Gaming machine

The gaming machine addresses the lack of entertainment in conventional machines by implementing dynamic game states and operations to improve player engagement and interest.

JP2026011472APending Publication Date: 2026-01-23SANYO BUSSAN KK
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Patent Information

Application Number
JP2024112093
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-12
Publication Date
2026-01-23

AI Technical Summary

Technical Problem

Conventional gaming machines, such as pachinko machines, lack sufficient entertainment value and fail to maintain player interest.

Method used

A gaming machine that includes specific game states with predetermined operations, transitions, and control mechanisms to enhance player engagement, featuring varying states and operations that provide different advantages based on certain conditions.

Benefits of technology

The gaming machine increases player interest by introducing dynamic game states and operations that enhance entertainment value.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a game machine capable of improving interest for a player.SOLUTION: After a variable winning device 32A (big winning port shutter 32Ab) is turned to an open state in a big winning game state, the length of an interval period until the next open state (next round) is started is changed corresponding to the difference of a trigger that the variable winning device 32A is shifted to a closed state. In particular, when the variable winning device 32A is shifted to the closed state in a predetermined state (a state in which the number of winning balls in the variable winning device 32A does not reach the specified maximum number of winning balls and the specified maximum opening time has elapsed) in which the degree of advantage for the player is low, the interval period in which the variable winning device 32A is maintained in the closed state is shorter than that when the variable winning device 32A is shifted to the closed state in a specific state (a state in which the number of winning balls in the variable winning device 32A reaches the specified maximum number of winning balls) in which the degree of advantage for the player is high. It is configured to be able to quickly shift to the next open state (next round).SELECTED DRAWING: Figure 1-4
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Description

Technical Field

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

Background Art

[0002] Conventionally, as a type of gaming machine, a pachinko machine that fires a game ball into a game area to play a game is known. In gaming machines such as pachinko machines, various interests are provided to players (for example, see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, in conventional gaming machines, further improvement of interests and the like are desired.

[0005] The present invention has been made to solve the above-exemplified problems and the like, and an object thereof is to provide a gaming machine capable of improving interests for players and the like.

Means for Solving the Problems

[0006] To achieve the above object, a gaming machine according to the present invention includes a specific gaming state that can occur when a specific condition is satisfied based on the establishment of a start condition, and predetermined operation means capable of executing a plurality of predetermined operation states when the specific gaming state is entered, and control means for executing control regarding the specific gaming state and control of the predetermined operation means, and is a gaming machine provided with The control means transitions the predetermined operating means to a predetermined stop state when, in the specific game state, at least a first state occurs after the predetermined operating means has entered the predetermined operating state, or when a second state different from the first state occurs. The control means is When the predetermined operating means is transitioned to the predetermined stop state, the system includes a maintenance state execution means that maintains the predetermined operating means in the predetermined stop state for at least a predetermined period of time. In the aforementioned specific game state, when the first state occurs and the predetermined operating means is moved to the predetermined stop state, the system is configured to allow the transition to the predetermined operating state to occur faster than when the second state occurs and the predetermined operating means is moved to the predetermined stop state. The gist of this is that the second state is more advantageous for the player than the first state. [Effects of the Invention]

[0007] The gaming machine of the present invention can enhance the enjoyment for players. [Brief explanation of the drawing]

[0008] [Figure 1-1] This is a front view of a pachinko machine. [Figure 1-2] This is a perspective view of a pachinko machine. [Figure 1-3] This is a perspective view showing the inner frame and front frame in an open state. [Figure 1-4] This is a front view showing the configuration of the inner frame and game board, etc. [Figure 1-5] This is a rear view showing the configuration of a pachinko machine. [Figure 1-6] This is a perspective view showing the inner frame and back pack unit in an open state. [Figure 1-7] This block diagram shows the main electrical components of a pachinko machine. [Figure 1-8] This is an explanatory diagram showing an overview of the various counters used for game control. [Figure 1-9]It is a flowchart showing the main processing by the main control device. [Figure 1-10] It is a flowchart showing the normal processing by the main control device. [Figure 1-11] It is a flowchart showing the timer interrupt processing. [Figure 1-12] It is a flowchart showing the NMI interrupt processing. [Figure 1-13] It is a flowchart showing the second start winning process. [Figure 1-14] It is a flowchart showing the first start winning process. [Figure 1-15] (a) is a flowchart showing the first pass / fail determination process, and (b) is a flowchart showing the second pass / fail determination process. [Figure 1-16] (a) is a flowchart showing the first type determination process, and (b) is a flowchart showing the second type determination process. [Figure 1-17] It is a flowchart showing the reach determination process. [Figure 1-18] It is a flowchart showing the through gate passing process. [Figure 1-19] It is a flowchart showing the launch permission command setting process. [Figure 1-20] It is a flowchart showing the first special display control process. [Figure 1-21] It is a flowchart showing the first variable display setting process. <​​​​​​​​​​​​​​​​​​​This flowchart shows the normal display control process. [Figure 1-29] This is a flowchart showing the process for setting the general graph fluctuations. [Figure 1-30] This is a flowchart showing the process for setting general map discrimination information. [Figure 1-31] This is a flowchart showing the control process for the starting prize-winning section. [Figure 1-32] This is a flowchart showing the receive interrupt processing. [Figure 1-33] This is a flowchart showing the main processing of the dispensing control device. [Figure 1-34] This is a flowchart showing timer interrupt handling. [Figure 1-35] This is a flowchart showing the command determination process. [Figure 1-36] This is a flowchart showing the normal operation of the sub-control unit. [Figure 1-37] This is an explanatory diagram showing the overview of various counters used for determining decorative patterns, etc. [Figure 1-38] This is a flowchart showing the counter update process. [Figure 1-39] This is a flowchart showing the process for storing pending information. [Figure 1-40] This is a flowchart showing the pending processing. [Figure 1-41] This is a flowchart showing the process for displaying a winning result. [Figure 1-42] This is a flowchart showing the process for setting the variable display. [Figure 1-43] This is a flowchart showing the process for stopping fluctuations. [Figure 1-44] This figure shows an example of one display mode for a performance display device related to normal stage effects. [Figure 1-45] This figure shows an example of a display mode for a performance display device related to the opening sequence. [Figure 1-46] This figure shows an example of a display mode for a performance display device related to round-time effects. [Figure 1-47] This figure shows an example of a display mode for an interval effect (standby effect) display device. [Figure 1-48] This figure shows an example of a display mode for an interval effect (transition effect) display device. [Figure 1-49] This figure shows an example of a display mode for a display device related to the ending sequence. [Figure 1-50] This figure shows an example of a display mode for a performance display device related to the Rush Stage performance. [Figure 1-51] This figure shows an example of a display mode for a visual effect display device related to battle stage effects. [Figure 1-52] This figure shows an example of a display mode for a performance display device related to the Lucky Stage performance. [Figure 1-53] Figures (a) to (c) show tables for determining interval times. [Figure 2-1] This is a front view showing a pachinko machine and a card unit. [Figure 2-2] (a) is a perspective view showing a pachinko machine, and (b) is a plan view showing the second control unit (cross key). [Figure 2-3] This is a perspective view showing the inner frame and front frame in an open state. [Figure 2-4] This is a front view showing the configuration of the inner frame and game board, etc. [Figure 2-5] This is a rear view showing the configuration of a pachinko machine. [Figure 2-6] This is a perspective view showing the inner frame and back pack unit in an open state. [Figure 2-7] This block diagram shows the main electrical components of a pachinko machine. [Figure 2-8] This is a block diagram showing the electrical configuration of the card unit, card unit connection board, card unit operation unit, counting management device, and sub-control device. [Figure 2-9] This is an explanatory diagram showing an overview of the various counters used for game control. [Figure 2-10] This is a flowchart showing the main processing performed by the main control unit. [Figure 2-11] This flowchart shows the normal processing performed by the main control unit. [Figure 2-12](a) is a flowchart showing timer interrupt handling, and (b) is a flowchart showing NMI interrupt handling. [Figure 2-13] This is a flowchart showing the process for awarding prizes in the second round. [Figure 2-14] This is a flowchart showing the process for winning the first prize. [Figure 2-15] (a) is a flowchart showing the first correct / false determination process, and (b) is a flowchart showing the second correct / false determination process. [Figure 2-16] (a) is a flowchart showing the first type determination process, and (b) is a flowchart showing the second type determination process. [Figure 2-17] This is a flowchart showing the reach determination process. [Figure 2-18] This is a flowchart showing the process of passing through the through gate. [Figure 2-19] This is a flowchart showing the process for setting the launch permission command. [Figure 2-20] This flowchart shows the first special display control process. [Figure 2-21] This is a flowchart showing the first variable display setting process. [Figure 2-22] This is a flowchart showing the process for setting the discrimination information for Feature 1. [Figure 2-23] This flowchart shows the second special display control process. [Figure 2-24] This is a flowchart showing the second variable display setting process. [Figure 2-25] This is a flowchart showing the process for setting the discrimination information for Special Feature 2. [Figure 2-26] This is a flowchart showing the control process for the variable prize-winning device. [Figure 2-27] This is a flowchart showing the termination settings process. [Figure 2-28] This flowchart shows the normal display control process. [Figure 2-29] This is a flowchart showing the process for setting the general graph fluctuations. [Figure 2-30] This is a flowchart showing the process for setting general map discrimination information. [Figure 2-31] This is a flowchart showing the control process for the starting prize-winning section. [Figure 2-32] (a) is a flowchart showing the reception interrupt processing of the counting control device, and (b) is a flowchart showing the timer interrupt processing. [Figure 2-33] This is a flowchart showing the main processing steps of the counting control device. [Figure 2-34] This is a flowchart showing the process for setting up the loan of a counting management device. [Figure 2-35] This is a flowchart showing the command determination process for the counting control device. [Figure 2-36] This is a flowchart showing the normal operation of the sub-control unit. [Figure 2-37] This is an explanatory diagram showing the overview of various counters used for determining decorative patterns, etc. [Figure 2-38] This is a flowchart showing the counter update process. [Figure 2-39] This is a flowchart showing the process for storing pending information. [Figure 2-40] This is a flowchart showing the pending processing. [Figure 2-41] This is a flowchart showing the process for displaying a winning result. [Figure 2-42] This is a flowchart showing the process for setting the variable display. [Figure 2-43] This is a flowchart showing the process for stopping fluctuations. [Figure 2-44] This is a flowchart showing the waiting process. [Figure 2-45] (a) is a flowchart showing the main processing of the card unit, and (b) is a flowchart showing the normal processing of the card unit. [Figure 2-46] This is a flowchart showing the process for issuing a card unit loan instruction. [Figure 2-47] (a) is a diagram showing an example of one display mode for a performance display device related to a normal stage performance, and (b) is a diagram showing an example of one display mode for a performance display device related to a jackpot performance. [Figure 2-48](a) is a diagram showing an example of a display mode for a performance display device related to the Rush Stage performance, (b) is a diagram showing an example of a display mode for a performance display device related to the Battle Stage performance, and (c) is a diagram showing an example of a display mode for a performance display device related to the Lucky Stage performance. [Figure 2-49] This is a timing chart showing the switching of signals exchanged between the pachinko machine and the card unit. [Figure 2-50] The menu selection process is shown in flowchart. [Figure 2-51] This is a flowchart showing the language setting process. [Figure 2-52] This is a flowchart showing the volume setting process. [Figure 2-53] This is a flowchart showing the brightness setting process. [Figure 2-54] (a) is a diagram showing the menu screen, and (b) is a flowchart showing the language settings screen. [Figure 2-55] (a) is a diagram showing the volume setting screen, (b) is a diagram showing the brightness setting screen, and (c) is a diagram showing the effect customization screen. [Figure 2-56] (a) is a diagram showing the game history screen, (b) is a diagram showing the custom settings continuation selection screen, and (c) is a diagram showing the custom settings notification screen. [Figure 2-57] This is a system configuration diagram showing the communication system between a pachinko machine and a mobile terminal. [Figure 2-58] This is a plan view showing the NFC module on the pachinko machine side. [Figure 2-59] This is a block diagram showing the electrical configuration of an NFC module. [Figure 2-60] This is a block diagram showing the electrical configuration of a BT module. [Figure 2-61] (a) is a front view of the mobile device, and (b) is a rear view of the mobile device. [Figure 2-62] This is a block diagram showing the electrical configuration of a mobile device. [Figure 2-63] This is a flowchart showing the Bluetooth connection process on the mobile device side. [Figure 2-64] This flowchart shows the Bluetooth connection process on the pachinko machine side. [Figure 2-65] This is a sequence diagram showing the interaction between a pachinko machine and a mobile device. [Figure 2-66] This flowchart shows the Bluetooth communication process performed on the mobile device side during a Bluetooth communication connection. [Figure 2-67] This flowchart shows the BT communication process performed on the pachinko machine (sub-control device) side during BT communication connection. [Figure 2-68] This flowchart shows the process of disconnecting the Bluetooth communication connection on the mobile device side. [Figure 2-69] This flowchart shows the process of disconnecting the BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 2-70] This is a flowchart showing the BT connection process on the pachinko machine side according to another embodiment. [Figure 2-71] This is a flowchart showing the BT connection process on the pachinko machine side according to another embodiment. [Figure 2-72] This is a flowchart showing the BT connection process on the pachinko machine side according to another embodiment. [Figure 2-73] This is a flowchart showing the BT connection process on the pachinko machine side according to another embodiment. [Figure 2-74] This is a flowchart showing the BT connection process on the pachinko machine side according to another embodiment. [Figure 2-75] This is a flowchart showing the BT connection process on the pachinko machine side according to another embodiment. [Figure 2-76] This is a flowchart showing the BT communication process on the pachinko machine side according to another embodiment. [Figure 2-77] This is a flowchart showing the BT communication process on the pachinko machine side according to another embodiment. [Figure 2-78] This is a flowchart showing the BT communication process on the pachinko machine side according to another embodiment. [Figure 2-79] This is a flowchart showing the BT communication process on the pachinko machine side according to another embodiment. [Figure 2-80] This is a flowchart showing the BT communication process on the pachinko machine side according to another embodiment. [Figure 2-81] This flowchart shows the BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-82] This flowchart shows the BT communication disconnection process performed on the mobile terminal side in another embodiment. [Figure 2-83] This flowchart shows the BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-84] This flowchart shows the BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-85] This flowchart shows the BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-86] This flowchart shows the BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-87] This flowchart shows the BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-88] This flowchart shows the BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-89] This is a flowchart showing the process for customizing the visual effects. [Figure 2-90] This is a diagram showing the background music settings screen. [Figure 2-91] (a) is a diagram showing the BGM setting screen during symbol changes, and (b) is a diagram showing the BGM setting screen during a jackpot. [Figure 2-92] This is a flowchart showing the character setting process. [Figure 2-93] (a) is a diagram showing the character settings screen, and (b) is a diagram showing the main character settings screen. [Figure 2-94] This is a diagram showing the character settings screen for a female character. [Figure 2-95] This is a diagram showing the background settings screen. [Figure 2-96]This is a flowchart showing the background setting process. [Figure 2-97] This is a diagram showing the preview effect settings screen. [Figure 2-98] This is a flowchart showing the process for setting up preview effects. [Figure 2-99] This is a diagram showing the settings screen for the Super Reach effect. [Figure 2-100] This is a flowchart showing the confidence level setting process. [Figure 2-101] (a) is a diagram showing the confidence level setting screen, and (b) is a diagram showing the state after the input completion message has been displayed. [Figure 2-102] This is a flowchart showing the process for setting the appearance rate. [Figure 2-103] (a) is a diagram showing the appearance rate setting screen, and (b) is a diagram showing the state after the input completion display has been made. [Figure 2-104] This is a flowchart showing the process for setting up the reach animation. [Figure 2-105] This is a flowchart showing the process for setting up and executing preview effects. [Figure 2-106] This diagram shows multiple reach animation tables. [Figure 2-107] This diagram shows the user-facing area (custom information storage area). [Figure 2-108] This is a diagram showing the communication disconnection confirmation screen. [Figure 2-109] (a) is a diagram showing an example of a display mode for a performance display device during BT communication connection, and (b) is a diagram showing a communication connection notification screen that is displayed when it is not possible to continue playing pinball. [Figure 3-1] This is a front view of a pachinko machine. [Figure 3-2] This is a perspective view of a pachinko machine. [Figure 3-3] This is a perspective view showing the inner frame and front frame in an open state. [Figure 3-4] This is a front view showing the configuration of the inner frame and game board, etc. [Figure 3-5] This is a rear view showing the configuration of a pachinko machine. [Figure 3-6]This is a perspective view showing the inner frame and back pack unit in an open state. [Figure 3-7] This block diagram shows the main electrical components of a pachinko machine. [Figure 3-8] This is an explanatory diagram showing an overview of the various counters used for game control. [Figure 3-9] This is a flowchart showing the main processing performed by the main control unit. [Figure 3-10] This flowchart shows the normal processing performed by the main control unit. [Figure 3-11] This is a flowchart showing timer interrupt handling. [Figure 3-12] This flowchart shows the NMI interrupt handling process. [Figure 3-13] This is a flowchart showing the process for awarding prizes in the second round. [Figure 3-14] This is a flowchart showing the process for winning the first prize. [Figure 3-15] (a) is a flowchart showing the first correct / false determination process, and (b) is a flowchart showing the second correct / false determination process. [Figure 3-16] (a) is a flowchart showing the first type discrimination process, and (b) is a flowchart showing the second type discrimination process. [Figure 3-17] This is a flowchart showing the reach determination process. [Figure 3-18] This is a flowchart showing the process of passing through the through gate. [Figure 3-19] This is a flowchart showing the process for setting the launch permission command. [Figure 3-20] This flowchart shows the first special display control process. [Figure 3-21] This is a flowchart showing the first variable display setting process. [Figure 3-22] This is a flowchart showing the process for setting the discrimination information for Feature 1. [Figure 3-23] This flowchart shows the second special display control process. [Figure 3-24] This is a flowchart showing the second variable display setting process. [Figure 3-25] This is a flowchart showing the process for setting the discrimination information for Special Feature 2. [Figure 3-26] This is a flowchart showing the control process for the variable prize-winning device. [Figure 3-27] This is a flowchart showing the termination settings process. [Figure 3-28] This flowchart shows the normal display control process. [Figure 3-29] This is a flowchart showing the process for setting the general graph fluctuations. [Figure 3-30] This is a flowchart showing the process for setting general map discrimination information. [Figure 3-31] This is a flowchart showing the control process for the starting prize-winning section. [Figure 3-32] This is a flowchart showing the receive interrupt processing. [Figure 3-33] This is a flowchart showing the main processing of the dispensing control device. [Figure 3-34] This is a flowchart showing timer interrupt handling. [Figure 3-35] This is a flowchart showing the command identification process. [Figure 3-36] This is a flowchart showing the normal operation of the sub-control unit. [Figure 3-37] This is an explanatory diagram showing the overview of various counters used for determining decorative patterns, etc. [Figure 3-38] This is a flowchart showing the counter update process. [Figure 3-39] This is a flowchart showing the process for storing pending information. [Figure 3-40] This is a flowchart showing the pending processing. [Figure 3-41] This is a flowchart showing the process for displaying a winning result. [Figure 3-42] This is a flowchart showing the process for setting the variable display. [Figure 3-43] This is a flowchart showing the process for stopping fluctuations. [Figure 3-44] This figure shows an example of one display mode for a performance display device related to normal stage effects. [Figure 3-45]This figure shows an example of a display mode for a display device related to a jackpot animation. [Figure 3-46] This figure shows an example of a display mode for a performance display device related to the Rush Stage performance. [Figure 3-47] This figure shows an example of a display mode for a visual effect display device related to battle stage effects. [Figure 3-48] This figure shows an example of a display mode for a performance display device related to the Lucky Stage performance. [Figure 3-49] This is a plan view showing the second control unit (directional pad). [Figure 3-50] The menu selection process is shown in flowchart. [Figure 3-51] This is a flowchart showing the language setting process. [Figure 3-52] This is a flowchart showing the volume setting process. [Figure 3-53] This is a flowchart showing the brightness setting process. [Figure 3-54] This is a diagram showing the menu screen. [Figure 3-55] This is a diagram showing the language settings screen. [Figure 3-56] This is a diagram showing the volume settings screen. [Figure 3-57] This is a diagram showing the brightness settings screen. [Figure 3-58] This is a diagram showing the screen for customizing the visual effects. [Figure 3-59] This is a diagram showing the game history screen. [Figure 4-1] This is a front view of a pachinko machine. [Figure 4-2] This is a perspective view of a pachinko machine. [Figure 4-3] This is a perspective view showing the inner frame and front frame in an open state. [Figure 4-4] This is a front view showing the configuration of the inner frame and game board, etc. [Figure 4-5] This is a rear view showing the configuration of a pachinko machine. [Figure 4-6] This is a perspective view showing the inner frame and back pack unit in an open state. [Figure 4-7]This block diagram shows the main electrical components of a pachinko machine. [Figure 4-8] This is an explanatory diagram showing an overview of the various counters used for game control. [Figure 4-9] This is a flowchart showing the main processing performed by the main control unit. [Figure 4-10] This flowchart shows the normal processing performed by the main control unit. [Figure 4-11] This is a flowchart showing timer interrupt handling. [Figure 4-12] This flowchart shows the NMI interrupt handling process. [Figure 4-13] This is a flowchart showing the process for awarding prizes in the second round. [Figure 4-14] This is a flowchart showing the process for winning the first prize. [Figure 4-15] (a) is a flowchart showing the first correct / false determination process, and (b) is a flowchart showing the second correct / false determination process. [Figure 4-16] (a) is a flowchart showing the first type discrimination process, and (b) is a flowchart showing the second type discrimination process. [Figure 4-17] This is a flowchart showing the reach determination process. [Figure 4-18] This is a flowchart showing the process of passing through the through gate. [Figure 4-19] This is a flowchart showing the process for setting the launch permission command. [Figure 4-20] This flowchart shows the first special display control process. [Figure 4-21] This is a flowchart showing the first variable display setting process. [Figure 4-22] This is a flowchart showing the process for setting the discrimination information for Feature 1. [Figure 4-23] This flowchart shows the second special display control process. [Figure 4-24] This is a flowchart showing the second variable display setting process. [Figure 4-25] This is a flowchart showing the process for setting the discrimination information for Special Feature 2. [Figure 4-26] This is a flowchart showing the control process for the variable prize-winning device. [Figure 4-27] This is a flowchart showing the termination settings process. [Figure 4-28] This flowchart shows the normal display control process. [Figure 4-29] This is a flowchart showing the process for setting the general graph fluctuations. [Figure 4-30] This is a flowchart showing the process for setting general map discrimination information. [Figure 4-31] This is a flowchart showing the control process for the starting prize-winning section. [Figure 4-32] This is a flowchart showing the receive interrupt processing. [Figure 4-33] This is a flowchart showing the main processing of the dispensing control device. [Figure 4-34] This is a flowchart showing timer interrupt handling. [Figure 4-35] This is a flowchart showing the command identification process. [Figure 4-36] This is a flowchart showing the normal operation of the sub-control unit. [Figure 4-37] This is an explanatory diagram showing the overview of various counters used for determining decorative patterns, etc. [Figure 4-38] This is a flowchart showing the counter update process. [Figure 4-39] This is a flowchart showing the process for storing pending information. [Figure 4-40] This is a flowchart showing the pending processing. [Figure 4-41] This is a flowchart showing the process for displaying a winning result. [Figure 4-42] This is a flowchart showing the process for setting the variable display. [Figure 4-43] This is a flowchart showing the process for stopping fluctuations. [Figure 4-44] This figure shows an example of one display mode for a performance display device related to normal stage effects. [Figure 4-45] This figure shows an example of a display mode for a display device related to a jackpot animation. [Figure 4-46]This figure shows an example of a display mode for a performance display device related to the Rush Stage performance. [Figure 4-47] This figure shows an example of a display mode for a visual effect display device related to battle stage effects. [Figure 4-48] This figure shows an example of a display mode for a performance display device related to the Lucky Stage performance. [Figure 4-49] This is a plan view showing the second control unit (directional pad). [Figure 4-50] The menu selection process is shown in flowchart. [Figure 4-51] This is a flowchart showing the language setting process. [Figure 4-52] This is a flowchart showing the audio output setting process. [Figure 4-53] This is a flowchart showing the output volume setting process. [Figure 4-54] This is a flowchart showing the output device configuration process. [Figure 4-55] This is a flowchart showing the brightness setting process. [Figure 4-56] This is a flowchart showing the process for customizing the visual effects. [Figure 4-57] This is a flowchart showing the character setting process. [Figure 4-58] This is a flowchart showing the background setting process. [Figure 4-59] This is a flowchart showing the process for setting up preview effects. [Figure 4-60] This is a flowchart showing the confidence level setting process. [Figure 4-61] This is a flowchart showing the process for setting the appearance rate. [Figure 4-62] This is a flowchart showing the process for setting up the reach animation. [Figure 4-63] This is a flowchart showing the process for setting up and executing preview effects. [Figure 4-64] This diagram shows multiple reach animation tables. [Figure 4-65] This diagram shows the user-facing area (custom information storage area). [Figure 4-66]This is a diagram showing the menu screen. [Figure 4-67] This is a diagram showing the language settings screen. [Figure 4-68] This is a diagram showing the audio output settings screen. [Figure 4-69] This is a diagram showing the output volume setting screen. [Figure 4-70] This is a diagram showing the output device settings screen. [Figure 4-71] This is a diagram showing the brightness settings screen. [Figure 4-72] This is a diagram showing the screen for customizing the visual effects. [Figure 4-73] This is a diagram showing the game history screen. [Figure 4-74] This is a diagram showing the background music settings screen. [Figure 4-75] This is a diagram showing the background music settings screen during symbol changes. [Figure 4-76] This is a diagram showing the background music settings screen during a jackpot. [Figure 4-77] This is a diagram showing the character settings screen. [Figure 4-78] This is a diagram showing the main character settings screen. [Figure 4-79] This is a diagram showing the character settings screen for a female character. [Figure 4-80] This is a diagram showing the background settings screen. [Figure 4-81] This is a diagram showing the preview effect settings screen. [Figure 4-82] This is a diagram showing the settings screen for the Super Reach effect. [Figure 4-83] (a) is a diagram showing the confidence level setting screen, and (b) is a diagram showing the state when the input completion is displayed on the confidence level setting screen. [Figure 4-84] (a) is a diagram showing the appearance rate setting screen, and (b) is a diagram showing the state when the input completion is displayed on the appearance rate setting screen. [Figure 4-85] This is a system configuration diagram showing the communication system between a pachinko machine and wireless earphones. [Figure 4-86] This is a block diagram showing the electrical configuration of a BT module. [Figure 4-87]This is a block diagram showing the electrical configuration of wireless earphones. [Figure 4-88] This is a flowchart showing the wireless earphone setup process on the pachinko machine side. [Figure 4-89] This is a diagram showing the connection settings screen. [Figure 4-90] This is a flowchart showing the Bluetooth connection process on the earphone side. [Figure 4-91] This flowchart shows the BT communication process performed on the pachinko machine (sub-control device) side during BT communication connection. [Figure 4-92] This flowchart shows the Bluetooth communication process performed on the earphone side during a Bluetooth connection. [Figure 4-93] This flowchart shows the process of disconnecting the Bluetooth communication connection performed on the earphone side. [Figure 4-94] This flowchart shows the process of disconnecting the BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 5-1] This is a front view showing a pachinko machine in one embodiment. [Figure 5-2] This is a perspective view of a pachinko machine. [Figure 5-3] This is a perspective view showing the inner frame and front frame set in an open state. [Figure 5-4] This is a front view showing the configuration of the inner frame and game board, etc. [Figure 5-5] This is a rear view showing the configuration of a pachinko machine. [Figure 5-6] This is a perspective view showing the inner frame and back pack unit in an open state. [Figure 5-7] (a) and (b) are perspective views showing the configuration of the handle. [Figure 5-8] This is an exploded perspective view primarily showing the various components inside the handle. [Figure 5-9] This is an exploded perspective view primarily showing the various components inside the handle. [Figure 5-10] This is an exploded perspective view primarily showing the various components inside the handle. [Figure 5-11]This is an exploded perspective view primarily showing the various components inside the handle. [Figure 5-12] (a) is a front view showing the handle in the non-operated state of the rotating mechanism, illustrating the relative rotational positional relationship of the first and second gear bodies and the state of the mainspring. [Figure 5-13] This is a rear view showing the rotating operating body to which the first gear body and mainspring are assembled. [Figure 5-14] This is a perspective view showing the state before the rotating mechanism is assembled to the handle base. [Figure 5-15] (a) is a front view showing the handle base with various components assembled, before the stop lever is pressed, and (b) is a front view showing the handle base with the stop lever pressed, in which the locking projection engages with the locking recess. [Figure 5-16] This is a perspective view showing the handle base in a state where the locking projection engages with the locking recess by pressing the stop lever. [Figure 5-17] This is a perspective view showing the state in which the rotating operating body (first gear body) is about to be assembled to the handle base. [Figure 5-18] This is a perspective view showing the rotating operating body (first gear body) assembled to the handle base. [Figure 5-19] This is a front view showing the rotating mechanism assembled to the handle base, with the hook portion at the other end of the mainspring screwed in place. [Figure 5-20] This is an exploded perspective view primarily showing the various components on the outside of the handle. [Figure 5-21] This is an exploded perspective view primarily showing the various components on the outside of the handle. [Figure 5-22] This is an explanatory diagram showing the operation of the second rotating mechanism and the regulating means. [Figure 5-23] This block diagram shows the main electrical components of a pachinko machine. [Figure 5-24]This is an exploded perspective view showing the external components of the handle in another embodiment. [Figure 5-25] This is an exploded perspective view showing the external components of the handle in another embodiment. [Figure 5-26] This is an explanatory diagram showing the operation of the second rotating operator and the regulating means in another embodiment. [Figure 5-27] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-28] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-29] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-30] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-31] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-32] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-33] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-34] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-35] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-36] This is a diagram illustrating a handle in another embodiment. [Figure 5-37] This is a perspective view showing the handle configuration in another embodiment. [Figure 5-38] This is a diagram illustrating a handle in another embodiment. [Figure 5-39] This is a diagram illustrating a handle in another embodiment. [Modes for carrying out the invention]

[0009] [First Embodiment] The pachinko game machine (hereinafter simply referred to as "pachinko machine") 10 according to the first embodiment will be described in detail below with reference to the drawings.

