Gaming machine

The gaming machine addresses the lack of entertainment in conventional pachinko machines by incorporating dynamic game states and interactive elements, thereby enhancing player engagement and experience.

JP2026013434APending Publication Date: 2026-01-29SANYO BUSSAN KK
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Patent Information

Application Number
JP2024113742
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-07-17
Publication Date
2026-01-29

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 varied display modes and interactive elements.

Benefits of technology

Enhances player interest and entertainment through dynamic game states and interactive features, improving overall gaming experience.

✦ 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 technology]

[0002] A pachinko machine, which shoots a game ball into a game area to play a game, has been known as a type of gaming machine. Gaming machines such as pachinko machines offer various entertainments to players (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-31769 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines are desired to be more entertaining.

[0005] The present invention has been made to solve the problems exemplified above, and its purpose is to provide a gaming machine that can increase the interest of players. [Means for solving the problem]

[0006] In order to achieve the above object, the gaming machine according to the present invention comprises: 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 causes the predetermined operation means to transition 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 stop state, the predetermined operation state can be shifted to earlier than when the second state occurs and the predetermined operation means is shifted to the predetermined stop state, The gist of the invention is that the second state is more advantageous to the player than the first state. [Effects of the Invention]

[0007] According to the gaming machine of the present invention, it is possible to improve the interest of the player. [Brief explanation of the drawings]

[0008] [Figure 1-1] FIG. 1 is a front view showing a pachinko machine. [Figure 1-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 1-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 1-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 1-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 1-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 1-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 1-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 1-9]4 is a flowchart showing main processing by the main control device. [Figure 1-10] 10 is a flowchart showing normal processing by the main control device. [Figure 1-11] 10 is a flowchart showing a timer interrupt process. [Figure 1-12] 10 is a flowchart showing an NMI interrupt process. [Figure 1-13] A flowchart showing the second start winning processing. [Figure 1-14] A flowchart showing the first start winning processing. [Figure 1-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 1-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 1-17] 10 is a flowchart showing reach determination processing. [Figure 1-18] 10 is a flowchart showing a through gate passing process. [Figure 1-19] 10 is a flowchart showing a launch permission command setting process. [Figure 1-20] 10 is a flowchart showing a first special display control process. [Figure 1-21] A flowchart showing the first variable display setting process. [Figure 1-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 1-23] 10 is a flowchart showing a second special display control process. [Figure 1-24] A flowchart showing the second variable display setting process. [Figure 1-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 1-26] A flowchart showing the variable prize-winning device control process. [Figure 1-27] 10 is a flowchart showing an end setting process. [Figure 1-28]10 is a flowchart showing a normal display control process. [Figure 1-29] 10 is a flowchart showing the general map change setting process. [Figure 1-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 1-31] A flowchart showing the start-up prize section control processing. [Figure 1-32] 10 is a flowchart showing a reception interrupt process. [Figure 1-33] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 1-34] 10 is a flowchart showing a timer interrupt process. [Figure 1-35] 10 is a flowchart showing a command determination process. [Figure 1-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 1-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 1-38] 10 is a flowchart showing a counter update process. [Figure 1-39] 10 is a flowchart showing a hold information storage process. [Figure 1-40] 10 is a flowchart showing a hold process. [Figure 1-41] 10 is a flowchart showing a winning display process. [Figure 1-42] 10 is a flowchart showing a variable display setting process. [Figure 1-43] 10 is a flowchart showing a fluctuation stop process. [Figure 1-44] FIG. 10 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 1-45] FIG. 10 is a diagram showing an example of a display mode of a performance display device for an opening performance. [Figure 1-46] FIG. 10 is a diagram showing an example of a display mode of a performance display device related to a round performance. [Figure 1-47] FIG. 10 is a diagram showing an example of a display mode of a performance display device for interval performance (standby performance). [Figure 1-48] A figure showing an example of a display mode of a performance display device related to interval performance (transition performance). [Figure 1-49] FIG. 10 is a diagram showing an example of a display mode of a performance display device for an ending performance. [Figure 1-50] FIG. 10 is a diagram showing an example of a display mode of a performance display device for rush stage performance. [Figure 1-51] FIG. 10 is a diagram showing an example of a display mode of a performance display device for battle stage performance. [Figure 1-52] FIG. 10 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 1-53] 10(a) to 10(c) are diagrams showing interval time determination tables. [Figure 2-1] FIG. 2 is a front view showing the pachinko machine and the card unit. [Figure 2-2] FIG. 1(a) is a perspective view showing a pachinko machine, and FIG. 1(b) is a plan view showing a second operation unit (cross key). [Figure 2-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 2-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 2-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 2-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 2-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 2-8] 2 is a block diagram showing the electrical configuration of a card unit, a card unit connection board, a card unit operation unit, a counting management device, and a sub-control device. FIG. [Figure 2-9] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 2-10] 4 is a flowchart showing main processing by the main control device. [Figure 2-11] 10 is a flowchart showing normal processing by the main control device. [Figure 2-12]10A is a flowchart showing a timer interrupt process, and FIG. 10B is a flowchart showing an NMI interrupt process. [Figure 2-13] A flowchart showing the second start winning processing. [Figure 2-14] A flowchart showing the first start winning processing. [Figure 2-15] 10A is a flowchart showing the first correct / incorrect judgment process, and FIG. 10B is a flowchart showing the second correct / incorrect judgment process. [Figure 2-16] 10(a) is a flowchart showing a first type determination process, and FIG. 10(b) is a flowchart showing a second type determination process. [Figure 2-17] 10 is a flowchart showing reach determination processing. [Figure 2-18] 10 is a flowchart showing a through gate passing process. [Figure 2-19] 10 is a flowchart showing a launch permission command setting process. [Figure 2-20] 10 is a flowchart showing a first special display control process. [Figure 2-21] A flowchart showing the first variable display setting process. [Figure 2-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 2-23] 10 is a flowchart showing a second special display control process. [Figure 2-24] A flowchart showing the second variable display setting process. [Figure 2-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 2-26] A flowchart showing the variable prize-winning device control process. [Figure 2-27] 10 is a flowchart showing an end setting process. [Figure 2-28] 10 is a flowchart showing a normal display control process. [Figure 2-29] 10 is a flowchart showing the general map change setting process. [Figure 2-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 2-31] A flowchart showing the start-up prize section control processing. [Figure 2-32] 10A is a flowchart showing a reception interrupt process of the counting management device, and FIG. 10B is a flowchart showing a timer interrupt process. [Figure 2-33] 10 is a flowchart showing a main process of the counting management device. [Figure 2-34] 10 is a flowchart showing a lending setting process for the counting management device. [Figure 2-35] 10 is a flowchart showing a command determination process of the counting management device. [Figure 2-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 2-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 2-38] 10 is a flowchart showing a counter update process. [Figure 2-39] 10 is a flowchart showing a hold information storage process. [Figure 2-40] 10 is a flowchart showing a hold process. [Figure 2-41] 10 is a flowchart showing a winning display process. [Figure 2-42] 10 is a flowchart showing a variable display setting process. [Figure 2-43] 10 is a flowchart showing a fluctuation stop process. [Figure 2-44] 10 is a flowchart showing a standby process. [Figure 2-45] 10A is a flowchart showing the main processing of the card unit, and FIG. 10B is a flowchart showing the normal processing of the card unit. [Figure 2-46] 10 is a flowchart showing a card unit lending instruction process. [Figure 2-47] 1A is a diagram showing an example of a display mode of a performance display device for normal stage performance, and FIG. 1B is a diagram showing an example of a display mode of a performance display device for jackpot performance. [Figure 2-48](a) is a diagram showing an example of a display mode of a performance display device for rush stage performance, (b) is a diagram showing an example of a display mode of a performance display device for battle stage performance, and (c) is a diagram showing an example of a display mode of a performance display device for lucky stage performance. [Figure 2-49] 10 is a timing chart showing switching of signals exchanged between the pachinko machine and the card unit. [Figure 2-50] 10 is a flowchart showing a menu selection process. [Figure 2-51] 10 is a flowchart showing a language setting process. [Figure 2-52] 10 is a flowchart showing a volume setting process. [Figure 2-53] 10 is a flowchart showing a luminance setting process. [Figure 2-54] 10A is a diagram showing a menu screen, and FIG. 10B is a flowchart showing a language setting screen. [Figure 2-55] 10A is a diagram showing a volume setting screen, FIG. 10B is a diagram showing a brightness setting screen, and FIG. 10C is a diagram showing a performance customization screen. [Figure 2-56] 10A is a diagram showing a game history screen, FIG. 10B is a diagram showing a custom setting continuation selection screen, and FIG. 10C is a diagram showing a custom setting notification screen. [Figure 2-57] 1 is a system configuration diagram showing a communication system between a pachinko machine and a mobile terminal. [Figure 2-58] FIG. 1 is a plan view showing an NFC module on a pachinko machine side. [Figure 2-59] FIG. 2 is a block diagram showing the electrical configuration of an NFC module. [Figure 2-60] FIG. 2 is a block diagram showing the electrical configuration of the BT module. [Figure 2-61] FIG. 1(a) is a front view showing the portable terminal, and FIG. 1(b) is a rear view showing the portable terminal. [Figure 2-62] FIG. 2 is a block diagram showing the electrical configuration of the mobile terminal. [Figure 2-63] 10 is a flowchart showing a BT connection process on the mobile terminal side. [Figure 2-64] 10 is a flowchart showing a BT connection process on the pachinko machine side. [Figure 2-65] FIG. 10 is a sequence diagram showing the exchanges that take place between the pachinko machine and the mobile terminal. [Figure 2-66] 10 is a flowchart showing BT communication processing performed on the mobile terminal side during BT communication connection. [Figure 2-67] 10 is a flowchart showing BT communication processing performed on the pachinko machine (sub-control device) side during BT communication connection. [Figure 2-68] 10 is a flowchart showing a process for disconnecting a BT communication connection performed on the mobile terminal side. [Figure 2-69] 10 is a flowchart showing the process of disconnecting the BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 2-70] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-71] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-72] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-73] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-74] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-75] 10 is a flowchart showing a BT connection process on the pachinko machine side according to another embodiment. [Figure 2-76] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-77] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-78] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-79] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-80] 10 is a flowchart showing BT communication processing on the pachinko machine side according to another embodiment. [Figure 2-81] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-82] 10 is a flowchart showing a BT communication disconnection process performed on the mobile terminal side in another embodiment. [Figure 2-83] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-84] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-85] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-86] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-87] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-88] 10 is a flowchart showing a BT communication disconnection process performed on the pachinko machine side in another embodiment. [Figure 2-89] 10 is a flowchart showing a performance customization process. [Figure 2-90] FIG. 10 is a diagram showing a BGM setting screen. [Figure 2-91] 10A is a diagram showing a BGM setting screen during symbol fluctuation, and FIG. 10B is a diagram showing a BGM setting screen during a big win. [Figure 2-92] 10 is a flowchart showing a character setting process. [Figure 2-93] 10A is a diagram showing a character setting screen, and FIG. 10B is a diagram showing a main character setting screen. [Figure 2-94] FIG. 10 is a diagram showing a girl character setting screen. [Figure 2-95] FIG. 10 is a diagram showing a background setting screen. [Figure 2-96]10 is a flowchart showing a background setting process. [Figure 2-97] FIG. 10 is a diagram showing a preview performance setting screen. [Figure 2-98] 10 is a flowchart showing a preview performance setting process. [Figure 2-99] A figure showing a super reach effect setting screen. [Figure 2-100] 10 is a flowchart showing a reliability setting process. [Figure 2-101] 10A is a diagram showing a reliability setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 2-102] 10 is a flowchart showing an appearance rate setting process. [Figure 2-103] 10A is a diagram showing an appearance rate setting screen, and FIG. 10B is a diagram showing a state in which an input completion display has been displayed. [Figure 2-104] 10 is a flowchart showing a reach effect setting process. [Figure 2-105] 10 is a flowchart showing the preview performance execution setting process. [Figure 2-106] FIG. 10 is a diagram showing a plurality of reach effect tables. [Figure 2-107] FIG. 10 is a diagram showing a user correspondence area (custom information storage area). [Figure 2-108] FIG. 10 is a diagram showing a communication disconnection confirmation screen. [Figure 2-109] (a) is a diagram showing an example of a display mode of the effect display device during a 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 the pinball game. [Figure 3-1] FIG. 1 is a front view showing a pachinko machine. [Figure 3-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 3-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 3-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 3-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 3-6]This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 3-7] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 3-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 3-9] 4 is a flowchart showing main processing by the main control device. [Figure 3-10] 10 is a flowchart showing normal processing by the main control device. [Figure 3-11] 10 is a flowchart showing a timer interrupt process. [Figure 3-12] 10 is a flowchart showing an NMI interrupt process. [Figure 3-13] A flowchart showing the second start winning processing. [Figure 3-14] A flowchart showing the first start winning processing. [Figure 3-15] 10A is a flowchart showing a first correct / incorrect determination process, and FIG. 10B is a flowchart showing a second correct / incorrect determination process. [Figure 3-16] 10(a) is a flowchart showing a first type discrimination process, and FIG. 10(b) is a flowchart showing a second type discrimination process. [Figure 3-17] 10 is a flowchart showing a reach determination process. [Figure 3-18] 10 is a flowchart showing a through gate passing process. [Figure 3-19] 10 is a flowchart showing a launch permission command setting process. [Figure 3-20] 10 is a flowchart showing a first special display control process. [Figure 3-21] A flowchart showing the first variable display setting process. [Figure 3-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 3-23] 10 is a flowchart showing a second special display control process. [Figure 3-24] A flowchart showing the second variable display setting process. [Figure 3-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 3-26] A flowchart showing the variable prize-winning device control process. [Figure 3-27] 10 is a flowchart showing an end setting process. [Figure 3-28] 10 is a flowchart showing a normal display control process. [Figure 3-29] 10 is a flowchart showing the general map change setting process. [Figure 3-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 3-31] A flowchart showing the start-up prize section control processing. [Figure 3-32] 10 is a flowchart showing a reception interrupt process. [Figure 3-33] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 3-34] 10 is a flowchart showing a timer interrupt process. [Figure 3-35] 10 is a flowchart showing a command determination process. [Figure 3-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 3-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 3-38] 10 is a flowchart showing a counter update process. [Figure 3-39] 10 is a flowchart showing a hold information storage process. [Figure 3-40] 10 is a flowchart showing a hold process. [Figure 3-41] 10 is a flowchart showing a winning display process. [Figure 3-42] 10 is a flowchart showing a variable display setting process. [Figure 3-43] 10 is a flowchart showing a fluctuation stop process. [Figure 3-44] FIG. 10 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 3-45]FIG. 10 is a diagram showing an example of a display mode of a performance display device for a jackpot performance. [Figure 3-46] FIG. 10 is a diagram showing an example of a display mode of a performance display device for rush stage performance. [Figure 3-47] FIG. 10 is a diagram showing an example of a display mode of a performance display device for battle stage performance. [Figure 3-48] FIG. 10 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 3-49] FIG. 10 is a plan view showing a second operation unit (cross key). [Figure 3-50] 10 is a flowchart showing a menu selection process. [Figure 3-51] 10 is a flowchart showing a language setting process. [Figure 3-52] 10 is a flowchart showing a volume setting process. [Figure 3-53] 10 is a flowchart showing a luminance setting process. [Figure 3-54] FIG. 10 is a diagram showing a menu screen. [Figure 3-55] FIG. 10 is a diagram showing a language setting screen. [Figure 3-56] FIG. 10 is a diagram showing a volume setting screen. [Figure 3-57] FIG. 10 is a diagram showing a brightness setting screen. [Figure 3-58] FIG. 10 is a diagram showing a performance customization screen. [Figure 3-59] FIG. 10 is a diagram showing a game history screen. [Figure 4-1] FIG. 1 is a front view showing a pachinko machine. [Figure 4-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 4-3] This is an oblique view showing the state in which the inner frame and front frame are open. [Figure 4-4] This is a front view showing the configuration of the inner frame, game board, etc. [Figure 4-5] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 4-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 4-7]FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 4-8] FIG. 2 is an explanatory diagram showing an overview of various counters used in game control. [Figure 4-9] 4 is a flowchart showing main processing by the main control device. [Figure 4-10] 10 is a flowchart showing normal processing by the main control device. [Figure 4-11] 10 is a flowchart showing a timer interrupt process. [Figure 4-12] 10 is a flowchart showing an NMI interrupt process. [Figure 4-13] A flowchart showing the second start winning processing. [Figure 4-14] A flowchart showing the first start winning processing. [Figure 4-15] 10A is a flowchart showing a first correct / incorrect determination process, and FIG. 10B is a flowchart showing a second correct / incorrect determination process. [Figure 4-16] 10(a) is a flowchart showing a first type discrimination process, and FIG. 10(b) is a flowchart showing a second type discrimination process. [Figure 4-17] 10 is a flowchart showing a reach determination process. [Figure 4-18] 10 is a flowchart showing a through gate passing process. [Figure 4-19] 10 is a flowchart showing a launch permission command setting process. [Figure 4-20] 10 is a flowchart showing a first special display control process. [Figure 4-21] A flowchart showing the first variable display setting process. [Figure 4-22] A flowchart showing the special diagram 1 discrimination information setting process. [Figure 4-23] 10 is a flowchart showing a second special display control process. [Figure 4-24] A flowchart showing the second variable display setting process. [Figure 4-25] A flowchart showing the special chart 2 discrimination information setting process. [Figure 4-26] A flowchart showing the variable prize-winning device control process. [Figure 4-27] 10 is a flowchart showing an end setting process. [Figure 4-28] 10 is a flowchart showing a normal display control process. [Figure 4-29] 10 is a flowchart showing the general map change setting process. [Figure 4-30] 10 is a flowchart showing a general map discrimination information setting process. [Figure 4-31] A flowchart showing the start-up prize section control processing. [Figure 4-32] 10 is a flowchart showing a reception interrupt process. [Figure 4-33] 10 is a flowchart showing the main processing of the dispensing control device. [Figure 4-34] 10 is a flowchart showing a timer interrupt process. [Figure 4-35] 10 is a flowchart showing a command determination process. [Figure 4-36] 10 is a flowchart showing normal processing of the sub-control device. [Figure 4-37] 10 is an explanatory diagram showing an overview of various counters used to determine decorative patterns, etc. [Figure 4-38] 10 is a flowchart showing a counter update process. [Figure 4-39] 10 is a flowchart showing a hold information storage process. [Figure 4-40] 10 is a flowchart showing a hold process. [Figure 4-41] 10 is a flowchart showing a winning display process. [Figure 4-42] 10 is a flowchart showing a variable display setting process. [Figure 4-43] 10 is a flowchart showing a fluctuation stop process. [Figure 4-44] FIG. 10 is a diagram showing an example of a display mode of a production display device for normal stage production. [Figure 4-45] FIG. 10 is a diagram showing an example of a display mode of a performance display device for a jackpot performance. [Figure 4-46]FIG. 10 is a diagram showing an example of a display mode of a performance display device for rush stage performance. [Figure 4-47] FIG. 10 is a diagram showing an example of a display mode of a performance display device for battle stage performance. [Figure 4-48] FIG. 10 is a diagram showing an example of a display mode of a production display device for a lucky stage production. [Figure 4-49] FIG. 10 is a plan view showing a second operation unit (cross key). [Figure 4-50] 10 is a flowchart showing a menu selection process. [Figure 4-51] 10 is a flowchart showing a language setting process. [Figure 4-52] 10 is a flowchart showing an audio output setting process. [Figure 4-53] 10 is a flowchart illustrating an output volume setting process. [Figure 4-54] 10 is a flowchart showing an output device setting process. [Figure 4-55] 10 is a flowchart showing a luminance setting process. [Figure 4-56] 10 is a flowchart showing a performance customization process. [Figure 4-57] 10 is a flowchart showing a character setting process. [Figure 4-58] 10 is a flowchart showing a background setting process. [Figure 4-59] 10 is a flowchart showing a preview performance setting process. [Figure 4-60] 10 is a flowchart showing a reliability setting process. [Figure 4-61] 10 is a flowchart showing an appearance rate setting process. [Figure 4-62] 10 is a flowchart showing a reach effect setting process. [Figure 4-63] 10 is a flowchart showing the preview performance execution setting process. [Figure 4-64] FIG. 10 is a diagram showing a plurality of reach effect tables. [Figure 4-65] FIG. 10 is a diagram showing a user correspondence area (custom information storage area). [Figure 4-66]FIG. 10 is a diagram showing a menu screen. [Figure 4-67] FIG. 10 is a diagram showing a language setting screen. [Figure 4-68] FIG. 10 is a diagram showing an audio output setting screen. [Figure 4-69] FIG. 10 is a diagram showing an output volume setting screen. [Figure 4-70] FIG. 10 is a diagram showing an output device setting screen. [Figure 4-71] FIG. 10 is a diagram showing a brightness setting screen. [Figure 4-72] FIG. 10 is a diagram showing a performance customization screen. [Figure 4-73] FIG. 10 is a diagram showing a game history screen. [Figure 4-74] FIG. 10 is a diagram showing a BGM setting screen. [Figure 4-75] FIG. 10 is a diagram showing a screen for setting background music during pattern fluctuation. [Figure 4-76] A figure showing a screen for setting background music during a jackpot. [Figure 4-77] FIG. 10 is a diagram showing a character setting screen. [Figure 4-78] FIG. 10 is a diagram showing a main character setting screen. [Figure 4-79] FIG. 10 is a diagram showing a girl character setting screen. [Figure 4-80] FIG. 10 is a diagram showing a background setting screen. [Figure 4-81] FIG. 10 is a diagram showing a preview performance setting screen. [Figure 4-82] A figure showing a super reach effect setting screen. [Figure 4-83] FIG. 10A is a diagram showing a reliability setting screen, and FIG. 10B is a diagram showing a state in which an input completion display is displayed on the reliability setting screen. [Figure 4-84] 10A is a diagram showing an appearance rate setting screen, and FIG. 10B is a diagram showing a state in which an input completion display is displayed on the appearance rate setting screen. [Figure 4-85] FIG. 1 is a system configuration diagram showing a communication system between a pachinko machine and wireless earphones. [Figure 4-86] FIG. 2 is a block diagram showing the electrical configuration of the BT module. [Figure 4-87]FIG. 2 is a block diagram showing the electrical configuration of the wireless earphone. [Figure 4-88] 10 is a flowchart showing a wireless earphone setting process on the pachinko machine side. [Figure 4-89] FIG. 10 is a diagram illustrating a connection setting screen. [Figure 4-90] 10 is a flowchart showing a BT connection process on the earphone side. [Figure 4-91] 10 is a flowchart showing BT communication processing performed on the pachinko machine (sub-control device) side during BT communication connection. [Figure 4-92] 10 is a flowchart showing BT communication processing performed on the earphone side during BT communication connection. [Figure 4-93] 10 is a flowchart showing a process for disconnecting a BT communication connection performed on the earphone side. [Figure 4-94] 10 is a flowchart showing the process of disconnecting the BT communication connection performed on the pachinko machine (sub-control device) side. [Figure 5-1] 1 is a front view showing a pachinko machine according to an embodiment. [Figure 5-2] FIG. 1 is a perspective view showing a pachinko machine. [Figure 5-3] An oblique 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] FIG. 2 is a rear view showing the configuration of the pachinko machine. [Figure 5-6] This is an oblique view showing the inner frame, back pack unit, etc. in an open state. [Figure 5-7] 10(a) and 10(b) are perspective views showing the configuration of the handle. [Figure 5-8] FIG. 2 is an exploded perspective view mainly showing the components inside the handle. [Figure 5-9] FIG. 2 is an exploded perspective view mainly showing the components inside the handle. [Figure 5-10] FIG. 2 is an exploded perspective view mainly showing the components inside the handle. [Figure 5-11]FIG. 2 is an exploded perspective view mainly showing the components inside the handle. [Figure 5-12] 1(a) is a front view showing the handle when the rotary operating body is in a non-operated state, and is a diagram illustrating the relative rotational position relationship between the first and second gear bodies and the state of the spiral spring; FIG. 1(a) is a front view showing the handle when the rotary operating body is in a rotationally operated state, and is a diagram illustrating the relative rotational position relationship between the first and second gear bodies and the state of the spiral spring. [Figure 5-13] 10 is a rear view showing a rotation operation body to which a first gear body and a spiral spring are assembled. FIG. [Figure 5-14] FIG. 2 is a perspective view showing a state before a rotation operation body is assembled to a handle base portion. [Figure 5-15] (a) is a front view showing the state before the stop lever is pressed at the handle base to which various components are assembled, and (b) is a front view showing the state after the stop lever is pressed at the handle base and the locking protrusion engages with the locking recess. [Figure 5-16] 10 is a perspective view showing a state in which the stop lever is pressed and the locking protrusion is engaged with the locking recess at the handle base. FIG. [Figure 5-17] FIG. 10 is a perspective view showing a state in which a rotation operation body (first gear body) is about to be assembled to a handle base portion. [Figure 5-18] FIG. 2 is a perspective view showing a state in which a rotation operation body (first gear body) is assembled to a handle base portion. [Figure 5-19] 10 is a front view showing a state in which the rotation operation body is assembled to the handle base and the hook portion at the other end of the spiral spring is screwed. FIG. [Figure 5-20] FIG. 2 is an exploded perspective view mainly showing the components on the outside of the handle. [Figure 5-21] FIG. 2 is an exploded perspective view mainly showing the components on the outside of the handle. [Figure 5-22] 10A and 10B are explanatory views showing the operation modes of the second rotary operation body and the restricting means. [Figure 5-23] FIG. 2 is a block diagram showing the main electrical configuration of the pachinko machine. [Figure 5-24]FIG. 10 is an exploded perspective view showing the outer components of a handle in another embodiment. [Figure 5-25] FIG. 10 is an exploded perspective view showing the outer components of a handle in another embodiment. [Figure 5-26] 10A and 10B are explanatory views showing the operation of a second rotary operation body and a restricting means in another embodiment. [Figure 5-27] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-28] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-29] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-30] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-31] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-32] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-33] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-34] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-35] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-36] FIG. 10 is an explanatory diagram of a handle in another embodiment. [Figure 5-37] FIG. 10 is a perspective view showing the configuration of a handle in another embodiment. [Figure 5-38] FIG. 10 is an explanatory diagram of a handle in another embodiment. [Figure 5-39] FIG. 10 is an explanatory diagram of a handle in another embodiment. DETAILED DESCRIPTION OF THE INVENTION

