation device for selecting a mode and performing operations related to the menu screen, and a dedicated operation device for adjusting the volume and light intensity may be provided separately and independently.
[0023] The menu screen is opened by operating the effect button 14 during a non-changing state, such as when waiting for customers or during a demo effect. When the menu screen is opened, multiple items are displayed, and an item can be selected by operating the up and down buttons of the cross key button 16. One of the items is "wireless connection," and by selecting "wireless connection," it is possible to establish and terminate a wireless connection. In the following, opening the menu screen may be simply referred to as "menu startup."
[0024] Additionally, a decorative portion 2a is provided at the upper end of the outer frame 2. This decorative portion 2a extends further upward from the upper end of the outer frame and, for example, has a shape resembling a character, making it visually impactful. On the other hand, components located behind the decorative portion 2a (for example, an external information display for displaying game information collected from the gaming machine 1) may be difficult for some players to see. The decorative portion 2a may always extend upward from the upper end of the outer frame 2, or may be configured to change from a retracted state to an extended state when a predetermined trigger is met.
[0025] Next, the configuration of the rear side of the pachinko gaming machine 1 will be explained based on Fig. 2. On the rear side of the pachinko gaming machine 1, various control boards such as a main control board 100, a performance control board 200, a payout control board 300, a payout device 304, and a power supply board 400, which will be described later, are provided (to be precise, these various control boards are attached to the rear side of the inner frame 3).
[0026] The main control board 100 is also provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information that is rewritten as games are played in the area of the main RAM 103. For example, if the game parlor closes while the game is still in the time-shortened game mode, the manager (e.g., a game parlor clerk) can turn on the power while pressing the RAM clear switch 105, clearing the game information in the time-shortened game mode and allowing the game to be restarted from the normal game mode when the parlor opens the next day.
[0027] The RAM clear switch 105 also functions as a switch for switching the setting value in a setting change state, which will be described later. Details will be described later with reference to a flowchart, but for example, in the case of six setting values, when the setting value "1" is displayed on the display 104, which will be described later, pressing the RAM clear switch 105 once switches the setting value from "1" to "2," and when the RAM clear switch 105 is pressed once again, the setting value switches from "2" to "3," and thereafter, each time the RAM clear switch 105 is pressed once, the setting value switches to "4," "5," and "6," and when the setting value "6" is displayed on the display 104, pressing the RAM clear switch 105 once switches the setting value from "6" to "1."
[0028] Although the RAM clear switch 105 is provided on the main control board 100, it may be provided on the power supply board 400 or directly on the inner frame 3, as long as it can be input to the main control board 100. Also, instead of having six setting values, the setting value may be one setting value. In this case, the setting value "1" is displayed on the display 104, and other setting values are not displayed even when the RAM clear switch 105 is pressed.
[0029] The main control board 100 is also provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of a plurality of setting levels, which will be described later. Specifically, when a setting change key (not shown) managed by a gaming parlor's staff is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (the power SW 400a is turned ON) while pressing the RAM clear switch 105, the machine enters a setting change state in which a setting value can be set.
[0030] The setting change keyhole 31 is also used to check the currently set setting values. Specifically, when a setting change key managed by a staff member of the gaming parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko gaming machine 1 is turned ON (the power SW 400a is turned ON), the setting is checked and the setting values can be checked.
[0031] The setting change keyhole 31 can be rotated by the setting change key, and for example, the main CPU 101 can detect three positions (states): a vertical position, a horizontal position, and a diagonal position. Note that although the setting change keyhole 31 is provided on the main control board 100, the installation location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.
[0032] The main control board 100 is also provided with a display 104. The display 104 is configured to display the setting value if the setting is changed or confirmed, and if the setting is not changed or confirmed, it displays game performance information (normal base value) calculated using the formula "(number of paid-out game balls in normal game mode ÷ number of out balls in normal game mode) × 100", for example.
[0033] When the game performance information is not in a setting change state or a setting confirmation state (for example, when execution of a timer interrupt process is permitted), it is calculated at each interrupt (for example, every 4 ms), and at each predetermined display timing (for example, every 5 seconds), the current section and three previous sections (the three previous sections: one section before, two sections before, and three sections before) can be displayed. That is, the display switches between the following: display of the current section → predetermined time has passed (5 seconds have passed) → display of past section (1) → predetermined time has passed (5 seconds have passed) → display of past section (2) → predetermined time has passed (5 seconds have passed) → display of past section (3) → predetermined time has passed (5 seconds have passed) → display of the current section.
[0034] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or transparent synthetic resin, and has an image display device 26 detachably attached to the back side. The game board 6 is formed with a game area 7 in which game balls can roll, and is formed with an outer rail member 18 and an inner rail member 19 for guiding game balls shot out from the launching device to the game area 7.
[0035] The game area 7 is provided with a gate member 20 (normal game starting area) through which game balls can pass, a first starting port 21 (first special game starting area) through which game balls can enter, a stage 17 for facilitating entry into the first starting port 21, a second starting port 22 (second special game starting area) through which game balls can enter, a normal winning port 23 through which game balls can enter, a first large winning port 24 through which game balls can enter when the jackpot 1 game or the jackpot 2 game described below is being played, a second large winning port 32 through which game balls can enter when the small winning game described below is being played, an outlet 25 for discharging game balls that do not enter any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that can move up and down, and other equipment such as game nails (not shown) and a windmill.
[0036] In this embodiment, the entry of a game ball into the gate member 20, the first starting port 21, the second starting port 22, the normal winning port 23, the first large winning port 24, and the second large winning port 32 may be referred to as a "winning" or "ball entry," and the entry of a game ball into the gate member 20, the first starting port 21, and the second starting port 22 may be referred to as a "starting winning."
[0037] The gaming area 7 has a left gaming area 7a (a gaming area for so-called "left-handed hits") formed to the left of the center (dotted line C) and a right gaming area 7b (a gaming area for so-called "right-handed hits") formed to the right of the center.
[0038] The gate member 20 is located in the right center of the gaming area 7, and when a "right hit" is performed in which the gaming ball is launched to the right side of the gaming area 7, almost all gaming balls can pass through. The gate member 20 is always open at the top, and always allows the gaming balls to pass through. When a gaming ball passes through the gate member 20 and is detected by the gate detection SW20a, normal game determination information (various random number values) is acquired in the "passing gate detection processing" described below.
[0039] Then, the normal symbol determination information (various random number values) acquired in the "processing upon detection of passing gate" is stored in the main RAM 103 as a normal symbol reserve memory, and the execution of the normal symbol variation game based on the ball entering is reserved. Specifically, the main RAM 103 is provided with a normal symbol reserve memory area for storing multiple pieces of normal symbol determination information acquired based on the ball entering the gate member 20 as normal symbol reserve memory, and it is possible to reserve up to "4" normal symbol variation game executions (normal symbol reserve memories). The main RAM 103 also has a corresponding variable memory area for storing normal symbol determination information corresponding to a normal symbol variation game that will be executed or is currently being executed.
[0040] The regular map reserve memory area is composed of a "first memory area", a "second memory area", a "third memory area", and a "fourth memory area" in which regular map judgment information (various random number values) as regular map reserve memory is stored in order. When regular map judgment information is stored in all memory areas and the currently changing regular pattern change game finishes changing, the regular map judgment information stored in the "first memory area" is moved to the "change memory area", the regular map judgment information stored in the "second memory area" is moved to the "first memory area", the regular map judgment information stored in the "third memory area" is moved to the "second memory area", the regular map judgment information stored in the "fourth memory area" is moved to the "third memory area", and the "fourth memory area" becomes empty.
[0041] Thereafter, based on the normal symbol determination information transferred from the first memory area of the normal symbol reserve memory area to the variable memory area, a "normal symbol hit determination process" is performed to determine whether or not to execute an open game by protruding a protruding member (not shown) provided in the second starting hole 22, and a "normal symbol change game" is executed in which the normal symbol is displayed variably on the normal symbol display 27e and a normal symbol indicating the determination result of the normal symbol hit determination process is derived (determined display) as the normal symbol change time passes. The gate member 20 may also be provided in the left center part of the game area 7.
[0042] The first starting hole 21 is located in the center of the gaming area 7, and is capable of receiving a gaming ball when a "left shot" is being performed, in which the gaming ball is launched to the left side of the gaming area 7, but is not capable of receiving a gaming ball when a "right shot" is being performed. The first starting hole 21 is always open upward, allowing the entry of gaming balls at all times. When a gaming ball enters the first starting hole 21 and is detected by the first starting hole detection SW21a, a process is performed in the "first starting hole detection process" described below to pay out, for example, a "3" gaming ball as a prize ball, and special chart determination information (various random number values) is acquired.
[0043] Then, the special symbol determination information (various random number values) acquired in the "first start hole detection process" is stored in the main RAM 103 as a first special symbol reserve memory, and the execution of the first special symbol variation game based on the ball entering the first start hole 21 is reserved. Specifically, the main RAM 103 is provided with a first special symbol reserve memory area for storing multiple pieces of special symbol determination information acquired based on the ball entering the first start hole 21 as a first special symbol reserve memory, and it is possible to reserve up to "4" executions of the first special symbol variation game (first special symbol reserve memory). The main RAM 103 also has a variable memory area for storing special symbol determination information corresponding to a special symbol variation game to be executed or currently executed.
[0044] The first special symbol reserve memory area is composed of a "first memory area," a "second memory area," a "third memory area," and a "fourth memory area," in which special symbol determination information (various random number values) as the first special symbol reserve memory is stored in order. For example, when special symbol determination information is stored in all memory areas and the currently changing first special symbol change game finishes changing, the special symbol determination information stored in the "first memory area" is transferred to the "change memory area," the special symbol determination information stored in the "second memory area" is transferred to the "first memory area," the special symbol determination information stored in the "third memory area" is transferred to the "second memory area," and the special symbol determination information stored in the "fourth memory area" is transferred to the "third memory area," and the "fourth memory area" becomes empty. Note that the first starting hole 21 is an entrance hole through which a game ball can enter, but it may also be configured as a passage area through which a game ball can pass.
[0045] Thereafter, based on the special symbol determination information transferred from the first memory area of the first special symbol reserve memory area to the variable memory area, a "special symbol hit determination process" is carried out to determine whether or not a jackpot game will be played, and the first special symbol is displayed in a variable manner on the first special symbol display 27a, and a "first special symbol change game" is executed in which the first special symbol indicating the determination result of the special symbol hit determination process is derived (determined display) as the special symbol change time elapses.
[0046] In addition, a start hole light emitting device 21b is provided around the first start hole 21. When a game ball enters the first start hole 21, the start hole light emitting device 21b emits light to notify the ball that it has entered, and when a hold change effect described below is performed, it can emit light in the same color as the hold icon (or the variable icon) that is the target of the hold change effect. As a result, for example, even if the hold icon (or the variable icon) is temporarily hidden (for example, during a super reach), the color of the hidden hold icon (or the variable icon) can be recognized from the light emitting color of the start hole light emitting device 21b.
[0047] The second starting hole 22 is provided in the right center of the game area 7, and allows game balls to enter when a "right hit" is being performed, in which the game ball is shot to the right side of the game area 7, but does not allow game balls to enter when a "left hit" is being performed. Also, unlike the first starting hole 21, the second starting hole 22 is not always open, and in principle does not allow game balls to enter (it is in a "closed" state). In other words, the second starting hole 22 has a protruding member that can protrude forward, and allows game balls to enter only when an open game is being played in which this protruding member protrudes forward (when it is in an "open" state).
[0048] Regarding whether or not to execute an open game in which the protruding member is protruded forward to allow the game ball to enter, if a normal symbol win is determined in the normal symbol win determination process, it is possible to execute an open game in which the protruding member is opened and closed in the opening and closing mode shown in "opening and closing of second start hole" in Fig. 7(B) (a short opening in which the game ball has difficulty entering, or a long opening in which the game ball can easily enter). When a game ball enters the second start hole 22 and is detected by the second start hole detection SW22a, a process is performed in the "second start hole detection process" described below to pay out, for example, a "2" game ball as a prize ball, and special symbol determination information (random number value) is acquired.
[0049] When the first special symbol variation game or the second special symbol variation game is not being played, that is, when the variable memory area for storing the special symbol determination information provided in the main RAM 103 is empty, the special symbol determination information (various random number values) acquired in the "second start hole detection process" is stored in the variable memory area. On the other hand, when the first special symbol variation game or the second special symbol variation game is being played, that is, when the variable memory area for storing the special symbol determination information provided in the main RAM 103 is not empty, the special symbol determination information acquired in the "second start hole detection process" is not stored as reserved memory, and the second special symbol variation game based on the ball entering the second start hole 22 is not executed. Specifically, because the main RAM 103 only has the variable memory area for storing the special symbol determination information acquired based on the ball entering the second start hole 22, the execution of the second special symbol variation game cannot be suspended.
[0050] Then, based on the special symbol determination information stored in the variable memory area, a "special symbol hit determination process" is performed to determine whether or not a big hit game or a small hit game will be executed, and a "second special symbol change game" is executed in which the second special symbol is displayed in a variable manner on the second special symbol display 27b, and a second special symbol indicating the determination result of the special symbol hit determination process is derived (determined display) as the special symbol change time passes.
[0051] In addition, the main RAM 103 does not have a storage area other than the variable storage area that can store special symbol determination information (various random number values) acquired based on the ball entering the second starting hole 22, but like the above-mentioned first special symbol reserve storage area, a second special symbol reserve storage area that can reserve up to "1" to "4" executions of the second special symbol variation game (second special symbol reserve storage) may be provided. In this case, it is preferable to consume the second special symbol reserve storage in priority to the first special symbol reserve storage.
[0052] In addition, a protruding member that can move in the front-rear direction is used as second starting opening 22, but a so-called "electric tulip" with movable wing pieces may also be used. In addition, second starting opening 22 is an entrance opening through which game balls can enter, but it may also be configured as a passage area through which game balls can pass.
[0053] In addition, in this embodiment, the normal pattern change game based on passing through the gate member 20, the first special pattern change game based on the ball entering the first starting hole 21, and the second special pattern change game based on the ball entering the second starting hole 22 may be referred to as "pattern change games", simply as "one change game", or as "changing".
[0054] There are four normal winning openings 23, three on the lower left of the game area 7 and one on the lower right. The three normal winning openings 23 on the lower left are designed to allow game balls to enter when a left-handed hit is being performed (but not when a right-handed hit is being performed), and the one normal winning opening 23 on the lower right is designed to allow game balls to enter when a right-handed hit is being performed (but not when a left-handed hit is being performed). Like the first starting opening 21, the normal winning openings 23 are always open upward and always allow game balls to enter. When a game ball enters a normal winning opening 23 and is detected by the normal winning opening detection SW 23a, a process is performed in the "normal winning opening detection process" described below to pay out, for example, eight game balls as prize balls. The positions of the normal winning holes 23 can be changed as desired, and the number of holes may be less than four. The number of prize balls may be different between the three normal winning holes 23 on the lower left and the one normal winning hole 23 on the lower right.
[0055] The first large prize opening 24 is located in the lower right part of the game area 7, and is capable of receiving game balls when a "right-handed hit" is being performed (no game balls can be received when a "left-handed hit" is being performed). The first large prize opening 24 has an opening / closing door, and when a special symbol hit is determined in the special symbol hit determination process and a jackpot 1 game or a jackpot 2 game is executed, the opening / closing door tilts forward from a closed state to an open state, allowing game balls to enter. When a game ball enters the first large prize opening 24 and is detected by the first large prize opening detection SW24a, a process is performed in the "first large prize opening detection process" described below to pay out, for example, "15" game balls as prize balls.
[0056] During one jackpot game, the door of the first large prize opening 24 opens (tilts forward) for the number of rounds (R) shown in FIG. 7. The door opens (tilts forward) for 29.5 seconds (S = seconds) per round. If the first large prize opening detection SW 24a detects 10 game balls entering the game before 29.5 seconds have elapsed, the door closes and the game proceeds to the next round, even if 29.5 seconds have not yet elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before the first large prize opening detection SW 24a detects 10 game balls entering the game (so-called "attacker full open"), the door closes and the game proceeds to the next round. In this case, the specified number of balls entered per round, 10, is not reached, and the game ends, which is disadvantageous to the player.
[0057] In this embodiment, a door that tilts forward is used as the first large prize opening 24, but a so-called "electric tulip" or a "shutter member" that moves back and forth may also be used.
[0058] The second large prize opening 32 is located in the lower right part of the game area 7, and is capable of receiving game balls when a "right hit" is being performed (no game balls can be received when a "left hit" is being performed). The second large prize opening 32 has an opening / closing door, and when a small win is determined in the special symbol hit determination and a small win game is executed, the opening / closing door tilts forward from a closed state to an open state, allowing game balls to enter. When a game ball enters the second large prize opening 32 and is detected by the second large prize opening detection SW 32a, a process is performed in the "second large prize opening detection process" described below to pay out, for example, "15" game balls as prize balls.
[0059] A specific area (a so-called "V prize opening") into which a gaming ball can enter is provided inside the second large prize opening 32. The specific area has a lid member, and by retracting the lid member during a small prize game, the lid member changes from a closed state to an open state, allowing the gaming ball to enter. When a gaming ball that has flowed into the second large prize opening 32 during a small prize game enters the specific area, a jackpot 2 game is executed, with this small prize game being the first round. From the second round onwards in this jackpot 2 game, the first large prize opening 24 is opened.
[0060] In this embodiment, the special symbols that will trigger a small win game are special symbols F and G. When a small win game is triggered after these special symbols are derived, the cover member opens, allowing the game ball to enter the specific area. In other words, in a small win game, as long as you hit the ball to the right in accordance with the right hit instruction notification, it is possible to cause the game ball to enter the specific area, and it is possible to trigger a jackpot 2 game.
[0061] The image display device 26 has a display area covering almost the entire area and is positioned higher than the stage 17, and is capable of displaying game effects (variation effects) corresponding to pattern change games (normal pattern change game, first special pattern change game, second special pattern change game) and game effects (jackpot effects) corresponding to jackpot games in the display area. Specifically, in response to the start of the pattern change game, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are displayed (vertically scrolled) in a changing display area, while the top, middle, and bottom three-digit small pattern 26d (one of the special 1 small pattern 26d1 corresponding to the first special pattern, the special 2 small pattern 26d2 corresponding to the second special pattern, and the regular small pattern 26d3 corresponding to the regular pattern) as the fourth pattern is displayed (updated) at the right end of the display area, or the decorative patterns 26a to 26c are not displayed (updated), and the small pattern 26d (one of the special 1 small pattern 26d1, the special 2 small pattern 26d2, and the regular small pattern 26d3) is displayed (updated) at the right end of the display area. The left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are sometimes referred to as performance patterns, but these are synonymous.
[0062] Then, various effect images for enhancing the effect of the change display of the decorative pattern are displayed within the change time, and before the change time has elapsed, each decorative pattern 26a to 26c is displayed in a combination corresponding to the judgment result of the special pattern hit judgment process or the normal pattern hit judgment process (for example, in the case of a special pattern hit, a small hit, or a normal pattern hit in which the second starting port 22 is long-opened, a double number such as "333" or "777" is displayed, and in the case of a miss or a normal pattern hit in which the second starting port 22 is short-opened, "34 The display temporarily stops at a combination of symbols that are not close to winning (such as "3" or "565" or a combination of symbols that are scattered (such as "368" or "914")), and when the variation time has elapsed, the decorative symbols 26a to 26c are displayed as confirmed combinations in which they were temporarily stopped, and the small symbol 26d (any one of the special 1 small symbol 26d1, the special 2 small symbol 26d2, and the normal small symbol 26d3) is displayed as confirmed combinations in the same combinations as the decorative symbols 26a to 26c, thereby announcing the result of the special symbol winning determination process or the normal symbol winning determination process.
[0063] In this embodiment, during the execution of the first special pattern change game, if the game is in a normal game state, the image display device 26 changes and displays each of the decorative patterns 26a to 26c and the special 1 small pattern 26d1, and then a first special pattern change presentation (game presentation) is executed in which the decorative patterns and the special 1 small pattern 26d1 indicating the determination result of the special pattern hit determination process are displayed in a fixed time (0.5S), and if the game is in a time-saving game state, the image display device 26 changes and displays only the special 1 small pattern 26d1, and then a first special pattern change presentation (game presentation) is executed in which the special 1 small pattern 26d1 indicating the determination result of the special pattern hit determination process is displayed in a fixed time (0.5S).
[0064] Furthermore, during the execution of the second special symbol variation game, regardless of whether the game is in a normal game state or a time-saving game state, the image display device 26 displays only the special 2 small symbol 26d2 in a variable manner, and then the special 2 small symbol 26d2 indicating the result of the special symbol hit determination process is displayed in a fixed manner for a fixed time (0.5S), thereby executing a second special symbol variation effect (game effect).
[0065] Furthermore, during the execution of the normal symbol variation game, if the game is in a normal game state, a normal symbol variation effect (game effect) is executed in which the image display device 26 displays only the normal small symbol 26d3 in a variable manner, and then displays the normal small symbol 26d3 indicating the result of the normal symbol hit determination process for a fixed time (0.5S), and if the game is in a time-saving game state, a normal symbol variation effect (game effect) is executed in which the image display device 26 displays each of the decorative symbols 26a to 26c and the normal small symbol 26d3 in a variable manner, and then displays each of the decorative symbols 26a to 26c and the normal small symbol 26d3 indicating the result of the normal symbol hit determination process for a fixed time (0.5S).
[0066] In addition, during the execution of the second special symbol variation game, regardless of whether the game is in a normal game state or a time-saving game state, the image display device 26 may display each decorative symbol 26a to 26c and the special 2 small symbol 26d2 in a variable manner, and then execute a second special symbol variation effect (game effect) in which the decorative symbols 26a to 26c and the special 2 small symbol 26d2, which indicate the determination result of the special symbol hit determination process, are definitively displayed.
[0067] Also, instead of each of the special 1 small pattern 26d1, the special 2 small pattern 26d2, and the regular small pattern 26d3 being composed of three patterns, each may be composed of one pattern. In this case, the variable display of the small pattern 26d is sequentially switched between "〇", "△", and "×", and if it is the special 1 small pattern 26d1, "〇" is displayed as a confirmation when the special pattern is won, and "×" is displayed as a confirmation when the special pattern is lost. If it is the special 2 small pattern 26d2, "〇" is displayed as a confirmation when the special pattern is won, and "×" is displayed as a confirmation when the small pattern is lost. If it is the regular small pattern 26d3, "〇" is displayed as a confirmation when the second starting hole 22 is a long opening regular pattern win, and "△" is displayed as a confirmation when the second starting hole 22 is a short opening regular pattern win, and "×" is displayed as a confirmation when the regular pattern is lost. This makes it easier for the player to recognize the small symbol 26d that has been confirmed and displayed, thereby increasing the player's interest in the game.
[0068] Also, instead of providing three small symbols 26d, two may be provided: a common small symbol 26d1 that is displayed in a variable manner in response to the first special symbol variation game in the normal game state and in a variable manner in response to the second special symbol variation game in the time-saving game state, and a dedicated small symbol 26d2 that is displayed in a variable manner in response to the normal symbol variation game regardless of the game state. In this way, the display space for the small symbols 26d can be reduced, and the small symbols 26d can be prevented from interfering with the visibility of other effect images, thereby increasing the enjoyment of the game.
[0069] In addition, the image display device 26 is capable of displaying a first start port reserved number image 26e1 which indicates the number of reserved first special symbol variation games (first special symbol reserved memories) with numbers "0" to "4" regardless of whether the game is in a normal game state or a time-saving game state, and a normal symbol reserved number image 26e3 which indicates the number of reserved normal symbol variation games (normal symbol reserved memories) with numbers "0" to "4" regardless of whether the game is in a normal game state or a time-saving game state.