[0010] Traditionally, pachinko machines have been known as a type of amusement machine, in which players launch game balls into a game area to play.

[0011] In amusement machines such as pachinko machines, a specific game state (for example, a jackpot state) occurs when a specific condition is met based on, for example, when a game ball is launched towards the game area and enters a predetermined starting ball entry means (for example, when a predetermined lottery is won) (see, for example, Japanese Patent Publication No. 2013-31769).

[0012] Furthermore, when a specific game state is reached, the predetermined operating means (for example, a variable prize-winning device) enters an operating state, and then transitions to a stopped state when a first state occurs (for example, when the predetermined maximum opening time has elapsed) or a second state occurs (when the predetermined maximum number of game balls have been awarded), and after a predetermined period of time has elapsed, it transitions to the next operating state.

[0013] However, if the duration for which the predetermined operating means remains in the stopped state is always the same, whether the first state occurs and the machine transitions to a stopped state, or whether the second state occurs and the machine transitions to a stopped state, the player's enjoyment may decrease. Therefore, improvements to the player's enjoyment are desired.

[0014] In other words, the aim is to improve the level of interest by creating a difference in interest depending on whether the first state occurs and the game transitions to a stopped state, or whether the second state occurs and the game transitions to a stopped state.

[0015] Thus, the present invention has been made to solve the problems exemplified above, and its purpose is to provide a gaming machine that can enhance the enjoyment for players.

[0016] In contrast, specifically, for example, a gaming machine according to the present invention, A specific game state that may occur when certain conditions are met based on the fulfillment of the starting conditions, When the aforementioned specific game state is reached, a predetermined operation means capable of executing multiple predetermined operation states, A gaming machine comprising control means for performing control relating to the specified game state and control of the predetermined operating means, The control means transitions the predetermined operating means to a predetermined stop state when, in the specific game state, at least a first state occurs after the predetermined operating means has entered the predetermined operating state, or when a second state different from the first state occurs. The control means is When the predetermined operating means is transitioned to the predetermined stop state, the system includes a maintenance state execution means that maintains the predetermined operating means in the predetermined stop state for at least a predetermined period of time. In the aforementioned specific game state, when the first state occurs and the predetermined operating means is moved to the predetermined stop state, the system is configured to allow the transition to the predetermined operating state to occur faster than when the second state occurs and the predetermined operating means is moved to the predetermined stop state. By providing a gaming machine characterized in that the second state is more advantageous to the player than the first state, This can enhance the enjoyment for players.

[0017] More specifically, for example, a gaming machine according to the present invention The jackpot game state that can occur when a jackpot is won based on the starting prize, When a jackpot is achieved, a variable prize entry device (jackpot entry shutter) is capable of opening multiple times, A pachinko machine comprising a main control device that performs control related to the jackpot game state and control of a variable prize entry device (jackpot entry shutter), The main control unit, in the jackpot game state, will switch the variable prize entry device (large prize entry shutter) to a closed state when a predetermined state occurs after at least a predetermined maximum open time has elapsed since the variable prize entry device (large prize entry shutter) was opened, and when a specific state occurs in which the predetermined maximum number of game balls have entered. The main control unit is When the variable prize-winning device (large prize-winning slot shutter) is moved to the closed state, it is configured to maintain the variable prize-winning device (large prize-winning slot shutter) in the closed state for at least a predetermined period of time. In the jackpot game state, when the predetermined state occurs (after the predetermined maximum opening time has elapsed) and the variable prize entry device (large prize entry shutter) transitions to the closed state, the system is configured to transition to the next open state faster than when the specific state occurs (after the predetermined maximum number of game balls have entered) and the variable prize entry device (large prize entry shutter) transitions to the closed state. For the player, the aforementioned specific state, namely when the number of game balls entering the variable prize-winning device reaches the prescribed maximum number of prizes (i.e., the number of prizes won by the player is the prescribed maximum number of prizes (for example, 10 prizes x 15 prizes per ball)), is more advantageous than the aforementioned predetermined state, namely when the number of game balls entering the variable prize-winning device does not reach the prescribed maximum number of prizes and the prescribed maximum opening time elapses (i.e., the number of prizes won by the player does not reach the prescribed maximum number of prizes (for example, 7 prizes x 15 prizes per ball)). This can enhance the enjoyment for players.

[0018] In the present invention, the "predetermined operating state" can be any state that can be performed multiple times, as long as it can realize the spirit of the present invention. For example, it may be an operating state in which the predetermined operating means opens and closes a predetermined opening or spherical passage, or an operating state in which the predetermined operating means causes a predetermined object to open and close a predetermined opening or spherical passage, an operating state in which the predetermined operating means slides up and down, left and right, front and back or diagonally, or an operating state in which the predetermined operating means slides a predetermined object in up and down, left and right, front and back or diagonally, an operating state in which the predetermined operating means reciprocates, vibrates or swings in up and down, left and right, front and back or diagonally or an operating state in which the predetermined operating means reciprocates, vibrates or swings a predetermined object in up and down, left and right, front and back or diagonally, an operating state in which the predetermined operating means rotates and displaces about an axis in the up and down, left and right, front and back or diagonally or an operating state in which the predetermined operating means rotates and displaces a predetermined object about an axis in the up and down, left and right, front and back or diagonally, an operating state in which the predetermined operating means fluctuates or an operating state in which the predetermined operating means fluctuates.

[0019] In the present invention, the "maintain state execution means" only needs to maintain the predetermined operating means in a predetermined stop state for at least a predetermined period of time when the predetermined operating means is transitioned to a predetermined stop state, and may be anything as long as it can realize the spirit of the present invention, such as a main control device, a sub-control device, a display control device, a sound control device, a lamp control device, or another control device capable of performing predetermined control, or various calculation means having these control devices, or various functions in these control devices capable of performing various control processing.

[0020] In the present invention, the "specific game state" can be any game state that may occur when specific conditions are met, and can be any state as long as it realizes the spirit of the present invention, such as a jackpot state that is more advantageous to the player than the normal game state, a minor win state that is more advantageous to the player than the normal game state, a high probability state in which the probability of obtaining a winning result by a predetermined lottery means is higher than that of the normal game state (including a low probability state), a high ball entry state in which the proportion of game balls entering a predetermined ball entry means (including a variable ball entry means) is higher than that of the normal game state (including a low ball entry state), or a state in which a predetermined number of rights are reserved in a reservation means that can reserve the right to perform a predetermined lottery (including a reservation full state in which the maximum number of rights is reserved).

[0021] In the present invention, the "predetermined operating means" is any means that can perform a predetermined operating state multiple times when a specific game state is reached, and is not limited to its shape, size, placement, or mode of operation, as long as it can realize the spirit of the present invention. For example, it may be a variable prize-winning device or its internal area provided in the game area that can perform a predetermined operating state, a device provided in the game area that can perform a predetermined operating state (including a movable mechanism), a device that can perform a predetermined operating state that acts on a game ball flowing down the game area (including a variable ball-entry means), a device that can perform a predetermined operating state that opens and closes a predetermined opening or ball passage through which a game ball can pass, a device that can perform a predetermined operating state that guides a game ball in a predetermined direction or to a predetermined position, or a device that can perform a predetermined operating state that changes the visibility (including the mode of operation and the display mode) of a predetermined part or area visible to the player.

[0022] In the present invention, the "specific conditions" may be any conditions, such as obtaining a predetermined lottery result by a predetermined lottery performed by the entry or passage of a game ball into a predetermined ball entry means; detecting a game ball that has entered or passed through a predetermined ball entry means (including a variable ball entry means) by a predetermined detection means; having the right to perform a predetermined lottery based on the entry or passage of a game ball into a predetermined ball entry means reserved up to a predetermined number in a reservation means; having a game ball that has entered a predetermined ball entry means enter a specific ball entry area (such as a V-prize entry); or having a predetermined variable display performed by a predetermined display means based on the entry or passage of a game ball into a predetermined ball entry means stop in a specific manner.

[0023] In the present invention, the "control means" can be anything that performs control related to a specific game state and control of predetermined operating means, and can be, for example, a main control device, a sub-control device, a display control device, a sound control device, a lamp control device, or another control device that can perform predetermined control, or various calculation means that these control devices have, or various functions that can perform various control processing in these control devices.

[0024] In the present invention, the "starting condition" may be any condition, such as a game ball entering or passing through a predetermined ball entry means arranged in the game area, a game ball entering or passing through a predetermined ball entry means provided in a special feature (including a center frame or stage) arranged in the game area, a game ball entering or passing through a predetermined ball entry means provided in a variable prize-winning device arranged in the game area, or a game ball entering or passing through a predetermined ball entry means provided in an area that can only be reached by game balls launched in a predetermined launching manner.

[0025] In the present invention, "the second state is more advantageous than the first state" means, if the spirit of the present invention can be realized, for example, that when the second state occurs, the number of game balls that enter the predetermined ball entry means (including variable ball entry means) during a predetermined period is greater than when the first state occurs; when the second state occurs, the number of prize balls that are paid out as a result of game balls entering the predetermined ball entry means (including variable ball entry means) during a predetermined period is greater than when the first state occurs; when the second state occurs, the proportion of predetermined lotteries that are executed based on game balls entering the predetermined ball entry means (including variable ball entry means) during a predetermined period is greater than when the first state occurs; when the second state occurs, the number of game balls that enter the predetermined ball entry means (including variable ball entry means) during a predetermined period is greater than when the first state occurs. Based on this, the following may be implemented: the predetermined movable means operates in a manner more advantageous to the player; when the second state occurs, it becomes easier for the game balls to enter the predetermined ball entry means (including variable ball entry means) during a predetermined period than when the first state occurs (including making it possible to enter the balls); when the second state occurs, the probability of obtaining a winning result by the predetermined lottery means during a predetermined period is higher than when the first state occurs; when the second state occurs, the predetermined variable display means displays a confirmed stop in a manner more advantageous to the player when the variable display performed is completed compared to when the first state occurs; when the second state occurs, the predetermined performance means (e.g., display means) performs a predetermined performance that is more advantageous to the player during a predetermined period than when the first state occurs, and so on.

[0026] In the present invention, the "first state" and the "second state" only need to be such that when these states occur, a predetermined operating means is moved to a predetermined stop state, and as long as the spirit of the present invention can be realized, for example, a state in which a predetermined variable ball entry means has been opened based on a game ball entering a predetermined ball entry means or ball entry area and a predetermined maximum opening time has elapsed; a state in which a predetermined maximum number of game balls have been awarded to the variable ball entry means after the predetermined variable ball entry means has been opened based on a game ball entering a predetermined ball entry means or ball entry area; a state in which a predetermined number of game balls have been awarded to a predetermined ball entry means (including the variable ball entry means) or ball entry area; a state in which a game ball enters a predetermined ball entry means This could be any state, such as: a state in which a variable display performed by a predetermined display means based on a ball entering an entry area has ended and the display has stopped in a predetermined stopping manner (for example, a first manner that is not advantageous to the player or a second manner that is advantageous to the player) or a state in which such a state has been confirmed; a state in which a predetermined result has been obtained in a predetermined lottery performed based on a game ball entering a predetermined entry means or entry area; a state in which a predetermined operating period has elapsed since a predetermined predetermined operating means (including a variable entry means) started operating based on a game ball entering a predetermined entry means or entry area; a state in which a predetermined advantageous state that is advantageous to the player has been granted; or a state in which a predetermined advantageous state that is advantageous to the player has ended.

[0027] In the present invention, the "predetermined stop state" can be any state to which the predetermined operating means transitions after it has entered a predetermined operating state, as long as it can realize the spirit of the present invention. For example, it may be any state in which the predetermined operating means stops or terminates or confirms the opening and closing operation, the predetermined operating means stops or terminates or confirms the opening and closing operation of a predetermined object, the predetermined operating means stops or terminates or confirms the fluctuating operation, the predetermined operating means stops or terminates or confirms the fluctuating operation of a predetermined object, the predetermined operating means stops or terminates or confirms the displacement operation (sliding, reciprocating, vibrating, oscillating, or rotating, etc.), or the predetermined operating means stops or terminates or confirms the displacement operation of a predetermined object.

[0028] The gaming machine according to the present invention (pachinko machine 10 according to the first embodiment), described in detail below, has a special state as a specific game state of the present invention, an operating unit as a predetermined operating means of the present invention, a control unit as a control means of the present invention, a predetermined state as a first state of the present invention, a specific state as a second state of the present invention, a maintenance function as a maintenance state execution means of the present invention, a standby performance as a first performance of the present invention, a transition performance as a second performance of the present invention, a specific performance as a special performance of the present invention, a performance control execution unit as a special performance execution means of the present invention, an invalidation determination function as an invalidation means of the present invention, a change means as a variable means of the present invention, and a specific stop function as a specific stop execution means of the present invention.

[0029] The specific configuration of the pachinko machine 10 according to the present invention will be explained in detail below. As shown in Figure 1-3, the pachinko machine 10 is equipped with an outer frame 11 that constitutes the outer casing of the pachinko machine 10, and an inner frame 12 is supported on one side of the outer frame 11 so as to be openable and closable. However, for convenience, in Figure 1-3, game components (nails, mechanisms, etc.) arranged on the game board 30 surface and glass units 137 attached to the front frame 14 are omitted.

[0030] As shown in Figure 1-6, the outer frame 11 is constructed with an upper frame component 11a and a lower frame component 11b made of wooden board material, and a left frame component 11c and a right frame component 11d made of extruded aluminum alloy material. These frame components 11a to 11d are assembled together in a rectangular frame shape using detachable fasteners such as screws.

[0031] An upper hinge 81 and a lower hinge 82 are attached to the upper and lower ends of the left-side frame component 11c, respectively (see Figure 1-1). The upper and lower parts of the inner frame 12 are rotatably supported by the upper hinge 81 and the lower hinge 82, thereby allowing the inner frame 12 to open and close. The inner frame 12 and the like are then housed in the space formed inside the outer frame 11.

[0032] The right-hand frame component 11d has an extended wall portion 83 that protrudes inward from near its rear end in the width direction toward the inside of the outer frame 11. The extended wall portion 83 covers the entire upper and lower section corresponding to the locking device 600 (see Figure 1-6) provided on the rear right side of the inner frame 12 from the rear side of the inner frame 12 (see Figure 1-5). In addition, as shown in Figure 1-3, the front side of the extended wall portion 83 is provided with a pair of upper and lower receiving portions 84 and 85 to which the locking member of the locking device 600, which is the operating part, is locked. Furthermore, the lower receiving portion 85 has a pressing portion 86 that protrudes toward the inside of the outer frame 11 and contacts the inner frame open detection switch 92, which will be described later.

[0033] A resin decorative panel 87 is attached to the lower frame component 11b. A rib 88 that protrudes upward is integrally formed on the upper rear part of the decorative panel 87. This makes it difficult for a gap to form between it and the inner frame 12.

[0034] As shown in Figure 1-3, the opening and closing axis of the inner frame 12 is set vertically on the left side when viewed from the front of the pachinko machine 10, and the inner frame 12 can be opened forward with this opening and closing axis as its center. The inner frame 12 is mainly composed of a resin base 38 with a rectangular outer shape, and a roughly elliptical window opening 39 is formed in the center of the resin base 38.

[0035] A front frame 14 is attached to the front side of the inner frame 12 so as to be openable and closable. The front frame 14, like the inner frame 12, can be opened forward with an opening / closing axis set vertically along the left side when viewed from the front of the pachinko machine 10 as its axis. Alternatively, the front frame 14 may be configured to be directly supported and openable on the outer frame 11, rather than via the inner frame 12.

[0036] The front frame 14, like the inner frame 12, has a rectangular shape and, in a closed state, covers almost the entire front side of the inner frame 12. A roughly elliptical window 101 is formed in the center of the front frame 14. This allows the game board 30 (game area), which is mounted on the rear surface of the inner frame 12, to be visible from the outside through the window 101 of the front frame 14 and the window opening 39 of the inner frame 12. Details of the game board 30 will be described later.

[0037] As shown in Figure 1-1, etc., a lower tray 15 is provided at the lower center of the front side of the front frame 14, allowing game balls discharged from the lower payout outlet 16 to be stored in the lower tray 15. In addition, a ball release lever 25 is provided on the front side of the lower tray 15 for discharging game balls from inside the lower tray 15.

[0038] To the right of the lower tray 15, a game ball launching handle (hereinafter simply referred to as "handle") 18 is provided, which protrudes toward the front as an operating part. The handle 18 is equipped with a rotating operating part 18a that can be rotated by the player, a touch sensor (not shown) that can detect when the player's hand touches the handle 18, and a variable resistor (not shown) for detecting the amount of rotation of the rotating operating part 18a. With this configuration, when the rotating operating part 18a is rotated clockwise, game balls are launched by the launching device 60, which will be described later, with a launching strength corresponding to the amount of rotation.

[0039] Furthermore, the handle 18 is provided with a stop lever 18b that can be pressed with the thumb of the right hand gripping the rotary operation unit 18a. When the stop lever 18b is pressed, the launching of game balls by the launching device 60, which is the operating part, is prohibited, even if the handle 18 is being held. Therefore, it is possible to rotate the rotary operation unit 18a while prohibiting the launching of game balls, or to temporarily stop the launching of game balls in a predetermined operating state while holding the handle 18.

[0040] As shown in Figure 1-2, an upper tray 19 capable of storing game balls is provided above the lower tray 15. The upper tray 19 is a ball receiving tray that temporarily stores game balls dispensed from the upper payout outlet 17 and guides them toward the launching device 60 while aligning them in a line. When the upper tray 19 is full of game balls, the dispensed game balls are guided toward the lower tray 15 via the lower tray connecting passage 71 and the lower payout outlet 16, which will be described later.

[0041] On the upper right side of the front edge of the upper tray 19, there is a dispensing switch 121, a return switch 122, and a balance display unit 124. Typically, in amusement halls, a CR unit (not shown) is placed to the left of the pachinko machine 10. When the dispensing switch 121, which acts as an input unit, is operated in a specific state where a game card with a balance has been inserted into the CR unit, the dispensing balls are supplied to the upper tray 19 in accordance with that operation. On the other hand, the return switch 122, which acts as an input unit, is operated when requesting the return of the card inserted into the CR unit. The balance display unit 124 displays the balance on the card inserted into the CR unit.

[0042] Furthermore, a ball release button 123 is provided on the upper right side of the front edge of the upper tray 19. The ball release button 123 is configured to be retractable and is always biased upward by a biasing mechanism (not shown). With this configuration, when the ball release button 123 is pressed, the space between the upper tray 19 and the lower tray 15 is opened, and the game balls stored in the upper tray 19 are guided to the lower tray 15. In other words, the player can move the game balls in the upper tray 19 to the lower tray 15 at any time by operating the ball release button 123.

[0043] Furthermore, a first operation unit 125 and a second operation unit 126, which can be operated by the player, are provided on the upper center of the front edge of the upper tray 19.

[0044] The first operation unit 125 is primarily used for performance purposes. In this embodiment, the first operation unit 125 employs a contact-type input unit that includes a button that can be moved in the direction of pressure when pressed by a player with their finger or hand (for example, by pressing downwards), and an operation detection switch that, when pressed by the player's finger or the like, moves the button by a predetermined amount and comes within a predetermined distance of or into contact with a sensor unit which is a predetermined detection unit, enters a predetermined ON state and outputs a predetermined detection signal. Of course, the configuration of the first operation unit 125 is not limited to this, and other different configurations may be adopted.

[0045] When the first operation unit 125 (hereinafter referred to as the "production button 125") is pressed by the player, a predetermined detection signal, which is a predetermined input by the player, is input from the operation detection switch to a sub-control device 262 described later.

[0046] Thereby, for example, during a predetermined period while a variable display is being executed in a predetermined operation state (during production) on a production display device 42 described later, when the player presses the production button 125, a predetermined production is executed on the production display device 42 serving as an operation unit.

[0047] Also, during a standby state (customer waiting state), which is a predetermined state in which no production such as variable display is being executed on the production display device 42, when the player presses the production button 125 with a finger or the like, the production display device 42 can display the game history or customize the production content according to the player's preference.

[0048] On the other hand, the second operation unit 126 is mainly used for the player to perform various setting operations and the like. In the present embodiment, as the second operation unit 126, operation means called a so-called cross key or the like is adopted.

[0049] [[ID=十七]]Specifically, the second operation unit 126 (hereinafter referred to as the "cross key 126") is composed of five operation buttons: an up button 126a, a down button 126b, a left button 126c, a right button 126d, and a center button 126e (see FIG. 1-7).

[0050] Each button 126a to 126e of the cross key 126 has a button part that can be moved in the pressing direction by the player pressing it (for example, pressing it downward), and when the button part is pushed by the player's finger or the like and moves a predetermined amount and comes close to or contacts a sensor part serving as a predetermined detection part up to a predetermined distance, a contact-type input part including an operation detection switch that becomes a predetermined on state and can output a predetermined detection signal is adopted.

[0051] Of course, the configuration of the input unit that the player can operate is not limited to the first operation unit 125 or the second operation unit 126 described above, and other different types may be used. For example, the configuration may include a touch panel that the player can operate by touch, a jog dial that can operate by rotation, or a slide lever that can operate by sliding as input units. Furthermore, the installation position is not limited to the front edge of the upper tray 19, but can be anywhere that the player can operate.

[0052] When each of the buttons 126a to 126e on the directional pad 126 is pressed by the player, a predetermined detection signal, which will be described later, is input from each operation detection switch to the sub-control device 262.

[0053] As a result, for example, when a menu screen (not shown) is displayed on the display unit 42a of the display device 42, the player can move the cursor (not shown) displayed on the menu screen in any of the following directions by pressing the buttons 126a to 126d of the directional pad 126 with their finger, or by pressing the center button 126e to confirm the item selected by the cursor.

[0054] Furthermore, the front frame 14 and the game board 30 are equipped with various decorative lights (decorative lamps). These lights are controlled to change their illumination pattern in accordance with changes in the game state, and serve as a means of enhancing the visual effects during gameplay.

[0055] For example, the front frame 14 is provided with a frame illumination section 102 around the window section 101. Error indicator lamps 105, which light up in the event of a predetermined error, are also provided on both sides of the frame illumination section 102.

[0056] Furthermore, the game board 30 is provided with a central illuminated section 103 on the periphery of the center frame 47, which will be described later, and side illuminated sections 104 on the lower left and right sides of the game area. These illuminated sections 102 to 104 incorporate light sources such as LEDs, and light emission control boards that drive and control the light sources.

[0057] Returning to the explanation of Figure 1-1, speakers SP are provided in the upper left and right corners of the front frame 14 to output audio information such as sound effects and background music depending on the game state (see Figure 1-3, etc.).

[0058] A glass unit 137 is attached to the rear side of the front frame 14. Unlike conventional glass units where a pair of rectangular glass plates are attached separately, the glass unit 137 is round as a whole and is attached as an assembly.

[0059] Next, the inner frame 12 will be described with reference to Figure 1-4. As mentioned above, the game board 30 is mounted on the inner frame 12 behind the window hole 39. The game board 30 is attached with its peripheral edge in contact with the back side of the resin base 38. Therefore, approximately the central part of the front of the game board 30, which is the game area, is exposed to the front side of the inner frame 12 through the window hole 39 of the resin base 38.

[0060] Furthermore, a launching device 60, which serves as a launching means, and a launching rail 61, which guides the game balls immediately after they are launched by the launching device 60, are attached to the lower front of the inner frame 12 (resin base 38), that is, below the window hole 39. In this embodiment, a solenoid-type launching device is used as the launching device 60. In addition, a ball feeding device 63 is provided above the launching device 60, which is an operating unit that guides the game balls guided from the upper tray 19 one by one to the launching position of the launching device 60.