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

[0010] BACKGROUND ART Conventionally, as one type of gaming machine, a pachinko machine is known in which a game is played by shooting a gaming ball into a gaming area.

[0011] In gaming machines such as pachinko machines, for example, a gaming ball is fired toward a gaming area, and when a specific condition is met based on the gaming ball entering a predetermined starting ball entry means (for example, when a predetermined lottery is won), a specific gaming state (for example, a jackpot state) occurs (see, for example, JP 2013-31769 A).

[0012] When a specific game state is reached, the predetermined operating means (e.g., variable winning device) enters an operating state, and then transitions to a stopped state if the first state occurs (e.g., the specified maximum opening time has elapsed) or the second state occurs (the specified maximum number of game balls has been won), and after a specified period of time has elapsed, transitions to the next operating state.

[0013] However, if the period during which the predetermined operation means is maintained in the stopped state is always the same, whether the first state occurs and the state transitions to the stopped state, or the second state occurs and the state transitions to the stopped state, there is a risk that the interest of the player will decrease. Therefore, there is a demand for improving the interest of the player.

[0014] In other words, the aim is to increase interest by providing a change in interest between when the first state occurs and transitions to a stopped state and when the second state occurs and 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 increase the interest of players.

[0016] In contrast to this, specifically, for example, the gaming machine according to the present invention is 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 causes the predetermined operation means to transition 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 stop state, the predetermined operation state can be shifted to earlier than when the second state occurs and the predetermined operation means is shifted to the predetermined stop state, By making the second state more advantageous to the player than the first state, It is possible to improve the interest of players, etc.

[0017] More specifically, for example, the gaming machine according to the present invention is A jackpot game state that can occur when a jackpot is won based on the starting winning; A variable winning device (big winning opening shutter) that can open multiple times when a big win game state is reached; A pachinko machine equipped with a main control device that controls the jackpot game state and the variable winning device (large winning port shutter), The main control device transitions the variable winning device (large winning opening shutter) to a closed state when a predetermined state occurs in which at least a specified maximum opening time has elapsed after the variable winning device (large winning opening shutter) has been opened during a jackpot game state, or when a specific state occurs in which the specified maximum number of game balls have been won, The main control unit is When the variable prize winning device (large prize winning opening shutter) is shifted to a closed state, the variable prize winning device (large prize winning opening shutter) is configured to be maintained in a closed state for at least a predetermined period of time, In the jackpot game state, when the predetermined state occurs (the specified maximum opening time has elapsed) and the variable winning device (large winning opening shutter) is shifted to a closed state, the variable winning device (large winning opening shutter) is configured to be shifted to the next open state more quickly than when the specific state occurs (the specified maximum number of game balls has entered) and the variable winning device (large winning opening shutter) is shifted to a closed state, By making the pachinko machine characterized in that the specific state, i.e., the number of winning game balls in the variable winning device reaches the specified maximum number of winning balls [the number of winning balls acquired by the player is the specified maximum number of winning balls (for example, 10 winning game balls x 15 winning balls per ball)], is more advantageous for the player than the predetermined state, i.e., the specified maximum opening time elapses without the number of winning game balls in the variable winning device reaching the specified maximum number of winning balls [the number of winning balls acquired by the player does not reach the specified maximum number of winning balls (for example, 7 winning game balls x 15 winning balls per ball)], It is possible to improve the interest of players, etc.

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

[0019] In the present invention, the "maintenance state execution means" is sufficient if it is something that maintains the specified operation means in a specified stopped state for at least a specified period of time when the specified operation means is transitioned to a specified stopped state, and may be anything, such as a main control device, sub-control device, display control device, audio control device, lamp control device, or other control device capable of executing specified control, or various calculation means possessed by these control devices, or various functions capable of executing various control processes in these control devices, as long as it is possible to realize the gist of the present invention.

[0020] In the present invention, a "specific gaming state" may be any gaming state that can occur when specific conditions are met, and as long as it is possible to realize the gist of the present invention, it may be anything, such as a jackpot state that is more advantageous to the player than a normal gaming state, a small jackpot state that is more advantageous to the player than a normal gaming state, a high probability state in which the probability of obtaining a winning result through a specified lottery means is higher than in a normal gaming state (including a low probability state), a high ball entry state in which the rate at which gaming balls enter a specified ball entry means (including a variable ball entry means) is higher than in a normal gaming state (including a low ball entry state), or a state in which a specified number of rights to hold a specified lottery are reserved in a reservation means that can reserve the right to hold said rights (including a full reservation state in which the upper limit number is reserved).

[0021] In the present invention, the "predetermined operation means" may be anything that can execute a predetermined operation state multiple times when a specific game state is reached, regardless of its shape, size, location, operation mode, etc., as long as it can achieve the gist of the present invention. For example, it may be anything that can execute a predetermined operation state in a variable winning device provided in the game area or its internal area, anything (including movable devices) provided in the game area that can execute a predetermined operation state, anything (including variable ball entry means) that can execute a predetermined operation state that acts on game balls flowing down the game area, anything that can execute a predetermined operation state that opens or closes a predetermined opening or ball passage through which game balls can pass, anything that can execute a predetermined operation state that guides game balls in a predetermined direction or to a predetermined position, or anything that can execute a predetermined operation state that changes the visual appearance (including the operating mode, display mode, etc.) of a predetermined part or area visible to the player.