[0070] Since the second special symbol changing game is not put on hold, the second start port reserved number image showing the number of reserved second special symbol changing games is not displayed, but it may be possible to put the second special symbol changing game on hold (storing the second special symbol reserved memory) and display the second start port reserved number image showing the number of reserved second special symbol changing games.
[0071] In addition, the image display device 26 is capable of displaying the number of reserved balls (first special symbol reserved memory) for the first special symbol variable game with reserved ball images in the normal game state, and the number of reserved balls (normal symbol reserved memory) for the normal symbol variable game with reserved ball images in the time-saving game state, in which a first reserved ball image display area 26g, a second reserved ball image display area 26h, a third reserved ball image display area 26i, and a fourth reserved ball image display area 26j (shown simply as "g," "h," "i," and "j" in FIG. 3) can be displayed. Also, a variable icon display area 26o (shown simply as "o" in FIG. 3) that displays an icon image corresponding to the symbol variable game currently being executed can be displayed.
[0072] The number of reserved balls displayed in the first start port reserved ball number image 26e1 is synchronized with the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the normal game state, and the number of reserved balls displayed in the normal pattern reserved ball number image 26e3 is synchronized with the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the time-saving game state. For example, if "4" is displayed in the first start port reserved ball number image 26e1 in the normal game state, "4" reserved ball images will be displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j.
[0073] The number of reserved balls displayed as the first start port reserved ball number image 26e1 and the normal pattern reserved ball number image 26e3 may be referred to as "reserved number" below. Also, the reserved ball images displayed in the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j may be referred to as "reserved icons" below. Also, the icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" below. Also, the variable icons and reserved icons may be collectively referred to simply as "icons."
[0074] Although the variable icon display area 26o, the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j are displayed on the image display device 26, this is not limited to this, and they may be displayed on an LED, lamp, etc., or on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-LCD").
[0075] The left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the small pattern 26d as the fourth pattern can display pattern images from "1" to "9", and when the result of the special pattern hit determination process is a special pattern hit, any one of the pattern combinations "111", "222", "333", "444", "555", "666", "777", "888", and "999" can be displayed depending on the type of special pattern. Also, when the result of the normal pattern hit determination process is a normal pattern hit that opens the second starting hole 22 long, any one of the pattern combinations "111", "222", "444", "555", "666", "888", and "999" can be displayed depending on the type of normal pattern. In addition, it is also possible to display a combination of symbols exclusive to the normal winning combination that opens the second starting port 22 long (for example, a combination such as "000", a special combination such as "-win-" or "-open-", or an opening notification symbol with only "win" and "open".
[0076] On the other hand, when the result of the special symbol hit determination process is a special symbol miss, when the result of the normal symbol hit determination process is a normal symbol hit that short-opens the second starting port 22, and when the result of the normal symbol hit determination process is a normal symbol miss, it is possible to display a combination of symbols other than the above combination of symbols. In the case of a miss, when a special symbol change pattern or a normal symbol change pattern accompanied by a "reach" is determined in the special symbol change pattern or normal symbol change pattern described below, a reach miss symbol combination such as "767" or "343" is confirmed and displayed, and when a special symbol change pattern or a normal symbol change pattern without a "reach" is determined, a random miss symbol combination such as "165" or "834" is confirmed and displayed.
[0077] The combination of symbols confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c is the same as the combination of symbols confirmed and displayed by the special 1 small symbol 26d1 and the regular small symbol 26d3. For example, if "777" is confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the special 1 small symbol 26d1 and the regular small symbol 26d3 also confirm and display "777", and if "767" is confirmed and displayed by the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, the special 1 small symbol 26d1 and the regular small symbol 26d3 also confirm and display "767".
[0078] "Reach" refers to a state in which the left decorative pattern 26a and the right decorative pattern 26c display the same number (temporary stop display), and the middle decorative pattern 26b displays a variable number (the patterns that display a temporary stop and the patterns that display a variable number are not limited to this), and in this embodiment, if the determination result of the "special pattern hit determination process" is a special pattern hit, the process is basically configured to go through "reach," so the player can expect a winning game.
[0079] The symbol display device 27 is provided outside the play area (outside the outer rail member 18) of the play board 6, which is a different area from the play area 7. The symbol display device 27 is provided with a first special symbol display 27a, which is display-controlled by the main control board 100 and executes a first special symbol variation game, and a second special symbol display 27b, which executes a second special symbol variation game. The first special symbol display 27a and the second special symbol display 27b are configured as 7-segment displays. In the symbol variation game, the special symbol flashes "-" (horizontal bar symbol) from the start of variation. When the timing for deriving the result of the special symbol win determination process arrives, if the result is a miss, the "-" (horizontal bar symbol) is lit (determined display), and if the result is a special symbol win, for example, a "7" is lit (determined display). In other words, the "special symbol" refers to a symbol whose display is controlled by the main control board 100.
[0080] In this embodiment, the "special symbols," the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the small symbol 26d described above may be simply referred to as "symbols" or "identification information." Also, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c managed by the performance control board 200 may be simply referred to as "decorative symbols." Also, the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the small symbol 26d managed by the performance control board 200 may be collectively referred to as "sub-symbols."
[0081] The symbol display device 27 is provided with a first special symbol reserve indicator 27c, which is display controlled by the main control board 100 and displays the number of reserved first special symbol variation games (first special symbol reserve memories). Note that since the second special symbol variation game is not reserved, no indicator is provided to display the number of reserved second special symbol variation games (second special symbol reserve memories), but if the second special symbol variation game is made reserveable, a second special symbol reserve indicator may be provided to display the number of reserved second special symbol variation games (second special symbol reserve memories).
[0082] The first special symbol reserved indicator 27c is composed of two dot LED indicators, and can display the number of reserved balls by "turning off," "turning on," or "flashing." For example, when the number of reserved balls is "0," both dot LED indicators are "turned off," when the number of reserved balls is "1," one is "turned on" and the other is "turned off," when the number of reserved balls is "2," both are "turned on," when the number of reserved balls is "3," one is "turned on" and the other is "flashing," and when the number of reserved balls is "4," both are "flashing."
[0083] The first special symbol reserved indicator 27c is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e1 described above and the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the normal game state (except when a command error or the like occurs). For example, when both first special symbol reserved indicators 27c are "blinking" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e1, and "4" reserved ball images are displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j.
[0084] The first special symbol reserved indicator 27c is configured with two dot LED indicators, but is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided, and the display may be displayed on the liquid crystal display device.
[0085] In addition, the symbol display device 27 is provided with a normal symbol display 27e that is display-controlled by the main control board 100 and executes a normal symbol variation game. The normal symbol display 27e is composed of two dot LED displays, and in the normal symbol variation game, from the start of variation, it repeatedly executes a mode in which one is turned on and the other is turned off, and a mode in which one is turned off and the other is turned on, and when it is time to derive the judgment result of the normal symbol hit judgment process, if the normal symbol is a miss, a confirmation display is made in which both are turned off, if the normal symbol is a hit in which the second start port 22 is short-opened, a confirmation display is made in which one is turned off and the other is turned on, and if the second start port 22 is a hit in which the second start port 22 is long-opened, a confirmation display is made in which both are turned on.
[0086] The symbol display device 27 is also provided with a normal symbol reserve indicator 27f, which is display-controlled by the main control board 100 and displays the number of reserved symbols in the normal symbol variation game. The normal symbol reserve indicator 27f is composed of two dot LED indicators, similar to the first special symbol reserve indicator 27c, and the display format for the number of reserved symbols is also the same, so detailed explanations will be omitted.
[0087] The symbol display device 27 is also provided with a round indicator 27g that is controlled by the main control board 100 and displays the "number of rounds." The round indicator 27g is composed of two dot LED indicators, one for 4 rounds and one for 10 rounds. For example, if a special symbol A wins, the LED indicator for 4 rounds lights up and the others go out, and if a special symbol D wins, the LED indicator for 10 rounds lights up and the others go out.
[0088] The game board 6 is provided with a plurality of board lighting devices 29 (e.g., full-color LEDs), which, when the power is on to the pachinko game machine 1, emit light in a predetermined light pattern, thereby enhancing the decorativeness of the pachinko game machine 1. For example, as shown in FIG. 3, the board lighting devices 29 can decorate the entire game area 7 of the game board 6. In addition, all of the board lighting devices 29 can be turned off to highlight the display content of the image display device 26. In addition, the predetermined light emission pattern is made up of a plurality of light emission patterns that specify the light emission speed, light emission color, which LEDs to emit light and which LEDs not to emit light, etc.
[0089] On the right side of the image display device 26, there are provided a first special symbol sub-hold indicator 29a, a normal symbol sub-hold indicator 29b, and a right-hit indicator 29c, which are embodiments of the board lighting device 29. The first special symbol sub-hold indicator 29a and the normal symbol sub-hold indicator 29b are controlled by the performance control board 200 and are composed of two dot LED indicators, which can display the number of reserved balls by turning them off, on, or off. For example, when the number of reserved balls is "0," both dot LED indicators are "off," when the number of reserved balls is "1," one is "on" and the other is "off," when the number of reserved balls is "2," both are "on," when the number of reserved balls is "3," one is "on" and the other is "blinking," and when the number of reserved balls is "4," both are "blinking."
[0090] The first special symbol sub-reserve indicator 29a is synchronized in principle with the number of reserved balls displayed as the first start port reserved ball number image 26e1 and the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j in the normal game state (except when a command error occurs). For example, when both first special symbol sub-reserve indicators 29a are "blinking" (when there are four reserved balls), "4" is displayed as the first start port reserved ball number image 26e1, and "4" reserved ball images are displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j.
[0091] In principle, the normal symbol sub-reserve indicator 29b is synchronized with the number of reserved balls displayed as the normal symbol reserved number image 26e3 and the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j during the time-saving game mode (except when a command error occurs). For example, when both normal symbol sub-reserve indicators 29b are "flashing" (when there are four reserved balls), "4" is displayed as the normal symbol reserved number image 26e3, and "4" reserved ball images are displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j. Note that, hereinafter, the first special symbol sub-reserve indicator 29a and the normal symbol sub-reserve indicator 29b may be referred to as "sub-reserve indicators."
[0092] Although the first special symbol sub-hold display 29a and the normal symbol sub-hold display 29b are configured with two dot LED displays, this is not limited to this. For example, they may be displayed on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-LCD").
[0093] The right-hit indicator 29c is display-controlled by the performance control board 200, and for example, lights up based on receiving an opening command in a jackpot 1 game, a small jackpot game, or an open game, or lights up based on receiving a game state designation command (time reduction). This can encourage the player to make a right-hit. On the other hand, it is turned off in the normal game state (turned off based on receiving a game state designation command (normal)), which can encourage the player to make a left-hit. Note that the right-hit indicator 29c is turned off to encourage the player to make a left-hit, but a left-hit indicator may be provided and the left-hit indicator may be turned on to encourage the player to make a left-hit.
[0094] The connection indicator 29d (LED) is an indicator whose display is controlled by the performance control board 200, and lights up when the pachinko gaming machine 1 and the earphones held by the player are wirelessly connected, and goes out when the pachinko gaming machine 1 and the earphones held by the player are not wirelessly connected. The configuration of the wireless connection and the light-emitting mode of the connection indicator 29d (LED) will be described later.
[0095] Next, the internal configuration of the pachinko gaming machine 1 (block diagram of the control system) will be described with reference to Fig. 4. Note that the description of the configuration of the gaming board 6 in Fig. 3 will be omitted as appropriate.
[0096] The pachinko gaming machine 1 is equipped with a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 on the rear side of the inner frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so as to enable only one-way communication from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are also connected via a harness or the like so as to enable two-way communication. The payout control board 300 is also connected so as to enable only one-way communication from the payout control board 300 to the performance control board 200. The power supply board 400 is also connected so as to receive external power via a power plug (not shown) and to be able to supply the supplied external power to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0097] The main control board 100 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays and drive control for various solenoids. The performance control board 200 is also connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays.
[0098] The main control board 100 is equipped with a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores control programs necessary for the control processing related to the progress of the game, and a main RAM 103 that can read and write necessary for the control processing related to the progress of the game. In addition to these, although not shown in the figure, the main control board 100 is also equipped with an interrupt controller circuit that issues an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates random numbers within a certain range, etc. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0099] The main RAM 103 is provided with storage areas (not shown) for managing various information, such as a setting value storage area for storing setting value information, a special symbol status flag storage area for storing the status of a special symbol, a game status storage area for storing the game status, a jackpot status storage area for storing the status in a jackpot game, a small win status storage area for storing the status in a small win game, a normal symbol status flag storage area for storing the status of a normal symbol, and a normal symbol win status storage area for storing the status in a normal symbol win game.
[0100] Counters (not shown) for managing various information (time and number of times) are provided in the main RAM 103. For example, there are a time-saving number counter for counting (storing counts) the number of times a symbol variation game has been played in the time-saving game state, a time management counter for managing various times (e.g., opening time, etc.), and a round number counter for managing the number of rounds in jackpot 1 game and jackpot 2 game.
[0101] The gate detection SW20a is provided inside the passage opening of the gate member 20 of the gaming board 6, and is a SW for detecting that a gaming ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness, a relay board, or the like, and when the passage of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that inputs the detected information controls to immediately execute the normal symbol variation game when the normal symbol reserve indicator 27f is not executing a normal symbol variation game and no determination information (random number value) is stored in any of the variable memory area to the fourth memory area of the normal symbol reserve memory area. For example, when determination information (random number value) is stored up to the third memory area, the execution of the normal symbol variation game is controlled to be suspended, and when determination information (random number value) is stored up to the fourth memory area, the execution of the normal symbol variation game is controlled not to be suspended.
[0102] The first start hole detection SW21a is provided inside the winning hole of the first start hole 21 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the first start hole 21. In other words, the first start hole detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out three gaming balls as prize balls for the gaming ball having entered the first start hole 21.
[0103] Furthermore, when an input is made from the first start port detection SW21a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b, and if no judgment information (random number value) is stored in any of the variable memory areas to the fourth memory area of the first special pattern reserve memory area, the main control board 100 immediately controls to execute the first special pattern change game in the first special pattern display device 27a, and if judgment information (random number value) is stored up to the third memory area, for example, the main control board 100 controls to suspend the execution of the first special pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, the main control board 100 controls not to suspend the execution of the first special pattern change game.
[0104] The second start hole detection SW22a is provided inside the winning hole of the second start hole 22, and is a SW for detecting that a gaming ball has entered the second start hole 22. In other words, the second start hole detection SW22a and the main control board 100 are connected via a harness, a relay board, or the like, and when the entry of a gaming ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out two gaming balls as prize balls resulting from the gaming ball entering the second start hole 22.
[0105] In addition, when an input is made from the second start port detection SW22a, if the pattern change game is not being executed on either the first special pattern display device 27a or the second special pattern display device 27b, the main control board 100 (main CPU 101) immediately controls the second special pattern change game to be executed on the second special pattern display device 27b.
[0106] The second start port opening / closing solenoid 22b is provided behind the second start port 22, and is a solenoid for opening and closing the protruding member provided in the above-mentioned second start port 22. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) determines that a normal symbol is a hit in the normal symbol hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing manner shown in "Opening and closing of the second start port" in Figure 7.
[0107] The normal winning opening detection SW 23a is provided inside the winning opening of the normal winning opening 23 of the gaming board 6, and is a SW for detecting that a gaming ball has entered the normal winning opening 23. In other words, the normal winning opening detection SW 23a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to have the payout control board 300 pay out eight gaming balls as prize balls for the gaming ball having entered the normal winning opening 23.
[0108] The first large prize opening detection SW 24a is provided inside the prize opening of the first large prize opening 24, and is a SW for detecting that a gaming ball has entered the first large prize opening 24. In other words, the first large prize opening detection SW 24a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information executes processing to cause the payout control board 300 to pay out 15 gaming balls as prize balls for the gaming ball having entered the first large prize opening 24. In addition, the main control board 100 (main CPU 101) transmits a large prize opening entry designation command indicating that a gaming ball has entered the first large prize opening 24 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the first large winning opening 24.
[0109] The first large prize opening opening solenoid 24b is provided behind or to the side of the first large prize opening 24, and is a solenoid for opening and closing the opening and closing door provided in the first large prize opening 24. In other words, the first large prize opening opening opening solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the first large prize opening opening opening solenoid 24b to open and close the opening and closing door for the number of rounds shown in Fig. 7 during one big win game.
[0110] The second large prize opening detection SW 32a is provided inside the prize opening of the second large prize opening 32, and is a SW for detecting that a gaming ball has entered the second large prize opening 32. In other words, the second large prize opening detection SW 32a and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to cause the payout control board 300 to pay out "15" gaming balls as prize balls for the gaming ball having entered the second large prize opening 32. In addition, the main control board 100 (main CPU 101) transmits a large prize opening entry designation command indicating that a gaming ball has entered the second large prize opening 32 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the second large winning opening 32.
[0111] The second large prize opening opening / closing solenoid 32b is provided behind the second large prize opening 32, and is a solenoid for opening and closing the opening / closing door provided in the second large prize opening 32. In other words, the second large prize opening opening / closing solenoid 32b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the second large prize opening opening / closing solenoid 32b when a small win is determined in the special symbol win determination process.
[0112] The specific area detection SW 32c is provided in a specific area inside the second large prize opening 32 and is a SW for detecting that a gaming ball has entered the specific area of the second large prize opening 32. In other words, the specific area detection SW 32c and the main control board 100 are connected via a harness, a relay board, or the like, and when a gaming ball has entered, the detected information is input to the main control board 100. The main control board 100 (main CPU 101) that has input the detected information then performs processing to end the small prize game and transition to the second big prize game. In addition, the main control board 100 (main CPU 101) transmits a specific area entry designation command indicating that a gaming ball has entered the specific area of the second large prize opening 32 to the performance control board 200. This allows the performance control board 200 to also recognize the status of the gaming ball entering the specific area of the second large prize opening 32.
[0113] The specific area opening / closing solenoid 32d is provided behind the specific area and is a solenoid for opening and closing the lid member provided in the specific area. In other words, the specific area opening / closing solenoid 32d and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the specific area opening / closing solenoid 32d to open and close the lid member when a small win is determined in the special symbol win determination process. Note that the opening time and closing time of the lid member can be set to any time.
[0114] The out detection SW25a is provided downstream of the flow path that collects game balls that have entered the first start port 21 and been detected by the first start port detection SW21a, game balls that have entered the second start port 22 and been detected by the second start port detection SW22a, game balls that have entered the normal prize port 23 and been detected by the normal prize port detection SW23a, game balls that have entered the first large prize port 24 and been detected by the first large prize port detection SW24a, game balls that have entered the second large prize port 32 and been detected by the second large prize port detection SW32a, and game balls that have entered the out port 25.
[0115] The out detection SW 25a and the main control board 100 are connected via a harness, a relay board, etc., and when an incoming game ball is detected, the detected information is input to the main control board 100. This allows the number of out balls to be determined on the main control board 100. It is also possible to provide an out detection SW at the outlet 25 and count the game balls detected by the out detection SW as the number of out balls.
[0116] The first special symbol display 27a is provided in the symbol display device 27, and is a display device for executing a first special symbol variation game, the display of which is controlled by the main control board 100. In other words, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the first special symbol variation game on the first special symbol display 27a when an execution condition for the symbol variation game on the first special symbol display 27a is met. Note that the execution condition for the first special symbol variation game on the first special symbol display 27a is met when a positive determination is made in the processing of step S105-2-2 in the "special symbol variation start processing" described below.
[0117] The second special symbol display 27b is provided in the symbol display device 27, and is a display device for executing a second special symbol variation game, the display of which is controlled by the main control board 100. In other words, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the second special symbol variation game on the second special symbol display 27b when the execution condition of the second special symbol variation game on the second special symbol display 27b is met. Note that the execution condition of the second special symbol variation game on the second special symbol display 27b is met when a positive determination is made in the processing of step S105-2-1 in the "special symbol variation start processing."
[0118] The first special symbol reserved indicator 27c is provided in the symbol display device 27, and is display-controlled by the main control board 100 to display the number of reserved balls in the first special symbol variable game. That is, the first special symbol reserved indicator 27c and the main control board 100 are connected via a harness, a relay board, or the like. When the main control board 100 receives information indicating that a gaming ball has been detected from the first start hole detection switch 21a, it controls the display of the first special symbol reserved indicator 27c (from off to on, or from on to flashing) if the upper limit of reserved balls (4 balls) has not been reached. On the other hand, when the currently varying first special symbol variable game ends, it controls the display of the first special symbol reserved indicator 27c (from flashing to on, or from on to off).
[0119] The normal symbol display 27e is provided in the symbol display device 27, and is a display for executing a normal symbol variation game whose display is controlled by the main control board 100. In other words, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the normal symbol variation game on the normal symbol display 27e when the execution conditions for the normal symbol variation game on the normal symbol display 27e are met.
[0120] The normal symbol reserve indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100 to display the number of reserved normal symbol variable games. That is, the normal symbol reserve indicator 27f and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) receives information that game balls have been detected from the gate detection SW20a, it controls the display of the normal symbol reserve indicator 27f (from off to on, or from on to flashing) if the upper limit of reserved balls (4 balls) has not been reached. On the other hand, when the currently varying normal symbol variable game ends, it controls the display of the normal symbol reserve indicator 27f (from flashing to on, or from on to off).
[0121] The round indicator 27g is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of rounds. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, or the like. For example, when a symbol variable game determined to be a special symbol win in the special symbol win determination process ends and a special symbol (e.g., "7") indicating a win is displayed on the first special symbol display 27a, the round indicator 27g is controlled to light up, and when a jackpot 1 game or a jackpot 2 game is being executed, the round indicator 27g is controlled to light up continuously, and when the jackpot 1 game or the jackpot 2 game ends, the round indicator 27g is controlled to light out.
[0122] The magnetic sensors 27h are provided at multiple locations on the game board 6 and are sensors for detecting magnetism. That is, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when an abnormal magnetism exceeding a predetermined specified value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetism. When an abnormal magnetism is detected, information indicating the detection of the abnormal magnetism (a magnetic abnormality error designation command) is sent to the performance control board 200. This makes it possible to notify the user that an abnormal magnetism has been detected.
[0123] The radio wave sensors 27i are provided at multiple locations on the gaming board 6 and are sensors for detecting radio waves. That is, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc., and, for example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect abnormal radio waves. When abnormal radio waves are detected, information indicating the detection of the abnormal radio waves (a radio wave abnormality error designation command) is transmitted to the performance control board 200. This makes it possible to notify the user that abnormal radio waves have been detected.
[0124] The performance control board 200 is provided with a performance control unit 200a, which has a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores the control programs required for the performance control processing, and a sub-RAM 203 that can read and write data required for the performance control processing. Also provided is an image / sound control unit 200b that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the image / sound control unit 200b has an image / sound CPU 204 that executes image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 equipped with a frame buffer that stores image generation data, etc. In addition, there is provided a light emission drive control unit 200c that is connected to the performance control unit 200a via a harness or the like to enable two-way communication, and the light emission drive control unit 200c has a light emission drive CPU 208 that executes light emission control processing and drive control processing, a light emission drive ROM 209 that stores the control programs required for the light emission control processing and drive control processing, and a light emission drive RAM 210 that can read and write the data required for the light emission control processing and drive control processing.
[0125] The performance control unit 200a is also connected so that operation information from the performance button detection SW14a, the performance lever detection SW15a, and the cross key detection SW16a can be input.