[0061] Next, the configuration of the game board 30 (game area) will be explained with reference to Figure 1-4. The game board 30 is fitted with rails 50 that guide the game balls launched from the launching device 60 to the top of the game board 30. As a result, the game balls launched in conjunction with the rotation of the handle 18 are guided through the launching rail 61 and rail 50 into the game area formed between the game board 30 and the glass unit 137. Rail 50 consists of an inner rail component 51 and an outer rail component 52.

[0062] A ball return prevention member 53 is attached to the tip of the inner rail component 51 (upper left in Figure 1-4). This prevents game balls that have been guided from the rail 50 into the game area from returning to the rail 50. In addition, a return rubber 54 is attached to the approximate tip of the outer rail component 52 (upper right in Figure 1-4). This ensures that game balls launched with a force exceeding a predetermined amount will hit the return rubber 54 and be returned, for example, to the approximate center of the game board 30.

[0063] In this embodiment, the outer rail component 52 is interrupted at the upper right of the game board 30, and the inner rail component 51 is interrupted at the lower right of the game board 30. Therefore, the game area is defined by the rail 50 and the inner circumferential surface of the window hole 39 of the resin base 38. However, since game balls launched by the launching device 60 may flow back up the rail 50 until they pass through the ball return prevention member 53, the parallel portions of the inner and outer rail components 51 and 52 are excluded from the game area.

[0064] The game area is equipped with a general prize entry section 31A, a variable prize entry device 32A as a ball entry means (variable ball entry means), a first start prize entry section 33WA as a start means (first start ball entry means), a second start prize entry section 33WB as a start means (second start ball entry means), a through gate 34 as a start means (trigger start ball entry means), a variable display device unit 35, and the like. These will be explained in detail below.

[0065] A variable display unit 35 is located approximately in the center of the game area. A first starting prize entry section 33WA is located in the lower area ED of the game area, which is below the variable display unit 35.

[0066] The variable display unit 35 is equipped with a performance display device 42 that performs various display effects, and a center frame 47 is provided to surround the performance display device 42. The center frame 47 has a frame shape with an opening formed in the center, and the display unit 42a of the performance display device 42 can be seen through this opening.

[0067] A stage section 770 on which game balls can roll is provided on the upper surface of the lower edge of the center frame 47. A guide groove 774 that slopes gently downward toward the front is formed in the center of the stage section 770. As shown in Figure 1-4, when the center frame 47 is installed on the game board 30, the guide groove 774 is located directly above the first starting prize entry section 33WA.

[0068] A ball passage (warp channel) 775 for passing game balls is formed inside the left side of the center frame 47. The entrance to the ball passage 775 is formed as an opening on the left side of the center frame 47 (towards the game board 30 surface). On the other hand, the exit to the ball passage 775 is formed as an opening on the right side of the lower end of the left side of the center frame 47 (towards the stage section 770 surface). This ball passage 775 allows game balls flowing down the game board 30 surface in the left area EA of the game area located to the left of the variable display unit 35 within the game area to be guided onto the stage section 770 inside the center frame 47.

[0069] Game balls guided onto the stage section 770 via the ball passage 775, etc., roll across the stage section 770 and then either fall onto the game board 30 from the front edge of the stage section 770 or are discharged onto the game board 30 via the guide groove 774. Of these, game balls discharged via the guide groove 774 have a relatively high probability of entering the first starting prize section 33WA.

[0070] The first starting prize entry section 33WA is provided in the lower area ED of the game area, protruding forward from the front of the game board 30, and a prize entry opening (first starting prize entry opening) into which game balls can be entered at all times is open above it. In addition, a first starting prize entry switch 224a capable of detecting game balls that have entered through the first starting prize entry opening is provided at a position corresponding to the first starting prize entry section 33WA.

[0071] Under such a configuration, when a game ball enters the first start winning section 33WA and is detected by the first start winning switch 224a to be in an on state, a winning or losing lottery (big win lottery) or the like for determining whether to generate a big win state as a special state is performed, and a variable display of a special symbol is performed by the first special symbol display device 43A described later. Here, when a game ball enters the first start winning section 33WA and is detected by the first start winning switch 224a to be in an on state, the start condition is satisfied, and based on this, a variable display of a special symbol is performed by the first special symbol display device 43A.

[0072] A variable winning device 32A serving as an operating part is disposed at a position below the first start winning section 33WA in the lower area ED of the game area.

[0073] The variable winning device 32A includes a big winning opening 32Aa into which a game ball can enter, a big winning opening shutter 32Ab as an operating part (operation target) for opening and closing the big winning opening 32Aa, a solenoid for the big winning opening (not shown) for driving the opening and closing of the big winning opening shutter 32Ab, and a big winning opening count switch 222 as a detection part capable of detecting a game ball that has entered the big winning opening 32Aa.

[0074] Under such a configuration, in the normal state, the variable winning device 32A is in a closed state (closed state), which is a predetermined stop state in which the big winning opening shutter 32Ab closes the big winning opening 32Aa along the up and down direction, and game balls flowing down in the lower area ED of the game area cannot enter the big winning opening 32Aa. Also, in such a closed state, game balls can flow down in front of the big winning opening shutter 32Ab.

[0075] On the other hand, when a big win state occurs, the variable winning device 32A is in an open state (open state), which is a predetermined operating state in which the big winning opening shutter 32Ab tilts forward with its lower side as a rotation axis, and game balls flowing down in the lower area ED of the game area can enter the big winning opening 32Aa.

[0076] In the lower area ED of the game area, in the left-hand region located to the left of the first starting prize entry section 33WA and the variable prize entry device 32A, multiple general prize entry sections 31A are arranged along the periphery of the game area. The general prize entry sections 31A are provided so as to protrude forward from the front of the game board 30, and a prize entry opening (general prize entry opening) into which game balls can be entered at any time is opened above them. In addition, a left general prize entry switch 221a capable of detecting game balls that have entered through the general prize entry opening is provided at a position corresponding to the general prize entry section 31A.

[0077] Furthermore, a through gate 34 is provided in the right-side area EB of the game area, which is located to the right of the variable display unit 35, and a second starting prize entry section 33WB is provided downstream of the through gate 34.

[0078] The through gate 34 is configured to allow game balls flowing down the right-side area EB of the game area to pass through one at a time, and has a through gate switch 225 capable of detecting game balls passing through it. Alternatively, instead of a through gate through which the entered game balls pass and return to the game area, the system may be configured with a normal symbol start opening through which the entered game balls are discharged outside the game area.

[0079] When a game ball passes through the through gate 34 (when the game ball is detected and the through gate switch 225 turns ON), a lottery is held to determine whether or not to open the second starting prize entry section 33WB, as will be described later. At the same time, a variable display is shown on the normal symbol display device 41, which will be described later, to indicate the result of the starting prize entry support lottery. If the lottery for starting prize entry support is successful, a specific condition is met, and after the variable display ends, the second starting prize entry section 33WB is opened for a predetermined amount of time.

[0080] The second starting prize entry section 33WB is a variable prize entry device that changes state between an open state (open state) which is a predetermined operating state in which game balls can be entered, and a closed state (closed state) which is a predetermined stopped state in which game balls cannot be entered.

[0081] More specifically, the second starting prize entry section 33WB includes a second starting prize entry opening 33WBa into which a game ball can be entered, a pair of left and right wing members 33WBb as operating parts (objects of operation) provided on the left and right sides of the second starting prize entry opening 33WBa, a solenoid for the starting prize entry opening (not shown) that drives the pair of wing members 33WBb to open and close, and a second starting prize entry switch 224b capable of detecting a game ball that has entered the second starting prize entry opening 33WBa.

[0082] Each of the pair of wing members 33WBb is pivotally supported and, under normal circumstances, is maintained in a closed position (closed state) close to each other by a predetermined maintenance function. Furthermore, an entry prevention member 145 is provided directly above the second starting prize entry section 33WB to prevent game balls from entering between the pair of wing members 33WBb in the closed state. As a result, under normal circumstances, the second starting prize entry section 33WB is in a closed state in which game balls flowing down the right side area EB of the game area cannot enter the second starting prize entry opening 33WBa.

[0083] On the other hand, as will be described later, when the predetermined starting conditions (opening conditions) are met, the pair of wing members 33WBb rotate and displace so that their tips are separated from each other, and they enter an open position (open state). As a result, a gap is formed between the entry prevention member 145 and the tips of each wing member 33WBb through which the game ball can pass, and the second starting prize entry section 33WB enters an open state in which the game ball flowing down the right side area EB of the game area can enter the second starting prize entry opening 33WBa.

[0084] Under this configuration, when a game ball enters the open second start prize entry section 33WB and the second start prize entry switch 224b detects the game ball and turns it ON, a lottery is held to determine whether or not to generate a jackpot state as a special state (jackpot lottery), and the second special symbol display device 43B, described later, displays the variation of the special symbols. Here, the start condition is met when a game ball enters the second start prize entry section 33WB and the second start prize entry switch 224b detects the game ball and turns it ON, and based on this, the second special symbol display device 43B displays the variation of the special symbols.

[0085] For the sake of explanation, the following will refer to the fluctuation display for a predetermined period triggered by a ball entering the first starting prize area 33WA as the "first fluctuation display," and the fluctuation display for a predetermined period triggered by a ball entering the second starting prize area 33WB as the "second fluctuation display." Furthermore, the fluctuation time for the first fluctuation display will be referred to as the "first fluctuation time," and the fluctuation time for the second fluctuation display will be referred to as the "second fluctuation time."

[0086] As is well known, when a game ball enters (wins a prize) into one of the various prize-winning sections, such as the general prize-winning section 31A, the variable prize-winning device 32A, or the starting prize-winning sections 33WA, 33WB, it is detected by the various ball-entry detection switches, and a predetermined number of prize balls are dispensed into the upper tray 19 or the lower tray 15.

[0087] In this embodiment, 10 game balls (prize balls) are dispensed when a ball enters the general prize section 31A, 15 balls when a ball enters the variable prize device 32A (large prize opening 32Aa), 3 balls when a ball enters the first start prize section 33WA, and 3 balls when a ball enters the second start prize section 33WB. Of course, the number of prize balls dispensed corresponding to each prize section is not limited to these, and may be any other different number.

[0088] In addition, the game board 30 is provided with an outlet 36 corresponding to the lowest part of the game area (lower area ED of the game area), and game balls that do not enter the various prize areas such as the general prize area 31A are discharged outside the game area (back side of the game board 30) through this outlet 36. Furthermore, the game board 30 is equipped with numerous nails, windmills, and other various components as means of changing or altering the direction in which the game balls flow down.

[0089] Next, we will describe the various game states in the pachinko machine 10 of this embodiment. First, we will describe the types of jackpots in this embodiment.

[0090] In this embodiment, the types of jackpots are set as "15-round jackpot," "8-round jackpot," and "4-round jackpot."

[0091] Hereafter, a "15-round jackpot" will be referred to as a "15R jackpot," and will be abbreviated as "15RS" in the diagrams. Similarly, an "8-round jackpot" will be referred to as an "8R jackpot," and will be abbreviated as "8RS" in the diagrams. Also, a "4-round jackpot" will be referred to as a "4R jackpot," and will be abbreviated as "4RS" in the diagrams.

[0092] In the "15R jackpot" state, the jackpot opening operation is repeated 15 times (15 rounds). The "jackpot opening operation" refers to the opening and closing operation until the variable prize device 32A's large prize opening shutter 32Ab closes (closed state) and then closes (hereinafter the same applies) when a predetermined state occurs where the specified maximum opening time of "30 seconds" has elapsed, or when a specific state occurs where the specified maximum number of prize balls, "8 balls," have entered the variable prize device 32A.

[0093] Furthermore, the stipulated maximum opening time is not limited to "30 seconds," but may be set to a different time, such as "25 seconds" or "35 seconds." Also, the stipulated maximum number of winning balls is not limited to "8," but may be set to a different number, such as "10 balls" or "15 balls."

[0094] Of the two termination triggers for the "jackpot opening operation (round game)" described above, one termination trigger, "the state where the prescribed maximum opening time has elapsed," is a state in which the variable prize entry device 32A has not received the prescribed maximum number of prize balls during the jackpot opening operation (round game) and has remained closed. Compared to the other termination trigger, "the state in which the prescribed maximum number of prize balls have been awarded to the variable prize entry device 32A," this state is less advantageous for the player.

[0095] Therefore, in this embodiment, when a termination trigger that is less advantageous to the player occurs, the interval period is shortened compared to when the other termination trigger, "the state in which the maximum number of game balls specified for winning have entered the variable prize winning device 32A," occurs, so that the game can proceed to the next round more quickly, in order to work in the player's favor afterward.

[0096] As will be explained in more detail later, one of the advantages of shortening the interval period is that, for example, if a game ball enters the variable prize device 32A just before the end of a round of play (i.e., if there is an entry that could result in an over-entry), the game ball that entered (the game ball before it is detected by the large prize slot count switch 222) will not be treated as an over-entry, and will be considered a valid game ball that entered the variable prize device 32A in the next round of play, just like a game ball that enters the variable prize device 32A in the next round of play, and will be detected by the large prize slot count switch 222.

[0097] In the "8R jackpot" state, the jackpot opening action is repeated 8 times (8 rounds), and in the "4R jackpot" state, the jackpot opening action is repeated 4 times (4 rounds).

[0098] Furthermore, in this embodiment, the distribution of jackpot types awarded when a winning lottery is held and specific conditions are met differs depending on whether the game ball enters the first starting prize entry section 33WA or the second starting prize entry section 33WB. If a winning lottery is held triggered by a ball entering the first starting prize entry section 33WA and specific conditions are met, the jackpot will be distributed as either a "15R jackpot" or a "4R jackpot". If a winning lottery is held triggered by a ball entering the second starting prize entry section 33WB and specific conditions are met, the jackpot will be distributed as either a "15R jackpot", an "8R jackpot", or a "4R jackpot".

[0099] Next, the starting ball entry support state for the second starting prize entry section 33WB will be described. In this embodiment, the starting ball entry support state is switched by the function of the changing means between a "high ball entry state (high support state)" in which the wing member 33WBb of the second starting prize entry section 33WB is opened relatively frequently, making it easier for game balls to enter the second starting prize entry section 33WB, and a "low ball entry state (low support state)" in which the wing member 33WBb is opened less frequently than in the "high ball entry state," making it more difficult for game balls to enter the second starting prize entry section 33WB.

[0100] Furthermore, a "high ball entry state" can be defined as a state in which (1) the display time of the normal symbol display device 41 is shorter than that of a "low ball entry state", (2) the maximum prescribed opening time of the second starting prize entry section 33WB is longer than that of a "low ball entry state", (3) the maximum prescribed number of game balls that can be entered per opening of the second starting prize entry section 33WB is greater than that of a "low ball entry state", (4) the number of times the second starting prize entry section 33WB is opened per winning start ball entry support lottery is greater than that of a "low ball entry state", and (5) the probability of winning the start ball entry support lottery is higher than that of a "low ball entry state". In this embodiment, the "high ball entry state" adopts the configurations (1), (2), and (5) above. Of course, it is not limited to these, and any one of configurations (1) to (5), or any combination of these configurations (1) to (5), may be adopted as the "high ball entry state".

[0101] Specifically, in this embodiment, when the starting ball entry support lottery is won and specific conditions are met, the opening of the second starting prize section 33WB is 0.2 seconds x 2 times in a "low ball entry state" and 1.8 seconds x 2 times in a "high ball entry state". As a result, in a "high ball entry state", game balls are more likely to enter the second starting prize section 33WB more frequently.

[0102] Next, we will explain the various game states (various game modes) when the special symbol display devices 43A and 43B are showing variations.

[0103] In this embodiment, the game mode is configured to be switched between three modes by the function of the change mechanism: "Normal Mode," which is the normal game state; "Reduced Variation Time Mode with Start Ball Entry Support (hereinafter referred to as "Reduced Time A Mode")," which can be entered after the end of a jackpot state; and "Reduced Variation Time Mode with Start Ball Entry Support (hereinafter referred to as "Reduced Time B Mode")," which can be activated when a predetermined period of time has elapsed without a jackpot state occurring.

[0104] In "Normal Mode," the variable display of the special symbol display devices 43A and 43B is in a predetermined operating state called "Normal Variable State," which is performed at normal intervals, and the starting ball entry support state is in a "Low Ball Entry State."

[0105] In the specific states of "Time-Saving Mode A" and "Time-Saving Mode B," the special symbol display devices 43A and 43B enter a predetermined operating state called "Reduced Variation Time State," in which the variation display is performed in a shorter time than normal, and the starting ball entry support state becomes the "High Ball Entry State." Furthermore, the "Normal Variation State" and the "Reduced Variation Time State" can be switched by changing the variation time determination table, as described later.

[0106] "Time-Saving Mode A" is a game mode that can be entered after the end of a jackpot state. In this embodiment, regardless of whether a "15R jackpot," "8R jackpot," or "4R jackpot" occurs, a predetermined period of "Time-Saving Mode A" may be granted after the end of the jackpot state. Specifically, after the end of a "15R jackpot" or an "8R jackpot," "Time-Saving Mode A" with a maximum of 100 variable games is granted, and after the end of a "4R jackpot," "Time-Saving Mode A" with a maximum of 10 variable games is granted.

[0107] When the conditions for starting "Time-Saving Mode A" are met, the control state of the feather member 33WBb of the second starting prize-winning section 33WB is switched from a low ball entry state (non-auxiliary state), which is a predetermined state corresponding to "Normal Mode," to a high ball entry state (auxiliary state), which is a specific state corresponding to "Time-Saving Mode A."

[0108] Then, during "Time-Saving Mode A," if the number of times the variable game (losing variable game) executed by the special symbol display devices 43A and 43B (primarily the second special symbol display device 43B, which is the operating unit) is performed reaches the above-mentioned upper limit of 100 times or 10 times, without a jackpot occurring, "Time-Saving Mode A" ends and the game transitions to "Normal Mode."

[0109] When the termination conditions for "Time-Saving Mode A" are met, the control state for the wing member 33WBb of the second starting prize-winning section 33WB is switched from a high-ball-in state (auxiliary state) corresponding to "Time-Saving Mode A" to a low-ball-in state (non-auxiliary state) corresponding to "Normal Mode".

[0110] Furthermore, "Time-Saving Mode B (Ceiling Time-Saving Mode)" is a game mode that can be activated when, during "Normal Mode," no big win occurs and the number of times a variable game (losing variable game) is executed by the special symbol display devices 43A and 43B (primarily the operating unit, the first special symbol display device 43A) reaches a predetermined upper limit of 500 times (the so-called ceiling).

[0111] When the conditions for starting "Time-Saving Mode B" are met, the control state of the feather member 33WBb of the second starting prize-winning section 33WB is switched from a low ball entry state (non-assisted state) corresponding to "Normal Mode" to a high ball entry state (assisted state) corresponding to "Time-Saving Mode B," as described later.

[0112] Then, during "Time-Saving Mode B," if the number of times the variable game (losing variable game) performed by the special symbol display devices 43A and 43B (mainly the second special symbol display device 43B) is executed reaches a predetermined upper limit of 200 times without a jackpot occurring, "Time-Saving Mode B" ends and the system transitions to "Normal Mode."

[0113] When the termination conditions for "Time-Saving Mode B" are met, the control state of the feather member 33WBb of the second starting prize-winning section 33WB is switched from a high ball entry state (auxiliary state) corresponding to "Time-Saving Mode B" to a low ball entry state (non-auxiliary state) corresponding to "Normal Mode".

[0114] However, in this embodiment, once "Time-Saving Mode B" is activated and ends without a jackpot occurring, "Time-Saving Mode B" will not be activated again unless the next jackpot occurs or the main control device 261 performs a data clearing process in the RAM 503.

[0115] Furthermore, as mentioned above, in "normal mode," the starting ball entry support state for the second starting prize entry section 33WB does not become a "high ball entry state," and instead becomes a "low ball entry state" in which it is difficult for game balls to enter the second starting prize entry section 33WB. As a result, balls do not effectively enter the second starting prize entry section 33WB.

[0116] As will be explained in more detail later, in this embodiment, the performance display device 42 displays various performances corresponding to the current game state (game mode). For example, there is the "normal stage performance" which is performed in "normal mode" based on ball entry into the first starting prize entry section 33WA, the "rush stage performance" which is performed when "time-saving A mode" with an upper limit of 100 variable games is granted, the "battle stage performance" which is performed when "time-saving A mode" with an upper limit of 10 variable games is granted, and the "lucky stage performance" which is performed when "time-saving B mode" with an upper limit of 200 variable games is granted.

[0117] As shown in Figure 1-4, the upper right outer part of the game area is provided with a regular symbol display device 41 for indicating the result of the start ball entry support lottery based on the passage of the game ball through the through gate 34, a first special symbol display device 43A for indicating the result of the win / fail lottery (jackpot lottery) triggered by the entry of a ball into the first start prize entry section 33WA, and a second special symbol display device 43B for indicating the result of the win / fail lottery (jackpot lottery) triggered by the entry of a ball into the second start prize entry section 33WB, all of which are visible from the front of the pachinko machine 10.

[0118] The display section (normal symbol variation area) of the normal symbol display device 41 is composed of two LEDs (normal symbol lamps that constitute the normal symbol that is the target of the operation) that act as the operating section. In the normal symbol display device 41, when a game ball passes through the through gate 34, for example, the right normal symbol lamp flashes (variation display). After the normal symbol display device 41 has been flashing the normal symbol lamps (symbol variation state), which is a predetermined operating state, for a predetermined time, the flashing display (variation display) is stopped in a manner based on the result of the start ball entry support lottery. In other words, the stopping manner of the normal symbol lamps when the variation display stops, i.e., the lighting manner (combination of lit normal symbol lamps), is associated with the various results of the start ball entry support lottery, and the result of the start ball entry support lottery is definitively displayed by the stopping manner of the normal symbol lamps when the variation display stops. For example, lighting both the left and right normal symbol lamps indicates a "win," and lighting only the left normal symbol lamp indicates a "loss."

[0119] The display section (special symbol variation area) of the first special symbol display device 43A is composed of four LEDs (first special symbol lamps that constitute the first special symbol that is the target of the operation). In the first special symbol display device 43A, when a ball enters the first start prize entry section 33WA, the lighting of the first special symbol lamps corresponding to the first variation display, which is a predetermined operating state, is switched on.

[0120] Then, in the display unit of the first special symbol display device 43A, after the first special symbol lamp's illumination switching display (symbol variation state) is performed for a predetermined period of time, the illumination switching display of the first special symbol lamp stops in a predetermined stop display state based on the result of the win / loss lottery (jackpot lottery), and remains in a stop display confirmed state (symbol confirmed state) for a predetermined period of time.

[0121] In other words, the lighting pattern of the first special symbol lamp when it reaches the stop display confirmation state (the combination of the first special symbol lamps that are lit) is pre-associated with various results of the win / loss lottery, and the lighting pattern of the first special symbol lamp when it reaches the stop display confirmation state definitively indicates the result of the win / loss lottery (whether it is a "jackpot" or a "loss").

[0122] In other words, if the result of the draw is a predetermined jackpot, a specific result is determined, then the first variation display (jackpot variation display) corresponding to the predetermined jackpot, which is a specific variation display, is performed for a predetermined time, and then the display enters a confirmed stop state in a specific state where the display is stopped in a specific manner corresponding to the predetermined jackpot, which is a jackpot stop display manner, and that state is maintained for a predetermined period by a predetermined maintenance function. On the other hand, if the result of the draw is a predetermined loss, then the first variation display (loss variation display) corresponding to the predetermined loss is performed for a predetermined time, and then the display enters a confirmed stop state in a predetermined state where the display is stopped in a predetermined manner corresponding to the predetermined loss, which is a loss stop display manner, and that state is maintained for a predetermined period by a predetermined maintenance function.

[0123] The display section (special symbol variation area) of the second special symbol display device 43B is composed of four LEDs (second special symbol lamps that constitute the second special symbol that is the target of the operation). In the second special symbol display device 43B, when a ball enters the second start prize entry section 33WB, the lighting of the second special symbol lamps corresponding to the second variation display, which is a predetermined operating state, is switched on.

[0124] Then, in the display section of the second special symbol display device 43B, after the illumination switching display of the second special symbol lamp (symbol variation state) is performed for a predetermined period of time, the illumination switching display of the second special symbol lamp stops in a predetermined stop display state based on the result of the win / loss lottery (jackpot lottery), and remains in a stop display confirmed state (symbol confirmed state) for a predetermined period of time.

[0125] In other words, the lighting pattern of the second special symbol lamp when it reaches the stop display confirmation state (the combination of the first special symbol lamps that are lit) is pre-associated with various results of the win / loss lottery, and the lighting pattern of the second special symbol lamp when it reaches the stop display confirmation state definitively indicates the result of the win / loss lottery (whether it is a "jackpot" or a "loss").

[0126] In other words, if the result of the draw is a predetermined jackpot, a specific result is determined, a second variation display (jackpot variation display) corresponding to the predetermined jackpot is displayed for a predetermined time, and then the display enters a confirmed stop state in a predetermined state where the display is stopped in a predetermined jackpot stop display mode, which is a specific mode corresponding to the predetermined jackpot, and this state is maintained for a predetermined period by a predetermined maintenance function. On the other hand, if the result of the draw is a predetermined loss, a second variation display (loss variation display) corresponding to the predetermined loss is displayed for a predetermined time, and then the display enters a confirmed stop state in a predetermined state where the display is stopped in a predetermined state where the display is stopped in a predetermined loss stop display mode, which is a predetermined mode corresponding to the predetermined loss, and this state is maintained for a predetermined period by a predetermined maintenance function.

[0127] Furthermore, the first special symbol display device 43A and the second special symbol display device 43B also indicate the type of jackpot (whether it is a "15R jackpot," an "8R jackpot," or a "4R jackpot") depending on the lighting pattern (stopping pattern) to which they are stopped. Note that there may be multiple stopping patterns for the special symbol display devices 43A and 43B that indicate various types of jackpots or losses, and one of these may be selected and displayed.

[0128] Furthermore, in the first special symbol display device 43A and the second special symbol display device 43B, the system is configured so that the next variation display can be started after the stop display (stop display confirmed state) is maintained for a predetermined period (stop display confirmed period).

[0129] Furthermore, if, after a stop display is shown on the first special symbol display device 43A or the second special symbol display device 43B, the stop display confirmation period has elapsed and no further variation display is shown (excluding during the jackpot state described later), the first special symbol display device 43A or the second special symbol display device 43B is configured to switch from a lighting pattern indicating the result of the win / fail lottery to a lighting pattern indicating a standby state as a specific stop state in which no variation display is shown. However, this is not limited to this configuration, and, as with the jackpot state described later, the lighting pattern indicating the result of the win / fail lottery may be maintained as is by a predetermined specific stop function.

[0130] Furthermore, in this embodiment, if a game ball enters the first starting prize entry section 33WA, which is a starting condition, while the first variation display is being executed, the first variation display corresponding to the ball is reserved and stored, and after the first variation display being executed is stopped, the reserved first variation display is started. Similarly, if a game ball enters the second starting prize entry section 33WB, which is a starting condition, while the second variation display is being executed, the second variation display corresponding to the ball is reserved and stored, and after the second variation display being executed is stopped, the reserved second variation display is started.