[0022] In the present invention, a "specific condition" may be anything, as long as it can realize the gist of the present invention, such as a specific lottery result being obtained by a specific lottery executed when a gaming ball enters or passes through a specific entry means, a gaming ball that has entered or passed through a specific entry means (including a variable entry means) being detected by a specific detection means, the right to hold a specific lottery based on a gaming ball entering or passing through a specific entry means being reserved in a reservation means that can reserve up to a specific number of rights to hold a specific lottery, a gaming ball that has entered a specific entry means entering a specific entry area (such as a V entry port), or a specific variable display executed in a specific display means being fixed and stopped in a specific manner based on a gaming ball entering or passing through a specific entry means.

[0023] In the present invention, the "control means" may be anything that executes control related to a specific game state and control of a predetermined operating means, and may be anything, such as a main control device, sub-control device, display control device, audio control device, lamp control device, or other control device capable of executing predetermined control, or various calculation means possessed by these control devices, or various functions capable of executing various control processes in these control devices, as long as it is possible to realize the gist of the present invention.

[0024] In the present invention, the "starting condition" may be anything, as long as it can realize the gist of the present invention, 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 device (including a center frame, stage, etc.) arranged in the game area, a game ball entering or passing through a predetermined ball entry means provided in a variable entry 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 launch mode.

[0025] In the present invention, "the second state is more advantageous than the first state" means, as long as the gist of the present invention can be realized, for example, that when the second state occurs, a greater number of game balls enter the predetermined entry means (including variable entry means) during a predetermined period than when the first state occurs; that when the second state occurs, a greater number of prize balls are paid out as a result of game balls entering the predetermined entry means (including variable entry means) during a predetermined period than when the first state occurs; that when the second state occurs, a greater proportion of predetermined lotteries are executed based on game balls entering the predetermined entry means (including variable entry means) during a predetermined period than when the first state occurs; that when the second state occurs, a greater proportion of game balls enter the predetermined entry means (including variable entry means) during a predetermined period than when the first state occurs; This may be anything, such as the predetermined movable means operating more advantageously for the player based on this, the game ball becoming easier (including becoming possible) to enter the predetermined ball entry means (including variable ball entry means) during a predetermined period when the second state occurs than when the first state occurs, the probability of obtaining a winning result by the predetermined lottery means during a predetermined period when the second state occurs than when the first state occurs, the fixed stop display being displayed in a manner more advantageous to the player when the variable display executed by the predetermined variable display means ends when the second state occurs than when the first state occurs, or the predetermined performance being executed in a manner more advantageous to the player when the second state occurs than when the first state occurs.

[0026] In the present invention, the "first state" and "second state" may be any state that transitions the predetermined operation means to a predetermined stopped state when this state occurs, and as long as the gist of the present invention can be realized, they may be, for example, a state in which a predetermined specified maximum open time has elapsed since the predetermined variable ball entry means has been opened based on the game ball entering the predetermined ball entry means or ball entry area, a state in which a predetermined specified maximum number of game balls have entered the variable ball entry means since the predetermined variable ball entry means has been opened based on the game ball entering the predetermined ball entry means or ball entry area, a state in which a predetermined number of game balls have entered the predetermined ball entry means (including the variable ball entry means) or ball entry area, a state in which game balls have entered the predetermined ball entry means ... Or it may be any state in which the variable display executed in a predetermined display means based on the ball entering the ball entry area has ended and the display has stopped in a predetermined stopping mode (for example, a first mode that is not advantageous to the player or a second mode that is advantageous to the player), or the state in which this has been confirmed; a state in which a predetermined result has been obtained in a predetermined lottery executed based on the game ball entering a predetermined ball entry means or ball entry area; a state in which a predetermined operating period has passed since a predetermined predetermined operating means (including a variable ball entry means) began operating based on the game ball entering a predetermined ball entry means or ball 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 stopped state" may be any state to which the predetermined operation means is transitioned after entering the predetermined operation state, and may be any state as long as it can realize the gist of the present invention, such as a state in which the predetermined operation means has stopped or completed its opening and closing operation, or has confirmed that it has done so; a state in which the predetermined operation means has stopped or completed its operation to open and close a predetermined operation object, or has confirmed that it has done so; a state in which the predetermined operation means has stopped or completed its operation to change ... displace (slide, reciprocate, vibrate, swing, rotate, etc.), or has confirmed that it has done so; or a state in which the predetermined operation means has stopped or completed its operation to displace a predetermined operation object, etc.

[0028] The gaming machine of the present invention (pachinko machine 10 of the first embodiment) described in detail below has a special state as the specific gaming state of the present invention described above, an operation unit as the predetermined operation means of the present invention, a control unit as the control means of the present invention, a predetermined state as the first state of the present invention, a specific state as the second state of the present invention, a maintenance function as the maintenance state execution means of the present invention, a standby effect as the first effect of the present invention, a transition effect as the second effect of the present invention, a specific effect as the special effect of the present invention, an effect control execution unit as the special effect execution means of the present invention, an invalid discrimination function as the invalid means of the present invention, a change means as the variable means of the present invention, and a specific stop function as the specific stop execution means of the present invention.

[0029] The specific configuration of the pachinko machine 10 according to the present invention will be described in detail below. As shown in Figures 1-3 and other figures, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and an inner frame 12 is supported on one side of the outer frame 11 so as to be able to open and close. However, for the sake of convenience, Figure 1-3 does not show game components (nails, accessories, etc.) arranged on the surface of the game board 30, a glass unit 137 attached to the front frame 14, etc.

[0030] As shown in Figures 1-6, etc., the outer frame 11 has an upper frame component 11a and a lower frame component 11b made of wooden boards, and a left frame component 11c and a right frame component 11d made of extruded aluminum alloy material, and these frame components 11a to 11d are assembled together into a rectangular frame shape as a whole 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-constituting portion 11c, respectively (see FIG. 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, allowing the inner frame 12 to be opened and closed. The inner frame 12 and other components are housed in a space formed inside the outer frame 11.

[0032] The right-side frame-constituting portion 11d has an extending wall portion 83 formed near its rear end in the width direction, protruding toward the inside of the outer frame 11. The extending wall portion 83 covers the entire upper and lower sections corresponding to a locking device 600 (see FIG. 1-6) provided on the rear side of the right side of the inner frame 12 from the rear side of the inner frame 12 (see FIG. 1-5). In addition, as shown in FIG. 1-3, the front side of the extending wall portion 83 is provided with a pair of upper and lower receiving portions 84, 85 to which a locking member of the locking device 600, which serves as an operating portion, is engaged. Furthermore, the lower receiving portion 85 has a pressing portion 86 that protrudes toward the inside of the outer frame 11 and abuts against an inner-frame-opening detection switch 92, which will be described later.

[0033] A resin decorative panel 87 is attached to the lower frame component 11b. An upwardly protruding rib 88 is integrally formed on the innermost part of the top surface of the decorative panel 87. This makes it less likely that a gap will form between the decorative panel 87 and the inner frame 12.

[0034] 1-3, the opening / closing axis of the inner frame 12 is set along the top and bottom on the left side when viewed from the front of the pachinko machine 10, and the inner frame 12 can be opened forward around this opening / closing axis. The inner frame 12 is mainly composed of a resin base 38 having a rectangular outer shape, and a substantially elliptical window hole 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 able to open and close. Similar to the inner frame 12, the front frame 14 is designed to be able to open forward around an opening and closing axis set along the top and bottom on the left side when viewed from the front of the pachinko machine 10. The front frame 14 may also be configured so as to be openably supported directly on the outer frame 11, rather than via the inner frame 12.

[0036] The front frame 14 has a rectangular outer shape like the inner frame 12, and in a closed state, which is a specific state, covers almost the entire front side of the inner frame 12. A substantially oval window 101 is formed in the center of the front frame 14. This makes it possible to view the game board 30 (play area) attached to the rear surface of the inner frame 12 from the outside through the window 101 of the front frame 14 and the window hole 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 as a ball receiving tray at the center of the lower part of the front side of the front frame 14, and game balls discharged from the lower payout outlet 16 can be stored in the lower tray 15. In addition, a ball removal lever 25 for discharging game balls from the lower tray 15 is provided on the front side of the lower tray 15.

[0038] A game ball launching handle (hereinafter simply referred to as the "handle") 18 is provided on the right side of the lower tray 15 as an operating part that protrudes forward. The handle 18 is provided with a rotation 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 operation of the rotation operating part 18a. With this configuration, when the rotation operating part 18a is rotated clockwise, a game ball is launched by a launching device 60 (described later) with a launch strength that corresponds to the amount of rotation operating.

[0039] The handle 18 is also provided with a stop lever 18b that can be pressed with the thumb of the right hand holding the rotation operation unit 18a. When the stop lever 18b is pressed to the on state, the launcher 60, which serves as the operating unit, is prohibited from launching game balls, even if the handle 18 is being held. This makes it possible to rotate the rotation operation unit 18a while prohibiting the launch of game balls, or to temporarily stop the launch of game balls when the handle 18 is in a predetermined operating state.

[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 paid out from the upper payout opening 17 and guides them in a line toward the launching device 60. Game balls that are paid out when the upper tray 19 is filled with game balls in a specific state are guided to the lower tray 15 via a lower tray connecting passage 71 and the lower payout opening 16, which will be described later.

[0041] A loan switch 121, a return switch 122, and a balance display unit 124 are provided on the upper right surface of the front edge of the upper tray 19. Typically, in gaming halls and the like, a CR unit (not shown) is located on the left side of the pachinko machine 10. When the loan switch 121, which serves as an input unit, is operated in a specific state in which a gaming card with a balance is inserted into the CR unit, loan balls are supplied to the upper tray 19 in response to the operation. On the other hand, the return switch 122, which also serves as an input unit, is operated when requesting the return of a card inserted into the CR unit. Furthermore, the balance display unit 124 displays the balance of the card inserted into the CR unit.

[0042] In addition, a ball ejection button 123 is provided on the upper right surface of the front edge of the upper tray 19. The ball ejection button 123 is configured to be retractable, and is always biased upward by a biasing means (not shown). With this configuration, when the ball ejection 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, by operating the ball ejection button 123, the player can transfer the game balls in the upper tray 19 to the lower tray 15 at any time.

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

[0044] The first operation unit 125 is mainly used for presentation purposes. In this embodiment, the first operation unit 125 is a contact-type input unit that includes a button section that can move in the pressing direction when pressed by the player's finger or hand (for example, by pressing downward), and an operation detection switch that turns into a predetermined ON state and can output a predetermined detection signal when pressed by the player's finger or hand in this manner and moves a predetermined amount and approaches or abuts a sensor section serving as a predetermined detection section within a predetermined distance. Of course, the configuration of the first operation unit 125 is not limited to this, and other different configurations may be used.

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

[0046] As a result, for example, during a specified period when a variable display is being executed (during a performance) in the performance display device 42 described below, which is in a specified operating state, a specified performance can be executed in the performance display device 42, which is the operating unit, by the player pressing the performance button 125.

[0047] In addition, when the effect display device 42 is in a standby state (waiting for customers), which is a predetermined state in which no effects such as variable displays are being performed, the player can press the effect button 125 with his / her finger or the like to display the game history on the effect display device 42 or customize the effect content to suit the player's preferences.

[0048] On the other hand, the second operation unit 126 is mainly used by the player to perform various setting operations, etc. In this embodiment, an operation means called a cross key or the like is adopted as the second operation unit 126.

[0049] Specifically, the second operation unit 126 (hereinafter referred to as "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 of the buttons 126a to 126e of the cross key 126 employs a contact-type input unit that includes a button section that can move in the direction of pressure when pressed by the player (for example, by pressing downwards), and an operation detection switch that, when pressed by the player's finger or the like, moves the button section a predetermined amount and comes close to or into contact with a sensor section serving as a predetermined detection section within a predetermined distance, turns into a predetermined on state and can output a predetermined detection signal.

[0051] Of course, the configuration of the input unit that allows the player to perform operational input is not limited to the first operation unit 125 or the second operation unit 126, and other different types may be adopted. For example, the configuration may include a touch panel that allows the player to perform touch input, a jog dial that allows the player to perform rotation input, or a slide lever that allows the player to perform slide input. Furthermore, the installation location is not limited to the front edge of the upper tray 19, and may be anywhere that the player can operate.

[0052] When the player presses any of the buttons 126a to 126e of the cross key 126, a predetermined detection signal, which becomes a predetermined input by the player, is input from each of the operation detection switches to a sub-control device 262, which will be described later.

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

[0054] In addition, various kinds of decorative lights (decorative lamps) are provided on the front frame 14 and the game board 30. The light emission modes of these decorative lights are changed and controlled in response to changes in the game state, etc., and serve as a means for enhancing the presentation effect during the game.

[0055] For example, the front frame 14 is provided with a frame illumination section 102 around the periphery of the window section 101. On both sides of the frame illumination section 102, there are also provided error display lamps 105 that light up when a predetermined error occurs.

[0056] The game board 30 also has a central illumination unit 103 on the periphery of a center frame 47 (described later), and side illumination units 104 on the left and right lower parts of the game area. These illumination units 102 to 104 incorporate light sources such as LEDs and a light emission control board that drives and controls the light sources.

[0057] Returning to the explanation of FIG. 1-1, speakers SP are provided at the upper left and right corners of the front frame 14 to output audio information such as sound effects and background music according to the gaming status (see FIG. 1-3, etc.).

[0058] A glass unit 137 is attached to the rear side of the front frame 14. The glass unit 137 is not a conventional pair of rectangular glass panes attached separately at the front and rear, but is round overall and is attached as an assembly.

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

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

[0061] Next, the configuration of the game board 30 (play area) will be described with reference to Figures 1-4. A rail 50 is attached to the game board 30, which guides game balls launched from the launching device 60 to the upper part of the game board 30. As a result, game balls launched in response to the rotation of the handle 18 are guided into the play area formed between the game board 30 and the glass unit 137 via the launch rail 61 and the rail 50. The rail 50 consists of an inner rail component 51 and an outer rail component 52.

[0062] A return ball prevention member 53 is attached to the tip portion (upper left in Fig. 1-4) of the inner rail component 51. This prevents a game ball that has been guided from the rail 50 into the play area from returning back into the rail 50. In addition, a return rubber 54 is attached to the approximate tip portion (upper right in Fig. 1-4) of the outer rail component 52. This causes a game ball that is launched with more than a predetermined force to hit the return rubber 54 and be returned, for example, toward the approximate center of the game board 30.

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

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

[0065] A variable display unit 35 is disposed in the approximate center of the game area. A first start winning section 33WA is disposed in a game area lower area ED located below the variable display unit 35 in the game area.

[0066] The variable display device unit 35 is provided 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 section 42a of the performance display device 42 can be seen through the opening.

[0067] A stage portion 770 on which the game ball 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 portion 770. As shown in FIG. 1-4, when the center frame 47 is disposed on the game board 30, the guide groove 774 is located directly above the first start winning portion 33WA.

[0068] A ball passage (warp flow path) 775 that allows game balls to pass through is formed inside the left side of the center frame 47. The entrance of the ball passage 775 opens to the left side of the center of the left side of the center frame 47 (the side facing the game board 30). On the other hand, the exit of the ball passage 775 opens to the right side of the lower end of the left side of the center frame 47 (the side facing the stage portion 770). This ball passage 775 can guide game balls flowing down on the surface of the game board 30 in the game area left-side area EA located to the left of the variable display unit 35 within the game area onto the stage portion 770 within the center frame 47.