[0126] The effect button detection SW 14a is provided on the effect button 14 and is a SW for detecting that the effect button 14 has been pressed by a player when the effect button 14 is in the valid operation time. In other words, the effect button detection SW 14a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect button 14 has been pressed is input to the effect control board 200. When information indicating that the effect button 14 has been pressed during the valid operation time (also referred to as the valid operation period) set during a symbol variation game (game effect) or a jackpot game (jackpot effect) is input to the effect control board 200, an effect corresponding to the pressing of the effect button 14 is executed using the image display device 26 and the speaker 10.
[0127] The effect lever detection SW 15a is provided on the effect lever 15 and is a SW for detecting that the effect lever 15 has been operated by a player when the effect lever 15 is in the effective operation time. In other words, the effect lever detection SW 15a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect lever 15 has been operated is input to the effect control board 200. When information indicating that the effect lever 15 has been operated during the effective operation time (also referred to as the effective operation period) set during a symbol variation game (game effect) or a jackpot game (jackpot effect) is input to the effect control board 200, an effect corresponding to the operation of the effect lever 15 is executed using the image display device 26 and the speaker 10.
[0128] The cross key detection SW16a is provided on the cross key button 16, and is a switch for detecting that the player has pressed the cross key button 16. In other words, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the cross key button 16 has been operated is input to the performance control board 200.
[0129] As described above, by operating the cross key button 16, it is possible to adjust the amount of light emitted from the light-emitting device 9, the amount of light emitted from the image display device 26, and the volume of sound emitted from the speaker 10. Specifically, by pressing the up button on the cross key button 16, the amount of light can be increased (in stages), by pressing the down button on the cross key button 16, the amount of light can be decreased (in stages), by pressing the right button on the cross key button 16, the volume can be increased (in stages), and by pressing the left button on the cross key button 16, the volume can be decreased (in stages).
[0130] The light intensity and volume may be adjusted in any number of stages as long as they are adjustable in multiple stages. Furthermore, the image display device 26 may display a level gauge image indicating the degree of adjustment of the light intensity or volume, and the speaker 10 may emit an adjustment sound corresponding to the stage. For example, if the volume adjustment level is configured to five stages, the adjustment sound corresponding to the lowest volume level 1 may be "Do♪", the adjustment sound corresponding to volume level 2 may be "Re♪", the adjustment sound corresponding to volume level 3 may be "Mi♪", the adjustment sound corresponding to volume level 4 may be "F♪", and the adjustment sound corresponding to the highest volume level 5 may be "So♪". The adjustment sound may be output at a volume value corresponding to the volume level. For example, "Re♪" may be output at a louder volume value than "Do♪".
[0131] The level gauge image may be displayed in a manner that corresponds to the level of light intensity or volume, or in a constant manner regardless of the level of light intensity or volume. Specifically, a display manner that corresponds to the level of light intensity or volume means, for example, displaying the size (display area) of a level gauge image indicating volume level 2, which has a volume value greater than volume level 1, larger than the size (display area) of the level gauge image indicating volume level 1. On the other hand, a constant display manner regardless of the level of light intensity or volume means displaying the size (display area) of the level gauge image in the same manner whether it is volume level 1 or volume level 2.
[0132] The adjustment sound corresponding to the volume level may be set to, for example, a "beep" sound at any level, with the volume value being different for each level. Specifically, it is assumed that when the volume is at volume level 1, a "beep" sound is emitted at a volume value corresponding to volume level 1, and when the volume is at volume level 2, a "beep" sound is emitted at a volume value corresponding to volume level 2 (a volume value higher than volume level 1).
[0133] In this embodiment, the light intensity and volume adjustments can be performed when the symbol change game is not being played, but they may also be performed when the symbol change game (game effect) is being played. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a low volume. This prevents the effect images and sound corresponding to the symbol change game from being obstructed by the level gauge image and adjustment sound.
[0134] Also, it may be possible to adjust the light intensity and the sound volume during execution of a big win game (big win presentation) or a small win game (small win presentation). In this case, the display control of the level gauge image and the output control of the adjusted sound may be performed in the same way as when the light intensity and the sound volume are adjusted when the pattern variation game (game presentation) is not being played, or the display control of the level gauge image and the output control of the adjusted sound may be performed in the same way as when the light intensity and the sound volume are adjusted when the pattern variation game (game presentation) is being played.
[0135] Although the level gauge image is displayed on the image display device 26, if a display device other than the image display device 26 is provided, the image may be displayed on the other display device. This prevents the display content displayed on the image display device 26 from being obstructed by the display of the level gauge image. Furthermore, when the light intensity is adjusted, the level gauge image may be displayed but the adjustment sound may not be output.
[0136] The period during which such volume adjustment is possible is the same for volume adjustment using the cross key button 16 and volume adjustment using the earphones ear, which will be described later. On the other hand, the adjustable period may be different between volume adjustment using the cross key button 16 and volume adjustment using the earphones ear (described later). For example, when a symbol variation game is being played, the volume adjustment period using the cross key button 16 may be longer, or vice versa.
[0137] In this embodiment, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", "cut-in preview", or "super reach judgement" described below, the corresponding effect will not be executed. For example, even if the cross key button 16 is operated during the effective operation time of the "dialogue preview", the "dialogue preview" will not be executed. In other words, the cross key button 16 is a device used mainly for adjusting the volume, adjusting the light intensity, operating menus, selecting modes, etc.
[0138] An image display device 26 is connected to the image / sound control unit 200b, and image information generated by the image / sound control unit 200b can be displayed. A speaker 10 is also connected to the image / sound control unit 200b, and sound information generated by the image / sound control unit 200b can be output. A Bluetooth module 1000 using Bluetooth (registered trademark) is also connected to the image / sound control unit 200b, and audio signals can be transmitted to earphones (held by the player) wirelessly connected to the pachinko gaming machine 1, and an input signal related to volume adjustment can be received from the earphones.
[0139] The Bluetooth system used in this embodiment uses the 2.4 GHz band, which is an ultra-high frequency wave, and wirelessly connects devices in close proximity (a well-known system), with a communication distance of approximately 10 meters and a communication speed of 1 Mbps. The pachinko gaming machine 1 constitutes the "master," and the earphones carried by the player constitute the "slave," and these perform peer-to-peer (one-to-one) pairing. The Bluetooth module 1000 is "ver. 5.0."
[0140] The speaker 10 is capable of outputting music (BGM), voice, and sound effects. For example, if information indicating a closed state is not input from a frame open detection SW 3a (described later), the speaker 10 outputs an alarm sound indicating that the inner frame 3 is in an open state. In other words, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, or the like, and sound is output from the speaker 10 under the control of the image / sound control unit 200b.
[0141] The Bluetooth module 1000 stores programs used in the Bluetooth system (short-range wireless connection), and when the sub-CPU 201 establishes a wireless connection between the pachinko game machine 1 and the earphones, audio signals (e.g., sounds related to the game) can be transmitted, making it possible to hear the sounds related to the game through the earphones.
[0142] When a wireless connection is established, the image / sound control unit 200b outputs an audio signal to the earphone, but does not output an audio signal to the speaker 10. As a result, sounds related to the game cannot be heard from the speaker 10, but can be heard only through the earphone.
[0143] Even when a wireless connection is established, the game-related sounds may be heard from both the speaker 10 and the earphones. In this case, it is recommended to reduce the volume value of the speaker 10 (for example, volume value 1) so as not to interfere with listening through the earphones.
[0144] Furthermore, the earphones used in this embodiment have a touch panel unit (see FIG. 66(c)), and when a wireless connection between the pachinko gaming machine 1 and the earphones is established by the sub-CPU 201, an input signal related to volume adjustment can be received from the earphones. For example, when the touch panel unit of the earphone (for the right ear) is operated, a signal instructing to increase the volume is input to the Bluetooth module 1000, and the signal is transmitted to the performance control unit 200a via the image / sound control unit 200b. The performance control unit 200a then performs processing to increase the volume value. Similarly, when the touch panel unit of the earphone (for the left ear) is operated, a signal instructing to decrease the volume is input to the Bluetooth module 1000, and the signal is transmitted to the performance control unit 200a via the image / sound control unit 200b. The performance control unit 200a then performs processing to decrease the volume value. Note that although the description is given using earphones with a touch panel unit, this is not limiting, and earphones with a switch operation unit may also be used.
[0145] Even when a wireless connection is established, it is possible to adjust the volume using the cross key button 16. In other words, when a wireless connection is established, it is possible to adjust the volume both using the cross key button 16 and using the earphones. On the other hand, when a wireless connection is not established, it is possible to adjust the volume only using the cross key button 16.
[0146] Regarding light intensity adjustment, only the cross key button 16 can be used to adjust the light intensity, regardless of whether a wireless connection is established or not.
[0147] Furthermore, by operating the touch panel (long press operation), a wireless connection with the pachinko gaming machine 1 can be established and terminated. In this embodiment, a menu is basically activated while waiting for customers (when the game is not changing) to establish and terminate a wireless connection. However, if the earphones held by the player have a touch panel, the wireless connection can be established and terminated during a portion of the time period during the time period. Details will be described later. Note that if the earphones do not have a touch panel, volume adjustment or the establishment and termination of a wireless connection by operating the earphones cannot be performed. Other examples of termination of a connection include when a serious error occurs as shown in FIG. 80 or when the player leaves the seat and moves out of the range where a connection is possible.
[0148] The light emitting device 9, the starting port light emitting device 21b, and the board lighting device 29 are connected to the light emitting drive control unit 200c, and light emission can be controlled by the light emitting drive control unit 200c. The light emitting drive control unit 200c is also connected to the board drive device 30, and the movable body 28 can be driven and controlled via the board drive device 30.
[0149] The movable body 28 is provided on the game board 6 and is capable of performing actions such as "dropping," "swinging," and "rotating." By performing these actions, it is possible to suggest the possibility of a winning game being awarded.
[0150] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation in front of the display area of the image display device 26 to check whether the above-mentioned operations such as "drop," "swing," and "rotate" are performed normally. This initial operation involves the movable body 28 moving to the front of the display area of the image display device 26, and therefore the display content displayed in the display area becomes difficult to see for a certain period of time due to the movable body 28. Note that even if the display content displayed in the display area becomes difficult to see due to the initial operation, other components (e.g., the starting port light-emitting device 21b, the first special symbol hold indicator 27c, the board lighting device 29, etc.) do not become difficult to see due to the initial operation of the movable body 28.
[0151] Although not shown in the figure, the sub CPU 201 also includes an interrupt controller circuit that issues an interrupt signal to the sub CPU 201, a hardware random number generation circuit that generates random numbers within a certain range, and the like.
[0152] The payout control board 300 is equipped with a payout CPU 301 that executes the payout control process, a payout ROM 302 that stores the control program required for the payout control process, and a payout RAM 303 that can read and write data required for the payout control process. Also, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper tray 5a.
[0153] Specifically, in the main control board 100, for example, when information that a gaming ball has been detected is input from the first start hole detection SW21a, a payout command signal is sent from the main control board 100 to the payout control board 300 to pay out three prize balls, and the payout control board 300, which receives this, controls the payout device 304 to pay out the three prize balls to the upper tray 5a. Then, when the payout of the three prize balls is completed, a payout completion signal is sent from the payout control board 300 to the main control board 100, and the payout of the gaming balls in response to the input of information that a gaming ball has been detected from the first start hole detection SW21a is completed.
[0154] In addition, the launch handle 8 is connected to the payout control board 300 via a harness or the like, and when the player touches the above-mentioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of launch volume (not shown) provided on the launch handle 8.
[0155] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness or the like, and by controlling the launching device 305, gaming balls are launched into the gaming area 7. Specifically, when the player holds the launching handle 8 and inputs the amount of rotation of the launching handle 8, the payout control board 300 controls the launching device 305 with a launch strength according to the amount of rotation of the launching handle 8, causing the gaming balls to be launched.
[0156] In addition, the payout control board 300 is connected so as to receive an input signal from the ball lending button 12 shown in Figure 1 via a ball lending unit, etc., and when the ball lending button 12 is operated by a player, the payout control board 300 controls the payout device 304 to pay out a number of game balls (e.g., 125 balls) corresponding to one operation of the ball lending button 12 into the upper tray 5a.
[0157] The frame open detection SW3a is provided on the middle frame 3 and can detect an "open" state when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect a "closed" state when the glass frame 4 and the middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness, a relay board, etc., and when the above-mentioned "closed" state is in effect, information indicating the closed state is input to the dispensing control board 300. On the other hand, when the above-mentioned "open" state is in effect, the above-mentioned "closed" state information is not input to the dispensing control board 300, and this lack of input allows the dispensing control board 300 (dispensing CPU 301) to detect the above-mentioned "open" state. The dispensing control board 300 (dispensing CPU 301) can transmit information indicating the "closed" state and information indicating the "open" state (a frame open error designation command) to the performance control board 200.
[0158] Between the upper tray 5a and the lower tray 5b, a passage is formed to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full tank detection SW 300a is provided in this passage. If game balls guided to the lower tray 5b are stored without being discharged (outside the gaming machine), the game balls will stop in the passage, and when a predetermined amount of game balls have stopped, the full tank detection SW 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full tank detection SW 300a turns ON, the payout CPU 301 stops the payout device 304 from paying out game balls and transmits information that the full tank detection SW 300a is ON to the performance control board 200. This allows the performance control board 200 to issue a notification (a tray full notification "Please remove balls") urging the player to discharge the game balls stored in the lower tray 5b.
[0159] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the dispensing control board 300 via harnesses or the like, and receives external power via a power plug (not shown), which is then supplied to the main control board 100, the performance control board 200, and the dispensing control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (AC 100 volts) to DC 24 volts.
[0160] 5 shows a simplified configuration diagram of the Bluetooth module 1000. The Bluetooth module 1000 comprises a CPU 1000a, a ROM 1000b, a transmitting unit 1000c, and a receiving unit 1000d.
[0161] The CPU 1000a reads out a program related to transmission and reception stored in the ROM 1000b, and is capable of performing the following processes: when it receives an audio signal from the pachinko gaming machine 1, it transmits the audio signal to the earphone via the transmitting unit 1000c; when it receives a volume adjustment signal from the earphone, it transmits the volume adjustment signal to the pachinko gaming machine 1 via the transmitting unit 1000c; when it receives a connection establishment signal from the earphone, it transmits the connection establishment signal to the pachinko gaming machine 1 via the transmitting unit 1000c; and when it receives a connection release signal from the earphone, it transmits the connection release signal to the pachinko gaming machine 1 via the transmitting unit 1000c.
[0162] Next, the special symbol winning determination table and the normal symbol winning determination table will be described using FIG. 6. The special symbol winning determination table (for the first starting slot) in FIG. 6 (A-1) and the special symbol winning determination table (for the second starting slot) in FIG. 6 (A-2) are stored in the main ROM 102. In this embodiment, six setting values can be set. FIGS. 6 (A-1) and (A-2) show an example of a special symbol winning determination table for setting value 1, and descriptions of other setting values are omitted. For example, when the setting value is set to 1, the main CPU 101 performs the special symbol winning determination process by referring to the special symbol winning determination table for setting value 1. When the setting value is set to 6, the main CPU 101 performs the special symbol winning determination process by referring to the special symbol winning determination table for setting value 6 (not shown). The setting value is not limited to "6" levels, and can be any value. For example, it may be "4" levels or "2" levels.
[0163] Alternatively, a gaming machine may be configured without setting values and equipped with only the special symbol winning determination table shown in FIGS. 6(A-1) and 6(A-2) (a non-setting machine may be used). Alternatively, a gaming machine may be configured with setting values but equipped with only the special symbol winning determination table shown in FIGS. 6(A-1) and 6(A-2). That is, a gaming machine may be equipped with only one setting value, and the main control board main processing described below may be the same as that of a gaming machine equipped with multiple setting values. Even if a gaming machine is equipped with only one setting value, it is acceptable for the setting value change processing and setting value confirmation processing to be performed. This allows for common processing between a gaming machine equipped with multiple setting values (a setting machine) and a gaming machine equipped with only one setting value (effectively, a non-setting machine), thereby reducing the developer's efforts. Furthermore, when a gaming machine is equipped with only one setting value, it is acceptable for the main control board 100 to be the same as that of a gaming machine equipped with multiple setting values (the hardware may also be common). This allows for common components, thereby reducing costs.
[0164] In the special symbol hit determination table (for the first starting gate) of Figure 6 (A-1), when the game state is the normal game state and when the time-saving game state (first time-saving game state, second time-saving game state), the probability of being determined as a special symbol hit in the special symbol hit determination process is "1 / 319", and the probability of being determined as a special symbol miss is "318 / 319". Furthermore, regardless of the game state, the special symbol hit determination process based on the ball entering the first starting gate 21 will never determine a small win.
[0165] In the special symbol hit determination table (for the second starting hole) of FIG. 6 (A-2), when the game state is the normal game state and when the time-saving game state (first time-saving game state, second time-saving game state) is in, the probability of a special symbol hit being determined in the special symbol hit determination process is "1 / 319", and the probability of a small hit being determined is "318 / 319". The small hit probability is the same for all setting values. Furthermore, regardless of the game state, the special symbol hit determination process based on the ball entering the second starting hole 22 will never determine a special symbol miss.
[0166] In the special symbol hit determination process based on a ball entering the first starting hole 21, a "small hit" is not determined, but a "small hit" may be determined. In this case, for example, the probability of being determined as a "small hit" may be set to "1 / 319" and the probability of being determined as a "special symbol miss" may be set to "317 / 319". In addition, in the special symbol hit determination process based on a ball entering the second starting hole 22, a "special symbol miss" is not determined, but a "special symbol miss" may be determined. In this case, for example, the probability of being determined as a "special symbol miss" may be set to "1 / 319" and the probability of being determined as a "small hit" may be set to "317 / 319". In addition, in the special symbol hit determination process based on a ball entering the second starting hole 22, a "special symbol hit" is determined, but a "special symbol hit" may not be determined. In this case, the probability of being determined as a "small win" may be "319 / 319", or the probability of being determined as a small win may be "318 / 319", and the probability of being determined as a "special chart miss" may be "1 / 319".
[0167] In addition, in the special symbol hit determination table for the setting value "6" (not shown), when the game state is the normal game state and when it is the time-saving game state (first time-saving game state, second time-saving game state), the probability of being determined as a special symbol hit in the special symbol hit determination process is "1 / 280", and the probability of being determined as a miss is "279 / 280". In this way, by being able to set different special symbol hit probabilities for each setting value, it becomes easier for the gaming parlor to manage the balls being dispensed.
[0168] Furthermore, in the time-shortened game state (first time-shortened game state, second time-shortened game state), it is easier to win a normal symbol in the normal symbol winning determination process compared to the normal game state, and an advantageous opening / closing mode is selected as the opening / closing mode of the protruding member of the second starting port 22 when a normal symbol winning is won, so it can be said that the time-shortened game state (first time-shortened game state, second time-shortened game state) is a game state that is more advantageous for the player than the normal game state.
[0169] In this embodiment, the gate member 20 is provided on the right side of the play area 7, but not on the left side of the play area 7. If a right-handed shot is made in a normal play state and a game ball passes through the gate member 20, a normal win occurs in "1 / 200" as shown in FIG. 6, and the protruding member of the second start hole 22 can be opened. However, since the opening time is "0.1 seconds," it is difficult (virtually impossible) to get the game ball to enter the second start hole 22, and most of the shot game balls will pass through the outlet 25. Therefore, in a normal play state, the optimal game for a player is to make a left-handed shot and get the game ball to enter the first start hole 21.
[0170] For example, if a right hit is made in a normal game state and the game ball passes through the gate member 20, resulting in the game ball entering the second starting hole 22, the special symbol winning determination process may not be executed, or the game may be determined to be a normal symbol losing rather than a normal symbol winning. This prevents inappropriate play from being performed.
[0171] Next, the normal symbol hit determination table of FIG. 6(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of a normal symbol hit being determined in the normal symbol hit determination process is "1 / 200," and the probability of a normal symbol miss being determined is "199 / 200." When the game state is the time-saving game state, the probability of a normal symbol hit being determined in the normal symbol hit determination process is "5 / 200," and the probability of a normal symbol miss being determined is "195 / 200." The probability of a normal symbol hit being determined is the same for all setting values. Therefore, the time-saving game state is more likely to determine a normal symbol hit in the normal symbol hit determination process than the normal game state, and can be said to be a game state that is advantageous to the player.
[0172] Although no set value is set in the normal symbol hit determination table (although the set value is common), a set value may be set in the same way as in the special symbol hit determination table. For example, a set value of "6" may make it easier to hit a normal symbol in the normal symbol hit determination compared to a set value of "1." Also, in the normal game state, the probability of a normal symbol being determined as a hit in the normal symbol hit determination process is set to "1 / 200," and the probability of a normal symbol being determined as a miss is set to "199 / 200," but this is not limited to this, and the probability of a normal symbol being determined as a miss may also be set to "200 / 200."
[0173] Furthermore, regardless of the game state, the probability of determining a normal win may be set to "5 / 200" or "200 / 200", etc. In this case, the opening mode of the second starting hole 22 in open play during the normal game state is always determined to be 0.1 seconds x 1, which makes it difficult for the game ball to enter, and the opening mode of the second starting hole 22 in open play during the time-saving game state is determined at a predetermined ratio between 0.1 seconds x 1, which makes it difficult for the game ball to enter, and 1.8 seconds x 3, which makes it easy for the game ball to enter.
[0174] Next, the special symbol determination table and the normal symbol determination table will be explained using Figure 7. First, the special symbol determination table in Figure 7(A) has two tables: (1) a table for the first starting hole 21, which is referred to when determining the special symbol to be confirmed and displayed on the first special symbol display 27a in the case of a special symbol win or a special symbol miss as a result of a special symbol hit determination process performed based on a gaming ball entering the first starting hole 21; and (2) a table for the second starting hole 22, which is referred to when determining the special symbol to be confirmed and displayed on the second special symbol display 27b in the case of a special symbol win or a special symbol miss as a result of a special symbol hit determination process performed based on a gaming ball entering the second starting hole 22. These tables are stored in the main ROM 102.
[0175] In this embodiment, the game awarded when a special winning is determined based on the entry of a game ball into the first starting port 21 is referred to as a "jackpot 1 game," the game awarded when a special winning is determined based on the entry of a game ball into the second starting port 22 is referred to as a "jackpot 1 game," the game awarded when a small winning is determined based on the entry of a game ball into the second starting port 22 is referred to as a "small winning game," and the game awarded when a second-type jackpot transition control process is executed as a result of the execution of the "small winning game" is referred to as a "jackpot 2 game." In other words, the pachinko gaming machine 1 in this embodiment has specifications known as a "type 1 / type 2 hybrid machine" that includes a route for transitioning to a jackpot game when a special winning is determined, and a route for transitioning to a jackpot game via a small winning game.
[0176] In the special symbol determination table of (1) in FIG. 7(A), if the result of the special symbol hit determination process is a special symbol hit, the main CPU 101 determines one of the special symbols from "special symbol A" and "special symbol B." On the other hand, if the result of the special symbol hit determination process is a special symbol miss, the main CPU 101 determines "special symbol C." Specifically, when the gaming ball enters the first starting hole 21, a random number for determining the special symbol is acquired, and one of the special symbols is determined by referring to the acquired random number for determining the special symbol. For example, in the case of a special symbol hit, if the acquired random number for determining the special symbol is "0 to 59," "special symbol A" is determined, and if the acquired random number for determining the special symbol is "60 to 99," "special symbol B" is determined.