[0131] Furthermore, a configuration different from the above may be adopted for the first special symbol display device 43A and the second special symbol display device 43B. For example, the display section (special symbol variation area) of the special symbol display devices 43A and 43B may each be composed of two segment display devices. Each segment display device is provided with eight display segments. Each display segment has an individual light source made of LEDs, and by controlling the on / off state of these individual light sources, it is possible to light up only one display segment or any combination of display segments. As a result, each segment display device will individually display a predetermined symbol (including alphabets and numbers) as a special symbol. In addition, the configuration may be such that the color displayed on any or all display segments can be changed as appropriate.

[0132] In addition, if a game ball passes through the through gate 34 while the regular symbol display device 41 is displaying a variation, the variation display corresponding to that passage is put into storage, and after the current variation display is stopped, the stored variation display is started.

[0133] In this embodiment, adjacent to the ordinary symbol display device 41 and the special symbol display devices 43A and 43B, there is an ordinary hold display device 44 that indicates that the variation display of the ordinary symbol display device 41 is being held in storage, a first hold display device 46A that can notify or suggest that the first variation display is being held in storage (that the right to execute the first variation display has been obtained), and a second hold display device 46B that can notify or suggest that the second variation display is being held in storage (that the right to execute the second variation display has been obtained). In this embodiment, the first special symbol display device 43A, the second special symbol display device 43B, the first hold display device 46A, the second hold display device 46B, the ordinary symbol display device 41, and the ordinary hold display device 44 are directly displayed and controlled by the main control device 261, which will be described later as a control unit (main control unit).

[0134] The normal hold display device 44 is composed of two LEDs (normal hold lamps) that act as the operating unit. In this embodiment, the device is configured to store and hold up to four variations of the normal symbol display device 41, which are displayed based on the passage of a game ball through the through gate 34. For example, if one variation of the normal symbol display device 41 is held, the left normal hold lamp lights up; if two variations are held, both the left and right normal hold lamps light up; if three variations are held, the left normal hold lamp blinks and the right normal hold lamp lights up; and if four variations are held, both the left and right normal hold lamps blink.

[0135] Furthermore, if a new game ball passes through the through gate 34 during a jackpot state, the display of that change may also be suspended. Also, even during a jackpot state, the display of the change of the normal symbols on the normal symbol display device 41 (flashing of the normal symbol lamp) is performed sequentially. Therefore, even while the display unit of the normal symbol display device 41 is displaying the change of the normal symbols, the opening and closing operation of the large prize opening shutter 32Ab of the variable prize entry device 32A may be performed repeatedly. When the display of the change of the normal symbols stops in a manner corresponding to the winning result of the start ball entry support lottery, the wing member 33WBb of the second start prize entry section 33WB will remain open for a predetermined time, even during a jackpot state.

[0136] The first reserve display device 46A is composed of two LEDs (first reserve lamps) that act as the operating unit. In this embodiment, it is configured to store up to four first variation displays based on the entry of a game ball into the first start prize entry unit 33WA. For example, if one first variation display is stored, the left first reserve lamp lights up; if two first variation displays are stored, both the left and right first reserve lamps light up; if three first variation displays are stored, the left first reserve lamp blinks and the right first reserve lamp lights up; and if four first variation displays are stored, both the left and right first reserve lamps blink. If multiple first variation displays are stored, the first variation displays will be processed sequentially in the order in which they were stored (starting with the first ones stored).

[0137] The second hold display device 46B is composed of two LEDs (second hold lamps) that act as the operating unit. In this embodiment, it is configured to hold and store up to four second variation displays based on the entry of a game ball into the second start prize entry unit 33WB. For example, if one second variation display is held, the left second hold lamp lights up; if two second variation displays are held, both the left and right second hold lamps light up; if three second variation displays are held, the left second hold lamp blinks and the right second hold lamp lights up; and if four second variation displays are held, both the left and right second hold lamps blink. If multiple second variation displays are held and stored, the second variation displays will be consumed sequentially in the order in which they were stored (starting with the first one held).

[0138] Furthermore, if a new game ball enters the starting prize entry section 33WA or 33WB during a jackpot state, the corresponding variation display will also be held and not started if it is possible to hold it. The variation display will not be executed during the jackpot state, and will start in a predetermined order after the jackpot state ends. However, in this embodiment, as will be described later, during a jackpot state, "right-handed shooting" is usually performed, and game balls are relatively easy to enter the second starting prize entry section 33WB located in the right-side area EB of the game area. Therefore, basically, after the jackpot state ends, the second variation display will be held and stored.

[0139] As described above, basically, the first variation display triggered by a ball entering the first starting prize section 33WA stores the corresponding game balls in the order they entered the first starting prize section 33WA and plays them in the order they entered, and the second variation display triggered by a ball entering the second starting prize section 33WB stores the corresponding game balls in the order they entered the second starting prize section 33WB and plays them in the order they entered.

[0140] However, if the first variation display triggered by a ball entering the first starting prize section 33WA, and the second variation display triggered by a ball entering the second starting prize section 33WB are pending (when one or more of the first and second pending lamps are lit), the second variation display triggered by a ball entering the second starting prize section 33WB will be processed preferentially. In other words, the first variation display triggered by a ball entering the first starting prize section 33WA will not be displayed unless a specific state has been reached in which all of the second variation displays triggered by a ball entering the second starting prize section 33WB have been processed. For example, in a predetermined state where one of the first reserve lamps of the first reserve display device 46A is lit, if a game ball enters the second start prize entry section 33WB and one of the second reserve lamps of the second reserve display device 46B lights up, the first variation display triggered by the ball entering the first start prize entry section 33WA will be postponed, and the second variation display triggered by the ball entering the second start prize entry section 33WB will be performed first.

[0141] Furthermore, the performance display device 42 of the variable display device unit 35 is composed of a liquid crystal display device having a liquid crystal display section 42a, and the display content is controlled by the sub-controller 262 and the display control device 45, which will be described later. In other words, in the performance display device 42, the sub-controller 262 determines the auxiliary display content based on commands from the main control device 261 so as to correspond to the results displayed by the special symbol display devices 43A, 43B, etc., and the display is displayed by the display control device 45, which will be described later.

[0142] The performance display device 42 is configured to perform performance variation displays (such as variation displays of decorative symbols) in accordance with the variation displays by the special symbol display devices 43A and 43B.

[0143] For example, in this embodiment, as shown in Figure 1-44, the display device 42 is provided with three symbol display areas (upper symbol display area, middle symbol display area, and lower symbol display area), and multiple types of decorative symbols (symbols with numbers 1 to 9) are displayed sequentially (displayed in a variable manner) in each symbol display area, and then the decorative symbols are displayed in a fixed position in order for each symbol display area (for example, in the order of upper symbol display area → lower symbol display area → middle symbol display area).

[0144] Then, when the main control device 261 confirms the occurrence of a jackpot, the first or second special symbol display device 43A, 43B displays a stop display corresponding to a specific display result, which is a jackpot, and the performance display device 42 displays a stop display of decorative symbols in a combination corresponding to a specific display result, which is a jackpot (for example, the same decorative symbols are displayed in the upper symbol display area, middle symbol display area, and lower symbol display area so that they are lined up on predetermined active lines). After this confirmed stop display state is maintained for a predetermined period by a predetermined maintenance function, the jackpot state begins.

[0145] Furthermore, when decorative symbols stop and are displayed in a combination corresponding to a jackpot, as a preliminary step, for example, the same decorative symbols will stop and be displayed on a predetermined active line in the upper and lower symbol display areas. This special state, where the same symbols stop and are displayed on a predetermined active line in the upper and lower symbol display areas, while the middle symbol display area is still showing a variation, is called a "reach" state. Of course, just because a reach state occurs does not necessarily mean that a jackpot will be won; it can still be a miss.

[0146] In this embodiment, after a reach state occurs, if the same decorative symbol (reach symbol) that was stopped in the upper and lower symbol display areas is stopped in the middle symbol display area on the same active line (i.e., if the same numbered decorative symbol is stopped), the confirmed stop display state is maintained for a predetermined period by a predetermined maintenance function, after which a jackpot state occurs. However, in this embodiment, the type of jackpot cannot be determined depending on the type of decorative symbol that is stopped. Of course, instead, a configuration may be provided in which the type of jackpot can be determined by the type of decorative symbol that is stopped.

[0147] As shown in Figure 1-3, a ball passage unit 70 is provided on the rear side of the front frame 14, below the window portion 101. The ball passage unit 70 includes a lower tray connecting passage 71 that connects the payout mechanism 352 (described later) to the lower payout outlet 16 of the lower tray 15, and an upper tray connecting passage 73 that connects the payout mechanism 352 to the upper tray 19. In addition, there is a gap of a predetermined interval between the launch rail 61 and the rail 50 (outer rail component 52) ​​provided on the front side of the inner frame 12, and a foul ball passage 72 is formed in the ball passage unit 70 of the front frame 14 to guide game balls that fall through the gap to the lower tray 15. As a result, if a game ball launched from the launching device 60 does not reach the return ball prevention member 53 and returns back down the rail 50 as a foul ball, that foul ball is discharged into the lower tray 15 via the foul ball passage 72.

[0148] Furthermore, a launching ball passage 74 is provided that connects the upper tray 19 and the ball feeding device 63, guiding the game balls stored in the upper tray 19 to the ball feeding device 63. In addition, a communication hole (not shown) is formed in the launching ball passage 74 that communicates with the lower tray communication passage 71, and a first shutter (not shown) is provided to open and close the communication hole. The first shutter is biased to the closed position, which normally closes the communication hole, by a biasing means (not shown). Furthermore, the first shutter is linked to the ball release button 123, and is configured to be displaced to the open position, which opens the communication hole, when the ball release button 123 is pressed.

[0149] As shown in Figure 1-2, the lower tray 15 has an outlet 15a that allows the game balls stored in the lower tray 15 to be discharged to the outside of the pachinko machine 10, and a second shutter 15b is provided to open and close the outlet 15a. The second shutter 15b is always biased to the closed position, which closes the outlet 15a, by a biasing means (not shown). Furthermore, the second shutter 15b is configured to be linked with the ball removal lever 25, and is configured to be displaced to the open position, which opens the outlet 15a, when, for example, the ball removal lever 25 is slid to the left.

[0150] In Figures 1-3 and 1-4, reference numeral 67 denotes a payout passage for guiding the game balls dispensed by the payout mechanism 352 (described later) to the front of the inner frame 12. This passage is divided into a passage leading to the upper tray passage 73 (upper tray 19) and a passage leading to the lower tray passage 71 (lower tray 15).

[0151] Furthermore, a shutter 68 is provided below the dispensing passage 67, and in a predetermined state with the front frame 14 open, the shutter 68 protrudes forward due to a biasing force such as a spring, almost completely closing the exit of the dispensing passage 67.

[0152] On the other hand, in a specific state where the front frame 14 is closed, the shutter 68 is pushed open by the rear end of the lower tray passage 71 on the entrance side. In addition, the entrance (ball inflow) of the lower tray passage 71 and the entrance (ball inflow) of the upper tray passage 73 are located adjacent to each other. Furthermore, in a specific stopped state where the front frame 14 is closed, the two aforementioned entrances and the payout passage 67 are separated by a predetermined distance, allowing game balls to pass through the gap between them. Therefore, when the upper tray 19 and the upper tray passage 73 are full of game balls, the game balls to be dispensed will flow towards the lower tray passage 71 (overflowing to the entrance side of the lower tray passage 71) and be dispensed into the lower tray 15 through the lower tray passage 71.

[0153] In addition, the ball passage unit 70 is provided with a full-capacity detection switch (not shown) that detects game balls located in the lower tray passage 71. The presence of this full-capacity detection switch makes it possible to determine that the lower tray 15 is full of game balls (that the lower tray 15 is full of game balls and game balls are accumulating in the lower tray passage 71). In this embodiment, based on the detection of game balls by the full-capacity detection switch for a predetermined period of time, error notification control is performed using displays and sounds on the performance display device 42 to inform the user that the lower tray 15 is full. When the accumulation of game balls in the lower tray passage 71 is resolved and game balls are no longer detected by the full-capacity detection switch (when no game balls are detected for a predetermined period of time), the error notification state is canceled.

[0154] Next, the rear configuration of the pachinko machine 10 will be explained with reference to Figures 1-5, 1-6, etc. On the rear of the pachinko machine 10, various control boards are arranged in a row vertically and horizontally, with some overlapping front to back. In addition, a game ball supply device (dispensing mechanism) that supplies game balls and a resin protective cover are attached. The dispensing mechanism and the protective cover are integrated as one unit, and the resin part is generally sometimes called the back pack, so here we will refer to that unit as the "back pack unit 203".

[0155] First, the rear configuration of the game board 30 will be described. As shown in Figure 1-6, a resin frame cover 213 is provided on the rear side of the variable display unit 35 (see Figure 1-4), which is arranged to correspond to the through-hole in the center of the game board 30, and which covers the center frame 47 from behind. Furthermore, the liquid crystal display device 42, the display control device 45, and the sub-control device 262 are attached to the rear side of the frame cover 213 in a stacked front-to-back configuration, facing forward through the opening of the frame cover 213.

[0156] The performance display device 42 is housed in a housing box (reference numerals omitted) having an opening formed to expose the liquid crystal display unit 42a of the performance display device 42 to the front side of the pachinko machine 10, and is fixed to the rear side of the frame cover 213. The display control device 45 is housed in a circuit board box 45a and is fixed to the rear side of the performance display device 42. The sub-control device 262 is housed in a circuit board box 262a and is fixed to the rear side of the display control device 45 (circuit board box 45a). The circuit board boxes 45a and 262a are made of transparent resin material or the like, and the inside is visible. An LED control board for driving the LEDs built into the center frame 47 is also arranged inside the frame cover 213.

[0157] Below the frame cover 213, a back frame set 215 is attached to the game board 30 so as to cover the general prize winning section 31A, the variable prize winning device 32A, and the starting prize winning sections 33WA, 33WB, etc. from behind. The back frame set 215 is equipped with a ball recovery mechanism for recovering game balls that have entered the various prize winning sections (not shown). The game balls recovered by this ball recovery mechanism are guided to the discharge passage section 217, which will be described later, and discharged to the outside of the pachinko machine 10 from the discharge chute of the discharge passage section 217.

[0158] Furthermore, in this embodiment, the rear frame set 215 functions as a mounting base for the main control device 261. More specifically, the circuit board box 263, on which the main control device 261 is mounted, is pivotally supported relative to the rear frame set 215 and can be opened to the rear.

[0159] The main control unit 261 is housed in a circuit board box 263 made of a transparent resin material or the like. The circuit board box 263 comprises a box base and a box cover that covers the opening of the box base, and these box base and box cover are connected by a sealing member. The circuit board box 263 connected by the sealing member is configured so that it cannot be opened unless a predetermined trace is left. This makes it easy to detect if the circuit board box 263 has been opened illegally.

[0160] Although not shown in the diagram, the back frame set 215 is provided with a first panel relay board that is electrically connected via cable connectors to the general prize switch 221a, the large prize slot count switch 222, the start prize switches 224a and 224b, and the through gate switch 225. This first panel relay board relays the general prize switch 221a, etc., from the main control unit 261, which is the operating unit, and is electrically connected to the main control unit 261 via cable connectors. In contrast, the start prize switches 224a and 224b, which detect prizes in the start prize slots 33WA and 33WB, are directly connected to the main control unit 261 via connector cables without going through the relay board.

[0161] The detection results from each ball entry detection switch are received by the main control unit 261. The main control unit 261 then transmits a payout command (number of game balls to be dispensed) corresponding to the winning status at that time to the payout control unit 311, and a predetermined number of game balls are dispensed based on the output signal from the payout control unit 311 (except when detected by the through gate switch 225).

[0162] In addition, although not shown in the diagram, the back of the game board 30 is also provided with a second board relay board that relays various motors and solenoids to the main control device 261.

[0163] Next, the configuration of the back pack unit 203 will be described. As shown in Figure 1-5, the back pack unit 203 integrates a resin-molded back pack 351 and a game ball dispensing mechanism 352. The back pack unit 203 is also supported on the left side (right side in Figure 1-5) of the inner frame 12 so as to be openable and closable, and can be opened to the rear with an opening / closing axis extending in the vertical direction as its axis. In addition, an external terminal plate 240 is provided on the upper left (upper right in Figure 1-5) of the back pack unit 203.

[0164] The external terminal board 240 is a relay board for outputting various information from the main control device 261 to the hall computer (not shown) of the gaming hall. It is electrically connected to the main control device 261 and has multiple output terminals (10 in this embodiment) that can output signals to the outside according to the gaming state.

[0165] A predetermined communication cable (a two-core cable consisting of two core wires in this embodiment) is connected to each output terminal. Each output terminal is composed of a pair of upper and lower core wire insertion parts (not shown in the reference numerals), and each core wire insertion part is configured to allow one core wire to be inserted and held in place. In other words, the pair of upper and lower core wire insertion parts function as a single output terminal.

[0166] On the other hand, the other end of the communication cable is electrically connected to the hall computer via relay equipment (not shown). As a result, information (signals) output from a predetermined output terminal of the external terminal board 240 is input to the hall computer via the communication cable connected to the output terminal. The hall computer then uses the various information input in this way to determine the various game states of the pachinko machine 10 that is the source of the output.

[0167] For example, in this embodiment, as shown in Figure 1-5, the main control device 261 is provided with output terminals for outputting information to the hall computer. These terminals include a terminal (first terminal) for outputting information (jackpot signal 1) that is output only when the current game state is in a jackpot state, and a terminal (second terminal) for outputting information (jackpot signal 2) that is output when the current game state is either in a jackpot state or a high ball entry state (high support state).

[0168] For simplicity, reference numerals are not used, but in addition to these, the external terminal board 240 of this embodiment also has a terminal (third terminal) for outputting information (identification signal) indicating that a change display has been made in the first special symbol display device 43A, a terminal (fourth terminal) for outputting information (identification signal) indicating that a change display has been made in the second special symbol display device 43B, a terminal (fifth terminal) for outputting information (identification signal) indicating that a game ball has entered the first start prize entry unit 33WA, and a terminal for outputting information (identification signal) indicating that a game ball has entered the second start prize entry unit 33WB. A terminal (terminal 6) is provided for performing the following: a terminal (terminal 7) for outputting information (identification signal) indicating that the inner frame 12 is open; a terminal (terminal 8) for outputting information (identification signal) indicating that the front frame 14 is open; a terminal (terminal 9) for outputting information (identification signal) indicating that various errors (winning error, no tank ball error, payout error, etc.) have been detected; and a terminal (terminal 10) for outputting information (identification signal) indicating that a predetermined number of prize balls have been dispensed from the payout control device 311, which is the operating unit.

[0169] Furthermore, not all output terminals of the external terminal board 240 need to be connected to the hall computer; the decision of which output terminals to use for information acquisition is left to the discretion of the gaming hall manager, etc. In other words, the gaming hall manager, etc., can use only the information necessary for the operation of the gaming hall.

[0170] Furthermore, the types of information output from the external terminal board 240, and the number of output terminals for outputting information, are not limited to the configuration exemplified above. Depending on the model of the pachinko machine 10, a configuration capable of outputting information different from the information (signals) exemplified above may be used.

[0171] The back pack 351 is integrally molded from, for example, ABS resin and includes a protective cover portion 354 that protrudes from the rear of the pachinko machine 10 and has a roughly rectangular parallelepiped shape. The protective cover portion 354 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to cover at least the frame cover 213. However, in this embodiment, the protective cover portion 354 is configured to also cover the top and right side (left side in Figure 1-5) of the circuit board box 263. As a result, when the back pack unit 203 is closed, the sealing member provided on the right side of the circuit board box 263 and the terminal portion (circuit board side connector) provided along the upper edge of the main control device 261 are covered.

[0172] The dispensing mechanism 352 is arranged to bypass the protective cover 354. Specifically, a tank 355 with an upward opening is provided above the protective cover 354, and game balls supplied from the island equipment of the gaming hall are continuously replenished into this tank 355. Below the tank 355, a tank rail 356 is connected, for example, having two horizontal rows of ball passages and sloping gently downstream, and a case rail 357 is connected vertically to the downstream side of the tank rail 356. The dispensing device 358 is provided at the downstream end of the case rail 357, and the required number of game balls are dispensed as needed by a predetermined electrical configuration such as a dispensing motor. The game balls dispensed from the dispensing device 358, which is the operating part, are supplied to the upper tray 19, etc.

[0173] Furthermore, the dispensing mechanism section 352 is equipped with a dispensing relay board 381 that relays dispensing command signals from the dispensing control device 311 to the dispensing device 358, as well as a power switch board 382 that takes in main power from an external source. The power switch board 382 is supplied with main power, for example, AC 24V, via a voltage converter, and the power is turned ON or OFF by switching the power switch 382a, which is used as a means of changing the power.

[0174] Below the back pack unit 203 (circuit board box 263), a lower frame set 251 is provided, pivotally supported on the left side (right side in Figure 1-5) of the inner frame 12 and openable to the rear. As shown in Figure 1-6, the lower frame set 251 has an discharge passage 217 into which game balls collected by the ball collection mechanism described above flow, and at the downstream end of the discharge passage 217, there is a discharge chute (not shown) that discharges game balls to the outside of the pachinko machine 10. In other words, game balls that have entered each prize section, such as the general prize section 31A, are collected via the ball collection mechanism of the back frame set 215 and then discharged to the outside of the pachinko machine 10 through the discharge chute of the discharge passage 217. Similarly, the out opening 36 is also connected to the discharge passage 217, and game balls that have not entered any prize section are also discharged to the outside of the pachinko machine 10 through the discharge chute. In this embodiment, the back pack unit 203 and the lower frame set 251 are configured as separate components and can be opened and closed independently. However, the back pack unit 203 and the lower frame set 251 may be integrally formed.

[0175] Furthermore, as shown in Figure 1-5, the power supply / launch control device 310, the payout control device 311, and the CR unit connection board 314 are detachably mounted on the rear side of the lower frame set 251, stacked front to back. The power supply / launch control device 310 comprises a launch control circuit 312 and a power supply circuit 313, and is housed in a board box 313a and fixed to the rear side of the lower frame set 251.

[0176] Furthermore, the dispensing control device 311 is housed in a circuit board box 311a and fixed to the rear side of the circuit board box 313a (power supply / launching control device 310). The circuit board box 311a in which the dispensing control device 311 is housed is provided with a sealing member, similar to the circuit board box 263 in which the main control device 261 is housed, so that there is a trace of when the circuit board box 311a has been opened.

[0177] In addition, the CR unit connection board 314 is housed in the board box 314a and fixed to the rear side of the board box 313a (power supply / launch control device 310). The above board boxes 311a, 313a, and 314a are made of transparent resin material or the like, allowing the inside to be seen.

[0178] Furthermore, the dispensing control device 311 is provided with a state reset switch 321 that protrudes outward from the circuit board box 311a. For example, when a dispensing error occurs, such as a ball jam in the dispensing motor, pressing the state reset switch 321 will cause the dispensing motor to enter a predetermined operating state in which it rotates in forward and reverse directions, thereby resolving the ball jam (returning to a normal state).

[0179] Furthermore, the power supply circuit 313 is provided with a RAM erase switch 323 that protrudes outward from the circuit board box 313a. This pachinko machine 10 has a backup function, which allows it to retain its state at the time of the power outage even if a power outage occurs, and to restore it to that state when power is restored. Therefore, if the power is turned off using the normal procedure (for example, when the amusement hall closes for business), the state before the power was turned off is retained. If you want to return to the initial state when turning on the power, press the RAM erase switch 323 while turning on the power.

[0180] Furthermore, as shown in Figure 1-6, a locking device 600 is provided on the right rear side of the inner frame 12. The locking device 600 includes a cylinder lock 600a (see Figure 1-1, etc.) exposed on the front side of the front frame 14. By inserting a key into the keyhole of the cylinder lock 600a and rotating it in one direction, the inner frame 12 can be unlocked, and by rotating it in the other direction, the front frame 14 can be unlocked. In this embodiment, the inner frame 12 is locked to the outer frame 11, and the front frame 14 is locked to the inner frame 12.

[0181] As described above, the right-hand frame component 11d of the outer frame 11 has an extended wall portion 83 that covers the entire upper and lower section corresponding to the locking device 600 from the rear side of the inner frame 12 (see Figure 1-5). This makes it difficult to insert wires or the like from the rear side of the outer frame 11 and operate the locking device 600 with those wires or the like. As a result, the protective performance can be improved. Furthermore, the extended wall portion 83 is configured to cover the right end (left end in Figure 1-5) of the back pack unit 203 and the lower frame set 251 from the rear side, and in a predetermined stopped state where the inner frame 12 is closed, the back pack unit 203 and the lower frame set 251 cannot be opened.

[0182] Furthermore, as shown in Figure 1-4, a front frame opening detection switch 91 for detecting the opening of the front frame 14 is provided on the lower right front side of the inner frame 12 (to the right of the launch device 60), and as shown in Figure 1-5, an inner frame opening detection switch 92 for detecting the opening of the inner frame 12 is provided on the lower right rear side of the inner frame 12 (lower left in Figure 1-5). The front frame opening detection switch 91 and the inner frame opening detection switch 92 each have a detection unit that can extend and retract relative to the switch body. The front frame opening detection switch 91 is positioned so that the detection unit faces forward, and the inner frame opening detection switch 92 is positioned so that the detection unit faces backward. When the detection unit is in the ON state, protruding from the switch body, an ON signal is output to the main control device 261. When the detection unit is pressed towards the switch body and retracted into the switch body, an OFF signal is output to the main control device 261. In other words, when the front frame 14 is closed, the detection part of the front frame 14 is pressed against the back of the front frame 14, turning the front frame 14 off, and when the front frame 14 is opened, the detection part returns to its protruding state, turning the front frame 14 on. Similarly, when the inner frame 12 is closed, the detection part of the inner frame 12 is pressed against the pressing part 86 which is integrally formed with the receiving part 85 of the outer frame 11, turning the inner frame 12 off, and when the inner frame 12 is opened, the detection part returns to its protruding state, turning the inner frame 12 on.

[0183] Next, the electrical configuration of the pachinko machine 10 will be described. Figure 1-7 is a block diagram showing the electrical configuration of the pachinko machine 10. The main control device 261 is equipped with a CPU 501, which is a one-chip microcontroller that acts as an arithmetic unit. The CPU 501 has a ROM 502 that stores various control programs and fixed value data executed by the CPU 501, a RAM 503 that temporarily stores various data when the control programs stored in the ROM 502 are executed, and various circuits such as interrupt circuits, timer circuits, and data transmission / reception circuits built in. However, the CPU, ROM, and RAM are not integrated into a single chip, and each function may be on its own chip.

[0184] RAM 503 includes a stack area where the contents of the CPU 501's internal registers and the return address of the control program executed by the CPU 501 are stored, a work area (work region) where various flags, counters, I / O values ​​are stored, and a backup area 503a.

[0185] Furthermore, the RAM 503 is configured to retain (back up) data even after the power of the pachinko machine 10 is turned off, by supplying a backup voltage from the power supply circuit 313, so that all data stored in the stack area, work area and backup area 503a is backed up.