[0069] A gaming ball guided onto the stage portion 770 via the ball passage 775 or the like rolls on the stage portion 770, and then falls from the front edge of the stage portion 770 onto the surface of the gaming board 30, or is discharged onto the surface of the gaming board 30 via the guide groove 774. Of these, a gaming ball discharged via the guide groove 774 has a relatively high probability of entering the first start winning portion 33WA.

[0070] The first start winning section 33WA is provided in the lower area ED of the game area so as to protrude forward from the front part of the game board 30, and a winning opening (first start winning opening) that can always receive game balls is opened above it. In addition, a first start winning switch 224a that can detect game balls that have entered through the first start winning opening is provided at a position corresponding to the first start winning section 33WA.

[0071] Under this configuration, when a gaming ball enters the first start winning section 33WA and the first start winning switch 224a detects the gaming ball and turns on, a lottery is held to determine whether or not a jackpot state will be generated as a special state (jackpot lottery), and a variable display of a special symbol is performed on the first special symbol display device 43A, which will be described later. Here, when a gaming ball enters the first start winning section 33WA and the first start winning switch 224a detects the gaming ball and turns on, a start condition is established, and based on this, a variable display of a special symbol is performed on the first special symbol display device 43A.

[0072] A variable winning device 32A, which serves as an operating part, is disposed below the first starting winning part 33WA in the lower area ED of the game area.

[0073] The variable winning device 32A comprises a large prize opening 32Aa into which game balls can enter, a large prize opening shutter 32Ab as an operating part (object of operation) that opens and closes the large prize opening 32Aa, a large prize opening solenoid (not shown) that drives the large prize opening shutter 32Ab to open and close, and a large prize opening count switch 222 as a detection part that can detect game balls that have entered the large prize opening 32Aa.

[0074] Under this configuration, the variable winning device 32A is normally in a closed state (closed state) in which the large prize opening shutter 32Ab closes the large prize opening 32Aa along the top and bottom, and game balls flowing down the game area lower area ED cannot enter the large prize opening 32Aa. Also, in this closed state, game balls can flow down in front of the large prize opening shutter 32Ab.

[0075] On the other hand, when a jackpot occurs, the variable winning device 32A tilts forward with the large winning port shutter 32Ab using its lower edge as a pivot axis, and enters an open state (open state), which is a predetermined operating state in which the game ball flowing down the lower area ED of the game area can enter the large winning port 32Aa.

[0076] In the lower area ED of the game area, a plurality of general winning sections 31A are arranged along the periphery of the game area in a left-side area to the left of the first start winning section 33WA and the variable winning device 32A. The general winning sections 31A are provided to protrude forward from the front of the game board 30, and above them are openings (general winning openings) through which game balls can always enter. In addition, a left general winning switch 221a is provided in a position corresponding to the general winning section 31A, which can detect game balls entering through the general winning openings.

[0077] In addition, a through gate 34 is provided in the right area EB of the game area located to the right of the variable display unit 35, and a second start-up winning 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 area EB of the game area to pass through one by one, and has a through gate switch 225 that can detect game balls passing through. Note that instead of a through gate through which game balls that have entered pass and return to the game area again, a configuration may be provided with a normal symbol start port through which entered game balls are discharged outside the game area.

[0079] Then, when a gaming ball passes through the through gate 34 (when the gaming ball is detected by the through gate switch 225 and turned on), as described below, a start ball entry support lottery is held to determine whether or not the second start ball entry section 33WB will be opened, and a variable display is displayed on the normal pattern display device 41, described below, to inform the player of the result of the start ball entry support lottery. Here, if the start ball entry support lottery is won, a specific condition is met, and after the variable display ends, the second start ball entry section 33WB is opened for a predetermined period of time.

[0080] The second start-up winning section 33WB is a variable winning device that changes state between an open state (open state), which is a predetermined operating state in which the game ball can enter, and a closed state (closed state), which is a predetermined stop state in which the game ball cannot enter.

[0081] In detail, the second start winning section 33WB comprises a second start winning opening 33WBa into which a game ball can enter, a pair of left and right blade members 33WBb as operating parts (objects of operation) provided on both the left and right sides of the second start winning opening 33WBa, a start winning opening solenoid (not shown) that drives the pair of blade members 33WBb to open and close, and a second start winning switch 224b that can detect a game ball that has entered the second start winning opening 33WBa.

[0082] The pair of blade members 33WBb are each pivotally supported, and are normally maintained in a close, closed position (closed state) by a predetermined maintenance function. Also, an entry prevention member 145 is provided directly above the second start winning section 33WB to prevent game balls from entering between the pair of blade members 33WBb in the closed state. As a result, the second start winning section 33WB is normally in a closed state, preventing game balls flowing down the right-side area EB of the game area from entering the second start winning opening 33WBa.

[0083] On the other hand, when a predetermined start condition (open condition) is met as described below, the pair of blade members 33WBb are rotated and displaced so that their tips move away from each other to an open position (open state). As a result, a gap through which the game ball can pass is formed between the entry prevention member 145 and the tip of each blade member 33WBb, and the second start winning section 33WB is in an open state in which the game ball flowing down the right area EB of the game area can enter the second start winning port 33WBa.

[0084] Under this configuration, when a gaming ball enters the second start winning section 33WB that is in the open state and the second start winning switch 224b detects the gaming ball and turns on, a lottery is held to determine whether or not a jackpot state will be generated as a special state (jackpot lottery), and a variable display of a special symbol is performed on the second special symbol display device 43B, which will be described later. Here, when a gaming ball enters the second start winning section 33WB and the second start winning switch 224b detects the gaming ball and turns on, a start condition is established, and based on this, a variable display of a special symbol is performed on the second special symbol display device 43B.

[0085] Hereinafter, for the sake of convenience, the variable display for a predetermined period triggered by a ball entering the first start winning section 33WA will also be referred to as the "first variable display," and the variable display for a predetermined period triggered by a ball entering the second start winning section 33WB will also be referred to as the "second variable display." Furthermore, the variable time of the first variable display will be referred to as the "first variable time," and the variable time of the second variable display will be referred to as the "second variable time."

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

[0087] In this embodiment, ten game balls (prize balls) are paid out when the ball lands in the regular prize section 31A, fifteen when the ball lands in the variable prize device 32A (large prize opening 32Aa), three when the ball lands in the first start prize section 33WA, and three when the ball lands in the second start prize section 33WB. Of course, the number of prize balls paid out corresponding to each prize section is not limited to these and may be other different numbers.

[0088] Additionally, the gaming board 30 is provided with an outlet 36 corresponding to the bottom of the gaming area (the gaming area lower area ED), and gaming balls that do not win in the various winning sections such as the general winning section 31A are discharged outside the gaming area (to the back side of the gaming board 30) through this outlet 36. Additionally, the gaming board 30 is provided with various members such as numerous nails and windmills as changing means for changing or altering the flow direction of gaming balls.

[0089] Next, various game states in the pachinko machine 10 of this embodiment will be described. First, the types of big wins in this embodiment will be described.

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

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

[0092] In the jackpot state of "15R jackpot", the jackpot opening operation is repeated 15 times (15 rounds). Note that the "jackpot opening operation" refers to a single opening / closing operation until the closed state is reached, on the condition that, for example, the large prize opening shutter 32Ab of the variable prize winning device 32A is switched from a closed state (closed state) to an open state (open state) by the function of the changing means, and then a predetermined state occurs in which the specified maximum opening time of "30 seconds" has elapsed, or a specific state occurs in which "8" game balls, the specified maximum number of winning balls, have entered the variable prize winning device 32A (the same applies below).

[0093] The maximum opening time is not limited to 30 seconds, and may be set to another time, such as 25 seconds or 35 seconds. The maximum number of winning prizes is not limited to eight, and may be set to 10 or 15.

[0094] Of the two termination triggers for the "jackpot opening operation (round play)" described above, one termination trigger, "the state where the specified maximum opening time has elapsed," is a state in which the specified maximum number of game balls do not enter the variable winning device 32A during the jackpot opening operation (round play), causing it to become closed, and is a state that is less advantageous to the player than the other termination trigger, "the state in which the specified maximum number of game balls have entered the variable winning device 32A."

[0095] Therefore, in this embodiment, when an ending trigger occurs that is less advantageous to the player, the interval period is made shorter than when the other ending trigger, ``a state in which the specified maximum number of game balls have won the variable winning device 32A,'' occurs, so that the player can move on to the next round more quickly, in order to work to his or her advantage.

[0096] As will be explained in more detail later, one advantage of shortening the interval period is that, for example, even if a game ball enters the variable entry device 32A just before the end of a round of play (if there is a win that could result in an over-entry), the winning game ball (the game ball before being detected by the large entry port count switch 222) can be detected by the large entry port count switch 222 as a proper game ball that has entered the variable entry device 32A in the next round of play, in the same way as a game ball that will enter the variable entry device 32A in the next round of play, without being considered an over-entry.

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

[0098] In this embodiment, the type of jackpot awarded when a game ball wins the lottery and certain conditions are met differs between when the game ball enters the first start winning section 33WA and when the game ball enters the second start winning section 33WB. When a game ball wins the lottery triggered by the game ball entering the first start winning section 33WA and certain conditions are met, the game ball is assigned to either a "15R jackpot" or a "4R jackpot." When a game ball wins the lottery triggered by the game ball entering the second start winning section 33WB and certain conditions are met, the game ball is assigned to either a "15R jackpot," an "8R jackpot," or a "4R jackpot."

[0099] Next, the start ball entry support state relating to the second start winning section 33WB will be explained. In this embodiment, the start ball entry support state is switched by the function of the change means between a "high ball entry state (high support state)" in which the blade members 33WBb of the second start winning section 33WB are opened relatively frequently, making it easier for the game ball to enter the second start winning section 33WB, and a "low ball entry state (low support state)" in which the blade members 33WBb are opened less frequently than in the "high ball entry state," making it more difficult for the game ball to enter the second start winning section 33WB.

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

[0101] Specifically, in this embodiment, when the start ball entry support lottery is won and specific conditions are met, the second start ball entry section 33WB opens twice in a predetermined period of 0.2 seconds in the "low ball entry state," and twice in a predetermined period of 1.8 seconds in the "high ball entry state." This makes it easier for game balls to enter the second start ball entry section 33WB frequently in the "high ball entry state."

[0102] Next, various game states (various game modes) when the variable display of the special symbol display devices 43A and 43B is performed will be described.

[0103] In this embodiment, the game modes are configured to be switched between three modes by the function of the change means: "normal mode," which is the normal game state; "variable time shortening mode with starting ball entry support (hereinafter referred to as "time shortening A mode")," which can be entered after the end of a jackpot state; and "variable time shortening mode with starting ball entry support (hereinafter referred to as "time shortening B mode")," which can be activated when a predetermined period of time has passed without a jackpot state occurring.

[0104] In the "normal mode," the special pattern display devices 43A, 43B enter a "normal fluctuation state," which is a predetermined operating state in which the fluctuation display is performed at normal times, and the starting goal support state becomes a "low goal state."

[0105] In the specific states of "Time-saving A mode" and "Time-saving B mode," the special symbol display devices 43A and 43B enter a "variation time shortening state," which is a predetermined operating state in which the variable display is performed in a time shorter than normal, and the starting ball scoring support state becomes a "high ball scoring state." In addition, the "normal variable state" and the "variation time shortening state" can be switched by changing the variable time determination table, as described below.

[0106] The "time-saving A mode" 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, the "time-saving A mode" can be granted for a predetermined period after the end of the jackpot state. Specifically, after the end of a "15R jackpot" or an "8R jackpot," the "time-saving A mode" with a maximum of 100 variable play times is granted, and after the end of a "4R jackpot," the "time-saving A mode" with a maximum of 10 variable play times is granted.

[0107] When the start conditions for the "Time-saving A mode" are met, the control state for the blade member 33WBb of the second starting winning section 33WB is switched and changed from a low ball entry state (non-assisted state) as a predetermined state corresponding to the "normal mode" to a high ball entry state (assisted state) as a specific state corresponding to the "Time-saving A mode", as described below.

[0108] Then, if the number of times that variable play (miss variable play) is executed on the special pattern display devices 43A, 43B (the second special pattern display device 43B, which is mainly the operating part) during the "time-saving A mode" reaches the above-mentioned upper limit of 100 times or 10 times without a jackpot state occurring, the "time-saving A mode" ends and transitions to the "normal mode".

[0109] When the termination condition for the "Time-saving A mode" is met, the control state for the blade member 33WBb of the second starting winning section 33WB is switched from a high ball entry state (auxiliary state) corresponding to the "Time-saving A mode" to a low ball entry state (non-auxiliary state) corresponding to the "normal mode."

[0110] In addition, the "Time-saving B mode (ceiling time-saving mode)" is a game mode that can be activated when no jackpot state occurs during the "normal mode" and the number of times that variable play (missing variable play) is executed on the special pattern display device 43A, 43B (the first special pattern display device 43A, which is mainly the operating part) reaches a predetermined upper limit (so-called ceiling) of 500 times.

[0111] When the start conditions for the "Time-saving B mode" are met, the control state for the blade member 33WBb of the second starting winning section 33WB is switched from a low ball entry state (non-assisted state) corresponding to the "normal mode" to a high ball entry state (assisted state) corresponding to the "Time-saving B mode", as described below.

[0112] Then, if the number of times that variable play (missing variable play) is executed on the special pattern display device 43A, 43B (mainly the second special pattern display device 43B) during the "time-saving B mode" reaches the predetermined upper limit of 200 times without a jackpot occurring, the "time-saving B mode" ends and the mode transitions to the "normal mode."

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

[0114] However, in this embodiment, once the "Time-saving B mode" is activated and ends without a jackpot state occurring, the "Time-saving B mode" will not be activated again unless the next jackpot state occurs or a data clear process is performed on RAM 503 of the main control unit 261.

[0115] Furthermore, as mentioned above, in "normal mode," the start ball entry support state for the second start ball entry section 33WB does not become a "high ball entry state," but becomes a "low ball entry state" in which it is difficult for the game ball to enter the second start ball entry section 33WB, so that in effect, no balls will enter the second start ball entry section 33WB.

[0116] In addition, although details will be described later, in this embodiment, various display effects corresponding to the current game state (game mode) are performed on the effect display device 42. For example, there are a "normal stage effect" that is performed based on a ball entering the first start winning section 33WA in the "normal mode," a "rush stage effect" that is performed when the "time-saving A mode" with an upper limit of 100 variable game plays is granted, a "battle stage effect" that is performed when the "time-saving A mode" with an upper limit of 10 variable game plays is granted, and a "lucky stage effect" that is performed when the "time-saving B mode" with an upper limit of 200 variable game plays is granted.

[0117] As shown in Figure 1-4, on the outside of the upper right corner of the game area, there are provided a normal pattern display device 41 for displaying the results of the start ball entry support lottery which is held based on the passage of the game ball through the through gate 34, a first special pattern display device 43A for displaying the results of the win / loss lottery (jackpot lottery) which is held based on the ball entering the first start ball entry section 33WA, and a second special pattern display device 43B for displaying the results of the win / loss lottery (jackpot lottery) which is held based on the ball entering the second start ball 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 to be operated) that act as the operating section. In the normal symbol display device 41, for example, the right normal symbol lamp flashes (varies) when a game ball passes through the through gate 34. Then, after the normal symbol lamp, which is in a predetermined operating state, flashes (symbol variation state) for a predetermined time, the flashing display (varies) is stopped in a manner based on the results of the start-going ball support lottery. In other words, the stopping state of the normal symbol lamp when the variation display stops, i.e., the lighting state (combination of lit normal symbol lamps), corresponds to various results of the start-going ball support lottery, and the stopping state of the normal symbol lamp when the variation display stops definitively displays the results of the start-going ball support lottery. For example, lighting both the left and right normal symbol lamps indicates a "win," while lighting only the left normal symbol lamp indicates a "lose."