[0177] Then, once the special symbol is determined, the "number of rounds (one jackpot game)" and the "game state after the jackpot game" are determined univocally. If "special symbol A" is determined, 4 rounds (1 jackpot game) are assigned as the "number of rounds (type of jackpot game)," and the second time-saving game state (the number of normal symbol variation games that establish the time-saving end condition: 120 RUSH time-saving games) is assigned as the "game state after the jackpot game." If "special symbol B" is determined, 4 rounds (1 jackpot game) are assigned as the "number of rounds," and the first time-saving game state (the number of normal symbol variation games that establish the time-saving end condition: 100 chance time-saving games) is assigned as the "game state after the jackpot game." For the "Special Pattern C," which is a special pattern miss, the "number of rounds (type of jackpot game)" and the "game state after jackpot game" are not determined. For example, if the "Special Pattern C" is determined in the normal game state, the normal game state will continue even after the "Special Pattern C" is confirmed and displayed.
[0178] In the special symbol determination table of (2) in Figure 7(A), if the result of the special symbol hit determination process is a special symbol hit, the main CPU 101 determines "special symbol D." The specific determination method is the same as that of (1) in Figure 7(A) described above, so an explanation will be omitted. If "special symbol D" is determined, 10 rounds (one jackpot game) is awarded as the "number of rounds (type of jackpot game)," and a second time-saving game state (the number of normal symbol variation games that establish the time-saving end condition: 1000 higher RUSH time-saving) is awarded as the "game state after jackpot game."
[0179] In this way, when a special pattern is hit, the rate at which the second time-shortened game state, which is more advantageous to the player than the first time-shortened game state, is awarded is 60% for the first starting hole 21 and 100% for the second starting hole 22. Therefore, it can be said that it is more advantageous for the player to be awarded one jackpot game based on the ball landing in the second starting hole 22 than to be awarded one jackpot game based on the ball landing in the first starting hole 21.
[0180] In addition, in the special symbol determination table of FIG. 7(A) (2), if the result of the special symbol hit determination process is a small hit, the main CPU 101 determines one of the special symbols from "special symbol F" and "special symbol G." The specific determination method is the same as that of FIG. 7(A) (1) above, so explanation is omitted, but the probability that "special symbol F" is determined is "20 / 100," and the probability that "special symbol G" is determined is "80 / 100." If "special symbol F" is determined, 10 rounds (2 jackpot games) are awarded as the "number of rounds (type of jackpot game)," and a second time-saving game state (the number of normal symbol variation games that establish the time-saving end condition: 1000 higher RUSH time-saving games) is awarded as the "game state after jackpot game." On the other hand, if a "Special Pattern G" is determined, 10 rounds (2 jackpot games) will be awarded as the "Number of Rounds (Type of Jackpot Game)", and the second time-saving game state (the number of normal pattern change games that meet the time-saving end condition: 120 RUSH time-saving games) will be awarded as "After 2 jackpot games".
[0181] Strictly speaking, in the 10 rounds (2 big win games) when "special symbol F" or "special symbol G" is determined, the first round is a small win game, and the second to tenth rounds are 2 big win games. As will be described in detail later in the small win game processing, the condition for moving to the second round or later is that the specific area detection SW32c detects a game ball in the first round of small win game, and if the specific area detection SW32c does not detect a game ball in the first round of small win game, there is no move to the second round, and the game ends with only the small win game being executed. After the end of a small win game that did not transition to a jackpot 2 game during the normal game state, the normal game state is maintained, and after the end of a small win game that did not transition to a jackpot 2 game during the time-saving game state, if the time-saving end condition is not met (for example, the number of time-saving times in the normal pattern change game has not reached 0), the time-saving game state is maintained, and if the time-saving end condition is met (for example, the number of time-saving times in the normal pattern change game has reached 0), the game state transitions to the normal game state.
[0182] In this embodiment, no set value is set in the special symbol determination table, but a set value may be set. For example, the determination rate of the special symbol may be different when the set value is "1" and when the set value is "6." In this case, the rate of entering the time-saving game state may be the same for all set values, but the "number of rounds" may have different rates for each set value. For example, the set value may be "6" so that a more advantageous number of rounds is more likely to be awarded, or the set value may be "1" so that a more advantageous number of rounds is more likely to be awarded.
[0183] Next, the normal symbol determination table in Figure 7 (B) is a table that is referenced when determining the normal symbol to be displayed on the normal symbol display 27e when the normal symbol is a hit or a miss as a result of the normal symbol hit determination process performed based on the game ball passing through the gate member 20, and is stored in the main ROM 102.
[0184] In the normal symbol determination table, when a normal symbol win is determined as a result of the normal symbol win determination process during normal game play, the main CPU 101 determines one of the normal symbols from "normal symbol A" or "normal symbol B" in the normal symbol determination process performed in the normal symbol-related process. On the other hand, when a normal symbol win is determined as a result of the normal symbol win determination process during normal game play, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol-related process. Specifically, when a gaming ball enters the gate member 20, a random number for determining a normal symbol is obtained, and one of the normal symbols is determined by referring to the obtained random number for determining a normal symbol. For example, when a normal symbol win is determined, if the obtained random number for determining a normal symbol is "0 to 49," "normal symbol A" is determined, and if the obtained random number for determining a normal symbol is "50 to 99," "normal symbol B" is determined.
[0185] Also, when in the first time-saving game state (chance time-saving) or the second time-saving game state (RUSH time-saving, upper RUSH time-saving), if the result of the normal symbol hit determination process is a normal hit, one of the normal symbols is determined from "normal symbol A" or "normal symbol B" in the normal symbol determination process performed in the normal symbol-related process. On the other hand, when in the first time-saving game state or the second time-saving game state, if the result of the normal symbol hit determination process is a normal miss, "normal symbol C" is determined in the normal symbol determination process performed in the normal symbol-related process.
[0186] As with the special symbols described above, the content of the normal symbols is uniquely determined. When "normal symbol A" is selected, the second start gate 22 opens "1" time in "0.1S" regardless of the game state. When "normal symbol B" is selected, the second start gate 22 opens "1" time in "0.1S" in the normal game state, and opens "3" time in "1.8S" in the first time-saving game state or the second time-saving game state. When "normal symbol C" is selected, the second start gate 22 does not open. Therefore, the opening and closing pattern of the second start gate 22 in the case of a normal symbol win is more advantageous in the first time-saving game state (chance time-saving) or the second time-saving game state (RUSH time-saving, higher-rank RUSH time-saving) than in the normal game state.
[0187] The gaming state in which the protruding member of the second starting hole 22 may open "3" times in "1.8S" (first time-shortened gaming state, second time-shortened gaming state) is referred to as the "electric support state." On the other hand, the gaming state in which the protruding member of the second starting hole 22 does not open "3" times in "1.8S" (normal gaming state) is referred to as the "non-electric support state." For example, when controlling the "electric support state," the main CPU 101 sets "1" in the normal symbol state flag storage area of the main RAM 103, and when controlling the "non-electric support state," it sets "0" in the normal symbol state flag storage area of the main RAM 103.
[0188] Although no set value is provided in the normal symbol determination table, a set value may be provided in the same manner as in the special symbol determination table. For example, the probability of determining a normal symbol win in the normal symbol win determination process may be different for each set value, and a set value of "6" may be easier to win than a set value of "1", or vice versa. Also, the opening and closing manner of the second starting port 22 may be different for each set value. For example, a set value of "6" may open and close in a more advantageous manner than a set value of "1", or vice versa.
[0189] As described above, in the normal game state, if a game ball is hit from the left, it is possible for the game ball to enter the first start hole 21, but even if a game ball is hit from the right and enters the gate member 20, the second start hole 22 will not open in the easy "1.8S x 3 times" for the ball to enter, but may open in the difficult "0.1S x 1 time", so the game ball will not actually enter the second start hole 22. In other words, in the normal game state, the optimal game for the player is to hit the game ball from the left and enter the first start hole 21. Therefore, when the gate detection SW20a detects a predetermined number of game balls (for example, three) in the normal game state, a left-hit notification is issued to encourage the player to play in the optimal game.
[0190] On the other hand, in the time-saving game state (first time-saving game state, second time-saving game state), if a game ball passes through the gate member 20 by hitting from the right, the second start hole 22 may open in "1.8S x 3 times," which is an easy time for the ball to enter, and if the game ball enters the second start hole 22 and the second special symbol variation game is executed, a special symbol win or small win will definitely occur. In other words, in the time-saving game state, the optimal game for the player is to hit from the right and have the game ball enter the second start hole 22. Therefore, when the first start hole detection SW21a detects a predetermined number of game balls (for example, three) in the time-saving game state, a right-hit instruction notification is issued to encourage the player to play in the optimal way for the player.
[0191] In the first time-saving game state (chance time-saving), when a right-hand shot is made and the game ball passes through the gate member 20, there is a 5 / 200 probability that a normal hit is determined, and when a normal hit is determined, there is a 10 / 100 probability that the second starting hole 22 will open in "1.8S x 3 times" when the ball is easy to enter (1 / 400 when the game ball passes through the gate member 20). In the second time-saving game state (RUSH time-saving, upper RUSH time-saving), when a right-hand shot is made and the game ball passes through the gate member 20, there is a 5 / 200 probability that a normal hit is determined, and when a normal hit is determined, there is a 50 / 100 probability that the second starting hole 22 will open in "1.8S x 3 times" when the ball is easy to enter (1 / 80 when the game ball passes through the gate member 20). Therefore, it can be said that the second time-saving game state is a game state that is more advantageous to the player than the first time-saving game state.
[0192] In the second time-saving game state (RUSH time-saving, upper RUSH time-saving), when a normal symbol A is determined, the second start hole 22 is opened in "0.1S x 1 time", which is difficult to enter, but the second start hole 22 may be opened in "1.8S x 3 times", which is easy to enter. In this case, when a normal symbol is determined to be a hit in the second time-saving game state, the second start hole 22 will always be opened in "1.8S x 3 times", which is easy to enter.
[0193] Next, Figure 7(C) shows details of rounds for each winning special symbol. For special symbols A and B, the first major prize slot 24 opens for 29.5 seconds per round, repeating four times. For special symbol D, the first major prize slot 24 opens for 29.5 seconds per round, repeating ten times. For special symbols F and G, the second major prize slot 32 opens for 1.8 seconds in the first round, and the first major prize slot 24 opens for 29.5 seconds in the second round, repeating nine times. Note that, for special symbols F and G, if the launch handle 8 is maintained at the second launch intensity, for example, a gaming ball can be placed into the specific area detection switch 32c in the first round, and a gaming ball can be placed into the first major prize slot 24 in the second round and thereafter (there is no need to change the launch intensity between the first round and the second round and thereafter). This prevents the game from becoming too complicated for the player.
[0194] In addition, in the small win game, if the balls (10 balls) enter the second large winning port detection SW32a, the small win game may end before 1.8 seconds have elapsed.
[0195] In this embodiment, the game state (other than jackpot 1 game, jackpot 2 game, and small win game) includes a normal game state and a time-saving game state. Both the normal game state and the time-saving game state are low-probability states (special win probability 1 / 319), and this embodiment does not include a high-probability state. Furthermore, only the time-saving game state is an "electric support state," while the normal game state, jackpot 1 game, jackpot 2 game, and small win game are "non-electric support states."
[0196] The time-saving play state (first time-saving play state, second time-saving play state) has the following defined termination conditions: a first termination condition established by transitioning to jackpot 1 play or jackpot 2 play; a second termination condition (number of time-saving plays for normal patterns) established by playing the normal pattern change game a specified number of times (100 times for special pattern A, 120 times for special pattern B&F, and 1000 times for special pattern D&G); and a third termination condition (number of time-saving plays for special pattern) established by playing the special pattern change game a specified number of times (8 times regardless of the type of special pattern).
[0197] The specified number of times for the special symbol variation game, which is the third termination condition, is set to a value greater than the upper limit (four) of reserved times for the first special symbol variation game that may exist when the game transitions to the time-saving game state after a jackpot game, and is set to a value significantly less than the specified number of times for the normal symbol variation game, which is the second termination condition. Therefore, if a player hits the ball to the right in accordance with the right hit instruction notification during the time-saving game state, the third termination condition will not be met, but if a player ignores the right hit instruction notification during the time-saving game state and hits the ball to the left to land the game ball in the first starting hole 21, the third termination condition will be met.
[0198] In this embodiment, although only a low probability state is configured, a high probability state (probable game state) in which the probability of determining a special jackpot is higher than in the low probability state may be provided, or a specific losing pattern (special losing pattern different from the special jackpot pattern, small winning pattern, and normal losing pattern) that is definitely displayed with a higher or lower probability than the probability of determining a special jackpot in the first special pattern changing game may be provided, and a time-saving game state (so-called c time-saving) to which the game shifts for a predetermined period (for example, the specified number of times of the normal pattern changing game, which is the second ending condition, is 100) may be provided when this specific pattern is definitely displayed, or a time-saving game state (so-called b time-saving) to which the game shifts for a predetermined period (for example, the specified number of times of the normal pattern changing game, which is the second ending condition, is 1000) may be provided when a special pattern changing game is executed a predetermined number of times (for example, 800 times) without being determined to be a special jackpot in the low probability state (normal game state, time-saving game state). In these cases, either the c time reduction or the b time reduction may be set as the first time reduction game state, while the other may be set as the second time reduction game state, or both may be set as the first time reduction game state or the second time reduction game state.
[0199] Next, the special symbol variation pattern table and the normal symbol variation pattern table will be explained with reference to FIG. The special symbol change pattern table is a table to be referenced when determining the change time (change pattern) in the special symbol change game, and the normal symbol change pattern table is a table to be referenced when determining the change time (change pattern) in the normal symbol change game, and is stored in the main ROM 102.
[0200] In the special symbol variation pattern table, one of the variation patterns is determined depending on the result of the special symbol hit determination process carried out based on the entry of the game ball into the first starting hole 21 or the second starting hole 22, whether it is the first special symbol or the second special symbol, as well as whether the game is in a normal game state or a time-saving game state.
[0201] When the result of the special symbol hit determination process for the first special symbol based on the ball entering the first starting hole 21 in the normal gaming state is a special symbol miss, the main CPU 101 determines one of the variation patterns from "variation pattern 1" to "variation pattern 8" by referring to the random number for determining the variation pattern obtained when the gaming ball enters the first starting hole 21. Also, when the result of the special symbol hit determination process for the first special symbol based on the ball entering the first starting hole 21 in the normal gaming state is a special symbol hit, the main CPU 101 determines one of the variation patterns from "variation pattern 9" to "variation pattern 15" by referring to the random number for determining the variation pattern obtained when the gaming ball enters the first starting hole 21.
[0202] Furthermore, in the time-saving game state, if the result of the special pattern hit determination process for the first special pattern based on the ball entering the first starting hole 21 is a special pattern miss, "variation pattern 16" is determined by referring to the random number for determining the variation pattern obtained when the game ball entered the first starting hole 21. Furthermore, in the time-saving game state, if the result of the special pattern hit determination process for the first special pattern based on the ball entering the first starting hole 21 is a special pattern hit, "variation pattern 17" is determined by referring to the random number for determining the variation pattern obtained when the game ball entered the first starting hole 21.
[0203] Furthermore, regardless of whether the game is in a normal game state or a time-saving game state, if the result of the special symbol hit determination process for the second special symbol based on the ball entering the second starting hole 22 is a small hit, "variation pattern 18" is determined by referring to the random number for determining the variation pattern obtained when the game ball enters the second starting hole 22. Furthermore, regardless of whether the game is in a normal game state or a time-saving game state, if the result of the special symbol hit determination process for the second special symbol based on the ball entering the second starting hole 22 is a special symbol hit, "variation pattern 19" is determined by referring to the random number for determining the variation pattern obtained when the game ball enters the second starting hole 22.
[0204] In addition, when the game ball enters the first starting hole 21, a random number for reach determination is obtained, and if the random number for reach determination corresponds to a random number that executes a reach, one of the fluctuation patterns from "Fluctuation Pattern 3" to "Fluctuation Pattern 8" is determined, and if the random number for reach determination does not correspond to a random number that executes a reach, "Fluctuation Pattern 1" or "Fluctuation Pattern 2" is determined.
[0205] Then, when the fluctuation pattern is determined, the "effect content" and the "fluctuation time" (number of seconds S) are determined univocally. When "fluctuation pattern 1" is determined, "shortened fluctuation" is determined as the "effect content", and "2S" (S = seconds) is determined as the "fluctuation time". "Shortened fluctuation" refers to a fluctuation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the special 1 small pattern 26d1 are displayed variably, but without performing a reach effect, and after the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are temporarily stopped simultaneously, each decorative pattern 26a to 26c and the special 1 small pattern 26d1 are simultaneously and definitively displayed. When "fluctuation pattern 2" is determined, "normal fluctuation" is determined as the "effect content", and "fluctuation time" is determined to be "7S". "Normal variation" refers to a variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the special 1 small pattern 26d1 are displayed in a variable manner, but without performing a reach performance, and after the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are temporarily stopped in order, each of the decorative patterns 26a to 26c and the special 1 small pattern 26d1 are simultaneously and definitively displayed.
[0206] When "variation pattern 3" is determined, "normal reach" is determined as the "performance content" and "variation time" is determined as "15S." "Normal reach" refers to a reach variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the special 1 small pattern 26d1 are displayed in a variable manner, and the left decorative pattern 26a and the right decorative pattern 26c are temporarily stopped at the same pattern to perform a reach performance, but without performing any particular development performance (for example, a performance in which the middle decorative pattern 26b is temporarily stopped at a pattern that results in a reach miss and then changes again to develop into a super reach), and after the middle decorative pattern 26b is temporarily stopped, each decorative pattern 26a to 26c and the special 1 small pattern 26d1 are simultaneously displayed as a final reach performance. Since the selection rate when the special pattern is hit is low and the selection rate when the special pattern is missed is high, it is positioned as a reach performance with a low expectation of a special pattern hit.
[0207] When "variation pattern 4" is determined, "Super Reach 1" is determined as the "performance content" and "40S" is determined as the "variation time." "Super Reach 1" refers to a reach variation in which a reach performance is performed in the same way as a normal reach, followed by a development performance, and at the development destination, for example, after a live-action image is displayed on the image display device 26, the medium decorative pattern 26b is temporarily stopped, and then each decorative pattern 26a to 26c and the special 1 small pattern 26d1 are simultaneously and definitively displayed. The selection rate when the special pattern is hit is higher than that of a "normal reach," and the selection rate when the special pattern is lost is lower than that of a "normal reach." Therefore, it is positioned as a reach performance with a higher expectation of hitting the special pattern than a "normal reach."
[0208] When "Variation Pattern 5" is determined, "Super Reach 2" is determined as the "Performance Content" and "50S" is determined as the "Variation Time." "Super Reach 2" refers to a reach variation in which a reach effect similar to a normal reach is performed followed by a development effect. At the development stage, for example, a live-action image is displayed on the image display device 26, and then the medium decorative symbol 26b is temporarily stopped, followed by the simultaneous display of each decorative symbol 26a-26c and the special 1 small symbol 26d1. Because the selection rate for a special symbol win is higher than that of a "normal reach" and the selection rate for a special symbol loss is lower than that of a "normal reach," this reach effect is positioned as a reach effect with a higher expectation of a special symbol win than a "normal reach." Note that the expectation of a special symbol win may be the same as that of "Super Reach 1," or it may be positioned as a reach effect with a higher expectation of a special symbol win than "Super Reach 1."
[0209] When "variation pattern 6" is determined, "pseudo-ream 2 normal reach" is determined as the "performance content" and "variation time" is determined to be "30S." "Pseudo-ream 2 normal reach" refers to a reach variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the special 1 small pattern 26d1 are displayed in a variable manner, and then the left decorative pattern 26a and the right decorative pattern 26c are temporarily stopped, and then the middle decorative pattern 26b is temporarily stopped with a pseudo-ream-only pattern, and then each decorative pattern is displayed in a variable manner again, making it appear as if two pattern variations have occurred, followed by a normal reach. "Pseudo-ream 2 normal reach" is positioned as a reach variation in which the expectation of a special pattern hit is higher than with "normal reach" alone, and the expectation of a special pattern hit is lower than with "super reach 1, 2."
[0210] When "variation pattern 7" is determined, "pseudo-ream 3 super reach 1" is determined as the "performance content" and "variation time" is determined as "70S". "Pseudo-ream 3 super reach 1" refers to a reach variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the special 1 small pattern 26d1 are displayed in a variable manner, and then a pseudo-ream performance is performed twice, making it appear as if three pattern variations have occurred, followed by the above-mentioned super reach 1. "Pseudo-ream 3 super reach 1" is positioned as a reach with a higher expectation of hitting the special pattern than "super reach 1" alone.
[0211] When "Variation Pattern 8" is determined, "Pseudo-3 Super Reach 2" is determined as the "effect content" and "80S" is determined as the "fluctuating time." "Pseudo-3 Super Reach 2" refers to a reach fluctuation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the special 1 small pattern 26d1 are displayed in a variable manner, followed by two pseudo-reach effects, making it appear as if three pattern changes have occurred, followed by a Super Reach 2. "Pseudo-3 Super Reach 2" is positioned as a reach with a higher expectation of a special chart win than "Super Reach 2" alone. "Fluctuating Pattern 9" to "Fluctuating Pattern 14" differ from "Fluctuating Pattern 3" to "Fluctuating Pattern 8" only in whether the special chart is a miss or a hit, and the effect content and fluctuation time are the same, so explanations are omitted.
[0212] When "variation pattern 15" is determined, "full rotation reach" is determined as the "effect content" and "120S" is determined as the "variation time." "Full rotation reach" refers to a reach variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the special 1 small pattern 26d1 are displayed in a variable manner, followed by a blackout effect, and then the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c that are redisplayed are aligned with "111," "222," "333," "444," "555," "666," "777," and "888," and then scrolled (variably displayed) at a low speed, for example, and finally temporarily stopped at "777," after which the decorative patterns 26a to 26c and the special 1 small pattern 26d1 are simultaneously stopped and displayed to confirm the win. This is positioned as a reach variation in which a special winning symbol is determined.
[0213] When "variation pattern 16" to "variation pattern 17" are determined, "4th symbol ultra-shortened variation 1" is determined as the "effect content", and "0.5S" is determined as the "variation time". "4th symbol ultra-shortened variation 1" refers to a variation in which the special 1 small symbol 26d1 is displayed in a variable manner without the display of decorative symbols, and the special 1 small symbol 26d1 is displayed as a finalized display without a reach effect. When "variation pattern 18" to "variation pattern 19" are determined, "4th symbol ultra-shortened variation 2" is determined as the "effect content", and "0.5S" is determined as the "variation time". "4th symbol ultra-shortened variation 2" refers to a variation in which the special 2 small symbol 26d2 is displayed in a variable manner without the display of decorative symbols, and the special 2 small symbol 26d2 is displayed as a finalized display without a reach effect.
[0214] In addition, the selectable variation patterns in the case of a special winning may be determined by the determined special symbol. For example, "variation pattern 9" to "variation pattern 14" may be selectable regardless of whether special symbol A or special symbol B is determined, and "variation pattern 15" may be selected only when special symbol A is determined. Also, "variation pattern 9" to "variation pattern 15" may be selectable regardless of whether special symbol A or special symbol B is determined.