[0186] Backup area 503a is an area that stores the stack pointer, the values ​​of each register, I / O, etc., at the time of power loss (including when a power outage occurs; the same applies hereinafter) in order to restore the state of the pachinko machine 10 to its state before power loss when power is restored, in the event of a power outage or other power interruption. Writing to backup area 503a is performed by the main process when power is lost, and conversely, the restoration of each value written to backup area 503a is performed by the main process when power is restored (including when power is restored after a power outage; the same applies hereinafter). The NMI terminal (non-maskable interrupt terminal) of the CPU 501 is configured to receive the power outage signal SK1 output from the power outage monitoring circuit 542, which will be described later, when power is lost due to a power outage or other power interruption, and power outage processing (NMI interrupt processing) is immediately executed when a power outage occurs.

[0187] It should be noted that backing up the data stored in at least the stack area and backup area 503a is sufficient; it is not necessarily required to back up the data stored in all areas. For example, a configuration may be used in which the data stored in the stack area and backup area 503a is backed up, but the data stored in the work area is not.

[0188] The CPU 501, which incorporates the ROM 502 and RAM 503, is connected to an input / output port 505 via a bus line 504 consisting of an address bus and a data bus. The input / output port 505 is connected to the RAM erase switch circuit 543, payout control device 311, sub-control device 262, special symbol display devices 43A, 43B, and normal symbol display device 41, which will be described later. With this configuration, the special symbol display devices 43A, 43B and the normal symbol display device 41 are directly controlled by the main control device 261. On the other hand, the performance display device 42 is controlled via the sub-control device 262.

[0189] For convenience, the diagrams of various relay boards and the like are omitted, but the input / output port 505 is connected to various ball entry detection switches such as the general prize entry switch 221a, the large prize entry count switch 222, the start prize entry switches 224a, 224b, and the through gate switch 225, as well as various boards such as the power supply / launch control device 310, the payout control device 311, and the sub-control device 262, as well as information display devices such as the hold display devices 46A, 46B, and the normal hold display device 44, and various electrical components such as a solenoid that operates the variable prize entry device 32A and a solenoid that operates the second start prize entry unit 33WB. In other words, the main control device 261 is provided with multiple terminal sections (board-side connectors) for connecting connectors of various cable connectors, and the input / output port 505 is formed by these terminal sections and the like.

[0190] The sub-control device 262 (sub-control board), which functions as a control unit (sub-control unit), includes a CPU 551 which is an arithmetic unit, a ROM 552 which stores various control programs and fixed value data executed by the CPU 551, a RAM 553 which temporarily stores various data when the control programs stored in the ROM 552 are executed, input / output ports 554, and a bus line 555. In addition, it also includes various other circuits, such as interrupt circuits, timer circuits, and data transmission / reception circuits, which are not shown.

[0191] Furthermore, RAM553 is provided with a game information storage area for storing various game information (game data). In addition to game history information such as the number of times the variation display has been executed (number of starts) and the number of jackpots, the game information storage area, which serves as a history information storage area, also stores execution history information indicating that a specific effect, such as a premium effect, has been executed, and when a jackpot variation display has been executed, it stores execution history information related to that jackpot variation display (such as the type of effect executed in the jackpot variation display and the type of jackpot stopping symbols). Of course, it is also possible to configure the system to store the number of times the variation display has been executed when various effects, such as the fish school effect, have been executed, including not only in the case of jackpot variation displays but also in the case of losing variation displays.

[0192] More specifically, the sub-control device 262 updates various counting counters based on commands transmitted from the main control device 261 and stores these updates in the game state information storage area of ​​the RAM 553.

[0193] For example, when the sub-control device 262 receives a variable pattern command from the main control device 261, it increments the values ​​of the total start count counter and the start count counter between jackpots, which are set in the game information storage area, by 1.

[0194] The total start count counter is used to count the number of times the variable display has been executed (start count) in this pachinko machine 10 from the time the power was turned on until the present. The start count counter between jackpots is used to count the number of times the variable display has been executed in this pachinko machine 10 from the time the previous jackpot state ended until the present.

[0195] Furthermore, when the sub-control device 262 receives an opening command from the main control device 261 indicating the start of a jackpot state, it increments the values ​​of the total jackpot count counter and the consecutive jackpot count counter set in the game information storage area by 1.

[0196] The total jackpot counter is used to count the number of jackpots that have been executed on this pachinko machine 10 from the time the power was turned on until the present. The consecutive jackpot counter is used to count the number of jackpots that have been executed consecutively (consecutive wins) without returning to the normal state after the initial jackpot. Note that "initial jackpot" refers to a jackpot won in the normal state with low ball entry (low support state).

[0197] The CPU 551, ROM 552, and RAM 553 are connected to the input / output port 554 via the bus line 555. Furthermore, the display control device 45, speaker SP, performance buttons 125, directional pad 126 (up button 126a, down button 126b, left button 126c, right button 126d, and center button 126e), lighting units 102-104, and error indicator lamp 105 are also connected to the input / output port 554.

[0198] The CPU 551 of the sub-controller 262 determines the content of the performance based on command signals (e.g., variable pattern commands) transmitted from the main controller 261, and controls the output of various information to the performance display device 42, speaker SP, lighting units 102-104, etc.

[0199] More specifically, the sub-control device 262, based on command signals transmitted from the main control device 261, causes the display control device 45 to execute display control related to the performance display device 42, and causes the performance display device 42 to output predetermined image information.

[0200] As described above, in this embodiment, the special symbol display devices 43A and 43B controlled by the main control device 261 are configured to indicate when a win has been achieved and specific conditions have been met. The performance display device 42 controlled by the sub-control device 262 displays changes in decorative symbols in accordance with the changes in special symbols displayed by the special symbol display devices 43A and 43B.

[0201] Furthermore, the CPU 551 of the sub-controller 262, which is the operating unit, reads predetermined audio data from among multiple audio data stored in the ROM 552 based on a command signal transmitted from the main control unit 261 (for example, in synchronization with the display control described above), converts the audio data into an audio signal, and supplies the audio signal to an amplifier (an amplifier that amplifies the audio signal) built into the speaker SP, thereby causing predetermined audio information to be output from the speaker SP.

[0202] Similarly, the CPU 551 of the sub-controller 262 reads a predetermined light emission control data from among multiple light emission control data (on / off pattern data) stored in the ROM 552 based on a command signal transmitted from the main controller 261 (for example, in synchronization with the display control described above), converts the light emission control data into a light emission control signal, and supplies the light emission control signal to a light emission control board built into the lighting units 102-104, etc., thereby turning the lighting units 102-104, etc. on / off and outputting predetermined light information.

[0203] Furthermore, the payout control device 311, which acts as a control unit (payout control unit), controls the payout of prize balls and loaned balls by the payout device 358. The CPU 511, which is an arithmetic unit, includes a ROM 512 that stores control programs and fixed value data executed by the CPU 511, and a RAM 513 that is used as work memory, etc.

[0204] The RAM 513 of the payout control device 311, like the RAM 503 of the main control device 261, includes a stack area where the contents of the CPU 511's internal registers and the return address of the control program executed by the CPU 511 are stored, a work area (work region) where various flags, counters, I / O values ​​are stored, and a backup area 513a.

[0205] RAM 513 is configured to retain (back up) data even after the power of the pachinko machine 10 is turned off, by supplying a backup voltage from the power supply circuit 313, and all data stored in the stack area, work area, and backup area 513a are backed up. However, it is not necessarily required to back up data stored in all areas, as long as the data stored in at least the stack area and backup area 513a is backed up. For example, the data stored in the stack area and backup area 513a may be backed up, but the data stored in the work area may not be backed up.

[0206] Backup area 513a is an area that stores the stack pointer, register values, I / O values, etc., at the time of power outage, etc., in order to restore the state of the pachinko machine 10 to its state before power outage when power is restored. Writing to this backup area 513a is performed by the main process when power is lost, and the restoration of each value written to backup area 513a is performed by the main process when power is restored. In addition, similar to the CPU 501 of the main control unit 261, the NMI terminal of the CPU 511 is configured to receive a power outage signal SK1 from the power outage monitoring circuit 542 when power is cut off due to a power outage, etc. When this power outage signal SK1 is input to the CPU 511, the NMI interrupt processing as power outage processing is immediately executed.

[0207] The work area is equipped with a payout permission flag which is set to allow the payout of prize balls by the payout control device 311, a command reception flag which is set when a command transmitted from the main control device 261 is received, and a command buffer which stores the command transmitted from the main control device 261.

[0208] The payout permission flag is a flag that sets permission for the payout of prize balls. It is turned on when a specific command is sent from the main control unit 261 to permit the payout of prize balls, and is turned off when the initial setup process is completed or the system is restored to its state before the power was cut off. In this embodiment, the specific commands are three: a payout initialization command that instructs the initial processing of the RAM 513 of the payout control unit 311, a prize ball command that instructs the payout of prize balls, and a payout restoration command that is sent when the main control unit 261 is powered back on.

[0209] The command reception flag is a flag that confirms whether or not the dispensing control device 311 has received a command. It is turned on when any command is received, and like the dispensing permission flag, it is turned off when the system returns to its initial setup state or before the power cut-off, and also when the received command is determined by the command determination process.

[0210] The command buffer consists of a ring buffer that temporarily stores commands transmitted from the main control unit 261. The ring buffer has a predetermined storage area, and commands are stored in a regular pattern from the beginning to the end of that storage area. When all the storage areas are filled with commands, the system returns to the beginning of the storage area and updates the commands. Therefore, when a command is stored and when a command is read, the storage pointer and read pointer in the command buffer are updated, and the command is stored and read based on these pointers.

[0211] The CPU 511, which incorporates the ROM 512 and RAM 513, is connected to input / output ports 515 via bus lines 514, which consist of an address bus and a data bus. The RAM erase switch circuit 543, main control unit 261, power supply / launch control unit 310 (launch control circuit 312), dispensing device 358, CR unit connection board 314, and the like are connected to the input / output ports 515, respectively.

[0212] The CR unit connection board 314 is electrically connected to the ball dispensing operation unit (dispensing switch 121 and return switch 122), which is the operating part on the front of the pachinko machine 10, the CR unit (card reader unit, ball dispensing unit) which is located to the side of the pachinko machine 10 in a gaming hall or the like, and the payout control device 311. When information regarding the ball dispensing operation by the player to the ball dispensing operation unit or the CR unit is input to the CR unit, and the balance of game value is stored on the card, which is the recording medium inserted into the CR unit, the balance on the card is deducted, and a payout request signal for the number of game balls corresponding to the deduction is output to the payout control device 311. Note that the recording medium of the CR unit is not limited to a card type, but may also be a coin type or a stick type.

[0213] Furthermore, the dispensing control device 311 is configured to periodically (for example, every 2 msec) output a CR unit connection signal to the launch control circuit 312 of the power supply / launch control device 310, indicating that the CR unit connection board 314 and the CR unit are electrically connected.

[0214] The launch control circuit 312 of the power supply / launch control device 310 permits or prohibits the launch of game balls by the launch device 60. The handle 18, payout control device 311, and main control device 261 are electrically connected to the launch control circuit 312. The launch control circuit 312 is also configured to receive input from the handle 18, including a dial position signal from a variable resistor indicating the amount of rotation operation (rotation angle) of the rotary operation unit 18a, a touch signal from a touch sensor indicating that the player is touching the handle 18, and a launch switch signal indicating that the player is not operating the stop lever 18b. Furthermore, the launch control circuit 312 is configured to receive input from the payout control device 311, including a CR unit connection signal indicating that the CR unit connection board 314 and the CR unit are electrically connected.

[0215] The launch control circuit 312 outputs a launch status signal to the main control unit 261, provided that the touch signal, launch switch signal, and CR unit connection signal are input. The main control unit 261 then outputs a launch permission signal and a ball feeding signal to the launch control circuit 312, provided that the launch status signal is input. The main control unit 261 is configured to output the launch permission signal at 0.6-second intervals when the launch status signal is input.

[0216] Furthermore, the launch control circuit 312 is configured to drive the ball feeding device 63 to a predetermined operating state and send the game ball to the launch position when a ball feeding signal is input. However, if the ball feeding device 63 is equipped with a ready ball detection sensor capable of detecting whether or not a game ball is present at the launch position and detects that a game ball is already present at the launch position, the ball feeding device 63 is not driven (even if a ball feeding signal is received, the game ball is not sent to the launch position).

[0217] Furthermore, the launch control circuit 312 is configured to drive the launch device 60 (launch solenoid) on the condition that a touch signal, a launch switch signal, a CR unit connection signal, a dial position signal, and a launch permission signal are input. As a result, the game ball set in the launch position is launched by the launch device 60 with a strength based on the dial position signal.

[0218] Furthermore, the power supply circuit 313 includes a power supply unit 541 that supplies power to each part of the pachinko machine 10, a power outage monitoring circuit 542 that monitors for power interruptions due to power outages, etc., and a RAM erase switch circuit 543 that is connected to the RAM erase switch 323.

[0219] The power supply unit 541 supplies the necessary operating power to the main control unit 261, the payout control unit 311, etc., through a power supply path not shown. In general, the power supply unit 541 takes in a 24-volt AC power supply supplied from an external source and generates a +12V power supply to drive various switches and motors, a +5V power supply for logic, and a backup power supply for RAM backup. It then supplies these +12V, +5V, and backup power supplies to the main control unit 261, the payout control unit 311, etc. The various switches and motors are supplied with operating power through the control units to which they are connected.

[0220] The power outage monitoring circuit 542 is a circuit that outputs a power outage signal SK1 to the NMI terminals of the CPU 501 of the main control unit 261 and the CPU 511 of the payout control unit 311 when the power is interrupted due to a power outage or the like. The power outage monitoring circuit 542 monitors the DC stable voltage of 24 volts, which is the maximum voltage output from the power supply unit 541, and determines that a power outage (power interruption) has occurred when this voltage falls below 22 volts, and outputs a power outage signal SK1 to the main control unit 261 and the payout control unit 311. Upon output of this power outage signal SK1, the main control unit 261 and the payout control unit 311 recognize the occurrence of a power outage and execute power outage processing (NMI interrupt processing).

[0221] Furthermore, the power supply unit 541 is configured to maintain the output of the control system's drive voltage of 5 volts at a normal value by a predetermined maintenance function for a sufficient time to execute the power outage processing, even after the DC stable voltage of 24 volts has fallen below 22 volts. Therefore, the main control device 261 and the dispensing control device 311 can execute and complete the power outage processing normally.

[0222] The RAM erase switch circuit 543 receives the switch signal from the RAM erase switch 323 and clears the backup data in the RAM 503 of the main control unit 261 and the RAM 513 of the payout control unit 311 according to the state of the switch 323. When the RAM erase switch 323 is pressed, the RAM erase switch circuit 543 outputs a RAM erase signal SK2 to the main control unit 261 and the payout control unit 311. When the power to the pachinko machine 10 is turned on (including power turned on after a power outage is resolved) in a specific state where the RAM erase switch 323 is pressed, the data in RAM 503 and 513 in the main control unit 261 and the payout control unit 311 are cleared.

[0223] The display control device 45 performs actions such as displaying variations in decorative patterns on the performance display device 42 in accordance with instructions from the sub-control device 262. The display control device 45, acting as a control unit (display control unit), includes a CPU 521, a program ROM 522, a work RAM 523, a video RAM 524, a character ROM 525, a video display processor (VDP) 526, an input port 527, an output port 529, and bus lines 530 and 531. The input / output port 554 of the sub-control device 262 is connected to the input port 527. The CPU 521, program ROM 522, work RAM 523, and VDP 526 are also connected to the input port 527 via the bus line 530. The output port 529 is connected to the VDP 526 via the bus line 531, and the performance display device 42, which is a liquid crystal display device, is connected to the output port 529.

[0224] The CPU 521 of the display control device 45 receives display commands transmitted from the sub-control device 262 via the input port 527, analyzes the received commands, or performs predetermined calculation processing based on the received commands to control the VDP 526 (generate internal commands for the VDP 526). This enables display control on the performance display device 42.

[0225] The program ROM 522 is used to store various control programs and fixed value data executed by the CPU 521, and includes, for example, a program storage area and a data table storage area.

[0226] The program storage area is a memory area where various control programs executed by the CPU 521 are stored.

[0227] The data table storage area is a storage area that stores a display data table which defines the display content to be displayed on the performance display device 42 as time progresses in various display effects executed based on commands from the main control device 261 (for example, variable pattern commands), and an additional data table which defines the display content to be displayed on the performance display device 42 as time progresses in various additional effects (for example, preview effects) executed by the sub-control device 262 in addition to the various display effects executed based on commands from the main control device 261.

[0228] The display data table corresponds to an address that represents the time (20 milliseconds in this embodiment) during which one frame of an image is displayed on the display device 42 (liquid crystal display unit 42a), and specifies in detail the content (drawing content) of the image to be displayed for that time. Details of the display data table will be described later.

[0229] The additional data table defines the display content to be displayed over time for additional effects to be displayed on the effect display device 42 (liquid crystal display unit 42a) in addition to the display effects based on commands from the main control device 261. Similar to the display data table, it corresponds to an address that represents the time (20 milliseconds in this embodiment) during which one frame of image is displayed on the effect display device 42 (liquid crystal display unit 42a), and defines in detail the content (drawing content) of one frame of image to be displayed at that time. Details of the additional data table will be described later.

[0230] Display data tables and additional data tables are provided, one for each type of display effect and each type of additional effect. For example, if there are 32 possible variation effect patterns that can be executed based on the variation pattern command from the main control device 261, then one table will be prepared for each variation effect pattern, for a total of 32 display data tables. Display data tables are provided for, for example, for losing variation display effects, various reach effects, re-variation effects, re-draw effects, and demo effects.

[0231] Of course, when controlling the display of the performance display device 42, instead of using a configuration that performs drawing processing using a display data table and an additional data table, a configuration that omits the additional data table may be used. In this case, the sub-control device 262 may be configured to add the display content to be added to the display data table.

[0232] The work RAM 523 is used to temporarily store (set) various data tables read from the program ROM 522, as well as work data and flags used when the CPU 521 executes various programs. For example, it has a display data table setting area, an additional data table setting area, a pointer setting area, a drawing list setting area, a drawing target buffer flag setting area, and a command buffer.

[0233] The display data table setting area is a storage area for setting display data tables corresponding to the effects to be displayed on the effect display device 42.

[0234] The additional data table setting area is a storage area for setting additional data tables that correspond to additional effects to be displayed in addition to the effects displayed on the effect display device 42 by the display data table set in the display data table setting area.

[0235] Here, we will explain in detail the composition (drawing content) of each address in the display data table.

[0236] As described above, the display data table corresponds to an address that represents the time (20 milliseconds in this embodiment) during which one frame of an image is displayed on the display device 42 (liquid crystal display unit 42a), and specifies in detail the content (drawing content) of one frame of an image to be displayed during that time.

[0237] The drawing content defines the type of sprite, which is the display object that makes up one frame of the image, as well as drawing information for displaying each sprite on the display device 42, such as the display position coordinates, scaling factor, rotation angle, semi-transparency value, alpha blending information, color information, filter specification information, and storage information for each sprite.

[0238] The sprite type is information used to identify the sprite to be displayed. The display position coordinates are information used to identify the coordinates on the display device 42 (liquid crystal display unit 42a) where the sprite should be displayed. The scaling factor is information used to specify the scaling factor relative to the standard display size pre-set for that sprite, and the size of the displayed sprite is determined by this scaling factor. If the scaling factor is greater than 100%, the sprite will be displayed enlarged beyond its standard size, and if the scaling factor is less than 100%, the sprite will be displayed smaller than its standard size.

[0239] The rotation angle is information used to determine the rotation angle when rotating the sprite for display. The transparency value is used to determine the overall transparency of the sprite; the higher the transparency value, the more the image displayed on the background side of the sprite will be visible through it.

[0240] Alpha blending information identifies known alpha blending coefficients used when overlaying with other sprites. Color information specifies the color tone of the sprite to be displayed. Filter specification information specifies the image filter to be applied to the specified sprite when drawing it.

[0241] The stored information indicates the address of the storage area in the character ROM 525 where the image data of the corresponding sprite (display object) is stored.

[0242] For example, in a display data table for variable display, each address defines the drawing content for one frame, which includes a single background image, multiple decorative patterns (pattern 1, pattern 2, ...), effects that represent light shining through the image, and characters used for various effects (character 1, character 2, ...). Drawing information for each sprite is defined for each address.

[0243] Here, regarding the "background image," its display position is fixed across the entire screen of the display device 42, and the magnification, rotation angle, semi-transparency value, alpha blending information, color information, and filter specification information are kept constant over time. Therefore, only the "background type" and storage information, which are information for identifying the type of background image, are defined.

[0244] Background images for displaying variations include, for example, background images for various stages corresponding to various game states, and background images for various reach animations. The "background type" specifies information that identifies which of these should be displayed.

[0245] Based on this "background type," CPU 521 identifies the background image to be displayed as the drawing target, and further identifies the range of the background image to be displayed for that frame as time progresses.

[0246] In this embodiment, we will describe a case where, in addition to the stored information, only the "background type" is specified as the content to be drawn for the background image in the display data table. However, instead, the "background type" and "position information" indicating which range of the background image corresponding to that "background type" should be displayed may be specified. This "position information" may, for example, be information indicating the elapsed time since the background image of the range corresponding to the initial position was displayed. In this case, the CPU 521 will determine the range of the background image to be displayed for that frame based on the elapsed time since the background image of the range corresponding to the initial position, as indicated by the "position information," was displayed.

[0247] Furthermore, the "location information" may also be information indicating the elapsed time since the rendering (or display on the display device 42) of the image based on this display data table began. In this case, the CPU 521 will determine the range of the background image to be displayed for that frame based on the position of the background image that was displayed when the rendering of the image began based on the display data table, and the elapsed time since the rendering of the image began, as indicated by the "location information".

[0248] Furthermore, the "location information" may indicate either the elapsed time since the background image corresponding to the initial position was displayed, or the elapsed time since the rendering of the image based on the display data table (or display on the display device 42) began, depending on the "background type." Alternatively, the type information of the location information (for example, information indicating whether it is information indicating the elapsed time since the background image corresponding to the initial position was displayed, or information indicating the elapsed time since the rendering of the image based on the display data table began) may be defined as the background image rendering content along with the "background type" and "location information." In addition, the "location information" may not be information indicating the elapsed time, but rather information indicating the address where the range of the background image to be displayed is stored.

[0249] "Decorative patterns (Pattern 1, Pattern 2, ...)" are defined as pattern type information to identify the decorative pattern to be displayed, and this is called "Pattern Type Offset Information." This offset information represents the difference in the numbers attached to each decorative pattern. The reason for specifying the offset information rather than directly identifying the type of decorative pattern is that the display of decorative patterns in a variation animation changes depending on the stopping pattern of the previous variation animation and the stopping pattern of the current variation animation. Therefore, the "Pattern Type Offset Information" from the start of the variation until a predetermined time has elapsed specifies the offset information from the stopping pattern of the previous variation animation. As a result, the variation animation starts from the stopping pattern of the previous variation animation.

[0250] On the other hand, after a predetermined time has elapsed since the start of the variation, the sub-controller 262 defines offset information from the stop symbol set by the main control unit 261 based on commands from the main control unit 261. This allows the variation to be stopped at a stop symbol corresponding to the stop type specified by the sub-controller 262.

[0251] Furthermore, since each decorative symbol is assigned a unique number, the symbols used in the previous variation sequence and the symbols used in the stop sequence specified by the sub-control device 262 are managed using the numbers assigned to those symbols. Additionally, by representing the offset information as the difference between the numbers assigned to each decorative symbol, the decorative symbol to be displayed can be easily identified from that offset information.

[0252] Furthermore, in the "Symbol Type Offset Information," the predetermined time for switching from the offset information of the stopped symbols of the previous variation animation to the offset information of the stopped symbols of the current variation animation is set to coincide with the time during which the decorative symbols are rapidly changing. While the decorative symbols, as the target of the animation, are rapidly changing, they are invisible to the player. Therefore, by switching the "Symbol Type Offset Information" from the offset information of the stopped symbols of the previous variation animation to the offset information of the stopped symbols of the current variation animation during this time, even if the continuity of the numbers in the decorative symbols is interrupted, the player will not be able to perceive this interruption.

[0253] The starting address of the display data table, "0000H," contains "Start" information indicating the beginning of the data table, and the last address of the display data table contains "End" information indicating the end of the data table. For each address between the address "0000H" where the "Start" information is defined and the address where the "End" information is defined, the drawing content corresponding to the presentation mode to be defined in that display data table is defined.

[0254] The CPU 521, in response to a command sent from the sub-controller 262, selects a display data table to use from among several display data tables, reads the selected display data table from the program ROM 522 (data table storage area), sets it in the work RAM 523 (display data table setting area), and initializes the values ​​of the table pointers set in the pointer setting area.

[0255] Then, each time the drawing process for one frame is completed, the update function unit increments the value of the table pointer by 1, and in the display data table set in the display data table setting area, it identifies the image content to be drawn next based on the drawing content specified at the address pointed to by the table pointer, and creates a drawing list described later. The CPU 521 sends this drawing list to the VDP 526, thereby instructing the VDP 526 to draw the image. As a result, with the update of the table pointer, the drawing content is identified chronologically in the order specified in the display data table, and the image as specified in the display data table is displayed on the display device 42.

[0256] Next, we will explain in detail the configuration (drawing content) of each address in the additional data table.

[0257] As described above, the additional data table specifies the display content to be displayed over time for additional effects that are displayed on the effect display device 42 (liquid crystal display unit 42a) in addition to the display effects based on commands from the main control device 261.

[0258] Here, "adding to a display effect" means changing the display content of a display effect based on a command from the main control unit 261. This includes concepts such as displaying an image that is not normally displayed in a display effect, overlaying another effect on that display effect, changing the color tone of part or all of the display effect, or changing the image displayed in the display effect.

[0259] In other words, the additional data table defines the drawing content necessary to add and display images that are not normally displayed for a display effect that is displayed by the sub-controller 262 based on a command from the main control unit 261, the drawing content necessary to change the color tone of some or all of the display effect, and the drawing content necessary to change and display the images that are displayed in the display effect.

[0260] Here, we will explain the case in which the display content for displaying a pre-announcement effect, which is displayed in addition to the variation effect displayed by the display data table for variation display selected by the sub-controller 262 based on the variation pattern command from the main control unit 261, is defined by an additional data table.

[0261] The additional data tables are provided to correspond to additional pre-announcement effects and other features set for the variable effects. For example, additional data tables corresponding to display patterns of pre-announcement effects such as "bubble effect" and "fish school effect" are stored in the data table storage area.

[0262] This additional data table specifies in detail the content (drawing content) of one frame of image to be displayed at the time indicated by the address specified in the display data table.

[0263] The drawing content defines the type of sprite for each sprite, which is an object to be displayed in addition to the image for one frame. Depending on the sprite type, it also defines drawing information for rendering the sprite to the display device 42, such as display position coordinates, scaling factor, rotation angle, semi-transparency value, alpha blending information, color information, and filter specification information.

[0264] On the other hand, if there are no additional display items to be displayed at the time indicated by the address specified in the display data table, the additional data table will specify Null data, which means that there are no additional display items to be displayed corresponding to that address.