[0119] The display section (special symbol variable area) of the first special symbol display device 43A is composed of four LEDs (first special symbol lamps that constitute the first special symbol to be operated) that are the operating section. In the first special symbol display device 43A, when a ball enters the first start winning section 33WA, the first special symbol lamp corresponding to the first variable display, which is in a predetermined operating state, is switched on and off.

[0120] Then, on the display unit of the first special pattern display device 43A, the first special pattern lamp is switched on and off (pattern changing state) for a predetermined period of time, and then the first special pattern lamp is stopped and switched on and off at a predetermined stop display state based on the result of the win / lose lottery (jackpot lottery), and the stop display is confirmed (pattern confirmed state) for a predetermined period of time.

[0121] In other words, the lighting state (combination of lit first special lamps) when the first special lamp reaches the stop display confirmation state is pre-associated with various results of the win / lose lottery, and the lighting state when the first special lamp reaches the stop display confirmation state will definitively indicate the result of the win / lose lottery (whether it is a ``jackpot'' or a ``miss'').

[0122] In other words, if the result of the win / loss lottery is a specific result, which is a specific jackpot winning result, a first variable display (jackpot variable display) corresponding to the specific jackpot, which is a specific variable display, is displayed for a specific period of time, and then the stop display is confirmed in a specific state where the display is stopped in a jackpot stop display mode, which is a specific mode corresponding to the specific jackpot, and this state is maintained for a specific period of time by a specified maintenance function.On the other hand, if the result of the win / loss lottery is a specific loss result, a first variable display (loss variable display) corresponding to the specific loss is displayed for a specific period of time, and then the stop display is confirmed in a specific state where the display is stopped in a loss stop display mode, which is a specific mode corresponding to the specific loss, and this state is maintained for a specific period of time by a specified maintenance function.

[0123] The display section (special symbol variable area) of the second special symbol display device 43B is composed of four LEDs (second special symbol lamps that constitute the second special symbol to be operated) that are the operating section. In the second special symbol display device 43B, when a ball enters the second start winning section 33WB, the second special symbol lamp corresponding to the second variable display, which is the predetermined operating state, is switched on and off.

[0124] Then, on the display unit of the second special pattern display device 43B, the second special pattern lamp is switched on and off (pattern changing state) for a predetermined period of time, and then the second special pattern lamp is stopped and switched on and off in a predetermined stop display state based on the result of the win / lose lottery (jackpot lottery), and the stop display is confirmed (pattern confirmed state) for a predetermined period of time.

[0125] In other words, the lighting mode (combination of lit first special lamps) when the second special lamp reaches the stop display confirmation state is pre-associated with various results of the win / lose lottery, and the lighting mode when the second special lamp reaches the stop display confirmation state will definitively indicate the result of the win / lose lottery (whether it is a ``jackpot'' or a ``miss'').

[0126] In other words, if the result of the win / loss lottery is a specific result, which is a predetermined jackpot winning result, a second variable display (jackpot variable display) corresponding to the specified jackpot, which is a specific variable display, is displayed for a predetermined time, and then the stop display is confirmed in a specific state where the display is stopped in a jackpot stop display mode, which is a specific mode corresponding to the specified jackpot, and this state is maintained for a predetermined period by a predetermined maintenance function. On the other hand, if the result of the win / loss lottery is a specific loss result, a second variable display (loss variable display) corresponding to the specified loss is displayed for a predetermined time, and then the stop display is confirmed in a specific state where the display is stopped in a loss stop display mode, which is a specific mode corresponding to the specified loss, and this state is maintained for a predetermined period by the 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," "8R jackpot," or "4R jackpot") depending on the lighting mode (stop mode) at which they are stopped. Note that the special symbol display devices 43A and 43B may have multiple stop modes, rather than just one, that indicate various jackpots or losses, and any one of these may be selected and displayed as a stop mode.

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

[0129] Furthermore, after the stop display on the first special pattern display device 43A or the second special pattern display device 43B, if the next variable display is not performed even after the stop display determination period has elapsed (except during a jackpot state described later), the first special pattern display device 43A or the second special pattern display device 43B is configured to switch from a lighting mode indicating the result of the win / loss lottery to a lighting mode indicating a standby state as a specific stop state in which no variable display is being performed. Not limited to this, the lighting mode indicating the result of the win / loss lottery may be configured to be maintained as is by a predetermined specific stop function, as in a jackpot state described later.

[0130] Furthermore, in this embodiment, if a game ball enters the first start winning section 33WA, which is a start condition, during the execution of the first variable display, the first variable display corresponding to the ball is reserved and stored, and after the first variable display currently being executed is stopped and displayed, the reserved and stored first variable display is started. Similarly, if a game ball enters the second start winning section 33WB, which is a start condition, during the execution of the second variable display, the second variable display corresponding to the ball is reserved and stored, and after the second variable display currently being executed is stopped and displayed, the reserved and stored second variable display is started.

[0131] Note that the first special symbol display device 43A and the second special symbol display device 43B may have a different configuration from the above. For example, the display units (special symbol variation areas) of the special symbol display devices 43A and 43B may each be configured with two segment display devices. Each segment display device has eight display segments. Each display segment has an individual light source made of an LED, and by controlling the on / off of these individual light sources, it is possible to light up any one display segment or any combination of display segments. As a result, each segment display device individually displays a predetermined symbol (including letters and numbers) as a special symbol. In addition, the color displayed in any or all display segments may be configured to be changeable as needed.

[0132] In addition, when a game ball passes through the through gate 34 during the variable display on the normal pattern display device 41, the variable display corresponding to the passage is reserved and stored, and after the variable display currently being executed is stopped, the reserved and stored variable display is started.

[0133] In addition, in this embodiment, adjacent to the normal pattern display device 41 and the special pattern display devices 43A, 43B, there are provided a normal hold display device 44 that indicates that the variable display of the normal pattern display device 41 is reserved and stored, a first hold display device 46A as a first hold display means that can notify or suggest that the first variable display is reserved and stored (having the right to execute the first variable display), and a second hold display device 46B as a second hold display means that can notify or suggest that the second variable display is reserved and stored (having the right to execute the second variable display). In this embodiment, the first special pattern display device 43A, the second special pattern display device 43B, the first hold display device 46A, the second hold display device 46B, the normal pattern display device 41, and the normal hold display device 44 are directly display-controlled by a main control device 261 as a control unit (main control unit) described later.

[0134] The normal reserve display device 44 is composed of two LEDs (normal reserve lamps) that serve as operating units. In this embodiment, it is configured to be able to reserve and store up to four variable displays of the normal symbol display device 41, which are performed based on the passage of the game ball through the through gate 34. For example, when one variable display of the normal symbol display device 41 is reserved, the normal reserve lamp on the left lights up, when two displays are reserved, the normal reserve lamps on the left and right lights up, when three displays are reserved, the normal reserve lamp on the left flashes and the normal reserve lamp on the right flashes, and when four displays are reserved, the normal reserve lamps on the left and right flash.

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

[0136] The first hold display device 46A is composed of two LEDs (first hold lamps) that serve as operating units. In this embodiment, it is configured to be able to hold and store up to four first variable displays based on the entry of a game ball into the first start winning section 33WA. For example, when one first variable display is held, the left first hold lamp lights up; when two first variable displays are held, the left and right first hold lamps light up; when three first variable displays are held, the left first hold lamp flashes and the right first hold lamp lights up; and when four first variable displays are held, the left and right first hold lamps flash. When multiple first variable displays are held and stored, the first variable displays are consumed sequentially in the order in which they were held and stored (starting with the first one held).

[0137] The second reserve display device 46B is composed of two LEDs (second reserve lamps) that serve as operating units. In this embodiment, it is configured to be able to reserve and store up to four second variable displays based on the entry of a game ball into the second start winning section 33WB. For example, when one second variable display is reserved, the second reserve lamp on the left lights up; when two second variable displays are reserved, the second reserve lamps on the left and right lights up; when three second variable displays are reserved, the second reserve lamp on the left flashes and the second reserve lamp on the right flashes; and when four second variable displays are reserved, the second reserve lamps on the left and right flash. When multiple second variable displays are reserved and stored, the second variable displays are consumed sequentially in the order in which they were reserved and stored (starting with the first one).

[0138] Furthermore, if a new game ball enters the start winning section 33WA, 33WB during the jackpot state, the corresponding variable display will also be reserved and not started if it can be reserved.The variable display is not executed during the jackpot state, and the variable display will be started in a predetermined order after the jackpot state ends.However, in this embodiment, as will be described later, in the jackpot state, a "right hit" is usually performed, and since it is relatively easy for the game ball to enter the second start winning section 33WB provided in the right area EB of the game area, basically, after the jackpot state ends, the second variable display will be in a reserved and stored state.

[0139] As described above, basically, the first variable display triggered by a ball entering the first start winning section 33WA is stored in the order in which the corresponding game balls entered the first start winning section 33WA and is consumed in the order in which they entered, and the second variable display triggered by a ball entering the second start winning section 33WB is stored in the order in which the corresponding game balls entered the second start winning section 33WB and is consumed in the order in which they entered.

[0140] However, if the first variable display triggered by a ball entering the first start winning section 33WA and the second variable display triggered by a ball entering the second start winning section 33WB are on hold (if one or more of the first hold lamps and second hold lamps are lit), the second variable display triggered by a ball entering the second start winning section 33WB will be consumed first. In other words, unless a specific state is reached in which all second variable displays triggered by a ball entering the second start winning section 33WB have been consumed, the first variable display triggered by a ball entering the first start winning section 33WA will not be displayed. For example, in a specified state where one first reserve lamp of the first reserve display device 46A is lit, if a game ball enters the second start winning section 33WB and one second reserve lamp of the second reserve display device 46B is lit, the first variable display triggered by the ball entering the first start winning section 33WA will be postponed, and the second variable display triggered by the ball entering the second start winning section 33WB will be performed first.

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

[0142] The effect display device 42 is configured to be able to execute effect variable display (variable display of decorative symbols, etc.) in accordance with the variable display by the special symbol display devices 43A, 43B.

[0143] For example, in this embodiment, as shown in Figure 1-44, the performance display device 42 has three pattern display areas: top, middle, and bottom (top pattern display area, middle pattern display area, bottom pattern display area), and multiple types of decorative patterns (patterns numbered 1 to 9) are displayed (displayed in a changing manner) in each pattern display area, and then the decorative patterns are displayed in a stopped state in each pattern display area in order (for example, top pattern display area → bottom pattern display area → middle pattern display area).

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

[0145] Also, when decorative symbols are displayed in a combination corresponding to a jackpot, the preceding step is, for example, to display the same decorative symbols on a predetermined effective line in the upper and lower symbol display areas. In this way, the same symbols are displayed on a predetermined effective line in the upper and lower symbol display areas, and the special state in which the variable display is still being performed in the middle symbol display area is called a reach state. Of course, the occurrence of a reach state does not necessarily mean that a jackpot state will occur, and there are cases where it will not occur.

[0146] In this embodiment, after a reach state occurs, if a decorative pattern that is the same as the decorative pattern (reach pattern) displayed in the upper and lower pattern display areas is displayed stopped on the same active line in the middle pattern display area (if a decorative pattern with the same number as the number is displayed stopped), the fixed stop display state is maintained for a predetermined period by a predetermined maintenance function, and then a jackpot state occurs. However, in this embodiment, the type of jackpot cannot be determined depending on the type of decorative pattern displayed. Of course, instead of this, a configuration may be adopted in which the type of jackpot can be determined based on the type of decorative pattern displayed.

[0147] As shown in FIG. 1-3, a ball passage unit 70 is provided on the back 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 predetermined gap between the launch rail 61 provided on the front side of the inner frame 12 and the rail 50 (outer rail component 52), and the ball passage unit 70 of the front frame 14 is formed with a foul ball passage 72 that guides 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 up the rail 50 as a foul ball, the foul ball is discharged to the lower tray 15 via the foul ball passage 72.

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

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

[0150] The symbol 67 in Figures 1-3 and 1-4 is a payout passage for guiding the game balls paid out by the payout mechanism unit 352 described later to the front of the inner frame 12, and is divided into a passage leading to the upper tray connecting passage 73 (upper tray 19) and a passage leading to the lower tray connecting passage 71 (lower tray 15).

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

[0152] On the other hand, in a specific state in which the front frame 14 is closed, the shutter 68 is pushed open by the rear end of the entrance side of the lower tray connecting passage 71. Also, the entrance portion (ball inlet portion) of the lower tray connecting passage 71 and the entrance portion (ball inlet portion) of the upper tray connecting passage 73 are located adjacent to each other. Furthermore, in a specific stop state in which the front frame 14 is closed, the two entrance portions 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 connecting passage 73 are filled with game balls, the game balls to be paid out will flow toward the lower tray connecting passage 71 (overflowing into the entrance side of the lower tray connecting passage 71) and will be paid out through the lower tray connecting passage 71 to the lower tray 15.

[0153] In addition, the ball passage unit 70 is provided with a full detection switch (not shown) that detects gaming balls located in the lower tray connecting passage 71. The presence of this full detection switch makes it possible to know that the lower tray 15 is full of gaming balls (that the lower tray 15 is full of gaming balls and gaming balls are stuck in the lower tray connecting passage 71). In this embodiment, based on the full detection switch continuously detecting gaming balls for a predetermined period of time, an error notification is controlled to inform the user that the lower tray 15 is full using a display or sound on the performance display device 42. Furthermore, when the accumulation of gaming balls in the lower tray connecting passage 71 is resolved and gaming balls are no longer detected by the full detection switch (when they are not 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 described with reference to Figures 1-5, 1-6, etc. On the rear of the pachinko machine 10, various control boards are arranged in rows vertically and horizontally, with some overlapping front to back, and further, a game ball supply device (payout mechanism) as an operating part that supplies game balls, a resin protective cover, etc. are attached. The payout mechanism and protective cover are integrated into one unit, and since the resin part is generally sometimes referred to as the back pack, this unit will be referred to here as the "back pack unit 203."

[0155] First, we will explain the rear configuration of the gaming board 30. As shown in Figure 1-6, a resin frame cover 213 that covers the center frame 47 from behind is provided protruding rearward on the rear side of the variable display unit 35 (see Figure 1-4) that is arranged corresponding to the through-hole in the center of the gaming board 30. In addition, on the rear side of the frame cover 213, the effect display device 42, which is a liquid crystal display device facing forward through the opening of the frame cover 213, the display control device 45, and the sub-control device 262 are detachably attached in a stacked state in the front and rear.

[0156] The effect display device 42 is housed in a housing box (symbol omitted) which has an opening formed therein for exposing the liquid crystal display unit 42a of the effect display device 42 to the front side of the pachinko machine 10, and is fixed to the back side of the frame cover 213. The display control device 45 is housed in a board box 45a and is fixed to the back side of the effect display device 42. The sub-control device 262 is housed in a board box 262a and is fixed to the back side of the display control device 45 (board box 45a). The board boxes 45a and 262a are made of a transparent resin material or the like, and the insides are visible. An LED control board that drives the LEDs built into the center frame 47, etc., is arranged inside the frame cover 213.

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

[0158] In this embodiment, the back frame set 215 also functions as a mounting base for the main control device 261. More specifically, the board box 263 on which the main control device 261 is mounted is rotatably supported on the back frame set 215 and can be opened rearward.

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

[0160] Although not shown, the back frame set 215 is provided with a first board relay board that is electrically connected via cable connectors to the general winning switch 221a, the special winning port count switch 222, the start winning switches 224a and 224b, and the through gate switch 225. This first board relay board relays between the general winning switch 221a, etc. and the main control device 261, which serves as the operating unit, and is electrically connected to the main control device 261 via a cable connector. In contrast, the start winning switches 224a and 224b, which detect winning in the start winning units 33WA and 33WB, are connected directly to the main control device 261 via a connector cable without passing through a relay board.