[0215] In addition, as the variation pattern for the small win or special win of the second special symbol, "variation pattern 18" or "variation pattern 19" is determined, and the performance content is set to be the 4th symbol super shortened variation 2, but a variation pattern in which a confirmed reach that will determine a result advantageous to the player is executed may be determined. In this case, a reach variation may be set in which a development performance is performed after a reach performance is performed in the same way as a normal reach, and after a confirmed reach performance that will determine a result advantageous to the player is performed at the development stage, the middle decorative symbol 26b is temporarily stopped, and then each of the decorative symbols 26a to 26c and the special 2 small symbol 26d2 are simultaneously confirmed and displayed, or a reach variation in which only the special 2 small symbol 26d2 is confirmed and displayed, without confirming each decorative symbol, after the middle decorative symbol 26b is temporarily stopped.
[0216] In the normal symbol variation pattern table, one of the variation patterns is determined depending on the result of the normal symbol hit determination process performed based on the game ball entering the gate member 20, whether the game is in the normal game state, the first time-shortened game state, or the second time-shortened game state, and whether the second starting port 22 is short-opened or long-opened.
[0217] When the main CPU 101 performs a normal symbol winning determination process based on the ball entering the gate member 20 during normal game play and the result is a normal symbol missing, it refers to the random number for determining the variation pattern obtained when the game ball enters the gate member 20 and determines one of the variation patterns from "Variation Pattern A" to "Variation Pattern B."
[0218] Furthermore, in the first time-shortened game state, if the result of the normal symbol hit determination process based on the ball entering the gate member 20 is a normal symbol miss, one of the variation patterns is determined from "variation pattern C" to "variation pattern E" by referring to the random number for determining the variation pattern obtained when the game ball entered the gate member 20. In addition, in the first time-shortened game state, if the result of the normal symbol hit determination process based on the ball entering the gate member 20 is a normal symbol hit, one of the variation patterns is determined from "variation pattern F" to "variation pattern I" depending on whether an opening game in which the second starting hole 22 is short-opened or long-opened is executed.
[0219] Furthermore, in the second time-shortened gaming state, if the result of the normal symbol hit determination process based on the ball entering the gate member 20 is a normal symbol miss, one of the fluctuation patterns is determined from "fluctuation pattern J" to "fluctuation pattern M" by referring to the random number for determining the fluctuation pattern obtained when the gaming ball entered the gate member 20. In addition, in the second time-shortened gaming state, if the result of the normal symbol hit determination process based on the ball entering the gate member 20 is a normal symbol hit, one of the fluctuation patterns is determined from "fluctuation pattern N" to "fluctuation pattern S" depending on whether an opening game in which the second starting port 22 is short-opened or long-opened is executed.
[0220] In addition, when the game ball enters the gate member 20, a random number for reach determination is obtained, and if the random number for reach determination corresponds to a random number that executes a reach, one of the fluctuation patterns from "Fluctuation Pattern L" to "Fluctuation Pattern M" is determined, and if the random number for reach determination does not correspond to a random number that executes a reach, one of the fluctuation patterns from "Fluctuation Pattern J" to "Fluctuation Pattern K" is determined.
[0221] Then, when the fluctuation pattern is determined, the "effect content" and the "fluctuation time" (number of seconds S) are determined univocally. When "fluctuation pattern A" is determined, "fourth symbol normal fluctuation" is determined as the "effect content", and "3S" is determined as the "fluctuation time". "Fourth symbol normal fluctuation" refers to a fluctuation in which the normal small symbol 26d3 is displayed variably without the display of each decorative symbol 26a to 26c, but the normal small symbol 26d3 is displayed definitively without performing a reach effect. When "fluctuation pattern B" is determined, "fourth symbol camouflage fluctuation" is determined as the "effect content", and "3S" is determined as the "fluctuation time". The "fourth pattern disguised variation" refers to a variation in which the ordinary small pattern 26d3 is displayed in a variable manner without displaying the variations of the decorative patterns 26a to 26c, but the ordinary small pattern 26d3 is displayed as a confirmed pattern without performing a reach performance, thereby disguising a miss.
[0222] When "variation pattern C" and "variation pattern J" are determined, "ultra-shortened variation" is determined as the "effect content", and "variation time" is determined as "1S". "Ultra-shortened variation" refers to a variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the small normal pattern 26d3 are displayed in a variable manner, but no reach performance is performed, and the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are not temporarily stopped, and each decorative pattern 26a to 26c and the small normal pattern 26d3 are simultaneously displayed in a definitive manner. When "variation pattern D", "variation pattern K", and "variation pattern N" are determined, "normal variation" is determined as the "effect content", and "variation time" is determined as "3S". "Normal variation" refers to a variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the small normal pattern 26d3 are displayed in a variable manner, but no reach performance is performed, and after the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c are temporarily stopped in order, each of the decorative patterns 26a to 26c and the small normal pattern 26d3 are simultaneously and definitively displayed, and is selected when the normal pattern is missed or when the second starting hole 22 is short-opened and the normal pattern is won.
[0223] When "variation pattern E" to "variation pattern G" are determined, "chance reach 1" is determined as the "effect content", and "15S" is determined as the "variation time". "Chance reach 1" refers to a situation where the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the normal small pattern 26d3 are displayed in a variable manner, and the left decorative pattern 26a and the right decorative pattern 26c are temporarily stopped at the same pattern to perform a reach effect, and then a lower roulette effect is performed in which a plurality of result suggestion symbols are rotated on the image display device 26, and after the result suggestion symbol is temporarily stopped as the middle decorative pattern 26b, if the second starting hole 22 is opened for a long time, each of the decorative patterns 26a to 26c is not displayed as a final result. This refers to a reach variation in which the small normal symbol 26d3 is displayed and, when the normal symbol is missed or the second starting port 22 is short-opened, each of the decorative symbols 26a to 26c and the small normal symbol 26d3 are displayed at the same time.The selection rate is low when the normal symbol is hit and the second starting port 22 is long-opened, and the selection rate is high when the normal symbol is missed or when the second starting port 22 is short-opened and the normal symbol is hit, so it is positioned as a reach performance in which the expectation of a normal symbol hitting and the second starting port 22 is long-opened is low.
[0224] When "Variation Pattern H" to "Variation Pattern I" are determined, "Chance Reach 2" is determined as the "Performance Content" and "20S" is determined as the "Variation Time". "Chance Reach 2" refers to a situation where the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the small normal pattern 26d3 are displayed in a variable manner, and the left decorative pattern 26a and the right decorative pattern 26c are temporarily stopped at the same pattern to perform a reach performance, and then a higher-level roulette performance is performed in which a plurality of result suggestion patterns are rotated on the image display device 26, and after the result suggestion pattern is temporarily stopped as the middle decorative pattern 26b, when the second starting hole 22 is long opened, each of the decorative patterns 26a to 26c is displayed as a fixed display. When the small normal symbol 26d3 is not displayed and the second starting port 22 is short-opened, it refers to a reach variation in which each decorative symbol 26a to 26c and the small normal symbol 26d3 are simultaneously displayed as a confirmed symbol, and the selection rate is high when the second starting port 22 is long-opened and a normal symbol is hit, and the selection rate is low when the normal symbol is missed or when the second starting port 22 is short-opened and a normal symbol is hit, so it is positioned as a reach performance with a high expectation of a normal symbol being hit with the second starting port 22 long-opened.
[0225] When "variation pattern L", "variation pattern O" and "variation pattern P" are determined, "battle reach 1" is determined as the "effect content" and "variation time" is determined as "20S". In "battle reach 1", the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c and the small normal pattern 26d3 are displayed in a variable manner, and the left decorative pattern 26a and the right decorative pattern 26c are temporarily stopped at the same pattern to perform a reach effect, and then a lower battle effect is performed on the image display device 26 in which the ally character seizes one of a plurality of items from the enemy character, and finally, the middle decorative pattern 26b taken out from the seized item is temporarily stopped, and when the second starting port 22 is opened long, each decorative pattern 2 This refers to a reach variation in which the small normal symbol 26d3 is displayed as a definitive display without displaying 6a to 26c, and in the event that the normal symbol is a miss or the second starting port 22 is short-opened, each of the decorative symbols 26a to 26c and the small normal symbol 26d3 are displayed as a definitive display at the same time. Since the selection rate is low when the normal symbol is hit and the second starting port 22 is long-opened, and the selection rate is high when the normal symbol is missed or when the second starting port 22 is short-opened when the normal symbol is hit, this is positioned as a reach performance in which the expectation of a normal symbol hitting and the second starting port 22 is long-opened is low.
[0226] When "variation pattern M", "variation pattern Q" and "variation pattern R" are determined, "battle reach 2" is determined as the "performance content", and "25S" is determined as the "variation time". In "battle reach 2", the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c and the small normal pattern 26d3 are displayed in a variable manner, and the left decorative pattern 26a and the right decorative pattern 26c are temporarily stopped at the same pattern to perform a reach performance, and then a higher level battle performance is performed on the image display device 26 in which the ally character seizes one of a plurality of items from the enemy character, and after the middle decorative pattern 26b taken out from the finally seized item is temporarily stopped, if the second starting port 22 is long opened, each device This refers to a reach variation in which the small normal symbol 26d3 is displayed as a definitive display without the decorative symbols 26a to 26c being displayed as a definitive display, and in the case where the normal symbol is a miss or the second starting port 22 is short-opened, each decorative symbol and 26a to 26c are displayed as a definitive display at the same time. Since the selection rate is high when the normal symbol is a hit and the second starting port 22 is long-opened, and the selection rate is low when the normal symbol is a miss or when the second starting port 22 is short-opened and the normal symbol is a hit, this is positioned as a reach performance with a high expectation of a normal symbol that will open long.
[0227] When "variation pattern S" is determined, "instant win" is determined as the "effect content", and "10S" is determined as the "variation time". "Instant win" refers to a variation in which the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the normal small pattern 26d3 are displayed variably, but after each effect pattern is temporarily stopped simultaneously without performing a reach effect, the normal small pattern 26d3 is displayed without the effect patterns 26a to 26c being displayed definitively, and is positioned as a performance selected when the second starting port 22 is long-opened and a normal win occurs.
[0228] In this way, during the time-saving game state in which the game ball is more likely to enter the gate member 20, the "instant win" variation pattern S, which is not set in the normal game state, is set as the variation pattern of the normal symbol variation game, so that the game presentation can proceed speedily without redundant presentation during the time-saving game state, thereby making it possible to increase the interest in the game.
[0229] Furthermore, in the time-saving game state where the game ball is more likely to enter the second starting hole 22, whether the second special symbol variation game is a small win or a special symbol win, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are stopped simultaneously without any reach performance, so that the "RUSH" (for example, the period from when the game shifts to the time-saving game state until when the game shifts to the normal game state by winning the special symbol G) can be played at a good tempo, giving the player a sense of satisfaction.
[0230] In "Chance Reach 1" and "Chance Reach 2", which are presentation contents corresponding to the fluctuation patterns during the first time-saving game state, after each roulette presentation is performed and the result suggestion symbol is temporarily stopped, depending on whether the second starting port 22 is fully opened or not, the small normal symbol 26d3 is displayed as a definitive display without the decorative symbols 26a to 26c being displayed as a definitive display, or each of the decorative symbols 26a to 26c and the small normal symbol 26d3 are displayed as a definitive display simultaneously. However, in "Chance Reach 1" and / or "Chance Reach 2", regardless of whether the second starting port 22 is fully opened or not, the small normal symbol 26d3 may be displayed as a definitive display without the decorative symbols 26a to 26c being displayed as a definitive display, or each of the decorative symbols 26a to 26c and the small normal symbol 26d3 may be displayed as a definitive display simultaneously, regardless of whether the second starting port 22 is fully opened or not.
[0231] Furthermore, in "Battle Reach 1" and "Battle Reach 2," which are performance contents corresponding to the fluctuation patterns during the second time-saving game state, after each battle performance is performed and each decorative symbol is temporarily stopped, depending on whether the second starting port 22 is fully opened or not, the small normal symbol 26d3 is fully displayed without the decorative symbols being fully displayed, or each of the decorative symbols 26a to 26c and the small normal symbol 26d3 are fully displayed simultaneously. However, in "Battle Reach 1" and / or "Battle Reach 2," regardless of whether the second starting port 22 is fully opened or not, the small normal symbol 26d3 may be fully displayed without the decorative symbols 26a to 26c being fully displayed, or each of the decorative symbols 26a to 26c and the small normal symbol 26d3 may be fully displayed simultaneously, regardless of whether the second starting port 22 is fully opened or not.
[0232] Furthermore, "Chance Reach 1" and "Chance Reach 2" are determined as the presentation contents corresponding to the fluctuation pattern of the normal symbols during the first time-shortened play state, but instead of "Chance Reach 1", "Super Reach 1", which is the presentation content corresponding to the fluctuation pattern of the special symbols during the normal play state, may be determined, and instead of "Chance Reach 2", "Super Reach 2", which is the presentation content corresponding to the fluctuation pattern of the special symbols during the normal play state, may be determined, or instead of "Chance Reach 1", "Battle Reach 1", which is the presentation content corresponding to the fluctuation pattern of the normal symbols during the second time-shortened play state, may be determined, and instead of "Chance Reach 2", "Battle Reach 2", which is the fluctuation pattern of the normal symbols during the second time-shortened play state, may be determined.
[0233] In addition, the fluctuation pattern of the normal symbol during the first time-shortened game state is different from the fluctuation pattern of the normal symbol during the second time-shortened game state, but the fluctuation pattern of the normal symbol during the first time-shortened game state may be made the same as the fluctuation pattern of the normal symbol during the second time-shortened game state, or the fluctuation pattern of the normal symbol during the second time-shortened game state may be made the same as the fluctuation pattern of the normal symbol during the first time-shortened game state.
[0234] Furthermore, the special symbol variation patterns and normal symbol variation patterns are not limited to those exemplified, and multiple special symbol variation patterns and normal symbol variation patterns may be provided. Also, the special symbol variation pattern table referenced may differ depending on the setting value. For example, a special symbol variation pattern that is easy to select for each setting value may be provided, or a special symbol variation pattern that can only be selected with that setting value may be provided. This allows the player to guess (or understand) the setting value from the effects of the executed special symbol variation pattern, which leads to increased gaming enjoyment.
[0235] Next, based on Figures 9 and 10, we will explain the commands sent from the main control board 100 to the performance control board 200. Note that Figures 9 and 10 only show the main commands, and there are also commands that are not shown.
[0236] The "first special pattern storage designation command" (0 to 4) indicates the number of reserved first special pattern change games, and is set in the main RAM 103 and sent to the performance control board 200 when the number of reserved first special pattern change games increases or decreases.
[0237] The "normal symbol memory designation command" (0 to 4) indicates the number of reserved normal symbol change games, and is set in the main RAM 103 and sent to the performance control board 200 when the number of reserved normal symbol change games increases or decreases.
[0238] The "special pattern designation command" (A to G) indicates the type of special pattern to be displayed in a stopped state, and is set in the main RAM 103 and sent to the performance control board 200 when various special patterns are determined and the display of the special patterns begins to change.
[0239] The "special symbol variation pattern designation command" (1 to 19) indicates the variation time of the special symbol on the first special symbol display device 27a or the second special symbol display device 27b, and is set in the main RAM 103 and transmitted to the performance control board 200 when the display of the variation of the special symbol starts on the first special symbol display device 27a or the second special symbol display device 27b.
[0240] The "special pattern confirmation command" indicates that a special pattern has been stopped and displayed, and is set in the main RAM 103 when a special pattern is stopped and displayed on the first special pattern display device 27a or the second special pattern display device 27b, and is sent to the performance control board 200.
[0241] The "normal symbol designation command" (A to C) indicates the type of normal symbol to be displayed in a stopped state, and is set in the main RAM 103 and sent to the performance control board 200 when various normal symbols are determined and the variable display of the normal symbols begins.
[0242] The "normal pattern change pattern designation command" (A to S) indicates the time for the normal pattern to change on the normal pattern display 27e, and is set in the main RAM 103 when the display of the normal pattern change begins on the normal pattern display 27e, and is sent to the performance control board 200.
[0243] The "normal pattern confirmation command" indicates that the normal pattern has been stopped and displayed, and is set in the main RAM 103 when the normal pattern display 27e stops and displays the normal pattern, and is sent to the performance control board 200.
[0244] The "starting port winning designation command" is intended to notify the performance control board 200 in advance that a game ball has won a starting port and the result of the special pattern winning determination process, and is set in the main RAM 103 when a game ball wins the first starting port 21 or the second starting port 22, and is sent to the performance control board 200.
[0245] The "gate member winning designation command" is used to notify the performance control board 200 in advance that a gaming ball has entered the gate member 20 and the result of the normal symbol winning determination process, and is set in the main RAM 103 when the gaming ball enters the gate member 20 and sent to the performance control board 200.
[0246] The "large prize slot entry designation command" is used to notify the performance control board 200 of the entry of a game ball into the first large prize slot 24 and the entry of a game ball into the second large prize slot 32, and is set in the main RAM 103 and sent to the performance control board 200 when a game ball enters the first large prize slot 24 or the second large prize slot 32.
[0247] The "specific area winning designation command" is used to notify the performance control board 200 that a game ball has won the specific area detection SW32c, and is set in the main RAM 103 and sent to the performance control board 200 when a game ball wins the specific area detection SW32c.
[0248] The "opening designation command for special chart winning game" indicates that the jackpot 1 game is about to start, and is set in the main RAM 103 when the jackpot 1 game of 4 rounds or 10 rounds starts, and is sent to the performance control board 200.
[0249] The "opening designation command for small win game" indicates that a small win game will start, and is set in the main RAM 103 when a small win game starts, and is sent to the performance control board 200. In addition, when a small win game ends and a jackpot 2 game starts, an opening designation command indicating the start of the jackpot 2 game may be provided.
[0250] The "round designation command" indicates the number of rounds for jackpot 1 play and jackpot 2 play, and is set in the main RAM 103 when a round of play for each jackpot play starts, and is sent to the performance control board 200.
[0251] The "ending designation command for special winning game" indicates that the jackpot 1 game and the jackpot 2 game have ended, and is set in the main RAM 103 when each jackpot game ends and is sent to the performance control board 200.
[0252] The "ending designation command for small win game" indicates that the small win game is to end, and is set in the main RAM 103 and sent to the performance control board 200 when the small win game is to end.
[0253] The "opening designation command for open game" indicates that an open game will begin when the second start port 22 opens, and is set in the main RAM 103 when an open game will begin when the second start port 22 opens shortly or long, and is sent to the performance control board 200.
[0254] The "ending designation command for open game" indicates the end of the open game in which the second start port 22 opens, and is set in the main RAM 103 and sent to the performance control board 200 when the open game in which the second start port 22 opens for a short or long time ends.
[0255] The "game state designation command" indicates whether the game is in the normal game state, the first time-shortened game state, or the second time-shortened game state, and is set in the main RAM 103 and transmitted to the performance control board 200 when the variation of the symbol variation game starts or when the game state changes, depending on each game state designation command. Each game state designation command will also be described in detail in the flowchart.
[0256] The "power on command" and "power restoration command" (for when waiting for customers, when special charts are changing, when special charts are winning, and when open play) indicate whether or not powering on the pachinko gaming machine 1 involves initializing the main RAM 103, and when the power to the pachinko gaming machine 1 is turned on, the power on command or power restoration command corresponding to whether or not the main RAM 103 has been initialized and the gaming status is sent to the performance control board 200.
[0257] The "customer waiting state designation command" indicates that the machine has entered a special customer waiting state in which no special pattern changes are displayed, or a regular customer waiting state in which no regular pattern changes are displayed, and is set in the main RAM 103 when the machine enters the special customer waiting state or the regular customer waiting state, and is sent to the performance control board 200.
[0258] The "error designation command" (various types) indicates that an error has occurred in the pachinko game machine 1 and the type of error, and is set in the main RAM 103 when it is determined that various abnormalities have occurred and is sent to the performance control board 200.
[0259] The "error removal designation command" (various types) indicates that an error that occurred in the pachinko game machine 1 has been resolved, and is set in the main RAM 103 and sent to the performance control board 200 when the resolution of various abnormalities is detected.
[0260] The "setting value designation commands" (1 to 6) indicate the setting values set in the pachinko gaming machine 1, and are sent to the performance control board 200 after the power to the pachinko gaming machine 1 is turned on, specifically after the power-on designation command or the power-restoration designation command is sent, or while the setting change process is being executed, or while the setting confirmation process is being executed.
[0261] The "setting value changing command" indicates that the setting change process is being executed, and is sent to the performance control board 200 while the setting change process is being executed. The "setting value checking command" indicates that the setting check process is being executed, and is sent to the performance control board 200 while the setting check process is being executed. The "setting value confirmation end command" indicates that the setting confirmation process has ended, and is sent to the performance control board 200 while the setting confirmation process is being executed.
[0262] Next, the control processing performed by the main CPU 101 of the main control board 100 will be described.
[0263] (Main control board main processing) 11 is a flowchart showing the main processing performed in the main control board 100. This processing is started by the main CPU 101 of the main control board 100 when the power is turned on to the pachinko gaming machine 1 and voltage is supplied to each control board from the power supply board 400.
[0264] (Step S1) In step S1, the main CPU 101 determines whether the pachinko gaming machine 1 is in a power outage (power failure state). As a result, if the power is out (power failure state), the process of step S1 is repeatedly executed, and if the power is not out (power failure state), the process proceeds to step S2. If the power is out (power failure state), the process can be executed using a backup power source (not shown).
[0265] (Step S2) In step S2, the main CPU 101 prohibits interrupts (main control board timer interrupt processing). As a result, the main CPU 101 executes only this processing until an interrupt is permitted in step S18 described later. Then, once the interrupt is prohibited, the processing proceeds to step S3.
[0266] After the processing of step S2 is completed, a firing stop signal (a firing stop command) may be output to set the firing permission signal to a prohibited state. This prevents the game ball from being fired while the interrupt is prohibited. Then, in the first main control board timer interrupt processing after the interrupt is permitted in step S18 described below, the firing permission signal may be set to an permitted state.
[0267] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (whether it is pressed). That is, it determines whether the power supply of the pachinko gaming machine 1 is turned ON (the power SW 400a is ON) with the RAM clear switch 105 pressed. As a result, if the RAM clear switch 105 is ON, the process proceeds to step S4, and if the RAM clear switch 105 is not ON, the process proceeds to step S9.
[0268] (Step S4) In step S4, main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key has been inserted into setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position; if it does not detect this, it determines that the setting change key is not in the setting change position. If the result shows that the setting change key is in the setting change position, it proceeds to step S5, and if the setting change key is not in the setting change position, it proceeds to step S7.
[0269] (Step S5) In step S5, the main CPU 101 executes a set value change process, and when the set value change process is completed, the process proceeds to step S6.
[0270] (Step S6) In step S6, the main CPU 101 transmits a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and power has been turned on. Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Power on" and the speaker 10 to output the sound "Power on." After transmitting the power-on command, the process proceeds to step S17.
[0271] (Step S7) In step S7, if the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if a time-reduced gaming state is in effect when the gaming parlor closes, the normal gaming state can be restarted when the gaming parlor opens the next day. After initializing areas 1 and 2 (excluding the setting value storage area) of the main RAM 103, the process proceeds to step S8.
[0272] (Step S8) In step S8, the main CPU 101 transmits a power-on command, and after transmitting the power-on command, the process proceeds to step S17.
[0273] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10. If the setting change key is not in the setting change position, the process proceeds to step S11.
[0274] (Step S10) In step S10, the main CPU 101 executes a setting value confirmation process, and when the setting value confirmation process ends, the process proceeds to step S11.