[0265] Furthermore, the starting address of the additional data table, "0000H," contains "Start" information indicating the beginning of the data table, similar to the display data table, and the last address of the additional data table contains "End" information indicating the end of the data table. For each address between the address "0000H" where the "Start" information is specified and the address where the "End" information is specified, the drawing content corresponding to the presentation style to be defined in that additional data table is defined.

[0266] Based on the display command from the sub-controller 262, the CPU 521 determines whether there are any additional effects to be displayed in addition to the display effects output to the effect display device 42, according to the display data table set in the display data table setting area. If there are additional effects to be displayed, the CPU 521 reads the additional data table corresponding to that effect from the program ROM 522 (data table storage area) and sets the additional data table in the work RAM 523 (additional data table setting area).

[0267] For example, when the CPU 521 receives a display command related to a predetermined preview effect from the sub-control unit 262, it selects an additional data table corresponding to the preview effect indicated by the command, reads the selected additional data table from the program ROM 522 (data table storage area), and sets it in the work RAM 523 (additional data table setting area).

[0268] Furthermore, when CPU521 sets the display data table in the display data table setting area, it first writes Null data to the additional data table setting area, which means there are no items to add and display, thereby clearing its contents.

[0269] Then, each time the table pointer is updated, the CPU 521 creates a drawing list that defines the instructions for drawing an image to the VDP 526, based on the drawing content specified at the address indicated by the table pointer in the display data table set in the display data table setting area, and the drawing content specified at the address indicated by the table pointer in the additional data table set in the additional data table setting area.

[0270] Furthermore, if the information specified by the address pointed to by the table pointer in the additional data table is "End" information, or if the table pointer points to an address not specified in the additional data table, it is determined that there are no display items to add, and a drawing list is generated based on the various sprites specified in the display data table.

[0271] The CPU 521 then sends the generated drawing list to the VDP 526, instructing the VDP 526 to draw the image. As a result, with the update of the table pointer, the drawing content is identified chronologically in the order specified in the display data table, and the drawing content specified in the additional data table is added, so that the image as specified in the display data table and the additional data table is displayed on the display device 42.

[0272] Thus, in this embodiment, when the display control device 45 displays an additional performance image (e.g., a preview performance image) in addition to the performance image (e.g., a variable performance image) to be displayed on the performance display device 42 in response to a command transmitted from the sub-control device 262, the additional data table corresponding to the additional performance image to be displayed can be set in the additional data table setting area, thereby easily adding and displaying that performance image to the base performance image.

[0273] Furthermore, if no additional data table is set in the additional data table setting area, Null data is set in the additional data table setting area, and the performance display device 42 will display the performance corresponding to the display data table as is.

[0274] As a result, for example, if there are 32 original animation images and 5 additional animation images to be displayed, if a separate display data table is prepared to define the image created by overlaying the other animation images on each original animation image, then 32 × (1 + 5) = 192 types of display data tables would need to be prepared. However, as in this embodiment, by separately defining the data tables corresponding to the other animation images as additional data tables, only 32 + 5 = 37 types of display and additional data tables need to be prepared, thereby suppressing an increase in the capacity of the data table storage area. Therefore, it is possible to store data tables corresponding to various types of animation patterns within the capacity provided in the data table storage area, and further diversification of animation images can be easily achieved.

[0275] Furthermore, as in this embodiment, by defining additional animation images to be displayed as additional data tables, even if the display of additional animation images is decided after setting the display data table corresponding to the original animation image in the work RAM 523 (display data table setting area), the additional animation images to be displayed can be easily added to the original animation image simply by setting a separate additional data table corresponding to the other animation images in the work RAM 523 (additional data table setting area), without changing the display data table set in the work RAM 523 (display data table setting area).

[0276] Furthermore, since the additional data table has the same data structure as the display data table, the drawing content specified at the address indicated by the table pointer can be easily identified from the display data table set in the display data table setting area and the additional data table set in the additional data table setting area, while updating the table pointer every time. Additionally, a drawing list corresponding to one frame can be easily generated from these.

[0277] Therefore, even if the sub-controller 262 or the like determines the display of other effects in addition to one display effect performed based on a command from the main control unit 261, a wide variety of effects can be easily displayed from a small number of data tables by defining the display content of the additional effects to be displayed in an additional data table.

[0278] The pointer setting area is a storage area for setting table pointers to specify the addresses from which the corresponding drawing content should be retrieved, based on the display data table set in the display data table setting area and the additional data table set in the additional data table setting area.

[0279] CPU521 initializes the table pointer value to "0" when the display data table is set in the display data table setting area. Then, based on the vertical synchronization interrupt signal (hereinafter referred to as the "V interrupt signal") sent from VDP526 every 20 msec when the drawing process for one frame of image is completed, the pointer update process is executed in the display content setting process of the V interrupt process described later, which is executed by CPU521, and the table pointer value is incremented by 1.

[0280] Each time such a table pointer is updated, CPU521 identifies the drawing content specified at the address pointed to by the table pointer from the display data table set in the display data table setting area and the additional data table set in the additional data table setting area, and creates a drawing list as described later.

[0281] As a result, the effects corresponding to the display data table set in the display data table setting area are displayed on the effect display device 42, and if an additional data table is set in the additional data table setting area, the effects corresponding to that additional data table are also displayed on the effect display device 42 in addition to the effects corresponding to the display data table.

[0282] Furthermore, the effects displayed on the effect display device 42 can be easily changed simply by modifying the display data table set in the display data table setting area or the additional data table set in the additional data table setting area.

[0283] The drawing list setting area is a memory area for setting a drawing list that instructs the VDP526 to draw one frame of images. The drawing list is generated based on the display data table set in the display data table setting area and the additional data table set in the additional data table setting area.

[0284] Here, we will explain the contents of the drawing list in detail. The drawing list is an instruction sheet that tells the VDP526 to draw an image for one frame. For example, for each sprite used in the image for one frame, such as background images, decorative patterns (pattern 1, pattern 2, ...), effects (effect 1, effect 2, ...), characters (character 1, character 2, ...), and hold icons (hold icon 1, hold icon 2, ...), the drawing information for that sprite is defined.

[0285] As described above, the drawing information for each sprite includes, as storage information, the address of the storage area in the character ROM 525 where the image data of the corresponding sprite (display object) is stored. The VDP 526 retrieves the image data of the sprite from the storage area in the character ROM 525 specified by that address and transfers it to the video RAM 524.

[0286] Furthermore, the drawing information for each sprite includes display position coordinates, scaling factor, rotation angle, transparency value, alpha blending information, color information, and filter specification information. The VDP526 takes the standard image generated from the image data of the sprite read from the character ROM525 and applies scaling processing according to the scaling factor, rotation processing according to the rotation angle, transparency processing according to the transparency value, compositing processing with other sprites according to the alpha blending information, color correction processing according to the color information, and filtering processing according to the filter specification information in the manner specified by that information, and then draws the image obtained by applying various processing to the display position indicated by the display position coordinates. The drawn image is then expanded by the VDP526 into either the first frame buffer or the second frame buffer specified by the drawing target buffer flag described later.

[0287] The CPU521 generates drawing information for all sprites used to draw an image for one frame, based on the drawing content specified at the address indicated by the table pointer in the display data table setting area and the additional data table setting area, as well as other image content to be drawn (e.g., hold icons), and then creates a drawing list by rearranging this drawing information for each sprite.

[0288] Here, the address of the storage area in the character ROM 525 where the sprite (display object) data is stored is generated according to the sprite type specified in the display data table and the additional data table, or the sprite type identified from the content of other images. In other words, since the storage area in the character ROM 525 where the image data of that sprite is stored is fixed for each sprite, the CPU 521 can immediately identify the address of the character ROM 525 where the image data of that sprite is stored according to the sprite type, and easily include that information in the drawing information of the drawing list.

[0289] Furthermore, CPU521 copies the other information (display position coordinates, scaling factor, rotation angle, transparency value, alpha blending information, color information, and filter specification information) from the display data table and the additional data table of each sprite's drawing information.

[0290] Furthermore, when generating the drawing list, CPU521 rearranges the sprites within a single frame's image, from those that should be placed closest to the background to those that should be placed closest to the foreground, and sets the drawing information for each sprite. In other words, in the drawing list, the drawing information corresponding to the background image is set first, followed by the drawing information corresponding to each sprite in the following order: decorative patterns (pattern 1, pattern 2, ...), effects (effect 1, effect 2, ...), characters (character 1, character 2, ...), and pending icons (pending icon 1, pending icon 2, ...).

[0291] In the VDP526, the drawing process for each sprite is executed according to the order set in a drawing list that defines the instructions for drawing the image for each frame, and the drawn sprites are overwritten and expanded in the frame buffer of the video RAM524. Therefore, in the image for one frame generated by the drawing list, the sprite drawn first is placed closest to the background, and the sprite drawn last is placed closest to the foreground.

[0292] The drawing target buffer flag setting area is a storage area for setting drawing target buffer flags to specify the frame buffer (hereinafter referred to as the "drawing target buffer") that will display the image drawn by the VDP526, from among the two frame buffers (first frame buffer and second frame buffer) of the video RAM524 described later.

[0293] Furthermore, if the drawing target buffer flag is "0", the first frame buffer is specified as the drawing target buffer, and if it is "1", the second frame buffer is specified. This information about the specified drawing target buffer is then sent to the VDP526 along with the drawing list.

[0294] As a result, the VDP526, which is the operating unit, performs a drawing process that expands the image drawn based on the drawing list onto the specified drawing target buffer. Simultaneously with the drawing process, the VDP526 also reads the previously expanded drawing image information from a frame buffer different from the drawing target buffer, and transfers that image information as a video signal to the performance display device 42, thereby performing an image output process (display process) to display the image on the performance display device 42.

[0295] The draw target buffer flag is updated when the draw target buffer information is sent to the VDP526 along with the draw list. This update is performed by inverting the value of the draw target buffer flag; that is, setting it to "1" if the value was "0", and to "0" if it was "1". As a result, the draw target buffer is set alternately between the first frame buffer and the second frame buffer each time the draw list is sent.

[0296] Furthermore, the drawing list is sent every time the CPU 521 executes the drawing process of the V interrupt, based on the V interrupt signal sent from the VDP 526 every 20 msec, which is when the drawing and output processing of one frame of image is completed.

[0297] In other words, at a certain point, the first frame buffer is designated as the frame buffer for unfolding one frame's worth of image, and the second frame buffer is designated as the frame buffer from which the image information for one frame is read. When the image drawing and output processes are executed, 20 msec after the completion of the image drawing process for one frame, the second frame buffer is designated as the frame buffer for unfolding one frame's worth of image, and the first frame buffer is designated as the frame buffer from which the image information for one frame is read. As a result, the image information of the image previously unfolded in the first frame buffer can be read and displayed on the display device 42, and at the same time, a new image is unfolded in the second frame buffer.

[0298] Then, after another 20 msec, the first frame buffer is designated as the frame buffer for unfolding one frame's worth of image data, and the second frame buffer is designated as the frame buffer from which one frame's worth of image information is read. This allows the image information of the image previously unfolded in the second frame buffer to be read and displayed on the display device 42, while a new image is unfolded in the first frame buffer. Thereafter, by alternately switching between the first and second frame buffers every 20 msec, the frame buffer for unfolding one frame's worth of image data and the frame buffer from which one frame's worth of image information is read can be used to continuously perform the image rendering process for one frame's worth of image data while simultaneously performing the image output process for one frame's worth of image data in 20 msec increments.

[0299] The command buffer is used to temporarily store commands received from the sub-controller 262, and is composed of a ring buffer.

[0300] The video RAM 524 is used to display images on the performance display device 42 and includes two frame buffers (a first frame buffer and a second frame buffer).

[0301] Each of the two frame buffers is provided to store one frame's worth of image (one screen's worth of image). Here, one frame's worth of image refers to one screen's worth of image displayed at a predetermined update timing in a configuration where the image displayed on the liquid crystal display unit 42a of the performance display device 42 is updated at predetermined update timings.

[0302] Specifically, each frame buffer contains numerous unit areas corresponding to the pixels (dots) of the liquid crystal display unit 42a at a predetermined magnification. Each unit area is configured to store data for identifying which color to display. In this embodiment, a full-color system is employed, and each pixel can be set to one of 256 levels for each of the R (red), G (green), and B (blue) colors. Correspondingly, each unit area is allocated one byte (8 bits) for each of the RGB colors. In other words, each unit area has a storage capacity of at least three bytes.

[0303] In this way, by employing a double-buffer system with two frame buffers (a first frame buffer and a second frame buffer) in the video RAM 524, the VDP 526 writes the image for one frame created according to the instructions from the CPU 521 to either the first or second frame buffer, thereby expanding the image for one frame in that frame buffer. At the same time, while the image is being expanded in one frame buffer, the VDP 526 reads the image for one frame that was expanded earlier from the other frame buffer and outputs the image information to the display device 42, thereby causing the display device 42 to display the image for that one frame.

[0304] Then, the frame buffer that displays one frame's worth of image and the frame buffer from which one frame's worth of image is read in order to display the image on the display device 42 are alternately designated by the CPU 521 every 20 msec, when the drawing process for one frame's worth of image is completed, with the first frame buffer and the second frame buffer being designated respectively.

[0305] In other words, at a certain point, the first frame buffer is designated as the frame buffer for unfolding one frame's worth of image, and the second frame buffer is designated as the frame buffer from which one frame's worth of image is read. When the image drawing and output processes are executed, 20 msec after the completion of the image drawing process for one frame, the second frame buffer is designated as the frame buffer for unfolding one frame's worth of image, and the first frame buffer is designated as the frame buffer from which one frame's worth of image is read.

[0306] As a result, the image information of the image previously loaded into the first frame buffer is read and output to the display device 42, while at the same time, a new image is loaded into the second frame buffer.

[0307] Then, 20 milliseconds later, the first frame buffer is designated as the frame buffer for unpacking one frame's worth of image data, and the second frame buffer is designated as the frame buffer from which one frame's worth of image data will be read.

[0308] As a result, the image for one frame that was previously loaded into the second frame buffer can be read and displayed on the display device 42, and at the same time, a new image is loaded into the first frame buffer.

[0309] From this point forward, by alternately switching between the first and second frame buffers every 20 msec, the frame buffer that displays one frame's worth of image and the frame buffer from which the image of one frame is read can be specified, allowing the rendering process of one frame's worth of image to be performed while the output process of one frame's worth of image is continuously performed in 20 msec increments.

[0310] The character ROM 525 is used to pre-store image data for various images displayed on the performance display device 42, such as various background images and various sprites (decorative patterns, characters, hold icons, etc.), and has a pattern storage area, a character storage area, a hold icon storage area, a background image storage area, and so on.

[0311] Here, the image data for each sprite includes at least a combination of bitmap format data that defines the outline and pattern of the design or character, and a color palette table that is referenced when determining the display color for each pixel of the bitmap image. In addition, the image data for the background image is stored as, for example, JPEG format data in a compressed state of still image data.

[0312] Furthermore, the various background HGs described later may have any configuration. For example, they may consist of only one background image data (still image data) stored in the character ROM 525, or they may consist of a series of video data, or they may consist of static background image data combined with static or dynamic image data (sprite data).

[0313] The pattern storage area is a storage area that stores image data corresponding to decorative patterns that are displayed in a variable manner on the performance display device 42. In this embodiment, image data corresponding to nine types of decorative patterns numbered "1" to "9" is stored there.

[0314] The character storage area is a storage area that stores image data corresponding to various characters displayed on the performance display device 42. In this embodiment, for example, multiple types of character image data corresponding to humanoid characters are stored.

[0315] The hold icon storage area is a storage area that stores image data corresponding to the hold icons displayed on the performance display device 42. In this embodiment, multiple types of image data corresponding to hold icons, such as hold icon H461 (see Figure 1-44, etc.), are stored there.

[0316] The background image storage area is a storage area that stores image data corresponding to various background images displayed on the performance display device 42. In this embodiment, multiple types of image data corresponding to background images are stored.

[0317] Of course, it is also possible to configure the system so that a portion of the image data stored in the character ROM 525 is stored in the ROM 552 of the sub-controller 262. Alternatively, the character ROM 525 may be omitted, and all of the image data stored in the character ROM 525 may be stored in the ROM 552 of the sub-controller 262.

[0318] The VDP526 is a type of drawing circuit that operates the liquid crystal drive circuit (LCD driver) that drives and controls the liquid crystal display unit 42a of the performance display device 42. Based on drawing instructions (drawing list) from the CPU 521, it draws an image and displays the drawn image on the performance display device 42 at a predetermined timing. In this embodiment, the VDP526 is implemented as an IC chip and is therefore also called a "drawing chip." In reality, it is a microcontroller chip with built-in firmware dedicated to drawing processing.

[0319] The VDP526 sends a V interrupt signal to the CPU521 every 20 msec, which is the time it takes to complete the drawing process for one frame of an image. Whenever the CPU521 detects this V interrupt signal, it executes a V interrupt process and instructs the VDP526 to draw the next frame of an image. In response to this instruction, the VDP526 performs the drawing process for the next frame of an image and also performs image output processing (display processing) to display the previously drawn image on the display device 42.

[0320] More specifically, the VDP526 draws an image for one frame, expands the drawn image in either the first or second frame buffer, and outputs the image for one frame that was previously expanded in the other frame buffer to the display device 42, thereby displaying the image on the display device 42. The VDP526 processes the drawing process for one frame and the output process for one frame in parallel within the image display time for one frame on the display device 42 (20 milliseconds in this embodiment).

[0321] In this way, CPU521 executes V interrupt processing in response to the V interrupt signal from VDP526 and issues a drawing instruction to VDP526. As a result, VDP526 can receive an image drawing instruction from CPU521 at the execution interval (20 msec) of image drawing and output processing. Therefore, VDP526 does not receive an instruction to draw the next image before the image drawing or output processing is completed. This prevents the start of drawing a new image in the middle of drawing an image, or the loading of an image into the frame buffer where the currently displayed image is loaded in response to a new drawing instruction.

[0322] Under the above configuration, when the VDP526 performs drawing processing, it first reads the image data necessary for drawing from the character ROM525 based on the storage information contained in the drawing list sent from the CPU521, and then expands the read image data into a predetermined frame buffer in the video RAM524.

[0323] Furthermore, when the VDP526 performs image output processing to output an image to the performance display device 42, a video signal is generated based on the image expanded in the first frame buffer or second frame buffer of the video RAM524, and the video signal is output to the performance display device 42 via the output port 529.

[0324] More specifically, the VDP526 outputs to the display device 42 a video signal consisting of R (red), G (green), and B (blue) color information indicating the color data of each pixel of the liquid crystal display unit 42a, as well as a synchronization signal for synchronizing the RGB signal with the liquid crystal display unit 42a.

[0325] When the VDP526 outputs a video signal for one frame (one screen) of an image to the display device 42, for example, it starts with the pixel in the top left corner (first row, first column) of the liquid crystal display unit 42a (m x n pixels), and sequentially outputs the video signal to each pixel on the same horizontal line up to the pixel in the top right corner (first row, n column) of the liquid crystal display unit 42a. Once the video signal has been output to the pixel in the top right corner (first row, n column), it then starts with the pixel in the leftmost part of the second row (second row, first column), and sequentially outputs the video signal to each pixel on the same horizontal line, and so on. In this way, the video signal is output sequentially from the leftmost pixel to the rightmost pixel from top to bottom, so that the image can be displayed across the entire screen of the liquid crystal display unit 42a.

[0326] Then, when the VDP526 outputs a video signal to the last pixel in the bottom right corner of the liquid crystal display unit 42a, it outputs a V interrupt signal to the CPU521 to let the CPU521 know that the update of one frame of image is complete. In this embodiment, the output period of this V interrupt signal is 20 msec, which is the same as the update period of one frame of image. In other words, in this embodiment, every 20 msec when the V interrupt signal is output, the output processing of the video signal related to one frame of image is performed on the display device 42.

[0327] Next, the operation of the pachinko machine 10 configured as described above will be explained. In this embodiment, the CPU 501 provided in the main control device 261 performs a lottery using various counter information during gameplay. Specifically, as shown in Figure 1-8, a win / fail random number counter CLH1 is used as a win / fail random number generation means for determining whether or not to generate a jackpot state, a type determination counter CLH2 is used for determining the type of jackpot (type lottery), a variation selection counter CLH3 is used for determining whether or not to generate a reach state in the performance display device 42, an initial value random number counter CINI is used for setting the initial value of the win / fail random number counter CLH1, a first variation type counter CS1 and a second variation type counter CS2 are used for determining the variation display time of the first special symbol display device 43A or the second special symbol display device 43B (performance display device 42), and a normal symbol random number counter CLH4 is used for determining whether or not to open the second start entry section 33WB in a start ball entry support lottery. Furthermore, the variation selection counter CLH3 is also used to draw the reach pattern when the decorative symbols of the performance display device 42 are changed without a win. In addition, the variation type counters CS1 and CS2 are used for selecting the performance pattern in the performance display device 42 (such as selecting the variation pattern of the decorative symbols).

[0328] The counters CLH1, CLH2, CLH3, CINI, CS1, CS2, and CLH4 are loop counters that add 1 to their previous value each time they are updated, and return to the lower limit of 0 after reaching the upper limit. Each counter is updated periodically, and the updated value is appropriately stored in a counter buffer set in a predetermined area of ​​RAM503 (except for the random initial value counter CINI).

[0329] RAM503 is provided with a special variable reserve area where the values ​​of the win / fail random number counter CLH1, the type determination counter CLH2, and the variable selection counter CLH3 are stored, and a normal variable reserve area where the value of the normal symbol random number counter CLH4 is stored.

[0330] The special variable reserve area comprises the first special variable reserve area and the second special variable reserve area, each having four reserve areas (reserve area 1 to reserve area 4), and one execution area.

[0331] In each of the first special variable reserve areas, the values ​​of the win / fail random number counter CLH1, the type determination counter CLH2, and the variable selection counter CLH3 are stored in chronological order according to the winning history of the first start prize entry section 33WA.

[0332] In each of the second special variable reserve areas, the values ​​of the win / fail random number counter CLH1, the type determination counter CLH2, and the variable selection counter CLH3 are stored in chronological order according to the winning history of the second start prize entry section 33WB.

[0333] In this embodiment, there is only one execution area for the special fluctuation hold area, and the data stored in the first special fluctuation hold area and the second special fluctuation hold area are shifted to a common execution area when performing fluctuation display based on that data.

[0334] The normal variable hold area consists of four hold areas (Hold Area 1 to Hold Area 4) and one execution area. Each hold area of ​​the normal variable hold area stores the value of the normal symbol random number counter CLH4 in chronological order according to the history of the game balls passing through the through gate 34.

[0335] By adopting this configuration, the first variation display in the first special symbol display device 43A, the second variation display in the second special symbol display device 43B, and the variation display in the ordinary symbol display device 41 can each be held up to four times.

[0336] To explain each counter in detail, the win / fail random number counter CLH1 is configured to increment by 1 sequentially within the range of 0 to 599, and after reaching the upper limit as the closing value (i.e., 599), it returns to the lower limit as the opening value, which is 0. Normally, when the win / fail random number counter CLH1 completes one cycle, the value of the initial random number counter CINI at that time is read as the next initial value for the corresponding non-random number counter CLH1. The initial random number counter CINI is a loop counter similar to the win / fail random number counter CLH1 (value = 0 to 599), and is updated once with each timer interrupt and repeatedly within the remaining time of normal processing. On the other hand, the win / fail random number counter CLH1 is updated periodically (once with each timer interrupt in this embodiment), and the value of the win / fail random number counter CLH1 is stored in the win / fail random number counter buffer. Then, when the game ball enters the first starting prize entry section 33WA or the second starting prize entry section 33WB, the value of the win / fail random number counter CLH1 stored in the win / fail random number counter buffer is stored in the special variation reserve area (first special variation reserve area or second special variation reserve area).

[0337] In this embodiment, the probability of winning the draw (jackpot draw) does not change depending on the game mode (one of the game modes: "Normal Mode", "Shortened Time A Mode", and "Shortened Time B Mode"). There are three values ​​for the random number counter CLH1 that result in a jackpot state, and these values ​​are "7,207,407". In other words, based on the entry of a game ball into the first starting prize entry section 33WA or the second starting prize entry section 33WB, there is a 1 / 200 probability of winning the draw (jackpot draw), and a jackpot state is generated.

[0338] ROM502 contains a win / loss determination table that is referenced when determining whether the value of the win / loss random number counter CLH1 corresponds to any of the wins.

[0339] In this embodiment, there is a first win / failure determination table corresponding to ball entry into the first starting prize entry section 33WA (a first win / failure determination table that includes a jackpot determination common to "normal mode", "time-saving mode A", and "time-saving mode B"), and a second win / failure determination table corresponding to ball entry into the second starting prize entry section 33WB (a second win / failure determination table that includes a jackpot determination common to "normal mode", "time-saving mode A", and "time-saving mode B").

[0340] The type determination counter CLH2 is configured to increment by 1 sequentially within the range of 0 to 19, and after reaching the upper limit (i.e., 19), it returns to the lower limit of 0.

[0341] ROM 502 is provided with a type determination table that is referenced when determining which type of jackpot the value of the type determination counter CLH2 corresponds to. In this embodiment, there is a first type determination table corresponding to balls entering the first starting prize entry section 33WA and a second type determination table corresponding to balls entering the second starting prize entry section 33WB.

[0342] Then, if the player wins the jackpot in the draw and certain conditions are met, the type of jackpot state to be awarded is determined based on the value of the type determination counter CLH2 (a type draw is performed), and the player is awarded the jackpot state of the determined type.

[0343] In this embodiment, if a jackpot is won in the win / loss lottery (jackpot lottery) triggered by a ball entering the first starting prize entry section 33WA, regardless of the game mode ("normal mode", "time-saving A mode", or "time-saving B mode"), there is a 40% chance of a "15R jackpot" and a 60% chance of a "4R jackpot".

[0344] Furthermore, if a jackpot is won in the draw (jackpot draw) triggered by a ball entering the second starting prize area 33WB, regardless of the game mode ("Normal Mode", "Short Time A Mode", or "Short Time B Mode"), there is a 50% chance of winning a "15R jackpot", a 30% chance of winning an "8R jackpot", and a 20% chance of winning a "4R jackpot".

[0345] Furthermore, the type determination counter CLH2 is updated periodically (once for each timer interrupt in this embodiment), and the value of the type determination counter CLH2 is stored in the type determination counter buffer. Then, when a game ball enters the first starting prize entry section 33WA or the second starting prize entry section 33WB, the value of the type determination counter CLH2 stored in the type determination counter buffer is stored in the special variation reserve area (first special variation reserve area or second special variation reserve area) of RAM 503.

[0346] The variable selection counter CLH3 is configured to increment by 1 sequentially within the range of 0 to 238, and after reaching the upper limit (i.e., 238), it returns to the lower limit of 0. In this embodiment, the variable selection counter CLH3 is used to draw lots for "front / back miss reach" where, after a reach state occurs with respect to the decorative symbols, the final stopping symbol stops one position before or after the reach symbol; "reverse front / back miss reach" where, similarly after a reach state occurs, the final stopping symbol stops anywhere other than before or after the reach symbol; and "miss (complete miss)" where no reach state occurs.