[0161] The detection results detected by the various ball entry detection switches are input to the main control device 261. Then, the main control device 261 sends a payout command (number of game balls to be paid out) according to the winning status at each time to the payout control device 311, and a predetermined number of game balls are paid out based on the output signal from the payout control device 311 (except when detected by the through gate switch 225).

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

[0163] Next, the configuration of the back pack unit 203 will be described. As shown in FIG. 1-5, the back pack unit 203 is an integrated unit of a resin-molded back pack 351 and a game ball payout mechanism 352. The back pack unit 203 is supported so as to be openable and closable on the left side (right side in FIG. 1-5) of the inner frame 12, and can be opened rearward around an opening / closing axis extending in the vertical direction. In addition, an external terminal board 240 is provided on the upper left side (upper right side in FIG. 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 unit 261 to the hall computer (not shown) of the gaming hall, and is electrically connected to the main control unit 261 and has multiple output terminals (10 in this embodiment) that can output signals according to the gaming status to the outside.

[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 sections (reference numbers omitted), and each core wire insertion section is configured to be able to insert and clamp one core wire. In other words, a pair of upper and lower core wire insertion sections function as a single output terminal.

[0166] Meanwhile, the other end of the communication cable is electrically connected to the hall computer via a relay device (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 that output terminal. Then, based on the various information input in this way, the hall computer grasps various game states of the pachinko machine 10 that is the output source.

[0167] For example, in this embodiment, as shown in Figure 1-5, output terminals for outputting information from the main control unit 261 to the hall computer 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] In addition, although not designated by reference numerals for the sake of simplicity, the external terminal board 240 of this embodiment also includes a terminal (third terminal) for outputting information (identification signal) indicating that a variable display has been made in the first special pattern display device 43A, a terminal (fourth terminal) for outputting information (identification signal) indicating that a variable display has been made in the second special pattern display device 43B, a terminal (fifth terminal) for outputting information (identification signal) indicating that a game ball has entered the first start winning section 33WA, and a terminal (fifth terminal) for outputting information (identification signal) indicating that a game ball has entered the second start winning section 33WB. The machine is provided with a terminal (6th terminal) for outputting information (identification signal) indicating that the inner frame 12 is open, a terminal (7th terminal) for outputting information (identification signal) indicating that the front frame 14 is open, a terminal (9th terminal) for outputting information (identification signal) indicating that various errors (winning error, no tank ball error, payout error, etc.) have been detected, and a terminal (10th terminal) for outputting information (identification signal) indicating that a predetermined number of prize balls have been paid out from the payout control device 311, which is the operating unit.

[0169] Furthermore, it is not necessary for all output terminals of the external terminal board 240 to be connected to the hall computer, and which output terminal to obtain information from is determined at the discretion of the amusement hall manager, etc. In other words, the amusement hall manager, etc. can use only the information necessary for the operation of the amusement hall.

[0170] Furthermore, the type of information output from the external terminal board 240 and the number of output terminals for outputting the information are not limited to the configuration exemplified above, and may be configured to output information different from the information (signal) exemplified above depending on the model of the pachinko machine 10, etc.

[0171] The back pack 351 is integrally molded from, for example, ABS resin, and includes a protective cover portion 354 that protrudes rearward from the pachinko machine 10 and has a substantially rectangular parallelepiped shape. The protective cover portion 354 is closed on the left and right sides and the top, 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 portions (the left portion in FIG. 1-5) of the board box 263. As a result, when the back pack unit 203 is closed, the sealing member provided on the right portion of the board box 263 and the terminal portion (board-side connector) provided along the upper edge of the main control device 261 are covered.

[0172] The payout mechanism 352 is disposed so as to bypass the protective cover 354. Above the protective cover 354, a tank 355 with an opening at the top is provided, and this tank 355 is successively replenished with gaming balls supplied from the island facilities of the gaming hall. Below the tank 355, a tank rail 356, which has, for example, two horizontal rows of ball passages and gently slopes downstream, is connected, and a case rail 357 is connected vertically to the downstream side of the tank rail 356. A payout device 358 is provided at the most downstream portion of the case rail 357, and the required number of gaming balls are appropriately paid out by a predetermined electrical configuration such as a payout motor. The gaming balls paid out by the payout device 358, which serves as the operating unit, are then supplied to the upper tray 19, etc.

[0173] The dispensing mechanism 352 is also provided with a dispensing relay board 381 that relays dispensing command signals from the dispensing control device 311 to the dispensing device 358, and a power switch board 382 that takes in main power from the outside. 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 as a changing means.

[0174] Below the rear pack unit 203 (base box 263), a lower frame set 251 is provided, which is pivotally supported on the left side (right side in FIG. 1-5) of the inner frame 12 and can be opened rearward. As shown in FIG. 1-6, the lower frame set 251 is formed with a discharge passage 217 into which game balls collected by the ball collection mechanism described above flow, and a discharge chute (not shown) is formed at the most downstream portion of the discharge passage 217 for discharging game balls to the outside of the pachinko machine 10. That is, game balls that have won in each winning section, such as the general winning section 31A, are collected via the ball collection mechanism of the rear frame set 215 and then discharged to the outside of the pachinko machine 10 through the discharge chute of the discharge passage 217. The outlet 36 also communicates with the discharge passage 217, and game balls that have not won in any winning 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 entities and can be opened and closed independently, but the back pack unit 203 and the lower frame set 251 may also be formed integrally.

[0175] 1-5, the power supply and launch control device 310, the dispensing control device 311, and the CR unit connection board 314 are removably attached in a stacked state on the back side of the lower frame set 251. The power supply and launch control device 310 includes a launch control circuit 312 and a power supply circuit 313, and is housed in a board box 313a and fixed to the back side of the lower frame set 251.

[0176] The dispensing control device 311 is housed in a board box 311a and fixed to the back side of the board box 313a (power supply / launch control device 310). The board box 311a housing the dispensing control device 311 is provided with a sealing member, similar to the board box 263 housing the main control device 261 described above, so that evidence that the board box 311a has been opened remains.

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

[0178] In addition, the dispensing control device 311 is provided with a state return switch 321 that protrudes outward from the base box 311a. For example, when the state return switch 321 is pressed in the event of a dispensing error, such as a ball jam in the dispensing motor, the dispensing motor enters a predetermined operating state in which it rotates forward and backward, thereby resolving the ball jam (returning to the 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, so that in the unlikely event of a power outage, the state at the time of the power outage is maintained, and when power is restored from the power outage, the state at the time of the power outage can be restored. Therefore, when the power is turned off in the normal procedure (for example, when the game hall closes), the state before the power outage is stored and maintained, so if you want to return to the initial state when the power is turned on, turn on the power while pressing the RAM erase switch 323.

[0180] As shown in FIG. 1-6, a locking device 600 is provided on the rear side of the right side of the inner frame 12. The locking device 600 is equipped with a cylinder lock 600a (see FIG. 1-1, etc.) exposed on the front side of the front frame 14. The inner frame 12 can be unlocked by inserting a key into the keyhole of the cylinder lock 600a and turning it in one direction, and the front frame 14 can be unlocked by turning it in the other direction. 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-side frame component 11d of the outer frame 11 has an extended wall portion 83 formed thereon that covers the entire upper and lower sections corresponding to the locking device 600 from the rear side of the inner frame 12 (see FIG. 1-5). This makes it difficult to insert a wire or the like from the rear side of the outer frame 11 and operate the locking device 600 using the wire or the like. As a result, defensive performance can be improved. Furthermore, the extended wall portion 83 is configured to cover the right end (the left end in FIG. 1-5) of the rear pack unit 203 and the lower frame set 251 from the rear side, so that when the inner frame 12 is in a predetermined stopped state in which it is closed, the rear pack unit 203 and the lower frame set 251 cannot be opened.

[0182] 1-4, a front frame open detection switch 91 for detecting the opening of the front frame 14 is provided on the lower right side of the front side of the inner frame 12 (to the right of the launching device 60), and an inner frame open detection switch 92 for detecting the opening of the inner frame 12 is provided on the lower right side of the back side of the inner frame 12 (to the lower left in FIG. 1-5) as shown in FIG. 1-5. The front frame open detection switch 91 and the inner frame open detection switch 92 each have a detection unit that can be retracted into the switch main body, with the front frame open detection switch 91 being provided with its detection unit facing forward and the inner frame open detection switch 92 being provided with its detection unit facing backward. When the detection unit is in an ON state protruding from the switch main body, it outputs an ON signal to the main control device 261, and when the detection unit is pressed toward the switch main body and retracted into the switch main body, it outputs an OFF signal to the main control device 261. In other words, when the front frame 14 is closed, the detection part of the front frame open detection switch 91 is pressed by the back surface of the front frame 14, turning it to the OFF state, and when the front frame 14 is opened, the detection part returns to the protruding state and turns it to the ON state. Similarly, when the inner frame 12 is closed, the detection part of the inner frame open detection switch 92 is pressed by the pressing part 86 integrally formed with the receiving part 85 of the outer frame 11, turning it to the OFF state, and when the inner frame 12 is opened, the detection part returns to the protruding state and turns it to the ON state.

[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 as a one-chip microcomputer that is an arithmetic unit. The CPU 501 contains 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 an interrupt circuit, a timer circuit, and a data transmission / reception circuit. However, the CPU, ROM, and RAM may not be integrated into a single chip, and each function may be integrated into a chip.

[0184] RAM 503 includes a stack area in which the contents of the internal registers of CPU 501 and the return addresses of control programs executed by CPU 501 are stored, a working area (working region) in which various flags, counters, I / O values, etc. are stored, and a backup area 503a.

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

[0186] The backup area 503a is an area for storing values ​​such as stack pointers, registers, and I / Os at the time of power cut (including power cuts; the same applies below) so that the state of the pachinko machine 10 can be restored to the state before power cut when the power is turned back on if the power is cut off due to a power outage or the like. Writing to the backup area 503a is performed by the main processing when the power is cut off, and conversely, the restoration of each value written to the backup area 503a is performed by the main processing when the power is turned on (including power on after the power is recovered; the same applies below). Note that the NMI terminal (non-maskable interrupt terminal) of the CPU 501 is configured to receive a power outage signal SK1 output from a power outage monitoring circuit 542 (described later) when the power is cut off due to a power outage or the like, and power outage processing (NMI interrupt processing) is immediately executed when a power outage occurs.

[0187] Note that it is not necessary to back up data stored in all areas as long as data stored in at least the stack area and the backup area 503a is backed up. For example, a configuration may be adopted in which data stored in the stack area and the backup area 503a is backed up, but data stored in the work area is not backed up.

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

[0189] In addition, for convenience, various relay boards and the like are not shown, but the input / output port 505 is connected to various ball entry detection switches such as the general winning switch 221a, the large winning slot count switch 222, the start winning switches 224a, 224b, the through gate switch 225, various boards such as the power supply / launch control device 310, the payout control device 311, the sub-control device 262, information display devices such as the hold display devices 46A, 46B, the normal hold display device 44, a solenoid that operates the variable winning device 32A, a solenoid that operates the second start winning section 33WB, and other various electrical components. 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 these terminal sections and the like constitute the input / output port 505.

[0190] The sub-control device 262 (sub-control board) as a control unit (sub-control unit) is equipped with 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 etc. when executing the control programs stored in the ROM 552, an input / output port 554, a bus line 555, and also various other circuits such as an interrupt circuit, a timer circuit, a data transmission / reception circuit etc. which are not shown.

[0191] Incidentally, the RAM 553 is provided with a game information storage area for storing various game information (game data). In the game information storage area serving as a history information storage area, in addition to game history information such as the number of times a variable display has been executed (number of starts) and the number of jackpots, execution history information indicating that a specific effect such as a premium effect has been executed is stored, and when a jackpot variable display has been executed, execution history information relating to the jackpot variable display (such as the type of effect executed in the jackpot variable display and the type of jackpot stop symbol) is stored. Of course, the number of times a variable display in which various effects such as a school of fish effect have been executed may be stored, not only in the case of a jackpot variable display but also in the case of a miss variable display.

[0192] More specifically, the sub-controller 262 updates various counters based on commands sent from the main controller 261 and stores the updated counters in the game status information storage area of ​​the RAM 553.

[0193] For example, when the sub-controller 262 receives a variation pattern command from the main controller 261, it adds 1 to the values ​​of the total start number counter and the inter-jackpot start number counter set in the game information storage area.

[0194] The total start counter is for counting the number of times (starts) that the variable display has been executed in this pachinko machine 10 from the time the power was turned on to the present time. The inter-jackpot start counter is for counting the number of times that the variable display has been executed in this pachinko machine 10 from the time the previous jackpot state ended to the present time.

[0195] In addition, when the sub-controller 262 receives an opening command from the main controller 261 indicating the start of a jackpot state, it adds 1 to the values ​​of the total jackpot counter and the consecutive jackpot counter set in the game information storage area.

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

[0197] The input / output port 554 is connected to the CPU 551, ROM 552, and RAM 553 via a bus line 555. Furthermore, the input / output port 554 is connected to the display control device 45, the speaker SP, the effect button 125, the cross key 126 (up button 126a, down button 126b, left button 126c, right button 126d, and center button 126e), the illumination units 102 to 104, and the error display lamp 105, etc.

[0198] The CPU 551 of the sub-controller 262 determines the content of the performance based on a command signal (for example, a variable pattern command) sent from the main controller 261, and controls the output of various information to the performance display device 42, speaker SP, illumination units 102-104, etc.

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

[0200] As described above, in this embodiment, the special pattern display devices 43A and 43B controlled by the main control device 261 are configured to inform the player that various winning combinations have been won and specific conditions have been met, and the performance display device 42 controlled by the sub-control device 262 displays decorative patterns in accordance with the changing display of the special patterns on the special pattern display devices 43A and 43B.

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

[0202] Similarly, the CPU 551 of the sub-control device 262 reads out predetermined light emission control data from among a plurality of light emission control data (on / off pattern data) stored in the ROM 552 based on a command signal sent from the main control device 261 (for example, in synchronization with the above-mentioned display control), 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 illumination units 102 to 104, etc., thereby turning on / off the illumination units 102 to 104, etc. and outputting predetermined light information.

[0203] Also, the payout control device 311 as a control unit (payout control unit) controls the payout of prize balls and loan balls by the payout device 358. The CPU 511 as a calculation device is provided with a ROM 512 that stores control programs executed by the CPU 511, fixed value data, etc., and a RAM 513 used as a work memory, etc.

[0204] The RAM 513 of the dispensing control device 311, like the RAM 503 of the main control device 261, has a stack area in which the contents of the internal registers of the CPU 511 and the return addresses of the control programs executed by the CPU 511 are stored, a working area (working region) in which various flags, counters, I / O values, etc. are stored, and a backup area 513a.

[0205] The RAM 513 is configured to be able to retain (back up) data by receiving a backup voltage from the power supply circuit 313 even after the power to the pachinko machine 10 is turned off, and all data stored in the stack area, work area, and backup area 513a is backed up. Note that it is not necessary to back up data stored in all areas, as long as data stored in at least the stack area and backup area 513a is backed up. For example, a configuration may be adopted in which data stored in the stack area and backup area 513a is backed up, but data stored in the work area is not backed up.

[0206] The backup area 513a is an area for storing values ​​such as the stack pointer, registers, and I / O at the time of power cut so that when the power is turned back on, the state of the pachinko machine 10 is restored to the state before the power was cut off in the event of a power outage or the like. Writing to this backup area 513a is performed by the main processing when the power is turned off, and the restoration of each value written to the backup area 513a is performed by the main processing when the power is turned on. Note that, like the CPU 501 of the main control device 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 the power is cut off due to a power outage or the like. When the power outage signal SK1 is input to the CPU 511, an NMI interrupt process is immediately executed as a power outage process.