[0275] (Step S11) In step S11, the main CPU 101 determines whether backed-up data exists. For example, when the power supply of the pachinko gaming machine 1 is turned off, a backup process (not shown) is performed to retain data, store a checksum, and turn on a backup flag. If the backup flag is on, it is determined that backed-up data exists; if the backup flag is not on, it is determined that no backed-up data exists. If backed-up data exists, the process proceeds to step S12; if no backed-up data exists, it is determined that this is the first power-on, and the process proceeds to step S17.
[0276] (Step S12) In step S12, the main CPU 101 calculates a checksum of the area of the main RAM 103. After calculating the checksum of the area of the main RAM 103, the process proceeds to step S13.
[0277] (Step S13) In step S13, main CPU 101 determines whether the checksum of the area in main RAM 103 is normal. For example, it determines whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12, and if they match, it determines that the checksum is normal, and if they do not match, it determines that the checksum is abnormal. If the checksum is normal, the process proceeds to step S15, and if the checksum is abnormal, the process proceeds to step S14.
[0278] (Step S14) In step S14, the main CPU 101 executes a game stop process (error setting). Specifically, it transmits an error command to the performance control board 200 to notify an error using the light emitting device 9, the speaker 10, the image display device 26, etc., and performs a process that makes it impossible to cancel the error unless a setting value change process is performed. Then, the process remains as is unless a setting value change process is performed.
[0279] (Step S15) In step S15, the main CPU 101 executes recovery processing. That is, the main CPU 101 restores the normal state to the state before the power outage. Then, once the normal state is restored to the state before the power outage, the main CPU 101 proceeds to step S16.
[0280] (Step S16) In step S16, the main CPU 101 transmits a power restoration command. The power restoration command indicates that the RAM clear switch 105 is OFF and power has been restored (returned to the state before the power outage). Upon receiving this command, the performance control board 200, via the image / sound control unit 200b, causes the image display device 26 to display "Power restoration in progress" and the speaker 10 to output the sound "Power restoration in progress." After transmitting the power restoration command, the process proceeds to step S17.
[0281] (Step S17) In step S17, the main CPU 101 executes the setting of the CTC. That is, the setting of the CTC (Counter Timer Circuit) having the function of generating a pulse output at a fixed period and the function of measuring time is executed, and the time constant register of the CTC is set so that the main control board timer interrupt processing described later is executed periodically every 4 ms. Then, after the setting of the CTC is executed, the process proceeds to step S18.
[0282] (Step S18) In step S18, the main CPU 101 permits an interrupt (puts the game in a state in which it is possible to play). Then, after permitting the interrupt, the main CPU 101 stands by, and thereafter, a main control board timer interrupt process, which will be described later, is performed every 4 ms.
[0283] (Main control board timer interrupt processing) 12 is a flowchart showing main control board timer interrupt processing performed in the main control board 100. This processing is executed by periodically (for example, every 4 ms) interrupting the above-mentioned main control board main processing.
[0284] (Step S101) In step S101, the main CPU 101 saves information stored in a register, and then proceeds to step S102.
[0285] (Step S102) In step S102, the main CPU 101 executes a time management process to update a timer used in a game (for example, the opening time of the first special winning port 24, etc.). After updating the timer used in a game, the process proceeds to step S103.
[0286] (Step S103) In step S103, the main CPU 101 executes updating of initial value random numbers such as random number values for determining whether a special symbol has won, random numbers for determining special symbols, random numbers for determining variable patterns, etc. Then, when the various random number update processes are completed, the process proceeds to step S104.
[0287] (Step S104) In step S104, the main CPU 101 detects an input from each switch. Details of this process will be described later. Then, when an input from each switch is detected, the process proceeds to step S105.
[0288] (Step S105) In step S105, the main CPU 101 executes a process related to the special symbol. The details of this process will be described later. Then, when the process related to the special symbol is completed, the process proceeds to step S106.
[0289] (Step S106) In step S106, the main CPU 101 executes processing related to the normal symbols. The details of this processing will be described later. Then, when the processing related to the normal symbols is completed, the process proceeds to step S107.
[0290] (Step S107) In step S107, the main CPU 101 executes processing related to the payout of game balls. For example, when the entry of a game ball is detected in the input SW detection processing of step S104, a payout command signal is set in a payout command transmission area in order to send a payout command signal to the payout control board 300 to pay out the corresponding prize ball, and a payout completion signal is received from the payout control board 300. Then, when the processing related to the payout of game balls is completed, the process proceeds to step S108.
[0291] (Step S108) In step S108, the main CPU 101 executes an abnormality determination process. For example, it determines whether the magnetic sensor 27h detects an abnormal magnetism, whether the radio wave sensor 27i detects an abnormal radio wave, etc., and if an abnormality is detected, it executes a process for issuing an error notification. Then, after completing the abnormality determination process, the process proceeds to step S109.
[0292] (Step S109) In step S109, the main CPU 101 executes a process of transmitting various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command has been set in a command transmission area provided in the main control board 100, and if a command has been set, transmits the set command to the performance control board 200 or the payout control board 300. Then, when the command transmission process is completed, the process proceeds to step S110.
[0293] (Step S110) In step S110, the main CPU 101 performs display control (variable display and fixed display) of special symbols on the first special symbol display device 27a in the case of a symbol variation game based on a gaming ball entering the first starting hole 21, and performs display control (variable display and fixed display) of special symbols on the second special symbol display device 27b in the case of a symbol variation game based on a gaming ball entering the second starting hole 22. Then, when the display control of special symbols is completed, the process proceeds to step S111.
[0294] (Step S111) In step S111, the main CPU 101 executes display control (variable display and fixed display) of the normal symbol on the normal symbol display device 27e. Also, based on the fact that the gaming ball has passed through the gate member 20 and the normal symbol variable game has ended, the main CPU 101 executes display control of the normal symbol reserved display device 27f. Then, when the display control of the normal symbol has ended, the process proceeds to step S112.
[0295] (Step S112) In step S112, the main CPU 101 executes a game performance information management process. Specifically, the main CPU 101 calculates game performance information using the above-mentioned formula "(number of paid-out game balls in normal game mode ÷ number of out balls in normal game mode) × 100" and executes a process of displaying the calculated game performance information on the display 104. Then, when the game performance information management process is completed, the process proceeds to step S113.
[0296] (Step S113) In step S113, main CPU 101 restores the information saved in step S101 to the register, and then ends the main control board timer interrupt process.
[0297] (Input SW detection process) FIG. 13 is a flowchart showing the input switch detection process performed in the main control board 100 (a subroutine of step S104 of the main control board timer interrupt process).
[0298] (Step S104-1) In step S104-1, the main CPU 101 executes a process when the first start hole is detected. Details of this process will be described later. Then, when the process when the first start hole is detected is completed, the process proceeds to step S104-2.
[0299] (Step S104-2) In step S104-2, when the main CPU 101 receives information that a game ball has been detected from the second start hole detection SW22a, it executes the second start hole detection process. Then, when the second start hole detection process is completed, the process proceeds to step S104-3.
[0300] (Step S104-3) In step S104-3, when the main CPU 101 receives information from the normal winning port detection SW23a that a game ball has been detected, it executes a process of setting a payout command signal in a payout command transmission area in order to have the payout control board 300 pay out eight game balls as prize balls. Then, when the normal winning port detection process is completed, the process proceeds to step S104-4.
[0301] (Step S104-4) In step S104-4, when the main CPU 101 receives information from the first special prize opening detection SW 24a that game balls have been detected, the main CPU 101 executes processing to set a payout command signal in a payout command transmission area to cause the payout control board 300 to pay out 15 game balls as prize balls. The main CPU 101 also sets a special prize opening entry designation command in the command transmission area to notify the user of the image display device 26 or the like that game balls have entered the first special prize opening 24. Examples of notification using the image display device 26 or the like include, for example, when the first special prize opening detection SW 24a detects more than 10 game balls per round (also known as an over-entry), announcing this fact by displaying a message on the image display device 26, a sound (e.g., "Yay!") from the speaker 10, or a prize highlighting effect (described below). Then, when the first special prize opening detection processing is completed, the process proceeds to step S104-5.
[0302] (Step S104-5) In step S104-5, the main CPU 101 executes the process when the second big winning hole is detected. The details of this process will be described later. Then, when the process when the second big winning hole is detected is completed, the process proceeds to step S104-6.
[0303] (Step S104-6) In step S104-6, when the main CPU 101 receives information from the gate detection SW 20a that a game ball has been detected, it executes a process when a passing gate is detected. The details of this process will be described later. Then, when the passing gate detection process is completed, the process proceeds to step S105 of the main control board timer interrupt process.
[0304] (Regarding processing when the first starting port is detected) FIG. 14 is a flowchart showing the first start port detection process performed in the main control board 100 (a subroutine of step S104-1 of the input SW detection process).
[0305] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether information indicating that a game ball has entered has been input from the first start hole detection SW21a. If information indicating that a game ball has entered has been input from the first start hole detection SW21a, the process proceeds to step S104-1-2. If information indicating that a game ball has entered has not been input from the first start hole detection SW21a, the process proceeds to step S104-2 of the input SW detection process.
[0306] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out three game balls as prize balls for the game ball entering the first start opening 21. Then, after setting the prize ball command, the process proceeds to step S104-1-3.
[0307] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether various random number values (first special symbol reservation memory) as special symbol determination information are stored up to the "fourth memory area" of the above-mentioned first special symbol reservation memory area. In other words, it determines whether the number of reservations (first special symbol reservation memory) for the first special symbol variation game is "4". Then, if various random number values as special symbol determination information are stored up to the "fourth memory area", the process proceeds to step S104-2 of the input switch detection process, and if they are not stored up to the "fourth memory area", the process proceeds to step S104-1-4.
[0308] (Step S104-1-4) In step S104-1-4, the main CPU 101 acquires a random number value for determining whether a special symbol has been won. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) described later and the special symbol variation start process described later. Once the random number value for determining whether a special symbol has been won is acquired, the process proceeds to step S104-1-5.
[0309] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for determining a special symbol. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) described later and the special symbol variation start process described later. After acquiring the random number value for determining a special symbol, the process proceeds to step S104-1-6.
[0310] (Step S104-1-6) In step S104-1-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process, which will be described later. Then, after acquiring the random number value for determining a special symbol variation pattern, the process proceeds to step S104-1-7.
[0311] In addition, the acquisition of the random number value for determining the special symbol hit, the acquisition of the random number value for determining the special symbol, and the acquisition of the random number value for determining the special symbol variation pattern may be performed before step S104-1-3. Then, if it is determined in step S104-1-3 that various random number values (first special symbol reserved memory) as special symbol determination information are stored up to the "fourth memory area", the various acquired random number values may be discarded.
[0312] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores various random number values, such as a random number value for determining a special symbol win, a random number value for determining a special symbol variation pattern, etc., as special symbol determination information in an available memory area. For example, if the "third memory area" is stored and the "fourth memory area" is available, various random number values are stored in the "fourth memory area." Then, once the various random number values have been stored in the available memory area, the process proceeds to step S104-1-8.
[0313] (Step S104-1-8) In step S104-1-8, the main CPU 101 executes a winning determination process. This winning determination process is a process for determining whether the random number value acquired in step S104-1-4 indicates a special symbol win prior to the special symbol win determination process in the special symbol variation start process. This allows, for example, a preview effect (the "pre-reading effect" described below) to be executed across multiple first special symbol variation games when the random number value for special symbol win determination stored in any one of the "first storage area" to "fourth storage area" in step S104-1-7 indicates a special symbol win or when a reach effect is executed even if the special symbol is lost. After the winning determination process is completed, the process proceeds to step S104-1-9. In this winning determination process, a special symbol win is determined under the condition of normal game play, but a special symbol win may be determined regardless of the game play.
[0314] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning designation command in the command transmission area in order to send the first start port winning designation command to the performance control board 200. The first start port winning designation command also includes information on the judgment result of the winning time judgment process in step S104-1-8, and by receiving this command, the performance control board 200 can recognize whether the judgment result of the winning time judgment process is a win or a miss. Then, after setting the first start port winning designation command, the processing proceeds to step S104-1-10.
[0315] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the first special symbol storage designation command in the command transmission area in order to transmit the first special symbol storage designation command to the performance control board 200. Then, when the first special symbol storage designation command is set, the process proceeds to step S104-2 of the input switch detection process.
[0316] (Regarding the process when the second large prize slot is detected) FIG. 15 is a flowchart showing the process performed by the main control board 100 when the second big winning port is detected (a subroutine of step S104-5 of the input switch detection process).
[0317] (Step S104-5-1) In step S104-5-1, the main CPU 101 determines whether or not information indicating that a game ball has entered has been input from the second large prize opening detection SW 32a. If information indicating that a game ball has entered has been input from the second large prize opening detection SW 32a, the process proceeds to step S104-5-2, and if information indicating that a game ball has entered has not been input from the second large prize opening detection SW 32a, the process proceeds to step S104-5-3.
[0318] (Step S104-5-2) In step S104-5-2, the main CPU 101 sets a prize ball command in the payout command transmission area to have the payout control board 300 pay out 15 game balls as prize balls for the game ball entering the second large prize opening detection SW32a. After setting the prize ball command, the process proceeds to step S104-5-3.
[0319] (Step S104-5-3) In step S104-5-3, the main CPU 101 determines whether information indicating that a game ball has been detected has been input from the specific area detection SW 32c. If information indicating that a game ball has been detected has been input from the specific area detection SW 32c, the main CPU 101 proceeds to step S104-5-4, and if information indicating that a game ball has been detected has not been input from the specific area detection SW 32c, the main CPU 101 proceeds to step S104-6 of the input SW detection process.
[0320] (Step S104-5-4) In step S104-5-4, the main CPU 101 turns on the specific area passage flag in the specific area passage flag storage area of the main RAM 103. Then, after turning on the specific area passage flag, the process proceeds to step S104-5-5.
[0321] (Step S104-5-5) In step S104-5-5, the main CPU 101 sets the specific area winning designation command in the command transmission area to transmit the specific area winning designation command to the effect control board 200. Upon receiving the command, the effect control board 200 performs an effect (for example, "V win!") to notify the player that the gaming ball has passed through the specific area via the image / sound control unit 200b. After setting the specific area winning designation command, the process proceeds to step S104-6 of the input switch detection process.
[0322] (Processing when passing gate is detected) FIG. 16 is a flowchart showing the process executed by the main control board 100 when detecting a passage gate (a subroutine of step S104-6 of the input switch detection process).
[0323] (Step S104-6-1) In step S104-6-1, the main CPU 101 determines whether or not the gate detection SW 20a has input information indicating that a game ball has entered the game field. If the gate detection SW 20a has input information indicating that a game ball has entered the game field, the process proceeds to step S104-6-2. If the gate detection SW 20a has not input information indicating that a game ball has entered the game field, the process ends.
[0324] (Step S104-6-2) In step S104-6-2, the main CPU 101 determines whether various random number values (normal symbol reserve memory) as normal symbol determination information are stored up to the "fourth memory area" of the normal symbol reserve memory area. In other words, it determines whether the number of reserves (normal symbol reserve memory) for the normal symbol variation game is "4". If various random number values as normal symbol determination information are not stored up to the "fourth memory area", the process proceeds to step S104-6-3, and if they are stored up to the "fourth memory area", all processing of the input SW detection process is terminated.
[0325] (Step S104-6-3) In step S104-6-3, the main CPU 101 acquires a random number value for determining whether a normal symbol has won. The random number value acquired in this process will be used in the winning determination process (step S104-6-7) described later and the normal symbol variation start process described later. Once the random number value for determining whether a normal symbol has won is acquired, the process proceeds to step S104-6-4.
[0326] (Step S104-6-4) In step S104-6-4, the main CPU 101 acquires a random number value for determining a normal symbol. The random number value acquired in this process will be used in the winning determination process (step S104-6-7) described later and the normal symbol variation start process described later. Then, after acquiring the random number value for determining a normal symbol, the process proceeds to step S104-6-5.
[0327] (Step S104-6-5) In step S104-6-5, the main CPU 101 acquires a random number value for determining a normal symbol variation pattern. The random number value acquired in this process will be used in the winning determination process (step S104-6-7) described later and the normal symbol variation start process described later. Then, when the random number value for determining a normal symbol variation pattern is acquired, the process proceeds to step S104-6-6.
[0328] In addition, the acquisition of the random number value for determining the normal symbol winning, the acquisition of the random number value for determining the normal symbol, and the acquisition of the random number value for determining the normal symbol variation pattern may be performed before step S104-6-3. Then, if it is determined in step S104-6-4 that various random number values (normal symbol reserved memory) as normal symbol determination information are stored up to the "fourth memory area", the various acquired random number values may be discarded.
[0329] (Step S104-6-6) In step S104-6-6, the main CPU 101 stores each random number value, such as the random number value for determining a normal symbol win, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern, in an available memory area as normal symbol determination information. For example, if the "third memory area" is stored and the "fourth memory area" is available, various random number values are stored in the "fourth memory area." Then, once the various random number values have been stored in the available memory area, the process proceeds to step S104-6-7.
[0330] (Step S104-6-7) In step S104-6-7, the main CPU 101 executes a winning time determination process. This winning time determination process is a process for determining whether the random number value acquired in step S104-6-3 is a normal winning symbol, prior to the normal winning symbol determination process in the normal symbol variation start process described later. As a result, for example, when the random number value for determining a normal winning symbol stored in the "first memory area" to "fourth memory area" in step S104-6-6 is a normal winning symbol, or when a reach effect is executed even if the normal symbol is a miss, a preview effect (the "pre-reading effect" described later) can be executed across multiple normal symbol variation games. Then, when the winning time determination process is completed, the process proceeds to step S104-6-8. Note that in this winning time determination process, whether a normal winning symbol is a winning symbol is determined on the condition that the time-saving game state is active, but whether a normal winning symbol is a winning symbol may be determined regardless of the game state.
[0331] (Step S104-6-8) In step S104-6-8, the main CPU 101 sets the gate member winning designation command in the command transmission area to send the gate member winning designation command to the performance control board 200. The gate member winning designation command also includes information on the judgment result of the winning determination process in step S104-6-7, and by receiving this command, the performance control board 200 can recognize whether the judgment result of the winning determination process is a normal win or a normal miss. Then, after setting the gate member winning designation command, the processing proceeds to step S104-6-9.
[0332] (Step S104-6-9) In step S104-6-9, the main CPU 101 sets the normal symbol storage designation command in the command transmission area to send the normal symbol storage designation command to the performance control board 200. Then, when the normal symbol storage designation command is set, all processing of the input SW detection process is terminated.
[0333] (Regarding special pattern related processing) FIG. 17 is a flowchart showing the special symbol-related processing performed in the main control board 100 (a subroutine of step S105 of the main control board timer interrupt processing).
[0334] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating that a special symbol is stopped is stored in the special symbol status flag storage area of the main RAM 103. If the value "0" indicating that a special symbol is stopped is set, the process proceeds to step S105-2, and if the value "0" indicating that a special symbol is stopped is not set, the process proceeds to step S105-3.
[0335] In addition, the special pattern status flag storage area of the main RAM 103 is set to the value "1" indicating that the special pattern is changing when the special pattern changing game (display of the changing special pattern) is started, and is set to the value "0" indicating that the special pattern is stopped when the special pattern changing game (display of the changing special pattern) is stopped.After setting the value "0" indicating that the special pattern is stopped, if the special pattern is a hit, the value "2" is set to indicate that a big hit 1 game is in progress, and if a small hit game is in progress, the value "3" is set to indicate that a small hit game is in progress.
[0336] (Step S105-2) In step S105-2, the main CPU 101 executes special symbol variation start processing to start the special symbol variation game (display of the variation of special symbols). Details of this processing will be described later. Then, when the special symbol variation start processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.
[0337] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating that the special symbol is changing is stored in the special symbol status flag storage area of the main RAM 103. If the value "1" indicating that the special symbol is changing is set, the process proceeds to step S105-4, and if the value "1" indicating that the special symbol is changing is not set, the process proceeds to step S105-5.
[0338] (Step S105-4) In step S105-4, the main CPU 101 ends the special symbol variation game (stops the display of the special symbol) and executes special symbol variation processing to prepare for the start of a big win game or a small win game. Details of this processing will be described later. Then, when the special symbol variation processing ends, the processing proceeds to step S106 of the main control board timer interrupt processing.
[0339] (Step S105-5) In step S105-5, the main CPU 101 determines whether a flag indicating that a jackpot 1 game is being executed is stored in the special symbol state flag storage area of the main RAM 103. If the value "2" indicating that a jackpot 1 game is being executed is set, the process proceeds to step S105-6, and if the value "2" indicating that a jackpot 1 game is being executed is not set, the process proceeds to step S105-7.
[0340] (Step S105-6) In step S105-6, the main CPU 101 performs a jackpot 1 game process that controls the progress of the jackpot 1 game. The details of this process will be described later. Then, when the jackpot 1 game process is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0341] (Step S105-7) In step S105-7, the main CPU 101 determines whether a flag indicating that a small win game is being executed is stored in the special symbol state flag storage area of the main RAM 103. If the value "3" indicating that a small win game is being executed is set, the main CPU 101 proceeds to step S105-8, and if the value "3" indicating that a small win game is being executed is not set, the main CPU 101 proceeds to step S105-9.
[0342] (Step S105-8) In step S105-8, the main CPU 101 performs a small win game process that controls the progress of the small win game. The details of this process will be described later. Then, when the small win game process is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0343] (Step S105-9) In step S105-9, if the main CPU 101 determines that the value "0" indicating that the special symbol is stopped is not set, and that the value "1" indicating that the special symbol is changing is not set, and that the value "2" indicating that the jackpot 1 game is being executed is not set, and that the value "3" indicating that the small win game is being executed is not set, it determines that the value "4" indicating that the jackpot 2 game is being executed is set, and performs jackpot 2 game processing to control the progress of the jackpot 2 game. The details of this processing will be described later. Then, when the jackpot 2 game processing is completed, the processing proceeds to step S106 of the main control board timer interrupt processing.
[0344] (Regarding the processing at the start of special pattern fluctuations) FIG. 18 is a flowchart showing the special symbol variation start processing performed in the main control board 100 (a subroutine of step S105-2 of the special symbol related processing).
[0345] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether undetermined special symbol determination information (various random number values) is stored in the variable storage area for special symbols provided in the main RAM 103. If undetermined special symbol determination information is stored in the variable storage area, the process proceeds to step S105-2-6, and if undetermined special symbol determination information is not stored in the variable storage area, the process proceeds to step S105-2-2.
[0346] (Step S105-2-2) In step S105-2-2, the main CPU 101 determines whether or not there is a first special symbol reserved memory in the first special symbol reserved memory area provided in the main RAM 103. If there is a first special symbol reserved memory, the process proceeds to step S105-2-3, and if there is no first special symbol reserved memory, the process proceeds to step S105-2-5.
[0347] (Step S105-2-3) In step S105-2-3, the main CPU 101 subtracts "1" from the number of first special symbol reserved memories. This subtraction involves sliding the special symbol determination information (various random number values) stored in the "first memory area" of the first special symbol reserved memory area to the "variable memory area" for the special symbol, and sliding the special symbol determination information (random number values) stored in the "second memory area" to "fourth memory area" of the first special symbol reserved memory area to the previous memory area, thereby emptying one memory area of the first special symbol reserved memory area. Accordingly, the display of the first special symbol reserved indicator 27c also changes to a display mode (from "flashing" to "on" or from "on" to "off") according to the number of first special symbol reserved memories. After "1" is subtracted from the number of first special symbol reserved memories, the process proceeds to step S105-2-4.
[0348] (Step S105-2-4) In step S105-2-4, the main CPU 101 sets a first special symbol storage designation command in the command transmission area to subtract the number of first special symbol reserved memories managed by the performance control board 200. Then, when the first special symbol storage designation command is set, the process proceeds to step S105-2-6.