[0347] ROM502 is equipped with a reach determination table that stores the correspondence between the value of the variable selection counter CLH3 and various reach patterns.

[0348] The variable selection counter CLH3 is updated periodically (once per timer interrupt in this embodiment), and the value of the variable selection counter CLH3 is stored in the variable selection counter buffer. Then, when a game ball enters the first starting prize entry section 33WA or the second starting prize entry section 33WB, the value of the variable selection counter CLH3 stored in the variable selection counter buffer is stored in the special variable reserve area (first special variable reserve area or second special variable reserve area) of the RAM 503.

[0349] Furthermore, of the two fluctuation type counters CS1 and CS2, one fluctuation type counter CS1 is configured to increment by 1 sequentially within the range of 0 to 255, and after reaching the upper limit (i.e., 255), it returns to the lower limit of 0. The other fluctuation type counter CS2 is configured to increment by 1 sequentially within the range of 0 to 31, and after reaching the upper limit (i.e., 31), it returns to the lower limit of 0.

[0350] In addition, the variation time of the variation display in the first special symbol display device 43A or the second special symbol display device 43B and the general variation pattern of the variation display in the performance display device 42 (reach patterns such as normal reach, super reach, and special reach) are associated with each other by a variation pattern table, so that once the variation time of the special symbol display devices 43A and 43B is determined, the variation pattern of the performance display device 42 is also determined.

[0351] For example, the system may be configured such that the variation time is determined based on the first variation type counter CS1, and the stop display mode on the special symbol display devices 43A and 43B is determined by the second variation type counter CS2. For example, when corresponding to a "15R jackpot," one of the stop display modes corresponding to a "15R jackpot" is determined. Note that the counters used to determine the variation time and variation pattern are not limited to the above configuration and can be changed as appropriate for each model.

[0352] Furthermore, the variation type counters CS1 and CS2 are updated once each time the normal processing described later is executed, and are repeatedly updated even within the remaining time of the normal processing. In this embodiment, with regard to the values ​​of the variation type counters CS1 and CS2, when a game ball enters the first starting prize entry section 33WA or the second starting prize entry section 33WB, the values ​​of the variation type counters CS1 and CS2 stored in the variation type counter buffer of RAM 503 are stored in the special variation reserve area of ​​RAM 503.

[0353] In this way, by acquiring the values ​​of the variation type counters CS1 and CS2 at the timing of the start of the winning combination, it is possible to know (pre-read) the first variation time of the first variation display and the second variation time of the second variation display that have been stored in reserve before the variation starts, and to use this information to perform various effects. If a configuration that pre-reads the variation time and performs effects is not required, the buffer values ​​of the variation type counters CS1 and CS2 may be acquired when the variation pattern is determined by the effect display device 42 at the start of the variation of the decorative symbols.

[0354] Note that the size and range of each counter are merely examples and can be changed as desired. However, it is desirable that the sizes of the correct / false random number counter CLH1, the type determination counter CLH2, the variation selection counter CLH3, and the variation type counters CS1 and CS2 all be different prime numbers and not synchronized under any circumstances.

[0355] Furthermore, the normal symbol random number counter CLH4 is configured as a loop counter that increments by 1 sequentially within the range of 0 to 29, and returns to the lower limit of 0 after reaching the upper limit (i.e., 29). The normal symbol random number counter CLH4 is updated periodically (once for each timer interrupt in this embodiment), and the value of the normal symbol random number counter CLH4 is obtained when a game ball passes through the through gate 34.

[0356] Then, when a value for the winning normal symbol random number counter CLH4 is obtained, the normal symbol display device 41 displays a variable for a predetermined time (after the normal symbol lamps constituting the normal symbol display device 41 flash alternately), then stops displaying in a manner (lighting pattern) corresponding to the win, and the second start prize entry section 33WB opens in a pattern corresponding to the game mode at that time.

[0357] In this embodiment, in the "low ball entry state," the winning random number values ​​are "0" and "1," which is 2. On the other hand, in the "high ball entry state," the winning random number values ​​are "0 to 27," which is 28. In other words, in the "low ball entry state," there is a 1 / 15 probability that the second starting prize entry section 33WB will be open, and in the "high ball entry state," there is a 14 / 15 probability that the second starting prize entry section 33WB will be open.

[0358] ROM502 contains a support determination table that is referenced when determining whether the value of the normal symbol random number counter CLH4 corresponds to a win. In this embodiment, a first support determination table corresponding to a "low ball entry state" and a second support determination table corresponding to a "high ball entry state" are set up.

[0359] Next, the control processes executed by the CPU 501 in the main control unit 261 will be explained with reference to the flowchart. The CPU 501 processes can be broadly divided into the main process, which is started when the power is turned on; the timer interrupt process, which is started periodically (every 2 msec in this embodiment); and the NMI interrupt process, which is started when a stop signal is input to the NMI terminal (non-maskable terminal). For the sake of explanation, the timer interrupt process and the NMI interrupt process will be explained first, and then the main process will be explained.

[0360] Figure 1-11 is a flowchart illustrating timer interrupt processing, which is executed by the CPU 501 of the main control unit 261, for example, every 2 msec.

[0361] First, in step SL301, the process of reading various switches is executed. That is, the state of various switches connected to the main control unit 261 (except for the RAM erase switch 323) is read, and the state of the switches is determined and the detection information is saved. On the other hand, if there is no detection information, the process proceeds to the next step.

[0362] For example, if ball entry detection information is received from various ball entry detection switches (left general entry switch 221a, large entry slot count switch 222, first start entry switch 224a, second start entry switch 224b, through gate switch 225), the value of the prize ball counter corresponding to each ball entry detection switch, provided in RAM 503, is added. Then, in the external output processing of the normal processing described later (see step SL200), a prize ball command based on the value of each prize ball counter is output to the payout control device 311, and prize balls are paid out based on this prize ball command. Furthermore, when this prize ball command is output, the value of each prize ball counter is reset.

[0363] Furthermore, in the switch reading process of step SL301, each ball entry detection switch (left general prize entry switch 221a, large prize entry count switch 222, first start prize entry switch 224a, second start prize entry switch 224b, through gate switch 225) is monitored individually, and the same processing is performed for each switch individually.

[0364] The following will explain in detail the switch reading process related to the ball entry detection switch, using the switch reading process related to the large prize slot count switch 222, which detects the entry of a game ball into the variable prize entry device 32A, one of the ball entry means, as an example.

[0365] First, CPU 501 checks the signal level of the input signal from the ball entry detection switch (large prize slot count switch 222).

[0366] For example, during normal operation when the game ball has not yet passed through the ball entry detection switch (large prize pit count switch 222), a high-level signal (H) of +12V is output from the ball entry detection switch (large prize pit count switch 222), and on the main control device 261 side, a low-level signal (L) of reference potential 0V is input to the CPU 501 via an inverting circuit. On the other hand, when a game ball has entered the ball entry means (large prize pit 32Aa of the variable prize entry device 32A) and is passing through the ball entry detection switch (large prize pit count switch 222), a low-level signal (L) is output from the ball entry detection switch (large prize pit count switch 222), and on the main control device 261 side, a high-level signal (H) is input to the CPU 501 via an inverting circuit.

[0367] Next, the CPU 501 performs an entry determination process to determine whether or not a game ball has entered the machine. For example, if the signal level from the entry detection switch (large prize slot count switch 222) switches from "L" to "H", the CPU 501 determines that a ball has entered the entry means (large prize slot 32Aa of the variable prize device 32A), and sets the value of the entry determination flag corresponding to the entry detection switch (large prize slot count switch 222) to "1", which is the entry detection information.

[0368] On the other hand, if the signal level remains "L" or "H" and does not switch, or if the signal level switches from "H" to "L", the CPU 501 determines that no ball has entered the ball entry means (the large prize opening 32Aa of the variable prize entry device 32A), and sets the value of the ball entry discrimination flag corresponding to the ball entry detection switch (large prize opening count switch 222) to "0".

[0369] Furthermore, the ball entry discrimination flag is a discriminator used to determine whether or not a ball has entered the machine, and one is provided for each ball entry detection switch. The second start prize entry process in step SL305, the first start prize entry process in step SL306, the through gate passage process in step SL307, and the variable prize entry device control process in step SL207, which will be described later, use this flag to determine whether or not a ball has entered the machine.

[0370] However, in the ball entry determination process related to the large prize slot count switch 222 (large prize slot 32Aa of the variable prize device 32A), in addition to the above series of processes, the value of the round end trigger determination flag, which can be set during the jackpot state and is described later, is checked. If the value of the round end trigger determination flag is set to "M2", that is, if a predetermined round (open state) has ended because the maximum number of game balls have been awarded to the large prize slot 32Aa, then even if the value of the ball entry determination flag corresponding to the large prize slot count switch 222 is set to "1" based on the judgment that there has been a ball entry into the large prize slot 32Aa as described above, the value of the ball entry determination flag is reset to "0". This processing function constitutes the invalidity determination function in this embodiment.

[0371] In other words, even if, during a jackpot state, a game ball enters the large prize opening 32Aa of the variable prize entry device 32A and is detected by the large prize opening count switch 222, and it is determined that a ball has entered the large prize opening 32Aa, if the trigger for the end of a predetermined round is the entry of the maximum number of game balls specified, then the interval after the end of the predetermined round (from the start of control to close the large prize opening 32Aa until the start of control to open the large prize opening 32Aa) becomes a period of invalid entry, and the ball entry detection by the large prize opening count switch 222 during this period is invalid, and it is considered that no ball entered.

[0372] Furthermore, if a specific state that is highly advantageous to the player occurs (a state in which the player can enter the variable prize-winning device 32A until the maximum number of prize balls is reached), it is undesirable to create any further states that are excessively advantageous to the player (for example, so-called "over-entry" where the number of prize balls exceeds the maximum number of prize balls allowed in one round during a jackpot state).

[0373] In contrast, in this embodiment, the invalidation process described above allows for the prevention of a specific state that is highly advantageous to the player when a particular state occurs (when the trigger for the end of a predetermined round is the entry of the maximum number of game balls), even if game balls are detected by the large prize slot count switch 222 during the interval after the end of a predetermined round (from the start of control to close the large prize slot 32Aa until the start of control to open the large prize slot 32Aa), the over-entry is treated as if it did not occur, and the payout of prize balls corresponding to the over-entry is not performed. In other words, the number of prize balls actually paid out in a jackpot state can be suppressed so as not to exceed the number of prize balls that are scheduled to be paid out.

[0374] Step SL302 executes the random number initialization update process. Specifically, the random number initialization counter CINI is incremented by 1, and when its value reaches its maximum, it is reset to 0.

[0375] In step SL303, a random number update process is performed. Specifically, the win / fail random number counter CLH1, the type determination counter CLH2, the variation selection counter CLH3, and the normal symbol random number counter CLH4 are each incremented by 1, and when their counter values ​​reach their maximum values, they are each cleared to 0. Then, the updated values ​​of each counter CLH1, CLH2, CLH3, and CLH4 are stored in the corresponding buffer area of ​​RAM 503.

[0376] Subsequently, in step SL305, the second start prize entry process is executed in conjunction with the entry (winning) of a game ball into the second start prize entry section 33WB, and in step SL306, the first start prize entry process is executed in conjunction with the entry (winning) of a game ball into the first start prize entry section 33WA.

[0377] In step SL307, the through-gate passage process is executed as the game ball passes through the through-gate 34. In the following step SL308, the launch permission command setting process is performed to send a launch permission signal to the launch control circuit 312 of the power supply / launch control device 310. After that, the timer interrupt processing is temporarily terminated.

[0378] Furthermore, in this embodiment, the RAM 503 of the main control device 261 is provided with a mode memory area that is referenced when determining the current game mode. The mode memory area stores one of the following values: "11" corresponding to "normal mode", "21" corresponding to "time-saving mode A", or "31" corresponding to "time-saving mode B".

[0379] In response to this, the RAM 553 of the sub-controller 262 is also provided with a mode memory area that the sub-controller 262 refers to when determining the game mode. The game mode information set in the main controller 261 is output to the sub-controller 262 in the next external output processing (see step SL200) each time the game mode is switched and set by the change means.

[0380] Next, the second start prize entry process in step SL305 will be explained with reference to the flowchart in Figure 1-13. The RAM 503 is equipped with a second reserve counter Nb that counts the number of reserved balls in the second variation display triggered by a ball entering the second start prize entry section 33WB.

[0381] First, in step SL501, it is determined whether or not the game ball has entered the second starting prize entry section 33WB based on the ball entry detection information from the second starting prize entry switch 224b (the value of the ball entry determination flag corresponding to the second starting prize entry switch 224b). If the determination in step SL501 is negative, this process is terminated.

[0382] On the other hand, if the determination in step SL501 is positive, in step SL502 it is determined whether the value of the second hold counter Nb is less than the upper limit (4 in this embodiment), that is, whether or not it is not in the special state of full hold counter. If the determination in step SL502 is negative, the detection of game balls by the second start prize entry switch 224b is invalidated by a predetermined invalidity determination function, and it is considered that no game balls entered the second start prize entry section 33WB, and this process is terminated.

[0383] On the other hand, if the determination in step SL502 is positive and the specific conditions are met, the process proceeds to step SL503, and the second pending counter Nb is incremented by 1.

[0384] In the following step SL504, the second reserve display device 46B (second reserve lamp) performs an increment display process corresponding to the increase of one reserve in the second variable display. Specifically, if both of the left and right second reserve lamps are off, the left second reserve lamp is turned on; if the left second reserve lamp is on and the right second reserve lamp is off, both second reserve lamps are turned on; if both second reserve lamps are on, the right second reserve lamp remains on while the left second reserve lamp blinks; and if the left second reserve lamp is blinking and the right second reserve lamp is on, both second reserve lamps are made to blink.

[0385] After step SL504, in step SL505, the values ​​of the win / fail random number counter CLH1, the type determination counter CLH2, the variation selection counter CLH3, and the variation type counters CS1 and CS2 (the values ​​stored in the win / fail random number counter buffer, the type determination counter buffer, the variation selection counter buffer, and each variation type counter buffer) are stored in the first of the available hold areas in the second special variation hold area (win / fail random number memory area, winning type random number memory area, reach random number memory area, and the first and second variation type random number memory areas). At the same time, based on the values ​​of the variation count counters A and B described later, the game mode at which this second variation display starts is identified, and the game mode information is stored in the mode memory area. After step SL505, the process proceeds to step SL506.

[0386] In step SL506, a second win / failure determination process is performed to determine whether the value of the win / failure random number counter CLH1, newly stored in the second special variation reserve area, corresponds to a jackpot.

[0387] Here, the details of the second validity determination process in step SL506 will be explained with reference to Figure 1-15(b).

[0388] First, in step SL5111, the system refers to the second win / failure determination table common to each game mode to determine whether the value of the win / failure random number counter CLH1, newly stored in the second special variation reserve area, matches one of the values ​​corresponding to a jackpot: "7", "207", or "407". If the determination in step SL5111 is positive, in step SL5112, the jackpot planned flag for the corresponding reserve area in the second special variation reserve area is turned on, and then this process ends. On the other hand, if the determination in step SL5111 is negative, this process ends immediately.

[0389] Returning to the explanation in Figure 1-13, in step SL507, following step SL506, if it is determined in step SL506 that the value of the win / fail random number counter CLH1 corresponds to a jackpot, a second type determination process is performed to determine the type of jackpot based on the value of the type determination counter CLH2 newly stored in the second special variation reserve area.

[0390] Here, the second type determination process in step SL507 will be explained with reference to Figure 1-16(b). In the second type determination process, first in step SL5300, it is determined whether the jackpot flag was set to ON in the second win / failure determination process performed immediately before. If the determination in step SL5300 is negative, this process is terminated.

[0391] On the other hand, if a positive determination is made in step SL5300, in step SL5301, the second type determination table is consulted to determine whether the value of the type determination counter CLH2 newly stored in the second special variation reserve area matches the value "0 to 9" corresponding to "15R jackpot". If a positive determination is made in step SL5301, in step SL5302, the 15R jackpot flag of the corresponding reserve area in the second special variation reserve area is turned on, and then this process is terminated.

[0392] On the other hand, if the determination in step SL5301 is negative, in step SL5303, the second type determination table is consulted to determine whether the value of the type determination counter CLH2 newly stored in the second special variation reserve area is "10 to 15", which corresponds to "8R jackpot". If the determination in step SL5303 is positive, in step SL5304, the 8R jackpot flag of the corresponding reserve area in the second special variation reserve area is turned on, and then this process is terminated.

[0393] On the other hand, if a negative determination is made in step SL5303, that is, if the value of the type determination counter CLH2 is "16 to 19", then in step SL5305, the 4R jackpot flag of the corresponding hold area in the second special variation hold area is turned on, and then this process is terminated.

[0394] Returning to the explanation in Figure 1-13, step SL508, following step SL507, performs a second variation time determination process to determine the second variation time of the second variation display. Here, if the game mode at the start of the second variation display is "normal mode", the second normal variation time determination table for "normal mode" is referred to, and the second variation time is determined based on the value of the first variation type counter CS1. If the game mode at the start of the second variation display is "time-saving A mode", the second shortened variation time determination table for "time-saving A mode" is referred to, and the second variation time is determined based on the value of the first variation type counter CS1. Also, if the game mode at the start of the second variation display is "time-saving B mode", the second shortened variation time determination table for "time-saving B mode" is referred to, and the second variation time is determined based on the value of the first variation type counter CS1. The variation time determined here is stored in the corresponding hold area of ​​the second special variation hold area. However, the value of the first variation type counter CS1 in the said hold area is not erased here.

[0395] In this embodiment, the second normal variation time determination table for the "normal mode," the second shortened variation time determination table for the "shortened A mode," and the second shortened variation time determination table for the "shortened B mode" are provided, respectively, as tables for "winning" and "losing."

[0396] In step SL509, following step SL508, the pre-start command is set, and then this process ends. This pre-start command includes fluctuation information (information used to determine the content of the fluctuation display) indicating the results of the second win / failure determination process, the second type determination process, and the second fluctuation time identification process, as well as information indicating whether the fluctuation display is triggered by a ball entering either the first start prize entry section 33WA or the second start prize entry section 33WB, and game mode information to identify the game mode at the start of the second fluctuation display. This information is output to the sub-control device 262 in the next external output process (see step SL200).

[0397] Next, the first start prize entry process in step SL306 will be explained with reference to the flowchart in Figure 1-14. The RAM 503 is equipped with a first reserve counter Na that counts the number of reserved balls in the first variation display triggered by a ball entering the first start prize entry section 33WA.

[0398] First, in step SL510, it is determined whether or not a game ball has entered the first starting prize entry section 33WA based on the ball entry detection information from the first starting prize entry switch 224a (the value of the ball entry determination flag corresponding to the first starting prize entry switch 224a). If the determination in step SL510 is negative, this process is terminated.

[0399] On the other hand, if the determination in step SL510 is positive, in step SL511 it is determined whether the value of the first reserve counter Na is less than the upper limit (4 in this embodiment), that is, whether or not it is not in the special state of full reserve. If the determination in step SL511 is negative, the detection of game balls by the first start prize entry switch 224a is invalidated by a predetermined invalidity determination function, and it is considered that no game balls entered the first start prize entry section 33WA, and this process ends there.

[0400] On the other hand, if the determination in step SL511 is positive and the specific conditions are met, the process proceeds to step SL512, and the first pending counter Na is incremented by 1.

[0401] In the following step SL513, the first reserve display device 46A (first reserve lamp) performs an increment display process corresponding to the increase of one reserve in the first variation display. Specifically, if both of the left and right first reserve lamps are off, the left first reserve lamp is turned on; if the left first reserve lamp is on and the right first reserve lamp is off, both the left and right first reserve lamps are turned on; if both the left and right first reserve lamps are on, the right first reserve lamp remains on while the left first reserve lamp blinks; and if the left first reserve lamp is blinking and the right first reserve lamp is on, both the left and right first reserve lamps are made to blink.

[0402] After step SL513, in step SL514, the values ​​of the win / fail random number counter CLH1, the type determination counter CLH2, the variation selection counter CLH3, and the variation type counters CS1 and CS2 (the values ​​stored in the win / fail random number counter buffer, the type determination counter buffer, the variation selection counter buffer, and each variation type counter buffer) are stored in the first of the available hold areas in the first special variation hold area (win / fail random number memory area, winning type random number memory area, reach random number memory area, and the first and second variation type random number memory areas). At the same time, based on the values ​​of the variation count counters A and B described later, the game mode at which this first variation display starts is identified, and the game mode information is stored in the mode memory area. After step SL514, the process proceeds to step SL515.

[0403] In step SL515, a first win / fail determination process is performed to determine whether the value of the win / fail random number counter CLH1, newly stored in the first special variation reserve area, corresponds to a jackpot.

[0404] Here, the details of the first validity determination process in step SL515 will be explained with reference to Figure 1-15(a).

[0405] First, in step SL5101, the system refers to the first win / loss determination table common to each game mode to determine whether the value of the win / loss random number counter CLH1, newly stored in the first special variation reserve area, matches one of the values ​​corresponding to a jackpot: "7", "207", or "407". If the determination in step SL5101 is positive, in step SL5102, the jackpot planned flag for the corresponding reserve area in the first special variation reserve area is turned on, and then the process ends. On the other hand, if the determination in step SL5101 is negative, the process ends immediately.

[0406] Returning to the explanation in Figure 1-14, in step SL516, following step SL515, if it is determined in step SL515 that the value of the win / fail random number counter CLH1 corresponds to a jackpot, a first type determination process is performed to determine the type of jackpot based on the value of the type determination counter CLH2 newly stored in the first special variation reserve area.

[0407] Here, the first type determination process in step SL516 will be explained with reference to Figure 1-16(a). In the first type determination process, first in step SL5201, it is determined whether the jackpot flag was set to ON in the first win / fail determination process performed immediately before. If the determination in step SL5201 is negative, this process is terminated.

[0408] On the other hand, if a positive determination is made in step SL5201, in step SL5202, the value of the type determination counter CLH2 newly stored in the first special variation reserve area is determined by referring to the first type determination table to determine whether it matches the value "0 to 7" corresponding to "15R jackpot". If a positive determination is made in step SL5202, in step SL5203, the 15R jackpot flag of the corresponding reserve area in the first special variation reserve area is turned on, and then this process is terminated.

[0409] On the other hand, if a negative determination is made in step SL5202, that is, if the value of the type determination counter CLH2 is "8 to 19", then in step SL5204, the 4R jackpot flag of the corresponding hold area in the first special variation hold area is turned on, and then this process is terminated.

[0410] Returning to the explanation in Figure 1-14, in step SL517, following step SL516, if it is determined in step SL515 that the value of the win / loss random number counter CLH1 is not the value corresponding to a jackpot (i.e., it is a miss), a reach determination process is performed to determine the type of reach based on the value of the variation selection counter CLH3 newly stored in the first special variation reserve area.

[0411] Here, the reach determination process in step SL517 will be explained with reference to Figure 1-17. First, in step SL5401, it is determined whether or not the jackpot flag was set in the first win / fail determination process performed immediately before. If the determination in step SL5401 is positive, this process is terminated.

[0412] On the other hand, if the determination in step SL5401 is negative, i.e., a miss, then in step SL5402, the reach determination table is consulted to determine whether the value of the newly stored variation selection counter CLH3 in the special variation hold area matches either the value "0" or "1" corresponding to a "front / back miss reach". If the determination in step SL5402 is positive, then in step SL5403, the front / back flag indicating the occurrence of a front / back miss reach is turned on, and then this process is terminated.

[0413] On the other hand, if the determination in step SL5402 is negative, in step SL5404, the reach determination table is consulted to determine whether the value of the newly stored variation selection counter CLH3 in the special variation reserve area matches any of the values ​​"2 to 21" corresponding to "reach other than front / back misses". If the determination in step SL5404 is positive, the "other than front / back" flag is turned on in step SL5405, and then this process is terminated.

[0414] Furthermore, if a negative determination is made in step SL5404, meaning the fluctuation display ends without going through a reach state, resulting in a "complete miss," this process is terminated.

[0415] Returning to the explanation in Figure 1-14, step SL518, following step SL517, performs a first variation time determination process to determine the first variation time of the first variation display. Here, if the game mode at the start of the first variation display is "normal mode", the first normal variation time determination table for "normal mode" is referred to, and the first variation time is determined based on the value of the first variation type counter CS1. If the game mode at the start of the first variation display is "time-saving A mode", the first shortened variation time determination table for "time-saving A mode" is referred to, and the first variation time is determined based on the value of the first variation type counter CS1. If the game mode at the start of the first variation display is "time-saving B mode", the first shortened variation time determination table for "time-saving B mode" is referred to, and the first variation time is determined based on the value of the first variation type counter CS1. The variation time determined here is stored in the corresponding hold area of ​​the first special variation hold area. However, the value of the first variation type counter CS1 in the said hold area is not erased here.

[0416] In this embodiment, the first normal variation time determination table for the "normal mode" and the first shortened variation time determination table for the "shortened time A mode" and the first shortened variation time determination table for the "shortened time B mode" are provided, respectively, as tables for "jackpot," "pre- and post-miss reach," "non-pre- and post-miss reach," and "complete miss."

[0417] Furthermore, for example, with respect to the variable time determination table for "complete misses," variable time determination tables such as "for 1 and 2 reserved items (normal variable time)," "for 3 reserved items (shortened variable time)," and "for 4 reserved items (shortened variable time)" may be provided, and the variable time determination table (variation time) to be referenced may be changed according to the number of variable displays reserved and stored in the first special variable reserved area. This allows the shortened time for the first variable display in case of a miss to be set according to the number of first variable displays scheduled to be executed that are currently reserved and stored. Here, for example, when a variable time determination table for "4 reserved items" is referenced when executing a predetermined variable display, if the variable display corresponds to various types of wins such as a jackpot, the variable time determination table for "jackpots" may be prioritized.

[0418] After step SL518, step SL519 performs the setting process for the starting command and then terminates this process. This starting command includes fluctuation information (information used to determine the content of the fluctuation display) showing the results of the first hit / fail judgment process, the first type judgment process, the reach judgment process, and the first fluctuation time identification process, as well as information indicating whether the fluctuation display is triggered by a ball entering either the first start prize entry section 33WA or the second start prize entry section 33WB, and game mode information to identify the game mode at the start of the first fluctuation display. This information is output to the sub-control device 262 in the next external output process (see step SL200).

[0419] In this embodiment, when a game ball enters the starting prize entry section 33WA, 33WB, the value of the win / fail random number counter CLH1, etc., is directly stored in the special variable reserve area, and then the win / fail judgment process, etc., is executed. However, the system is not limited to this configuration. For example, a temporary storage area may be provided to temporarily store the values ​​of the win / fail random number counter CLH1, etc., when these counter values ​​are obtained. After executing the win / fail judgment process, etc., with respect to the information stored in the temporary storage area, the information may be stored in the reserve area of ​​the corresponding special variable reserve area.

[0420] Next, the through-gate passage process in step SL307 will be explained with reference to the flowchart in Figure 1-18.