[0207] The working area is provided with a payout permission flag that sets permission for the payout control device 311 to pay out prize balls, a command reception flag that is set when a command sent from the main control device 261 is received, and a command buffer in which commands sent from the main control device 261 are stored.

[0208] The payout permission flag is a flag that sets permission for the payout of prize balls, and is turned on when a specific command that permits the payout of prize balls is sent from the main control device 261 and the specific command is received, and is turned off when the initial setting process is performed or the state before power was cut off is restored. In this embodiment, the specific commands are a payout initialization command that instructs the initial process of the RAM 513 of the payout control device 311, a prize ball command that instructs the payout of prize balls, and a payout return command that is sent when power is restored to the main control device 261.

[0209] The command reception flag is a flag that checks whether the dispensing control device 311 has received a command, and is turned on when any command is received.Like the dispensing permission flag, it is turned off when the initial setting process is performed or the state before power was cut off is restored, and it is also turned off when the received command is judged by the command judgment process.

[0210] The command buffer is configured as a ring buffer that temporarily stores commands sent from the main control device 261. The ring buffer has a specified storage area, and commands are stored in a regular pattern from the beginning to the end of the storage area, and when commands have been stored in all of the storage area, the buffer returns to the beginning of the storage area and updates the commands. Therefore, when a command is stored or read, the storage pointer and read pointer in the command buffer are updated, and commands are stored and read based on these pointers.

[0211] The CPU 511 incorporating the ROM 512 and RAM 513 is connected to an input / output port 515 via a bus line 514 consisting of an address bus and a data bus. The input / output port 515 is connected to a RAM erasure switch circuit 543, a main control device 261, a power supply / launch control device 310 (launch control circuit 312), a dispensing device 358, a CR unit connection board 314, etc.

[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 unit on the front of the pachinko machine 10, the CR unit (card reader unit, ball dispensing unit) which is placed on the side of the pachinko machine 10 in an amusement 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 game value balance is stored on a card which is a 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 deducted value 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 be a coin type or a stick type.

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

[0214] The launch control circuit 312 of the power supply / launch control device 310 permits or prohibits the launch of gaming balls by the launch device 60. The launch control circuit 312 is electrically connected to the handle 18, the payout control device 311, and the main control device 261. The launch control circuit 312 is also configured to be able to input, from the handle 18, a dial position signal from a variable resistor indicating the rotation operation amount (rotation angle) of the rotation 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. The launch control circuit 312 is also configured to be able to input, from the payout control device 311, a CR unit connection signal indicating that the CR unit is electrically connected to the CR unit connection board 314.

[0215] Then, the firing control circuit 312 outputs a firing state signal to the main control device 261 on the condition that a touch signal, a firing switch signal, and a CR unit connection signal are input, and the main control device 261 outputs a firing permission signal and a ball feeding signal to the firing control circuit 312 on the condition that a firing state signal is input. When a firing state signal is input, the main control device 261 outputs a firing permission signal at 0.6 second intervals.

[0216] Furthermore, when a ball feeding signal is input, the launch control circuit 312 is configured to drive the ball feeding device 63 to a predetermined operating state and send the gaming ball to the launch position. Note that when a preparation ball detection sensor provided in the ball feeding device 63, which is capable of detecting whether or not a gaming ball is present at the launch position, detects that a gaming 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 gaming 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 the touch signal, launch switch signal, CR unit connection signal, dial position signal, and launch permission signal are input. As a result, the game ball set at the launch position is launched by the launch device 60 with a strength based on the dial position signal.

[0218] In addition, 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 power supply interruptions due to power outages, etc., and a RAM erasure switch circuit 543 that is connected to the RAM erasure switch 323.

[0219] The power supply unit 541 supplies the necessary operating power to the main control unit 261, dispensing control unit 311, etc. through a power supply path not shown. In summary, the power supply unit 541 takes in an externally supplied 24-volt AC power supply, generates a +12V power supply to drive various switches, motors, etc., a +5V power supply for logic, a backup power supply for RAM backup, etc., and supplies these +12V power supply, +5V power supply, and backup power supplies to the main control unit 261, dispensing control unit 311, etc. Note that operating power is supplied to the various switches, motors, etc. via the control devices to which they are connected.

[0220] The power outage monitoring circuit 542 is a circuit that outputs a power outage signal SK1 to each NMI terminal of the CPU 501 of the main control device 261 and the CPU 511 of the dispensing control device 311 when the power is cut off due to a power outage or the like. The power outage monitoring circuit 542 monitors the voltage of 24 volts DC, which is the maximum voltage output from the power supply unit 541, and when this voltage falls below 22 volts, it determines that a power outage (power outage) has occurred and outputs a power outage signal SK1 to the main control device 261 and the dispensing control device 311. By outputting this power outage signal SK1, the main control device 261 and the dispensing control device 311 recognize the occurrence of a power outage and perform power outage processing (NMI interrupt processing).

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

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

[0223] The display control device 45 executes the variable display of decorative symbols on the effect display device 42 in accordance with instructions from the sub-control device 262. The display control device 45, which serves 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. An input / output port 554 of the sub-control device 262 is connected to the input port 527. The CPU 521, the program ROM 522, the work RAM 523, and the VDP 526 are connected to the input port 527 via the bus line 530. The VDP 526 is connected to an output port 529 via the bus line 531, and the output port 529 is connected to the effect display device 42, which is a liquid crystal display device.

[0224] The CPU 521 of the display control device 45 receives the display command sent from the sub-control device 262 via the input port 527, analyzes the received command, or performs predetermined arithmetic processing based on the received command, thereby controlling the VDP 526 (generating internal commands for the VDP 526). This allows display control in the performance display device 42.

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

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

[0227] The data table storage area is a memory area that stores a display data table that defines the display content to be displayed on the performance display device 42 over time in various display performances executed based on commands (e.g., variable pattern commands) from the main control device 261, and an additional data table that defines the display content to be displayed on the performance display device 42 over time in various additional performances (e.g., preview performances) executed by the sub-control device 262 in addition to the various display performances 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 image is displayed on the performance display device 42 (liquid crystal display unit 42a) as one unit, and specifies in detail the content (drawing content) of one frame of image to be displayed at that time. Details of the display data table will be described later.

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

[0230] One display data table and one additional data table are prepared for each of the various display effects and various additional effects. For example, if there are 32 variable effect patterns that can be executed based on the variable pattern command from the main control device 261, one table will be prepared for each variable effect pattern, for a total of 32 display data tables. Note that display data tables are prepared that correspond to, for example, miss variable display effects, various reach effects, re-variation effects, re-lottery effects, demo effects, etc.

[0231] Of course, when controlling the display of the performance display device 42, instead of using the display data table and the additional data table to perform the drawing process, the additional data table may be omitted. In this case, the display content added on the sub-control device 262 side may 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, and has, for example, 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, a command buffer, etc.

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

[0234] The additional data table setting area is a memory area for setting an additional data table corresponding to an additional effect to be displayed in addition to the effect displayed on the effect display device 42 using the display data table set in the display data table setting area.

[0235] Here, the configuration contents (drawing contents) of each address in the display data table will be described in detail.

[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 image is displayed on the performance display device 42 (liquid crystal display unit 42a), and specifies in detail the content (drawing content) of one frame of image to be displayed at that time.

[0237] The drawing content specifies the type of sprite, which is a display object that makes up one frame of image, as well as drawing information for displaying each sprite on the performance display device 42, such as the display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, filter specification information, and storage information for each sprite.

[0238] The sprite type is information for specifying the sprite to be displayed. The display position coordinates are information for specifying the coordinates on the performance display device 42 (liquid crystal display unit 42a) where the sprite should be displayed. The magnification ratio is information for specifying the magnification ratio relative to a standard display size previously set for the sprite, and the size of the sprite to be displayed is specified by that magnification ratio. If the magnification ratio is greater than 100%, the sprite will be displayed enlarged compared to the standard size, and if the magnification ratio is less than 100%, the sprite will be displayed reduced compared to the standard size.

[0239] The rotation angle is information for specifying the angle of rotation when the sprite is rotated for display. The translucency value specifies the transparency of the entire sprite. The higher the translucency value, the more the image displayed behind the sprite will be visible through the image.

[0240] The alpha blending information is information for specifying a known alpha blending coefficient used when overlaying other sprites. The color information is information for specifying the color tone of the sprite to be displayed. The filter specification information is information for specifying the image filter to be applied to the specified sprite when drawing that sprite.

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

[0242] For example, in a display data table for variable display, the drawing content for one frame specified for each address is one background image, multiple decorative patterns (pattern 1, pattern 2, ...), effects that express the shining of light on the image, and characters used for various performances (character 1, character 2, ...), and drawing information for each sprite is specified for each address.

[0243] Here, with regard to the "background image," the display position is fixed to the entire screen of the performance display device 42, and the magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information are kept constant over time, so only the "background type," which is information for identifying the type of background image, and storage information are specified.

[0244] Examples of background images for variable displays include background images for various stages corresponding to various game states, and background images for various reach effects, and the "background type" specifies information that specifies which of these will be displayed.

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

[0246] In this embodiment, the display data table defines only the "background type" in addition to the storage information as the drawing content of the background image. However, instead, the display data table may define the "background type" and "position information" indicating the range of the background image corresponding to the "background type" to be displayed. This "position information" may be, for example, information indicating the elapsed time since the background image corresponding to the initial position was displayed. In this case, the CPU 521 determines the range of the background image to be displayed for that frame based on the elapsed time since the background image corresponding to the initial position indicated by the "position information" was displayed.

[0247] Furthermore, the "position information" may be information indicating the elapsed time since the drawing of the image (or display on the performance display device 42) based on this display data table started. In this case, the CPU 521 will identify the range of the background image to be displayed for that frame based on the position of the background image that was displayed at the time when the drawing of the image based on the display data table started and the elapsed time since the drawing of the image, which is indicated by the "position information," started.

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

[0249] For "decorative symbols (symbol 1, symbol 2, ...)," "symbol type offset information" is specified as symbol type information for specifying the decorative symbol to be displayed. This offset information is information that represents the difference in the numbers attached to each decorative symbol. The reason for specifying offset information rather than directly specifying the type of decorative symbol is that the display of decorative symbols in a variable effect changes depending on the stopped symbol of the previous variable effect and the stopped symbol of the current variable effect, and the "symbol type offset information" from the start of the variable effect until a predetermined time has elapsed specifies the offset information from the stopped symbol of the previous variable effect. As a result, the variable effect starts from the stopped symbol of the previous variable effect.

[0250] On the other hand, after a predetermined time has elapsed since the start of the fluctuation, offset information from the stop symbol set by the sub-controller 262 is defined based on commands from the main controller 261. This allows the fluctuation performance to stop at the stop symbol corresponding to the stop type designated by the sub-controller 262.

[0251] In addition, since each type of decorative pattern is assigned a unique number, the variable pattern in the previous variable performance and the stop pattern corresponding to the stop type specified by the sub-control device 262 are managed by the number assigned to the decorative pattern, and by expressing the offset information as the difference between the numbers assigned to each type of decorative pattern, the decorative pattern to be displayed can be easily identified from the offset information.

[0252] Furthermore, the predetermined time for which the "symbol type offset information" is switched from the offset information of the stopped symbols of the previous variable effect to the offset information of the stopped symbols of the current variable effect is set to be the time during which the decorative symbols are being displayed in a variable manner at high speed. While the decorative symbols as the action targets are being displayed in a variable manner at high speed, the decorative symbols are not visible to the player, so by switching the "symbol type offset information" from the offset information of the stopped symbols of the previous variable effect to the offset information of the stopped symbols of the current variable effect during that time, even if the continuity of the numbers in the decorative symbols is interrupted, the player will not be aware of the interruption.

[0253] The first address of the display data table, "0000H," specifies "Start" information indicating the start of the data table, and the last address of the display data table specifies "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, drawing content corresponding to the presentation mode to be specified in that display data table is specified.

[0254] In response to a command sent from the sub-control device 262, the CPU 521 selects a display data table to be used from among a plurality of display data tables, reads out 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 value of the table pointer 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 one, and in the display data table set in the display data table setting area, the image content to be drawn next is identified based on the drawing content specified at the address indicated by the table pointer, and a drawing list (described later) is created. The CPU 521 instructs the VDP 526 to draw that image by sending this drawing list to the VDP 526. As a result, as the table pointer is updated, the drawing content is identified in chronological order specified in the display data table, and the image specified in the display data table is displayed on the performance display device 42.

[0256] Next, the configuration contents (drawing contents) of each address in the additional data table will be described in detail.

[0257] As described above, the additional data table specifies the display content to be displayed over time for additional performances that are added to a single display performance based on a command from the main control unit 261 and displayed on the performance display device 42 (liquid crystal display unit 42a).

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

[0259] In other words, the additional data table predefines the drawing content required to add and display an image that is not normally displayed to a display performance displayed by the display data table selected by the sub-controller 262 based on a command from the main controller 261, the drawing content required to change the color tone of part or all of the image in that display performance, and the drawing content required to change and display an image displayed in that display performance.

[0260] Here, we will explain the case where the display content for displaying a preview effect that is displayed in addition to the variable effect displayed by the display data table for variable display selected by the sub-controller 262 based on the variable pattern command from the main controller 261 is specified by an additional data table.

[0261] The additional data tables are prepared corresponding to preview effects that are added to the variable effects. For example, additional data tables corresponding to "bubble effects" and "fish school effects," which are display modes of preview effects, are stored in the data table storage area.

[0262] In this additional data table, the content (drawing content) of one frame of image to be additionally displayed at the time indicated by the address specified in the display data table is specified in detail in correspondence with the address.

[0263] The drawing content specifies the type of sprite for each sprite, which is an additional display object to be displayed in one frame of image, and also specifies drawing information for drawing the sprite on the performance display device 42, such as display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information, depending on the type of sprite.

[0264] On the other hand, if there is no display object to be added at the time indicated by the address specified in the display data table, Null data is specified in the additional data table, which means that there is no display object to be added corresponding to that address.

[0265] As with the display data table, the first address of the additional data table, "0000H," specifies "Start" information indicating the start of the data table, and the last address of the additional data table specifies "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, drawing content corresponding to the presentation mode to be specified in the additional data table is specified.

[0266] Based on the display command from the sub-control device 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 using the display data table set in the display data table setting area, and if there are any additional effects to be displayed, reads out the additional data table corresponding to that effect mode 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 relating to a predetermined preview performance from the sub-control device 262, it selects an additional data table corresponding to the preview mode 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] When setting a display data table in the display data table setting area, the CPU 521 temporarily clears the contents of the additional data table setting area by writing null data, which means that there is no display object to be added and displayed.

[0269] Then, each time the table pointer is updated, the CPU 521 creates a drawing list that defines the image drawing instructions 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 indicated 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 is no display object to be added, and a drawing list is generated based on the various sprites specified in the display data table.

[0271] Then, the CPU 521 instructs the VDP 526 to draw the image by transmitting the generated drawing list to the VDP 526. As a result, as the table pointer is updated, the drawing contents are specified in chronological order in the order specified in the display data table, and the drawing contents specified in the additional data table are added, so that the image specified in the display data table and the additional data table is displayed on the performance display device 42.

[0272] In this way, in this embodiment, when the display control device 45 displays another performance image (for example, a preview performance image) in addition to the performance image (for example, a variable performance image) to be displayed on the performance display device 42 in response to a command sent from the sub-control device 262, the additional data table corresponding to the other performance image to be added and displayed can be set in the additional data table setting area, so that the other performance image can be easily added to the base performance image and displayed.

[0273] Furthermore, if an additional data table is not set in the additional data table setting area, null data is set in the additional data table setting area, and the performance corresponding to the display data table is displayed as is on the performance display device 42.