[0349] (Step S105-2-5) In step S105-2-5, the main CPU 101 sets a special symbol customer waiting state designation command in the command transmission area to notify the performance control board 200 that the special symbol customer waiting state is in which the special symbol variation game (variable display of special symbols) is not executed. Then, when the special symbol customer waiting state designation command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0350] The "special symbol customer waiting state" is, for example, a state in which, in a normal gaming state, the sub-symbols determined and displayed in the first special symbol variation game that ended immediately before, the background image displayed in the first special symbol variation game that ended immediately before, the variable icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j are displayed, and, for example, an image that notifies that the volume or light intensity can be adjusted (for example, a level gauge image or an image imitating a cross key button) is further added and displayed. Then, in the normal gaming state, when a predetermined time (for example, 60 seconds) has passed in the "special symbol customer waiting state," a "demo performance" is executed. In the "demo performance", the sub-patterns and background images displayed in the "special symbol customer waiting state", as well as the variable icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j are not displayed, and for example, the entire display area is used to display the model name, manufacturer name, and caution information to prevent addiction to the game. Then, when a predetermined time (for example, 45 seconds) has passed in the "demo performance", the state becomes the "special symbol customer waiting state" again.
[0351] It is also possible to prevent the special symbol customer waiting state designation command from being sent. In this case, the effect control board 200, for example, measures the time from the end of the previous first symbol variation game in the normal gaming state, and if a predetermined time (e.g., 60 seconds) is measured without receiving a new start command (such as a special symbol variation pattern designation command), a "demo effect" is executed. In this way, the special symbol customer waiting state designation command is unnecessary, thereby reducing commands and simplifying control. Also, in the normal gaming state, if a predetermined time (e.g., 60 seconds) is measured without receiving a new start command (such as a special symbol variation pattern designation command or a normal symbol variation pattern designation command) from the time when the game enters a customer waiting state in which neither the special symbol variation game nor the normal symbol variation game is executed, a "demo effect" may be executed.
[0352] (Step S105-2-6) In step S105-2-6, if the main CPU 101 has performed step S105-2-1 and then reached this processing, it will use the special symbol determination information (various random number values) acquired and stored in the second start hole detection processing, while if it has performed step S105-2-4 and then reached this processing, it will use the special symbol determination information (various random number values) acquired and stored in the first start hole detection processing to execute the special symbol hit determination processing. The details of this processing will be described later. Then, when the special symbol hit determination processing is completed, it will proceed to step S105-2-7.
[0353] (Step S105-2-7) In step S105-2-7, the main CPU 101 executes a special symbol variation pattern determination process for determining a variation pattern of the special symbol in the special symbol variation game. Then, when the variation pattern of the special symbol is determined, the process proceeds to step S105-2-8.
[0354] (Step S105-2-8) In step S105-2-8, the main CPU 101 sets a special symbol variation pattern designation command in the command transmission area to transmit a command indicating the variation pattern of the special symbol determined in step S105-2-7 to the performance control board 200. For example, if "variation pattern 9" is determined in step S105-2-7, a special symbol variation pattern designation command indicating "variation pattern 9" is set. Then, after the special symbol variation pattern designation command is set, the process proceeds to step S105-2-9.
[0355] (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the fluctuation time corresponding to the special symbol fluctuation pattern determined in step S105-2-7 in the time management counter of the main RAM 103. For example, if "fluctuation pattern 9" is determined, the fluctuation time "15S" is set and the variable display of the special symbol (special symbol fluctuation game) is started. Then, after the fluctuation time is set, the process proceeds to step S105-2-10.
[0356] (Step S105-2-10) In step S105-2-10, the main CPU 101 sets the value "1" indicating that the special symbol is changing to the special symbol status flag storage area of the main RAM 103. This allows the player to recognize that the special symbol is changing. In addition, in this process, the main CPU 101 starts subtracting the change time set in step S105-2-9. Then, when the value "1" indicating that the special symbol is changing is set to the special symbol status flag storage area, the main CPU 101 proceeds to step S106 of the main control board timer interrupt process.
[0357] In the above explanation, in step S105-2-1, if special symbol determination information based on a ball entering the second starting hole 22 is stored in the variable memory area, the special symbol hit determination process is executed in priority to the special symbol determination information based on a ball entering the first starting hole 21, but the special symbol hit determination process may also be executed in the order in which the balls entered the first starting hole 21 and the special symbol determination information based on a ball entering the second starting hole 22.
[0358] (Regarding the special pattern winning determination process) FIG. 19 is a flowchart showing the special symbol winning determination process carried out in the main control board 100 (a subroutine of step S105-2-6 of the special symbol variation start process).
[0359] (Step S105-2-6-1) In step S105-2-6-1, the main CPU 101 determines whether or not a special symbol has been won. That is, it determines whether the random number value for determining whether or not a special symbol has been won in the special symbol determination information (various random number values) matches the random number value for winning a special symbol. If a special symbol has been won, the process proceeds to step S105-2-6-2, and if a special symbol has not been won, the process proceeds to step S105-2-6-3.
[0360] (Step S105-2-6-2) In step S105-2-6-2, the main CPU 101 executes a special symbol determination process to determine a special symbol corresponding to a special symbol win. That is, the main CPU 101 determines a special symbol corresponding to a special symbol win using a random number value for determining a special symbol and a special symbol determination table. Then, when the special symbol corresponding to a special symbol win is determined, the process proceeds to step S105-2-6-6.
[0361] (Step S105-2-6-3) In step S105-2-6-3, the main CPU 101 determines whether or not it is a small win. That is, it determines whether the random number value for winning determination in the special chart determination information (various random number values) matches the random number value for winning a small win. If it is a small win, the process proceeds to step S105-2-6-4, and if it is not a small win, the process proceeds to step S105-2-6-5.
[0362] (Step S105-2-6-4) In step S105-2-6-4, the main CPU 101 executes a small win special symbol determination process to determine a special symbol corresponding to a small win. That is, the main CPU 101 determines a special symbol corresponding to a small win using a random number value for determining a special symbol and a special symbol determination table. Then, once the special symbol corresponding to a small win is determined, the process proceeds to step S105-2-6-6.
[0363] (Step S105-2-6-5) In step S105-2-6-5, the main CPU 101 executes a process for determining a special symbol corresponding to a special symbol that has been lost. That is, the process determines a special symbol corresponding to a special symbol that has been lost using a random number value for determining a special symbol and a special symbol determination table. Then, when the special symbol corresponding to the special symbol that has been lost is determined, the process proceeds to step S105-2-6-6.
[0364] (Step S105-2-6-6) In step S105-2-6-6, the main CPU 101 sets a special symbol designation command in the command transmission area to make the performance control board 200 recognize the determined special symbol. For example, if special symbol A is determined, a "special symbol A designation command" is set. Then, when the special symbol designation command is set, the process proceeds to step S105-2-7 of the special symbol variation start processing.
[0365] (Regarding processing during special pattern changes) FIG. 20 is a flowchart showing the special symbol variable process performed in the main control board 100 (a subroutine of step S105-4 of the special symbol related process).
[0366] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the special symbol variation time set in the time management counter of the main RAM 103 has elapsed. For example, if "variation pattern 9" is determined and "15S" is set, it determines whether "15S" has elapsed. If the special symbol variation time has elapsed, the process proceeds to step S105-4-2, and if the special symbol variation time has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0367] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol determination command in the command transmission area to transmit to the performance control board 200 a special symbol determination command for determining and displaying the special symbol and stopping the sub-symbols (left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, small symbol 26d) being variably displayed on the image display device 26. Then, after the special symbol determination command is set, the process proceeds to step S105-4-3.
[0368] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that the special symbol is stopped. Then, after setting the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area, the process proceeds to step S105-4-4.
[0369] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the result of the special symbol winning determination process is a special symbol winning. If it is a special symbol winning, the process proceeds to step S105-4-5. If it is not a special symbol winning, the process proceeds to step S105-4-10.
[0370] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value "2" indicating that a jackpot 1 game is being executed to the special symbol state flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that a jackpot 1 game is being executed. Then, after setting the value "2" indicating that a jackpot 1 game is being executed to the special symbol state flag storage area, the process proceeds to step S105-4-6.
[0371] (Step S105-4-6) In step S105-4-6, the main CPU 101 sets "0" indicating a non-electric support state to the normal symbol state flag storage area of the main RAM 103. As a result, the "non-electric support state" is established during the execution of the jackpot 1 game. Then, after setting "0" indicating a non-electric support state to the normal symbol state flag storage area, the process proceeds to step S105-4-7.
[0372] (Step S105-4-7) In step S105-4-7, the main CPU 101 transitions to a jackpot 1 game opening, which notifies the user that a jackpot 1 game has started. For example, the status of a jackpot 1 game is stored in a jackpot status storage area of the main RAM 103, and if it is an opening, "0" is set; if the first big prize opening 24 is open, "1" is set; if it is an interval between rounds, "2" is set; and if it is an ending, "3" is set. Then, after transitioning to the jackpot 1 game opening, the process transitions to step S105-4-8.
[0373] (Step S105-4-8) In step S105-4-8, the main CPU 101 sets an opening designation command in the command transmission area to transmit an opening designation command to the designation control board 200 to execute the designation corresponding to the opening of one jackpot game. For example, when special symbol A is determined, an opening designation command for a game that wins a 4R special symbol is set, and when special symbol D is determined, an opening designation command for a game that wins a 10R special symbol is set. Then, after setting the opening designation command, the process proceeds to step S105-4-9.
[0374] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets the opening time of one jackpot game (for example, "10S") in the time management counter of the main RAM 103. Then, after setting the opening time of one jackpot game, the process proceeds to step S106 of the main control board timer interrupt process.
[0375] (Step S105-4-10) In step S105-4-10, the main CPU 101 determines whether the result of the special symbol winning determination process is a small win. If it is a small win, the process proceeds to step S105-4-11. If it is not a small win, the process proceeds to step S105-4-15.
[0376] (Step S105-4-11) In step S105-4-11, the main CPU 101 sets the value "3" indicating that a small win game is being executed in the special symbol status flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that a small win game is being executed. Then, after setting the value "3" indicating that a small win game is being executed in the special symbol status flag storage area, the process proceeds to step S105-4-12.
[0377] (Step S105-4-12) In step S105-4-12, the main CPU 101 transitions to a small win game opening, which notifies the user that a small win game has started. For example, the status of the small win game is stored in a small win status storage area of the main RAM 103, and if it is the opening, "0" is set, if the second large prize opening 32 is open, "1" is set, and if it is the ending, "2" is set. Then, after transitioning to the small win game opening, the process transitions to step S105-4-13.
[0378] (Step S105-4-13) In step S105-4-13, the main CPU 101 sets an opening designation command for small win in the command transmission area in order to transmit an opening designation command for executing a performance corresponding to the opening of the small win game to the performance control board 200. Then, after setting the opening designation command for small win, the process proceeds to step S105-4-14.
[0379] (Step S105-4-14) In step S105-4-14, the main CPU 101 sets the opening time of the small win game (for example, "10S") in the time management counter of the main RAM 103. Then, after setting the opening time of the small win game, the process proceeds to step S105-4-15.
[0380] (Step S105-4-15) In step S105-4-15, the main CPU 101 determines whether the time-saving count for the special symbol is set in the time-saving count counter. If the time-saving count for the special symbol is set in the time-saving count counter, the process proceeds to step S105-4-16. If the time-saving count for the special symbol is not set in the time-saving count counter, the process proceeds to step S106 of the main control board timer interrupt process.
[0381] (Step S105-4-16) In step S105-4-16, the main CPU 101 subtracts 1 from the number of time-saving times of the special symbol set in the time-saving number counter. Then, after subtracting 1 from the number of time-saving times of the special symbol, the main CPU 101 shifts the process to step S105-4-18.
[0382] (Step S105-4-17) In step S105-4-17, the main CPU 101 determines whether the value of the time-saving count for the special symbol is 0 as a result of subtracting 1 from the value of the time-saving count for the special symbol. If the value of the time-saving count for the special symbol is 0, the process proceeds to step S105-4-19 regardless of whether the value of the time-saving count for the normal symbol set in the time-saving count counter is 0, and if the time-saving count for the special symbol is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0383] (Step S105-4-18) In step S105-4-18, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" indicating the normal game state in the game state storage area of the main RAM 103, and clears the number of time-saving times for the special symbol and the normal symbol set in the time-saving number counter. Then, after setting the game state to the normal game state, it proceeds to step S105-4-20.
[0384] (Step S105-4-19) In step S105-4-19, the main CPU 101 sets the game state designation command (normal) in the command transmission area in order to transmit the game state designation command (normal) indicating the normal game state to the performance control board 200. Then, when the game state designation command (normal) is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0385] (Regarding jackpot 1 game processing) FIG. 21 is a flowchart showing the jackpot 1 game process carried out in the main control board 100 (a subroutine of step S105-6 of the special symbol related process).
[0386] (Step S105-6-1) In step S105-6-1, the main CPU 101 determines whether the opening of the jackpot 1 game is in progress. That is, it determines whether "0" indicating the opening of the jackpot 1 game is set in the jackpot status storage area of the main RAM 103. If the opening of the jackpot 1 game is in progress, the process proceeds to step S105-6-2. If the opening of the jackpot 1 game is not in progress, the process proceeds to step S105-6-4.
[0387] (Step S105-6-2) In step S105-6-2, the main CPU 101 determines whether the opening time (for example, "10 seconds") for one jackpot game has elapsed. If the opening time for one jackpot game has elapsed, the process proceeds to step S105-6-3. If the opening time for one jackpot game has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0388] (Step S105-6-3) In step S105-6-3, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. It also sets the opening time of the first large prize opening 24 to 29.5 seconds in the time management counter of the main RAM 103. It also sets a round designation command (first opening) in the command transmission area. This starts the first round of the first large prize game. Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0389] (Step S105-6-4) In step S105-6-4, the main CPU 101 determines whether the first large prize opening 24 is currently open. That is, it determines whether "1", which indicates that the first large prize opening 24 is currently open, is set in the large prize status storage area of the main RAM 103. If the first large prize opening 24 is currently open, the process proceeds to step S105-6-5, and if the large prize opening 24 is not currently open, the process proceeds to step S105-6-7.
[0390] (Step S105-6-5) In step S105-6-5, the main CPU 101 determines whether either of the following first major prize opening closure conditions has been met: first major prize opening 24 has remained open for 29.5 seconds without 10 balls being detected by the first major prize opening detection SW 24a, or 10 balls have been detected by the first major prize opening detection SW 24a. If the first major prize opening closure condition has been met, processing proceeds to step S105-6-6; if the first major prize opening closure condition has not been met, processing proceeds to step S106 of the main control board timer interrupt processing.
[0391] (Step S105-6-6) In step S105-6-6, the main CPU 101 stops driving the first large prize opening opening / closing solenoid 24b to close the first large prize opening 24, and sets the interval time in the interval time counter, thereby performing inter-round interval processing to transition to the interval until the next opening of the first large prize opening 24. After performing the inter-round interval processing, the process proceeds to step S106 of the main control board timer interrupt process.
[0392] The interval time is set to 2.5 seconds for special pattern A and special pattern B, and 0.5 seconds for special pattern D, with a shorter interval time being set for special pattern D.
[0393] (Step S105-6-7) In step S105-6-7, the main CPU 101 determines whether or not the inter-round interval is in progress. That is, it determines whether "2" indicating the inter-round interval is set in the jackpot status storage area of the main RAM 103. If the inter-round interval is in progress, the process proceeds to step S105-6-8. If the inter-round interval is not in progress, the process proceeds to step S105-6-12.
[0394] (Step S105-6-8) In step S105-6-8, the main CPU 101 determines whether the final round has ended. For example, if the value of the round number counter stored in the main RAM 103 indicates the final round, the main CPU 101 determines that the final round has ended in this process. If the final round has ended, the process proceeds to step S105-6-9. If the final round has not ended, the process proceeds to step S105-6-10.
[0395] (Step S105-6-9) In step S105-6-9, the main CPU 101 transitions to an ending that notifies the player that one jackpot game has ended. In this process, the main CPU 101 sets the ending time of one jackpot game (for example, 14 seconds) in the time management counter of the main RAM 103, and also sets an ending designation command corresponding to the special symbol in the command transmission area. Then, after transitioning to the ending, the process transitions to step S106 of the main control board timer interrupt process.
[0396] (Step S105-6-10) In step S105-6-10, the main CPU 101 updates the value of the round number counter stored in the main RAM 103 and starts the next round. The updating method may be increment or decrement. For example, if there are four rounds, the round number counter in the main RAM 103 may be set to "4" and decremented by one each time a round is completed, or the round number counter in the main RAM 103 may not be set to "4" but may be incremented by one each time a round is completed. After updating the round number and starting the next round, the process proceeds to step S105-6-11.
[0397] (Step S105-6-11) In step S105-6-11, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. It also sets the opening time of 29.5 seconds in the time management counter of the main RAM 103. It also sets a round designation command (for the second or subsequent opening) in the command transmission area. This starts the second or subsequent round of the first large prize game. Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0398] (Step S105-6-12) In step S105-6-12, the main CPU 101 determines whether the ending time (for example, 14S) of the jackpot 1 game has elapsed. If the ending time of the jackpot 1 game has elapsed, the process proceeds to step S105-6-13. If the ending time of the jackpot 1 game has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0399] (Step S105-6-13) In step S105-6-13, the main CPU 101 sets the game state to the time-shortened game state. In this process, a value indicating the time-shortened game state corresponding to the type of special symbol is set in the game state storage area of the main RAM 103. For example, if the special symbol A is displayed, "2" indicating the second time-shortened game state is set, and if the special symbol B is displayed, "1" indicating the first time-shortened game state is set. Then, after setting the value indicating the type of time-shortened game state corresponding to the special symbol in the game state storage area of the main RAM 103, the process proceeds to step S105-6-14.
[0400] (Step S105-6-14) In step S105-6-14, the main CPU 101 sets the number of time reductions for the special symbol (e.g., 8 times) and the number of time reductions for the normal symbol corresponding to the type of special symbol (e.g., 100 times, 120 times, or 1000 times) in a time reduction counter provided in the main RAM 103. Then, after setting the number of time reductions for the special symbol and the number of time reductions for the normal symbol in the time reduction counter, the process proceeds to step S105-6-15.
[0401] Although the number of time-saving times is set to 8 times regardless of the type of special symbol, the number of time-saving times for special symbols may be varied depending on the type of special symbol. In this case, it is sufficient to set the number of time-saving times for special symbols to be greater than the upper limit of the first special symbol reserved memory and significantly less than the number of time-saving times for normal symbols. For example, special symbol A may be set to 8 times, special symbol B to 9 times, and special symbol D to 10 times, or special symbol A and special symbol B may be set to 8 times, and special symbol D to 9 times.
[0402] (Step S105-6-15) In step S105-6-15, the main CPU 101 sets a game state designation command (time reduction) in the command transmission area to transmit the game state designation command (time reduction) indicating that the game is in a time-shortened game state to the performance control board 200. Then, after setting the game state designation command (time reduction), the process proceeds to step S105-6-16.
[0403] (Step S105-6-16) In step S105-6-16, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area of the main RAM 103. Note that although the value "0" indicating that the special symbol is stopped is set in this process, since the special symbol is stopped during the first jackpot game, it can be said that this process is merely a process to set a flag to start the next variation. Then, when the value "0" indicating that the special symbol is stopped is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0404] (Regarding small win game processing) FIG. 22 is a flowchart showing the small win game processing carried out in the main control board 100 (a subroutine of step S105-8 of the special symbol related processing).
[0405] (Step S105-8-1) In step S105-8-1, the main CPU 101 determines whether the small win game is currently in the opening mode. That is, it determines whether "0" indicating the opening mode of the small win game is set in the small win status storage area of the main RAM 103. If the small win game is currently in the opening mode, the process proceeds to step S105-8-2. If the small win game is not currently in the opening mode, the process proceeds to step S105-8-5.
[0406] (Step S105-8-2) In step S105-8-2, the main CPU 101 determines whether the opening time (for example, "10S") of the small win game has elapsed. If the opening time of the small win game has elapsed, the process proceeds to step S105-8-3. If the opening time of the small win game has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0407] (Step S105-8-3) In step S105-8-3, the main CPU 101 drives the second large prize opening opening solenoid 32b to open the second large prize opening 32. Also, the main CPU 101 sets the opening time of 10 seconds in the time management counter of the main RAM 103. This starts the first round of the small prize game. Then, once the second large prize opening 32 is opened, the process proceeds to step S105-8-4.
[0408] (Step S105-8-4) In step S105-8-4, the main CPU 101 drives the specific area opening / closing solenoid 32d to open the specific area provided in the second large prize opening 32. Then, when the specific area is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0409] (Step S105-8-5) In step S105-8-5, the main CPU 101 determines whether the specific area passage flag is ON by referring to the specific area passage flag storage area in the main RAM 103. If the specific area passage flag is ON, the process proceeds to step S105-8-6, and if the specific area passage flag is not ON, the process proceeds to step S105-8-7.
[0410] (Step S105-8-6) In step S105-8-6, the main CPU 101 performs a second-class jackpot transition control process that transitions to a jackpot game via a small jackpot game. Details of this process will be described later. Then, when the second-class jackpot transition control process is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0411] (Step S105-8-7) In step S105-8-7, the main CPU 101 determines whether the second large prize opening is currently open. That is, it determines whether "1", which indicates that the second large prize opening is currently open, is set in the small win status storage area of the main RAM 103. If the second large prize opening is currently open, the process proceeds to step S105-8-8. If the second large prize opening is not currently open, the process proceeds to step S105-8-12.
[0412] (Step S105-8-8) In step S105-8-8, the main CPU 101 determines whether one of the following conditions for closing the second large prize opening is met: the opening time of 10 seconds for the second large prize opening 32 has elapsed, or the second large prize opening detection SW 32a has detected 10 balls. If the second large prize opening closing condition is met, the process proceeds to step S105-8-9; if the second large prize opening closing condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.
[0413] (Step S105-8-9) In step S105-8-9, the main CPU 101 stops driving the second large prize opening opening solenoid 32b to close the second large prize opening 32. Then, once the second large prize opening 32 is closed, the process proceeds to step S105-8-10.
[0414] (Step S105-8-10) In step S105-8-10, the main CPU 101 stops driving the specific area opening / closing solenoid 32d to close the specific area provided in the second large winning opening 32. Then, after closing the specific area, the process proceeds to step S105-8-11.
[0415] (Step S105-8-11) In step S105-8-11, the main CPU 101 transitions to an ending that notifies the player that the small win game has ended. Also, the main CPU 101 sets the ending time of the small win game (for example, "5S") in the time management counter of the main RAM 103. Then, when the transition to the ending of the small win game has been made, the process transitions to step S106 of the main control board timer interrupt process.
[0416] (Step S105-8-12) In step S105-8-12, the main CPU 101 determines whether the ending time of the small win game (for example, "5S") has elapsed. If the ending time of the small win game has elapsed, the process proceeds to step S105-8-13. If the ending time of the small win game has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0417] (Step S105-8-13) In step S105-8-13, the main CPU 101 sets the value "0" indicating that the special symbol is stopped to the special symbol status flag storage area of the main RAM 103. Then, after setting the value "0" indicating that the special symbol is stopped to the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0418] (Regarding the second-class jackpot transition control process) FIG. 23 is a flowchart showing the second type big win transition control process carried out in the main control board 100 (a subroutine of step S105-8-6 of the small win game process).