[0421] In step SL601, it is determined whether or not a game ball has passed through the through gate 34 based on the ball entry detection information from the through gate switch 225 (the value of the ball entry determination flag corresponding to the through gate switch 225). If the determination in step SL601 is negative, this process is terminated.

[0422] On the other hand, if a positive determination is made in step SL601, that is, if it is determined that the game ball has passed through the through gate 34, then in step SL602, it is determined whether the value of the normal hold counter Nd, which counts the number of reserved symbols displayed on the normal symbol display device 41, is less than the upper limit (4 in this embodiment). If a negative determination is made here, the process ends there. On the other hand, if a positive determination is made in step SL602 and the specific conditions are met, that is, if it is confirmed that the game ball has passed through the through gate 34 and the value of the normal hold counter Nd is < 4, the process proceeds to step SL603, and the normal hold counter Nd is incremented by 1.

[0423] Furthermore, in the following step SL604, an increment display process is performed on the normal hold display device 44 (normal hold lamp) corresponding to the increase of one hold in the variable display on the normal symbol display device 41. Specifically, if both of the left and right normal hold lamps are off, the left normal hold lamp is turned on; if the left normal hold lamp is on and the right normal hold lamp is off, both normal hold lamps are turned on; if both normal hold lamps are on, the right normal hold lamp is turned on while the left normal hold lamp blinks; and if the left normal hold lamp is blinking and the right normal hold lamp is on, both normal hold lamps are made to blink.

[0424] After step SL604, in step SL605, a random number related to the success or failure is obtained. Specifically, the value of the normal symbol random number counter CLH4, which was updated in the random number update process in step SL303, is stored in the first available memory area of ​​the normal variation reserve area in RAM503. After that, the through gate passage process is terminated.

[0425] Next, the process of setting the launch permission command in step SL308 will be explained with reference to Figure 1-19.

[0426] First, in step SL701, it is determined whether the launch permission flag, which indicates that the launch control circuit 312 has received a launch status signal, is set to ON. The launch status signal is transmitted from the launch control circuit 312 to the main control unit 261 when the launch control circuit 312 has received a touch signal from the handle 18, a launch switch signal, and a CR unit connection signal from the payout control device 311.

[0427] If the determination in step SL701 is positive, step SL702 determines whether or not a launch status signal has been received. If the determination in step SL702 is negative, step SL703 turns off the launch permission flag and then terminates this process.

[0428] On the other hand, if the determination in step SL702 is positive, in step SL704, it is determined whether the value of the launch timer, which is used to measure the interval between launches of the game balls, is "0". If the determination in step SL704 is negative, in step SL707, the value of the launch timer is deducted by 1, and then this process is terminated.

[0429] On the other hand, if the determination in step SL704 is positive, in step SL705, the main control unit 261 sends a launch permission signal to the launch control circuit 312. In the following step SL706, the launch permission flag is turned off. After step SL706, this process ends.

[0430] Furthermore, if the determination in step SL701 is negative, step SL708 determines whether or not a launch status signal has been received. If the determination in step SL708 is negative, this process is terminated. On the other hand, if the determination in step SL708 is positive, step SL709 sets the launch permission flag to ON.

[0431] In the following step SL710, a ball feeding signal is sent to the launch control circuit 312. Furthermore, in step SL711, the launch timer is set to "300", which corresponds to 0.6 seconds. This ensures that the game balls are securely set in the launch position by the ball feeding device 63 before being launched by the launch device 60. In addition, while the main control device 261 continues to receive launch status signals from the launch control circuit 312, the main control device 261 sends launch permission signals at 0.6-second intervals, and game balls are launched by the launch device 60 at 0.6-second intervals. After step SL711, this process ends.

[0432] Furthermore, when the launch control circuit 312 receives a launch permission signal from the main control device 261, it determines whether it has received all of the following signals: the touch signal, the launch switch signal, and the CR unit connection signal from the handle 18 and the payout control device 311. If the determination is positive, it drives the launch device 60 (launch solenoid) to launch the game balls. The launch control circuit 312 also adjusts the launch strength (launch speed) of the launch device 60 based on the dial position signal. As a result, the game balls are launched by the launch device 60 with the adjusted strength.

[0433] Furthermore, when the launch control circuit 312 receives a ball feeding signal from the main control device 261, it checks a ready ball detection sensor that detects whether a game ball is set in the launch position on the launch rail 61 from which the game ball will be launched by the launching device 60. If it is confirmed that no game ball is set in the launch position, it drives the ball feeding device 63 and performs a ball feeding process to set the game ball in the launch position.

[0434] Figure 1-12 is a flowchart showing the NMI interrupt processing, which is executed by the CPU 501 of the main control unit 261 when the power to the pachinko machine 10 is lost due to a power outage or the like. This NMI interrupt causes the state of the main control unit 261 at the time of the power loss to be stored in the backup area 503a of the RAM 503.

[0435] In other words, when the power to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal SK1 is output from the power outage monitoring circuit 542 to the NMI terminal of the CPU 501 in the main control unit 261. The CPU 501 then interrupts the control being executed and starts NMI interrupt processing. In step SL401, it stores the power outage information in the backup area 503a of RAM 503 as setting information about the power outage and then terminates the NMI interrupt processing.

[0436] The above-mentioned NMI interrupt processing is also performed in the payout control device 311, and this NMI interrupt causes information about the power outage to be stored in the backup area 513a of the RAM 513. In other words, when the power to the pachinko machine 10 is cut off due to a power outage or the like, a power outage signal SK1 is output from the power outage monitoring circuit 542 to the NMI terminal of the CPU 511 in the payout control device 311, and the CPU 511 interrupts the control being executed and starts NMI interrupt processing. The details are as described above.

[0437] Next, the flow of the main processing performed by the CPU 501 in the main control unit 261 will be explained with reference to the flowchart in Figure 1-9. This main processing is started when the power is turned on and a reset occurs.

[0438] First, in step SL101, initial setup processing is performed in conjunction with power-on. Specifically, a predetermined value is set to the stack pointer, and a wait process is performed for about 1 second to wait for the sub-controllers (sub-controller 262, payout controller 311, etc.) to become operational. In the following step SL102, RAM access is permitted.

[0439] Subsequently, a data backup process is performed for the RAM 503 in the CPU 501. Specifically, in step SL103, it is determined whether the RAM erase switch 323 provided on the power circuit 313 of the power supply / launch control device 310 is pressed (ON). If it is pressed, the process proceeds to step SL112 to clear (erase) the backup data. On the other hand, if the RAM erase switch 323 is not pressed, in the following step SL104, it is determined whether power outage information is set in the backup area 503a of RAM 503. If it is not set, the backup data is not stored, so in this case the process also proceeds to step SL112. If power outage information is set in the backup area 503a, a RAM judgment value is calculated in step SL105, and in the following step SL106, it is determined whether that RAM judgment value matches the RAM judgment value saved at the time of the power outage, i.e., the validity of the backup. If the RAM judgment value calculated here does not match the RAM judgment value saved at the time of the power outage, the backed-up data is destroyed, so in this case the process also proceeds to step SL112.

[0440] In step SL112, an initialization command is sent to initialize the sub-controller 262 and the payout control device 311, etc. After that, the process proceeds to the RAM initialization process (step SL113, etc.). The RAM determination value is, for example, the checksum value at the working area address of RAM 503. Instead of this RAM determination value, it is also possible to determine the effectiveness of the backup by whether or not the keyword written to a predetermined area of ​​RAM 503 is correctly stored.

[0441] As described above, in this pachinko machine 10, if you want to return to the initial state when the power is turned on, for example, when the hall opens for business, the RAM erase switch 323 is pressed while the power is turned on. Therefore, if the RAM erase switch 323 is ON, the process proceeds to the RAM initialization process (step SL113, etc.). Similarly, if the information about the occurrence of a power outage is not set, or if an abnormality in the backup is confirmed by the RAM judgment value (checksum value, etc.), the process proceeds to the RAM 503 initialization process (step SL113, etc.). In other words, in step SL113, the used area of ​​RAM 503 is cleared to 0, and in the following step SL114, the initial value of RAM 503 is set. After that, interrupt permission is set in step SL111, and the process proceeds to the normal process described later.

[0442] On the other hand, if the RAM erase switch 323 is not pressed (step SL103: NO), the power restoration process (power restoration process) is executed, provided that the power outage information is set and the RAM judgment value (checksum value, etc.) is normal. In other words, in step SL107, the stack pointer is restored to its position before the power outage, and in step SL108, the power outage information is cleared.

[0443] In step SL109, a command is sent to the sub-control device to restore it to the game state it was in when the power was off. In step SL110, the registers being used are restored from the backup area 503a of RAM 503. Then, in step SL111, interrupt enable is set, and the process proceeds to the normal processing described later.

[0444] Next, the normal processing flow will be explained with reference to the flowchart in Figure 1-10. In this normal processing, the main processing of the game is executed. In summary, the processing of steps SL200 to SL211 is executed as periodic processing with a 4 msec cycle, and the counter update processing of steps SL212 and SL213 is executed in the remaining time.

[0445] First, in step SL200, external output processing is performed, which involves sending control signals to each device based on the settings of the special symbol display devices 43A and 43B and the settings of the second start prize entry unit 33WB, etc., that were updated in the previous normal processing, and sending output data such as commands to each control device on the sub-side.

[0446] For example, when starting a variable display for a predetermined period in the special symbol display devices 43A and 43B, a variable pattern command is sent to the sub-control device 262 in order to start a performance, such as a variable display of decorative symbols, in the performance display device 42. The sub-control device 262, having received the variable pattern command, determines the display mode (variation time, performance pattern, etc.) of the performance display device 42 based on these various commands and instructs the display control device 45 to display the said display mode in the performance display device 42.

[0447] The variation pattern command contains information that identifies the variation patterns of decorative symbols, such as normal reach, super reach, and special reach. Meanwhile, the sub-control device 262 stores the relationship between these variation pattern commands and the variation patterns of decorative symbols in a table. Based on the variation pattern command, the sub-control device 262 determines the variation pattern of the decorative symbols and controls the display control device 45, sound, etc.

[0448] Here, we will explain the patterns of change in decorative symbols. A "normal reach" is a reach pattern in which no special effects are displayed other than the change in decorative symbols.

[0449] "Super Reach" is a reach pattern in which, while the decorative symbols are being displayed (after the reach state is established), characters and other elements are displayed on the performance display device 42 in addition to the decorative symbols, thereby creating a sense of anticipation for the player.

[0450] "Special Reach" is a performance mode that can be triggered when there is a high probability of a jackpot occurring (in this embodiment, only when a jackpot occurs). During the display of the changing decorative symbols (after the reach state is established), a different pattern of performance or characters from that of a Super Reach is displayed in addition to the decorative symbols, thereby creating a sense of anticipation for the player.

[0451] A "complete miss" is a variation pattern where the decorative symbols remain still without entering any reach state.

[0452] Furthermore, the sub-control device 262 determines the stopping symbols (combinations of stopping symbols) for the display of decorative symbols on the performance display device 42 based on the information of the variation pattern and variation time included in the variation pattern command. The information regarding the stopping symbols determined here is output to the display control device 45 and added to the display data table for variation display selected as described above. Then, image drawing processing is performed according to the display data table to which the information regarding the stopping symbols has been added, so that the stopping symbols are displayed on the performance display device 42 after the variation time has elapsed. In other words, if a jackpot is won ("15R jackpot", "8R jackpot", "4R jackpot"), the variation display will stop with a combination of decorative symbols (jackpot symbol combination) consisting of the same number from 1 to 9.

[0453] A combination of symbols that are both front and back misses corresponds to a "front and back miss reach," where, after a reach occurs, the final stopping symbol stops one position before or after the reach symbol. A combination of symbols that are not front or back misses corresponds to a "non-front and back miss reach," where, after a reach occurs, the final stopping symbol stops anywhere other than before or after the reach symbol. A combination of symbols that are completely misses corresponds to a "complete miss," where not even a reach occurs.

[0454] Furthermore, the main control device 261 may be configured to set a symbol command that specifies one of the following: a combination of winning symbols, a combination of losing symbols before and after the winning symbol, a combination of symbols other than losing symbols before and after the winning symbol, or a combination of completely losing symbols, and output this command to the sub-control device 262 along with the variation pattern command.

[0455] Furthermore, in the external output processing of step SL200, various information is output to the hall computer via the external terminal board 240 to allow the operator to understand the various game states of the pachinko machine 10.

[0456] For example, if the current game state is a jackpot state, a jackpot signal 1 (high-level signal) is output from the first terminal to the hall computer. Also, if the current game state is a jackpot state or a high-support state, a jackpot signal 2 (high-level signal) is output from the second terminal to the hall computer. This allows the hall computer to understand the start and end of the jackpot state, as well as the start and end of the high-support state, in the source pachinko machine 10.

[0457] Returning to the explanation of Figure 1-10, step SL201 updates the variation type counters CS1 and CS2. More specifically, similar to other counters, the variation type counters CS1 and CS2 are incremented by 1, and when their counter values ​​reach their upper limits (255 and 31 in this embodiment), they are cleared to 0. The updated values ​​of the variation type counters CS1 and CS2 are then stored in the corresponding buffer area of ​​RAM 503.

[0458] In the following step SL202, the prize ball counting signal received from the payout control device 311 is read. Next, in step SL203, the payout abnormality signal received from the payout control device 311 is read.

[0459] Subsequently, in step SL205, the second special display control process is executed. This process controls the second special symbol display device 43B, and also determines whether a jackpot has been hit, sets the variable display to be executed by the second special symbol display device 43B, and sets the performance display to be executed by the performance display device 42. Details of this second special display control process will be described later.

[0460] Furthermore, in step SL206, the first special display control process is executed. This process controls the first special symbol display device 43A, and also determines whether a jackpot has been hit, sets the variable display to be executed by the first special symbol display device 43A, and sets the performance display to be executed by the performance display device 42 (variation patterns of decorative symbols, etc.). Details of this first special display control process will be described later.

[0461] Step SL207 executes the variable prize device control process. This process controls the variable prize device 32A. Details of the variable prize device control process will be described later.

[0462] Step SL208 executes the normal display control process. This process controls the normal pattern display device 41. Details of this normal display control process will be described later.

[0463] In step SL209, the starting prize-winning section control process is executed. This process controls the second starting prize-winning section 33WB, which is equipped with an opening and closing vane member 33WBb. Details of this starting prize-winning section control process will be described later.

[0464] Subsequently, in step SL210, it is determined whether or not power outage information is set in the backup area 503a of RAM 503. If power outage information is not set in the backup area 503a, in step SL211, it is determined whether or not it is time to execute the next normal process, that is, whether or not a predetermined time (4 msec in this example) has elapsed since the start of the previous normal process. If the predetermined time has already elapsed, the process proceeds to step SL200, and the processes from step SL200 onward are repeatedly executed.

[0465] On the other hand, if the predetermined time has not yet elapsed since the start of the previous normal process, the random number initial value counter CINI and the variation type counters CS1 and CS2 are repeatedly updated within the remaining time until the next normal process is executed (steps SL212 and SL213).

[0466] In other words, step SL212 updates the random number initial value counter CINI. Specifically, the random number initial value counter CINI is incremented by 1, and when its value reaches its maximum value (599 in this example), it is cleared to 0.

[0467] In step SL213, the change type counters CS1 and CS2 are updated (same as in step SL201). Specifically, the change type counters CS1 and CS2 are incremented by 1, and when their counter values ​​reach their maximum values ​​(255 and 31 in this example), they are cleared to 0. The changed values ​​of the change type counters CS1 and CS2 are then stored in the corresponding buffer area of ​​RAM 503.

[0468] Here, the execution time of each process from step SL200 to step SL210 changes depending on the state of the game, so the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random initial value counter CINI using this remaining time, the random initial value counter CINI (i.e., the initial value of the win / fail random number counter CLH1) can be randomly updated, and similarly, the variation type counters CS1 and CS2 can also be randomly updated.

[0469] Furthermore, if information about a power outage is set in the backup area 503a of RAM 503 (step SL210: YES), it means that the power has been cut off, and the processes from step SL214 onwards are performed as power outage processing. In the power outage processing, first in step SL214, the occurrence of each interrupt process is prohibited, in step SL215, the contents of each register used by CPU 501 are saved to the stack area, and in step SL216, the value of the stack pointer is stored in the backup area 503a.

[0470] Subsequently, in step SL217, a power outage notification command is sent to other control devices (such as the payout control device 311) indicating that the power has been cut off. Then, in step SL218, a RAM determination value is calculated and stored in the backup area 503a. The RAM determination value is, for example, the checksum value at the working area address of RAM 503. After that, in step SL219, RAM access is prohibited, and the infinite loop continues until the power is completely cut off and processing can no longer be performed.

[0471] The processing in step SL210 is executed at the end of a series of processes corresponding to changes in the game state performed in steps SL200 to SL209, or at the end of one cycle of processing in steps SL212 and SL213, which are performed within the remaining time. Therefore, in the normal processing of the main control unit 261, the power outage information is confirmed at the end of each process, so the amount of data stored in the backup area 503a of RAM 503 is less compared to when each process is in progress, making it easier to store. Also, when returning to the state before the power outage, the amount of data stored in the backup area 503a is small, so it can be easily restored, reducing the processing load on the main control unit 261. Furthermore, since the occurrence of interrupt processing is prohibited before data is stored (step SL214), it is possible to prevent the data from being changed when the power is cut off, and the state before the power outage can be reliably stored.

[0472] Next, the first special display control process of step SL206 will be explained with reference to the flowchart in Figure 1-20.

[0473] First, in step SL800, it is determined whether the value of the fluctuation interval timer, which is used to measure the remaining time of the fluctuation interval (stop display confirmation period) set after the first fluctuation display of the first special symbol display device 43A, is "0".

[0474] If the condition is negative in step SL800, that is, if it is within the period of the variable interval, then in step SL819, the value of the variable interval timer is subtracted and then this process is terminated. In other words, for example, if the variable interval is 1 second (1000 msec) and the variable interval timer is set to "249" (or "250" if step SL819 is performed before step SL800), then in this process, the value of the variable interval timer is subtracted by "1" every 4 msec, and becomes "0" after 1 second.

[0475] On the other hand, if a positive determination is made in step SL800, that is, if it is not a fluctuation interval, then in step SL801, the winning status memory area described later is referenced to determine whether or not the current state is not a jackpot state.

[0476] Furthermore, the jackpot state includes an opening period from when the first special symbol display device 43A or the second special symbol display device 43B displays a confirmed stop display in a specific manner corresponding to the jackpot until the variable prize winning device 32A opens; a round period in which the variable prize winning device 32A is in the open state; an interval period between round periods in which the variable prize winning device 32A is in the closed state; and an ending period from the end of the final round until the special symbol display devices 43A and 43B can start displaying the variable symbols.

[0477] In this embodiment, the winning status memory area stores "0" when the state is not a jackpot state, and in the jackpot state, it stores "1" during the opening period and interval period, "2" during the round period, and "3" during the ending period. In other words, in step SL801, it is determined whether or not "0" is stored in the winning status memory area to determine whether or not the state is not a jackpot state.

[0478] If a negative determination is made in step SL801, that is, if the machine is in a jackpot state, the process is terminated. Through this process, in this embodiment, even if a jackpot state occurs after the elapsed variation interval (stop display confirmation period), the first variation display is not executed. During the jackpot state (from the start of the opening period to the end of the ending period), the first special symbol display device 43A or the second special symbol display device 43B enters a variation stop state in which a specific stop state (stop display confirmation state) that has been confirmed and stopped in a specific manner corresponding to a jackpot is maintained by a predetermined specific stop function. In other words, the variation stop state (maintenance of the stop display confirmation state) during the jackpot state is not performed by control that changes the variation interval (stop display confirmation period), but by skipping the symbol variation display process through the process in step SL801.

[0479] On the other hand, if a positive determination is made in step SL801, the process proceeds to step SL802. In step SL802, it is determined whether the "Special Symbol 2 Displaying" flag, which indicates that the second variation is being displayed, is set to ON on the second special symbol display device 43B. If the "Special Symbol 2 Displaying" flag is set to ON, a positive determination is made. If a positive determination is made in step SL802, this process is terminated.

[0480] If the determination in step SL802 is negative, the process proceeds to step SL803, where it is determined whether the second reserve counter Nb, which counts the number of reserved balls in the second variation display triggered by a ball entering the second starting prize entry section 33WB, is greater than 0. If the second reserve counter Nb is greater than 0, the determination is positive. If the determination in step SL803 is positive, this process ends there.

[0481] If a negative determination is made in step SL803, in step SL804, it is determined whether the special symbol 1 display flag, which indicates that the first variation is being displayed, is set to ON on the first special symbol display device 43A.

[0482] If a negative determination is made in step SL804, that is, if the player is not in a jackpot state, and is neither in the first variation display state nor the second variation display state, and no second variation displays are stored in reserve, the player proceeds to step SL805 to determine whether the first reserve counter Na, which counts the number of first variation displays triggered by a ball entering the first start prize entry section 33WA, is greater than 0.

[0483] In other words, if the second special symbol display device 43B is currently displaying the second variation, or if even one second variation display is being held in storage, the first special symbol display device 43A is configured not to start a new first variation display.

[0484] Then, if the determination is positive in step SL805, 1 is subtracted from the first reserved counter Na in the processing of step SL806. In the following step SL807, a process is executed to shift the data stored in the first special variable reserved area. This data shift process shifts the data stored in the first to fourth reserved areas of the first special variable reserved area sequentially towards the execution area, with the data in each area being shifted as follows: Reserved Area 1 → Execution Area, Reserved Area 2 → Reserved Area 1, Reserved Area 3 → Reserved Area 2, Reserved Area 4 → Reserved Area 3.

[0485] After step SL807, in step SL808, a subtraction display process is performed on the first hold display device 46A (first hold lamp) corresponding to the decrease of one hold in the first variation display. Specifically, if both of the left and right first hold lamps are blinking, the left first hold lamp will blink while the right first hold lamp will light up; if the left first hold lamp is blinking and the right first hold lamp is lit, both the left and right first hold lamps will light up; if both the left and right first hold lamps are lit, the left first hold lamp will light up while the right first hold lamp will turn off; and if the left first hold lamp is lit and the right first hold lamp is off, both the left and right first hold lamps will turn off. After step SL808, in step SL809, the first variation display setting process is performed, and then this process ends.

[0486] On the other hand, if the above step SL805 determines that the result is negative, in step SL811, the first special symbol display device 43A and the second special symbol display device 43B are configured to perform standby display settings (such as setting standby display commands to be output to the sub-control device 262) to derive a display mode corresponding to a standby state where no variation display is being performed (for example, a mode in which only the first and second special symbol lamps or the second special symbol lamp from the right in the lower row are lit), and then the process is terminated.

[0487] In other words, in the first special symbol display device 43A and the second special symbol display device 43B of this embodiment, after a change stops, for a predetermined period (stop display confirmation period) set in advance as a change interval, the predetermined stop state (stop display confirmation state) in which the stop pattern indicates the result of the win / loss lottery (for example, a predetermined pattern corresponding to a loss) is maintained by a predetermined maintenance function. However, when the predetermined period ends, the display is switched to an indication that the display is in a change standby state. Of course, it is also possible to configure the display so that, without entering a change standby state, the predetermined stop state (stop display confirmation state) in which the stop pattern indicates the result of the win / loss lottery is maintained by a predetermined maintenance function until the next change display starts.

[0488] Furthermore, the display mode for indicating that the performance display device 42 is in a variable standby state includes a first standby display mode and a second standby display mode. The sub-control device 262, upon receiving a standby display command, first sets the performance display device 42 to a first standby display mode in which the brightness of the performance display device 42 is maintained and the stopped display mode of the variable display of the decorative pattern is maintained almost unchanged by a predetermined maintenance function. The sub-control device 262 may also be configured to set a value corresponding to a predetermined time (for example, a value corresponding to 30 seconds) to a standby time measurement timer that measures the time since the first standby display mode was derived. In addition, the sub-control device 262 may be configured to set the display mode to a second standby display mode in which the brightness of the performance display device 42 is dimmed and the display mode is simplified (for example, the decorative pattern is not displayed) when the value of the standby time measurement timer is subtracted at predetermined intervals and becomes "0".

[0489] Here, the details of the first variable display setting process in step SL809 will be explained with reference to Figure 1-21.

[0490] First, in step SL900, it is determined whether the value of the win / loss random number counter CLH1 stored in the execution area of ​​the special variation hold area is "7", which corresponds to a jackpot. Alternatively, in step SL900, it may be determined whether or not it is the first variation display corresponding to a jackpot by determining whether or not the jackpot scheduled flag in the execution area of ​​the special variation hold area is set to ON.

[0491] If a positive determination is made in step SL900, the process moves to step SL901, where it is determined whether the 15R jackpot flag is set to ON in the execution area of ​​the special variation hold area. If a positive determination is made in step SL901, the process moves to step SL903.

[0492] In step SL903, the 15R jackpot pattern setting process is performed. The 15R jackpot pattern setting process is a process that causes the first special symbol display device 43A and the performance display device 42 to execute the variation display and performance display corresponding to the variation information stored in the execution area (the same applies to the various pattern setting processes described later). Here, the variation pattern table corresponding to the 15R jackpot is taken into consideration to determine the variation pattern (variation display time, stop pattern, performance pattern, etc.) of the first special symbol display device 43A and the performance display device 42, and the variation pattern command is set, etc.

[0493] Specifically, in the 15R jackpot pattern setting process of step SL903 (the same applies to the various pattern setting processes in steps SL905, SL907, SL909, and SL910 described later), the game mode is first determined by checking the mode memory area. If "11," which corresponds to "normal mode," is stored in the mode memory area, the first normal variation time determination table for "normal mode" corresponding to the pattern setting process is selected as the first variation time determination table referenced when setting the first variation time. If "21," which corresponds to "time-saving A mode," is stored, the first shortened variation time determination table for "time-saving A mode" corresponding to the pattern setting process is selected. If "31," which corresponds to "time-saving B mode," is stored, the first shortened variation time determination table for "time-saving B mode" corresponding to the pattern setting process is selected.

[0494] The main control device 261 then u...

Claims

[Claim 1] A specific game state that can occur when a specific condition is satisfied based on the establishment of the starting condition; a predetermined operation means for executing a predetermined operation state a plurality of times when the specific gaming state is reached; a control means for executing control regarding the specific game state and control of the predetermined operation means, the control means shifts the predetermined operation means to a predetermined stop state when at least a first state occurs and a second state different from the first state occurs after the predetermined operation means has entered the predetermined operation state in the specific game state, The control means a maintenance state execution means for maintaining the predetermined operation means in the predetermined stopped state for at least a predetermined period when the predetermined operation means is shifted to the predetermined stopped state, In the specific game state, when the first state occurs and the predetermined operation means is shifted to the predetermined stopped state, the predetermined operation means is configured to be shifted to the predetermined operation state earlier than when the second state occurs and the predetermined operation means is shifted to the predetermined stopped state, A gaming machine characterized in that the second state is more advantageous to the player than the first state.

Citation Information

Patent Citations

  • Game machine

    JP2013031769A