[0419] (Step S105-8-6-1) In step S105-8-6-1, the main CPU 101 stops driving the second large prize opening opening / closing solenoid 32b and the specific area opening / closing solenoid 32d, closes the second large prize opening 32 and the specific area, and ends the small prize game, and performs small prize game ending processing to set the interval time (for example, "0.5 seconds") to the second large prize game. Then, after performing the small prize game ending processing, the process proceeds to step S105-8-6-2.
[0420] (Step S105-8-6-2) In step S105-8-6-2, the main CPU 101 turns OFF the specific area passage flag in the specific area passage flag storage area of the main RAM 103. Then, after turning OFF the specific area passage flag, the process proceeds to step S105-8-6-3.
[0421] (Step S105-8-6-3) In step S105-8-6-3, the main CPU 101 sets the number of rounds (9 rounds from round 2 to round 10) in the round number counter of the main RAM 103. Then, after setting the number of rounds in the round number counter of the main RAM 103, the process proceeds to step S105-8-6-4.
[0422] (Step S105-8-6-4) In step S105-8-6-4, the main CPU 101 sets the value "4" indicating that a jackpot 2 game is being executed to the special symbol state flag storage area of the main RAM 103. Then, after setting the value "4" indicating that a jackpot 2 game is being executed to the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0423] (Regarding jackpot 2 game processing) FIG. 24 is a flowchart showing the big win 2 game processing carried out in the main control board 100 (a subroutine of step S105-9 of the special symbol related processing).
[0424] (Step S105-9-1) In step S105-9-1, the main CPU 101 determines whether the start condition for the second round has been met. Note that a predetermined interval time (e.g., "5 seconds") is provided from the end of the small win game to the start of the big win 2 game, and when this interval time has elapsed, it is determined that the start condition for the second round has been met. Then, if the start condition for the second round has been met, the process proceeds to step S105-9-2, and if the start condition for the second round has not been met, the process proceeds to step S105-9-3.
[0425] (Step S105-9-2) In step S105-9-2, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. It also sets the opening time of 29.5 seconds in the time management counter of the main RAM 103. It also sets a round designation command (here, the round designation command corresponding to the second opening) in the command transmission area. This starts the first round of the second large prize game (the second round if the small prize game is included). Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0426] (Step S105-9-3) In step S105-9-3, the main CPU 101 determines whether the first large prize opening is currently open. That is, it determines whether "1", which indicates that the first large prize opening is currently open, is set in the jackpot status storage area of the main RAM 103. If the first large prize opening is currently open, the process proceeds to step S105-9-4. If the first large prize opening is not currently open, the process proceeds to step S105-9-6.
[0427] (Step S105-9-4) In step S105-9-4, the main CPU 101 determines whether either of the following first major prize opening closure conditions has been met: first major prize opening 24 has remained open for 29.5 seconds without 10 balls being detected by the first major prize opening detection SW 24a, or 10 balls have been detected by the first major prize opening detection SW 24a. If the first major prize opening closure condition has been met, processing proceeds to step S105-9-5; if the first major prize opening closure condition has not been met, processing proceeds to step S106 of the main control board timer interrupt processing.
[0428] (Step S105-9-5) In step S105-9-5, the main CPU 101 stops driving the first large prize opening opening / closing solenoid 24b to close the first large prize opening 24, and sets the interval time in the interval time counter, thereby performing inter-round interval processing to transition to the interval until the next opening of the first large prize opening 24. After performing the inter-round interval processing, the process proceeds to step S106 of the main control board timer interrupt process.
[0429] In addition, this interval time is set to 0.5 seconds for special symbols F and G. In other words, since 0.5 seconds is set as the interval time for special symbols D, F, and G, jackpot games executed during time-saving game states (chance time saving, RUSH time saving) can be quickly consumed. In addition, if a ball is placed in the first starting hole 21 during time-saving game states (chance time saving, RUSH time saving) to win a special symbol, and for example, special symbol A is determined, the inter-round interval is set to 2.5 seconds, so exceptions may occur even during time-saving game states (chance time saving, RUSH time saving) (and when the time-saving game state continues).
[0430] (Step S105-9-6) In step S105-9-6, the main CPU 101 determines whether or not the inter-round interval is in progress. That is, it determines whether "2" indicating the inter-round interval is set in the jackpot status storage area of the main RAM 103. If the inter-round interval is in progress, the process proceeds to step S105-9-7. If the inter-round interval is not in progress, the process proceeds to step S105-9-11.
[0431] (Step S105-9-7) In step S105-9-7, the main CPU 101 determines whether the final round has ended. For example, if the value of the round number counter stored in the main RAM 103 indicates the final round, the main CPU 101 determines that the final round has ended in this process. If the final round has ended, the process proceeds to step S105-9-8. If the final round has not ended, the process proceeds to step S105-9-9.
[0432] (Step S105-9-8) In step S105-9-8, the main CPU 101 shifts to an ending that notifies that the jackpot 2 game has ended. Also, the main CPU 101 sets the ending time of the jackpot 2 game (for example, "14S") in the time management counter of the main RAM 103, and sets an ending designation command corresponding to the special symbol in the command transmission area. Then, after shifting to the ending, the process shifts to step S106 of the main control board timer interrupt process.
[0433] (Step S105-9-9) In step S105-9-9, the main CPU 101 starts the next round by updating the value of the round number counter in the main RAM 103. After updating the round number and starting the next round, the main CPU 101 proceeds to step S105-9-10.
[0434] (Step S105-9-10) In step S105-9-10, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. It also sets the opening time of 29.5 seconds in the time management counter of the main RAM 103. It also sets a round designation command (for the third opening or later) in the command transmission area. This starts the third round or later of the second large prize game. Once the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0435] (Step S105-9-11) In step S105-9-11, the main CPU 101 determines whether the ending time (for example, 14S) of the jackpot 2 game has elapsed. If the ending time of the jackpot 2 game has elapsed, the process proceeds to step S105-9-12. If the ending time of the jackpot 2 game has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0436] (Step S105-9-12) In step S105-9-12, the main CPU 101 sets the game state to the time-shortened game state. In this process, a value indicating the time-shortened game state corresponding to the type of special symbol is set in the game state storage area of the main RAM 103. For example, if the special symbol is F, "3" indicating the second time-shortened game state is set. Then, after setting the value indicating the type of time-shortened game state corresponding to the special symbol in the game state storage area of the main RAM 103, the process proceeds to step S105-9-13.
[0437] (Step S105-9-13) In step S105-9-13, the main CPU 101 sets the number of time reductions for the special symbol (e.g., 8 times) and the number of time reductions for the normal symbol corresponding to the type of special symbol (e.g., 100 times, 120 times, or 1000 times) in a time reduction counter provided in the main RAM 103. Then, after setting the number of time reductions for the special symbol and the number of time reductions for the normal symbol in the time reduction counter, the process proceeds to step S105-9-14.
[0438] Although the number of time-saving times is set to 8 times regardless of the type of special symbol, the number of time-saving times for special symbols may be varied depending on the type of special symbol. In this case, it is sufficient to set the number of time-saving times for special symbols to be greater than the upper limit of the first special symbol reserved memory and significantly less than the number of time-saving times for normal symbols. For example, special symbol A may be set to 8 times, special symbol B to 9 times, and special symbol D to 10 times, or special symbol A and special symbol B may be set to 8 times, and special symbol D to 9 times.
[0439] (Step S105-9-14) In step S105-9-14, the main CPU 101 sets a game state command (time reduction) in the command transmission area to transmit a game state designation command (time reduction) indicating that the game is in a time-shortened game state to the performance control board 200. Then, after setting the game state designation command (time reduction), the process proceeds to step S105-9-15.
[0440] (Step S105-9-15) In step S105-9-15, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol status flag storage area of the main RAM 103. Note that although the value "0" indicating that the special symbol is stopped is set in this process, since the special symbol is stopped during the jackpot 2 game, it can be said that this process is merely a process to set a flag to start the next variation. Then, when the value "0" indicating that the special symbol is stopped is set in the special symbol status flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0441] (Regarding normal pattern related processing) FIG. 25 is a flowchart showing the normal symbol related processing performed in the main control board 100 (a subroutine of step S106 of the main control board timer interrupt processing).
[0442] (Step S106-1) In step S106-1, the main CPU 101 determines whether a flag indicating that a normal symbol is stopped is stored in the normal symbol status flag storage area of the main RAM 103. If the value "0" indicating that a normal symbol is stopped is set, the process proceeds to step S106-2, and if the value "0" indicating that a normal symbol is stopped is not set, the process proceeds to step S106-3.
[0443] In addition, the normal symbol status flag storage area of the main RAM 103 is set to the value "1" indicating that the normal symbol is changing when the normal symbol change game (display of normal symbol changes) is started, and is set to the value "0" indicating that the normal symbol is stopped when the normal symbol change game (display of normal symbol changes) is stopped, and after setting the value "0" indicating that the normal symbol is stopped, if the normal symbol is a hit, the value "2" indicating that the open game is being executed is set.
[0444] (Step S106-2) In step S106-2, the main CPU 101 executes a normal symbol variation start process to start the normal symbol variation game (variable display of normal symbols). Details of this process will be described later. Then, when the normal symbol variation start process is completed, the process proceeds to step S107 of the main control board timer interrupt process.
[0445] (Step S106-3) In step S106-3, the main CPU 101 determines whether a flag indicating that the normal symbol is fluctuating is stored in the normal symbol status flag storage area of the main RAM 103. If the value "1" indicating that the normal symbol is fluctuating is set, the process proceeds to step S106-4, and if the value "1" indicating that the normal symbol is fluctuating is not set, the process proceeds to step S106-5.
[0446] (Step S106-4) In step S106-4, the main CPU 101 ends the normal symbol variation game (stops the normal symbol display) and executes normal symbol variation processing to prepare for the start of the open game. Details of this processing will be described later. Then, when the normal symbol variation processing is completed, the processing proceeds to step S107 of the main control board timer interrupt processing.
[0447] (Step S106-5) In step S106-5, the main CPU 101 determines whether a flag indicating that an open game is being executed is stored in the normal symbol state flag storage area of the main RAM 103. If the value "2" indicating that an open game is being executed is set, the process proceeds to step S106-6, and if the value "2" indicating that an open game is being executed is not set, the process proceeds to step S107.
[0448] (Step S106-6) In step S106-6, the main CPU 101 performs an open game process to control the progress of the open game. Details of this process will be described later. Then, when the open game process is completed, the process proceeds to step S107 of the main control board timer interrupt process.
[0449] (Regarding normal pattern change start processing) FIG. 26 is a flowchart showing the normal symbol variation start processing performed in the main control board 100 (a subroutine of step S106-2 of the normal symbol related processing).
[0450] (Step S106-2-1) In step S106-2-1, the main CPU 101 determines whether or not there is a general map reserved memory in the general map reserved memory area provided in the main RAM 103. If there is a general map reserved memory, the process proceeds to step S106-2-2, and if there is no general map reserved memory, the process proceeds to step S106-2-9.
[0451] (Step S106-2-2) In step S106-2-2, the main CPU 101 subtracts "1" from the number of reserved regular map memories. The subtraction involves sliding the regular map determination information (various random number values) stored in the "first memory area" of the regular map reservation memory area to the "variable memory area" for the regular map design, and sliding the regular map determination information (random number values) stored in the "second memory area" to "fourth memory area" of the regular map reservation memory area to the previous memory area, thereby emptying one memory area of the regular map reservation memory area. Accordingly, the display of the regular pattern reservation indicator 27f also changes to a display mode (from "flashing" to "on" or from "on" to "off") according to the number of reserved regular map memories. Then, after "1" has been subtracted from the number of reserved regular map memories, the process proceeds to step S106-2-3.
[0452] (Step S106-2-3) In step S106-2-3, the main CPU 101 sets a normal symbol storage designation command in the command transmission area to subtract the number of normal symbol reserved memories managed by the performance control board 200. Then, when the normal symbol storage designation command is set, the process proceeds to step S106-2-4.
[0453] (Step S106-2-4) In step S106-2-4, the normal symbol winning determination process is executed using the normal symbol determination information (various random number values) acquired and stored in the passing gate detection process. The details of this process will be described later. Then, when the normal symbol winning determination process is completed, the process proceeds to step S106-2-5.
[0454] (Step S106-2-5) In step S106-2-5, the main CPU 101 executes a normal symbol variation pattern determination process for determining a variation pattern of the normal symbol in the normal symbol variation game. Then, when the variation pattern of the normal symbol is determined, the process proceeds to step S106-2-6.
[0455] (Step S106-2-6) In step S106-2-6, the main CPU 101 sets a normal symbol variation pattern designation command in the command transmission area to send a command indicating the normal symbol variation pattern determined in step S106-2-5 to the performance control board 200. For example, if "variation pattern B" is determined in step S106-2-5, a normal symbol variation pattern designation command indicating "variation pattern B" is set. Then, when the normal symbol variation pattern designation command is set, the process proceeds to step S106-2-7.
[0456] (Step S106-2-7) In step S106-2-7, the main CPU 101 sets the fluctuation time corresponding to the normal symbol fluctuation pattern determined in step S106-2-6 in the time management counter of the main RAM 103, and starts the normal symbol fluctuation display (normal symbol fluctuation game). For example, if "fluctuation pattern B" is determined, the fluctuation time "3S" is set. Then, after setting the fluctuation time, the process proceeds to step S106-2-8.
[0457] (Step S106-2-8) In step S106-2-8, the main CPU 101 sets the value "1" indicating that the normal symbol is fluctuating in the normal symbol status flag storage area of the main RAM 103. This allows the player to recognize that the normal symbol is fluctuating. In addition, in this process, the subtraction of the fluctuating time set in step S106-2-7 is started. Then, when the value "1" indicating that the normal symbol is fluctuating is set in the normal symbol status flag storage area, the process proceeds to step S107 of the main control board timer interrupt process.
[0458] (Step S106-2-9) In step S106-2-9, the main CPU 101 sets a regular customer waiting state designation command in the command transmission area to notify the performance control board 200 that the regular customer waiting state is in which the regular symbol variation game (regular symbol variation display) is not executed. Then, when the regular customer waiting state designation command is set, the process proceeds to step S107 of the main control board timer interrupt process.
[0459] The "normal customer waiting state" is, for example, a state in which, in a time-saving game state, the sub-patterns determined and displayed in the normal pattern variation game that ended immediately before, the background image displayed in the normal pattern variation game that ended immediately before, the variable icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j are displayed, and, for example, an image that notifies that the volume or light intensity can be adjusted (for example, an image that resembles a level gauge image or a cross key button) is further added and displayed. Then, in the time-saving game state, when a predetermined time (for example, 100S) has passed in the "normal customer waiting state," a "demo performance" is executed. In the "demo performance", the sub-patterns and background images displayed in the "regular customer waiting state", as well as the variable icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j are not displayed, and for example, the entire display area is used to display the model name, manufacturer name, and caution information to prevent addiction to the game. Then, when a predetermined time (for example, 45 seconds) has passed in the "demo performance", the state changes to the "special customer waiting state" again.
[0460] It is also possible to prevent the transmission of the normal customer waiting state designation command. In this case, the effect control board 200, for example, measures the time from the end of the previous normal symbol variation game in the time-saving game state, and if a predetermined time (e.g., 100 seconds) is measured without receiving a new start command (such as a normal symbol variation pattern designation command), a "demo effect" is executed. In this way, the normal customer waiting state designation command is unnecessary, thereby reducing commands and simplifying control. Also, in the time-saving game state, if a predetermined time (e.g., 100 seconds) is measured without receiving a new start command (such as a special symbol variation pattern designation command or a normal symbol variation pattern designation command) from the time when the game enters a customer waiting state in which neither a special symbol variation game nor a normal symbol variation game is being executed, a "demo effect" may be executed.
[0461] (Regarding normal pattern winning determination processing) FIG. 27 is a flowchart showing the normal symbol winning determination process carried out in the main control board 100 (a subroutine of step S106-2-5 of the normal symbol variation start process).
[0462] (Step S106-2-5-1) In step S106-2-5-1, the main CPU 101 determines whether or not the normal symbol is a winning symbol. That is, it determines whether the random number value for determining whether or not the normal symbol is a winning symbol in the normal symbol determination information (various random number values) matches the random number value for the normal symbol winning symbol. If the normal symbol is a winning symbol, the process proceeds to step S106-2-5-2. If the normal symbol is not a winning symbol, the process proceeds to step S106-2-5-3.
[0463] (Step S106-2-5-2) In step S106-2-5-2, the main CPU 101 executes a winning normal symbol determination process to determine the normal symbol corresponding to the normal winning symbol. That is, the normal symbol corresponding to the normal winning symbol is determined using a random number value for determining the normal symbol and a normal symbol determination table. Then, when the normal symbol corresponding to the normal winning symbol is determined, the process proceeds to step S106-2-5-4.
[0464] (Step S106-2-5-3) In step S106-2-5-3, the main CPU 101 executes a process for determining a normal symbol corresponding to a normal symbol miss. That is, the process determines a normal symbol corresponding to a normal symbol miss using a random number value for determining a normal symbol and a normal symbol determination table. Then, when the normal symbol corresponding to the normal symbol miss is determined, the process proceeds to step S106-2-5-3.
[0465] (Step S106-2-5-4) In step S106-2-5-4, the main CPU 101 sets a normal symbol designation command in the command transmission area to have the performance control board 200 recognize the determined normal symbol. For example, if normal symbol A is determined, a "normal symbol A designation command" is set. Then, when the normal symbol designation command is set, the process proceeds to step S106-2-6 of the normal symbol variation start processing.
[0466] (Regarding normal pattern change processing) FIG. 28 is a flowchart showing the normal symbol variable processing performed in the main control board 100 (a subroutine of step S106-4 of the normal symbol related processing).
[0467] (Step S106-4-1) In step S106-4-1, the main CPU 101 determines whether the normal symbol variation time set in the time management counter of the main RAM 103 has elapsed. For example, if "variation pattern A" is determined and "3S" is set, it determines whether "3S" has elapsed. If the normal symbol variation time has elapsed, the process proceeds to step S106-4-2, and if the normal symbol variation time has not elapsed, the process proceeds to step S107 of the main control board timer interrupt process.
[0468] (Step S106-4-2) In step S106-4-2, the main CPU 101 sets a normal symbol determination command in the command transmission area to transmit a normal symbol determination command to the performance control board 200 to determine and display the normal symbol and stop the sub-symbols (left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, small symbol 26d) being variably displayed on the image display device 26. Then, when the normal symbol determination command is set, the process proceeds to step S106-4-3.
[0469] (Step S106-4-3) In step S106-4-3, the main CPU 101 sets the value "0" indicating that the normal symbol is stopped in the normal symbol status flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that the normal symbol is stopped. Then, after setting the value "0" indicating that the normal symbol is stopped in the normal symbol status flag storage area, the process proceeds to step S106-4-4.
[0470] (Step S106-4-4) In step S106-4-4, the main CPU 101 determines whether the result of the normal symbol winning determination process described above was a normal symbol winning. If it is a normal symbol winning, the process proceeds to step S106-4-5. If it is not a normal symbol winning, the process proceeds to step S106-4-9.
[0471] (Step S106-4-5) In step S106-4-5, the main CPU 101 sets the value "2" indicating that an open game is being executed to the normal symbol status flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that an open game is being executed. Then, after setting the value "2" indicating that an open game is being executed to the normal symbol status flag storage area, the process proceeds to step S106-4-6.
[0472] (Step S106-4-6) In step S106-4-6, the main CPU 101 transitions to an open game opening, which notifies the user that open game has started. For example, the open game status is stored in an open game status storage area of the main RAM 103, and if it is opening, "0" is set, if the second start port 22 is currently open, "1" is set, if it is an interval between openings, "2" is set, and if it is ending, "3" is set. Then, after transitioning to the open game opening, the process transitions to step S106-4-7.
[0473] (Step S106-4-7) In step S106-4-7, the main CPU 101 sets an opening designation command in the command transmission area to transmit an opening designation command to the designation control board 200 to execute a designation corresponding to the opening of the open game. For example, when a normal symbol B is determined during the normal game state, an opening designation command for a short open game is set, and when a normal symbol B is determined during the time-shortened game state, an opening designation command for a long open game is set. Then, after setting the opening designation command, the process proceeds to step S106-4-7.
[0474] (Step S106-4-8) In step S106-4-8, the main CPU 101 sets the opening time of the open game (for example, "0.1 seconds" for a short open game, or "5 seconds" for a long open game) in the time management counter of the main RAM 103. Then, after setting the opening time of the open game, the process proceeds to step S107 of the main control board timer interrupt process.
[0475] (Step S106-4-9) In step S106-4-9, the main CPU 101 determines whether the time-saving count counter for the normal symbol is set. If the time-saving count counter for the normal symbol is set, the process proceeds to step S106-4-10. If the time-saving count counter for the normal symbol is not set, the process proceeds to step S107 of the main control board timer interrupt process.
[0476] (Step S106-4-10) In step S106-4-10, the main CPU 101 subtracts 1 from the number of time-saving times of the normal symbol set in the time-saving number counter. Then, after subtracting 1 from the number of time-saving times of the normal symbol, the process proceeds to step S106-4-11.
[0477] (Step S106-4-11) In step S106-4-11, the main CPU 101 subtracts 1 from the number of time-saving times for the normal symbol, and determines whether the value of the number of time-saving times for the normal symbol is 0. If the value of the number of time-saving times for the normal symbol is 0, the process proceeds to step S106-4-12 regardless of whether the value of the number of time-saving times for the special symbol set in the time-saving times counter is 0, and if the number of time-saving times for the normal symbol is not 0, the process proceeds to step S107 of the main control board timer interrupt process.
[0478] (Step S106-4-12) In step S106-4-12, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" indicating the normal game state in the game state storage area of the main RAM 103, and clears the number of time-saving times for the special symbol and the normal symbol set in the time-saving number counter. Then, after setting the game state to the normal game state, it proceeds to step S106-4-13.
[0479] (Step S106-4-13) In step S106-4-13, the main CPU 101 sets the game state designation command (normal) in the command transmission area in order to transmit the game state designation command (normal) indicating the normal game state to the performance control board 200. Then, when the game state designation command (normal) is set, the process proceeds to step S107 of the main control board timer interrupt process.
[0480] (Regarding the open game process) FIG. 29 is a flowchart showing the open game processing carried out in the main control board 100 (a subroutine of step S106-6 of the normal symbol related processing).
[0481] (Step S106-6-1) In step S106-6-1, the main CPU 101 determines whether the open game is currently in the opening mode. That is, it determines whether "0", which indicates the opening mode, is set in the open game status storage area of the main RAM 103. If the open game is currently in the opening mode, the process proceeds to step S106-6-2. If the open game is not currently in the opening mode, the process proceeds to step S106-6-4.
[0482] (Step S106-6-2) In step S106-6-2, the main CPU 101 determines whether the opening time of the open game (for example, "0.1 seconds" for a short open game, or "5 seconds" for a long open game) has elapsed. If the opening time of the open game has elapsed, the process proceeds to step S106-6-3. If the opening time of the open game has not elapsed, the process proceeds to step S107 of the main control board timer interrupt process.
[0483] (Step S106-6-3) In step S106-6-3, the main CPU 101 drives the second start port opening / closing solenoid 2...
Claims
[Claim 1] In a gaming machine capable of executing a special game advantageous to a player, A main control means for controlling the progress of a game; a performance control means for controlling the performance; a display means; The performance control means When the gaming machine and an externally connected device capable of hearing sound are connected, a sound signal can be transmitted to the externally connected device; The display means is capable of issuing a warning regarding the connection status. A gaming machine characterized by:
Citation Information
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