[0274] As a result, for example, if there are 32 types of original effect images and 5 types of other effect images to be displayed, if a separate display data table defining images in which the other effect images are superimposed on each original effect image were prepared, 32 × (1 + 5) = 192 types of display data tables would have to be prepared. However, by separately defining data tables corresponding to the other effect images as additional data tables as in this embodiment, it is only necessary to prepare 32 + 5 = 37 types of display and additional data tables, thereby suppressing an increase in the capacity of the data table storage area. Therefore, data tables corresponding to a wide variety of effect modes can be stored within the capacity provided in the data table storage area, making it easy to further diversify the effect images.

[0275] Furthermore, by defining the other additional performance images to be displayed as additional data tables as in this embodiment, even if it is decided to display the other additional performance images after setting the display data table corresponding to the original performance image in the work RAM 523 (display data table setting area), the other additional performance images to be displayed can be easily added to the original performance image and displayed by simply setting the additional data table corresponding to the other performance images separately 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 is configured to have the same data structure as the display data table, it is possible to easily identify the drawing contents specified at the addresses indicated by the table pointers 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 pointers every time, and it is also possible to easily generate one drawing list corresponding to one frame from these.

[0277] Therefore, even if the display of another effect is decided by the sub-controller 262 or the like in addition to one display effect performed based on a command from the main controller 261, by specifying the display contents of the additional effect to be displayed in the additional data table, a wide variety of effect displays can be easily performed using a small number of data tables.

[0278] The pointer setting area is a memory area for setting a table pointer to specify the address from which the corresponding drawing content should be obtained 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.

[0279] When the display data table is set in the display data table setting area, the CPU 521 initializes the value of the table pointer to 0. Then, based on a vertical synchronization interrupt signal (hereinafter referred to as a "V interrupt signal") transmitted from the VDP 526 every 20 msec when the drawing process for one frame of image is completed, a pointer update process is performed in the display content setting process of the V interrupt process, which is executed by the CPU 521 and will be described later, and the value of the table pointer is incremented by 1.

[0280] Each time such a table pointer is updated, the CPU 521 identifies the drawing content specified at the address indicated 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, which will be described later.

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

[0282] Furthermore, the effects displayed on the effect display device 42 can be easily changed simply by changing 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 storage area for setting a drawing list that instructs the VDP 526 to draw one frame of image. 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 configuration of the drawing list in detail. The drawing list is an instruction table that instructs the VDP 526 to draw one frame's worth of images, and defines the drawing information for each sprite, such as the background image, decorative pattern (pattern 1, pattern 2, ...), effect (effect 1, effect 2, ...), character (character 1, character 2, ...), and reserved icon (reserved icon 1, reserved icon 2, ...), used in one frame of image.

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

[0286] The drawing information for each sprite includes display position coordinates, magnification rate, rotation angle, translucency value, alpha blending information, color information, and filter specification information. The VDP 526 performs scaling processing on a standard image generated from the image data of the sprite read from the character ROM 525 according to the magnification rate, rotation processing according to the rotation angle, translucency processing according to the translucency 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 using a method specified by the information, and then draws the image obtained by performing various processes at the display position indicated by the display position coordinates. The drawn image is then expanded by the VDP 526 into either the first frame buffer or the second frame buffer specified by a drawing target buffer flag (described later).

[0287] The CPU 521 generates drawing information for all sprites used to draw one frame of image 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 additional data table set in the additional data table setting area, and the content of other images to be drawn (for example, reserved icons), and creates a drawing list by sorting the drawing information by sprite.

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

[0289] In addition, CPU 521 copies the other information (display position coordinates, magnification ratio, rotation angle, translucency value, alpha blending information, color information, and filter specification information) of the drawing information of each sprite as it is, as specified in the display data table and additional data table.

[0290] Furthermore, when generating the drawing list, the CPU 521 rearranges the sprites in one frame's worth of images in order from the sprite that should be placed furthest in the background to the sprite that should be placed in the foreground, and sets drawing information for each sprite. That is, in the drawing list, drawing information corresponding to the background image is set first, and then drawing information corresponding to each sprite is set in the following order: decorative pattern (pattern 1, pattern 2, ...), effect (effect 1, effect 2, ...), character (character 1, character 2, ...), and reserved icon (reserved icon 1, reserved icon 2, ...).

[0291] The VDP 526 executes the drawing process for each sprite in the order set in the drawing list that defines the image drawing instructions for each frame, and then overwrites the drawn sprites in the frame buffer of the video RAM 524. Therefore, in one frame of image generated by the drawing list, the first sprite drawn can be placed at the background, and the last sprite drawn can be placed at the foreground.

[0292] The drawing target buffer flag setting area is a storage area for setting a drawing target buffer flag to specify the frame buffer (hereinafter referred to as the "drawing target buffer") into which the image drawn by VDP 526 is to be displayed from among the two frame buffers (first frame buffer and second frame buffer) of video RAM 524 described below.

[0293] If the drawing target buffer flag is "0", the first frame buffer is designated as the drawing target buffer, and if it is "1", the second frame buffer is designated. Information about this designated drawing target buffer is then sent to the VDP 526 along with the drawing list.

[0294] As a result, the VDP 526, which is the operating unit, executes a drawing process in which an image drawn based on the drawing list is displayed on the designated drawing target buffer. In addition, the VDP 526 simultaneously and in parallel with the drawing process reads out previously displayed drawing image information from a frame buffer different from the drawing target buffer, and transfers the image information to the performance display device 42 as a video signal, thereby executing an image output process (display process) in which the image is displayed on the performance display device 42.

[0295] The draw target buffer flag is updated as the draw target buffer information is sent along with the draw list to the VDP 526. This is done by inverting the value of the draw target buffer flag, i.e., by setting the value to "1" if it was "0" and vice versa. This causes the draw target buffer to alternate between the first frame buffer and the second frame buffer each time a draw list is sent.

[0296] In addition, the drawing list is sent each time the drawing process of the V interrupt process executed by the CPU 521 is executed based on the V interrupt signal sent from the VDP 526 every 20 msec when the drawing process and output process of one frame of image is completed.

[0297] That is, at a certain timing, the first frame buffer is designated as the frame buffer that will display 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 information is read, and image drawing and output processing are executed, and 20 msec after the drawing processing of one frame's worth of image is completed, the second frame buffer is designated as the frame buffer that will display 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 information is read. As a result, the image information of the image previously displayed in the first frame buffer can be read and displayed on the performance display device 42, and at the same time, a new image is displayed in the second frame buffer.

[0298] Then, after another 20 msec, the first frame buffer is designated as the frame buffer into which one frame's worth of image is displayed, and the second frame buffer is designated as the frame buffer into which one frame's worth of image information is read. As a result, the image information of the image previously displayed in the second frame buffer is read out and displayed on performance display device 42, while at the same time a new image is displayed in the first frame buffer. Thereafter, by alternately specifying either the first frame buffer or the second frame buffer every 20 msec as the frame buffer into which one frame's worth of image is displayed and the frame buffer into which one frame's worth of image information is read, it is possible to perform one frame's worth of image output processing continuously in 20 msec increments while performing one frame's worth of image drawing processing.

[0299] The command buffer is used to temporarily store commands received from the sub-control device 262, and is configured as a ring buffer.

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

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

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

[0303] In this way, by adopting a double buffer system with two frame buffers (first frame buffer and second frame buffer) in the video RAM 524, the VDP 526 writes one frame of image created in accordance with instructions from the CPU 521 into one of the first or second frame buffers, thereby displaying one frame of image in that frame buffer, and while the image is being displayed in one of the frame buffers, it reads out the one frame of image that was previously displayed in the other frame buffer and outputs the image information to the performance display device 42, thereby executing a process to display the one frame of image on the performance display device 42.

[0304] The frame buffer that displays one frame of image and the frame buffer from which one frame of image is read to display the image on the performance display device 42 are alternately designated by the CPU 521 as either the first frame buffer or the second frame buffer every 20 msec when the drawing process for one frame of image is completed.

[0305] That is, at a certain timing, the first frame buffer is designated as the frame buffer that will display one frame's worth of image, the second frame buffer is designated as the frame buffer from which one frame's worth of image is read, and the image drawing and output processes are executed. 20 msec after the drawing process for one frame's worth of image is completed, the second frame buffer is designated as the frame buffer that will display 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 displayed in the first frame buffer is read out and output to the performance display device 42, and at the same time, a new image is displayed in the second frame buffer.

[0307] Then, after another 20 msec, the first frame buffer is designated as the frame buffer into which one frame's worth of image is to be developed, and the second frame buffer is designated as the frame buffer from which one frame's worth of image is to be read.

[0308] This allows one frame of image that was previously loaded into the second frame buffer to be read out and displayed on the performance display device 42, while a new image is loaded into the first frame buffer.

[0309] Thereafter, by alternately specifying 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, either the first frame buffer or the second frame buffer, every 20 msec, it is possible to perform the drawing process of one frame's worth of image while continuously outputting one frame's worth of image in 20 msec increments.

[0310] The character ROM 525 is used to pre-store image data of various images to be 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, etc.

[0311] The image data for each sprite includes at least a combination of bitmap data that defines the design, character shape, and pattern, and a color palette table that is referenced when determining the display color for each pixel of the bitmap image. The image data for the background image is stored, for example, as JPEG data, which is compressed still image data.

[0312] The various backgrounds HG described below may have any configuration, for example, they may be composed of only one background image data (still image data) stored in the character ROM 525, or they may be a series of moving image data, or they may be composed of a combination of static background image data and static or dynamic image data (sprite data).

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

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

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

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

[0317] Of course, a configuration may be adopted in which a portion of the image data stored in character ROM 525 is stored in ROM 552 of the sub-control device 262. Also, a configuration may be adopted in which character ROM 525 is omitted and all of the image data stored in character ROM 525 is stored in ROM 552 of the sub-control device 262.

[0318] The VDP 526 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, and draws images based on drawing instructions (drawing list) from the CPU 521, and displays the drawn images at a predetermined timing on the performance display device 42. The VDP 526 in this embodiment is also called a "drawing chip" because it is made into an IC chip, and its actual form can be described as a microcomputer chip with built-in firmware dedicated to drawing processing.

[0319] The VDP 526 transmits a V interrupt signal to the CPU 521 every 20 msec when the drawing process for one frame of image is completed. The CPU 521 executes V interrupt processing each time it detects this V interrupt signal, and instructs the VDP 526 to draw the next frame of image. In response to this instruction, the VDP 526 executes drawing processing for the next frame of image, and also executes image output processing (display processing) to display the image previously developed by drawing on the performance display device 42.

[0320] More specifically, the VDP 526 draws one frame of image and expands the drawn image in either the first frame buffer or the second frame buffer, and outputs the one frame of image that was previously expanded in the other frame buffer to the performance display device 42, thereby displaying the image on the performance display device 42. The VDP 526 processes the drawing process of this one frame of image and the output process of this one frame of image in parallel within the image display time for one frame on the performance display device 42 (20 milliseconds in this embodiment).

[0321] In this way, the CPU 521 executes V interrupt processing in response to a V interrupt signal from the VDP 526 and issues drawing instructions to the VDP 526, so that the VDP 526 can receive an image drawing instruction from the CPU 521 at each execution interval (20 msec) of the image drawing and output processing. Therefore, the VDP 526 will not receive a drawing instruction for the next image before the image drawing or output processing is completed, so it is possible to prevent the drawing of a new image from starting in the middle of drawing an image or the image from being displayed in response to a new drawing instruction in a frame buffer where the currently displayed image is being displayed.

[0322] Under the above configuration, when the VDP 526 performs drawing processing, it first reads the image data required for drawing from the character ROM 525 based on the storage information contained in the drawing list sent from the CPU 521, and then expands the read image data into a specified frame buffer in the video RAM 524.

[0323] In addition, when the VDP 526 performs image output processing to output an image to the performance display device 42, a video signal containing pixel information corresponding to each pixel of the liquid crystal display unit 42a of the performance display device 42 is generated based on the image expanded in the first frame buffer or the second frame buffer of the video RAM 524, and the video signal is output to the performance display device 42 via the output port 529.

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

[0325] When the VDP526 outputs a video signal for one frame of image (one screen's worth of image) to the performance display device 42, for example, it first starts with the pixel in the upper left corner (first row, first column) of the LCD display unit 42a (m x n pixels) and outputs a video signal sequentially to each pixel lined up on the same horizontal line up to the pixel in the upper right corner (first row, nth column) of the LCD display unit 42a.Once it has finished outputting the video signal to the pixel in the upper right corner (first row, nth column), it then outputs a video signal sequentially to each pixel lined up on the same horizontal line, starting from the pixel in the leftmost part of the second row (second row, first column).In this manner, the video signal is output sequentially from the leftmost pixel to the rightmost pixel from top to bottom, thereby allowing an image to be displayed on the entire screen of the LCD display unit 42a.

[0326] Then, the VDP 526 outputs a V interrupt signal to the CPU 521 at the timing when it outputs a video signal to the last pixel in the bottom right corner of the liquid crystal display unit 42a, causing the CPU 521 to recognize that updating of one frame of image has been completed. In this embodiment, the output cycle of this V interrupt signal is 20 msec, which is the same as the update cycle of one frame of image. In other words, in this embodiment, every 20 msec that the V interrupt signal is output, output processing of a video signal related to one frame of image is executed to the performance display device 42.

[0327] Next, the operation of the pachinko machine 10 configured as described above will be described. In this embodiment, the CPU 501 provided in the main control device 261 performs a lottery using various counter information during a game. Specifically, as shown in FIG. 1-8, a hit / miss random number counter CLH1 is used as a hit / miss random number generating means used in a hit / miss lottery to determine whether or not a jackpot state will occur, a type determination counter CLH2 is used to determine the type of jackpot (type lottery), a variable selection counter CLH3 is used to determine whether or not a reach state will occur in the effect display device 42, an initial value random number counter CINI is used to set the initial value of the hit / miss random number counter CLH1, a first variable type counter CS1 and a second variable type counter CS2 are used to determine the variable display time of the first special symbol display device 43A or the second special symbol display device 43B (effect display device 42), and a normal symbol random number counter CLH4 is used in a start winning support lottery to determine whether or not the second start winning section 33WB will be opened. The variation selection counter CLH3 is also used to draw a reach pattern when the decorative symbol of the effect display device 42 is varied. The variation type counters CS1 and CS2 are also used to select the effect pattern in the effect display device 42 (such as selecting the variation pattern of the decorative symbol).

[0328] Counters CLH1, CLH2, CLH3, CINI, CS1, CS2, and CLH4 are loop counters that add 1 to the previous value each time they are updated, and after reaching their upper limit, return to the lower limit, 0. Each counter is updated periodically, and the updated value is stored appropriately in a counter buffer set in a predetermined area of ​​RAM 503 (except for random number initial value counter CINI).

[0329] RAM503 has a special variable reserve area in which the values ​​of the win / lose random number counter CLH1, the type determination counter CLH2, and the variable selection counter CLH3 are stored, and a normal variable reserve area in which the value of the normal pattern random number counter CLH4 is stored.

[0330] The special variable reserve area includes a first special variable reserve area and a second special variable reserve area each having four reserve areas (reserved first to fourth areas), and one execution area.

[0331] In each holding area of ​​the first special variable holding area, the values ​​of the win / lose 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 in the first start winning section 33WA.

[0332] In each holding area of ​​the second special variable holding area, the values ​​of the win / lose 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 in the second start winning section 33WB.

[0333] In this embodiment, there is one execution area for the special variable pending area, and the data stored in the first special variable pending area and the second special variable pending area is shifted to a common execution area when a variable display based on the data is performed.

[0334] The normal variable reserve area has four reserve areas (reserve 1 to reserve 4 areas) and one execution area. In each reserve area of ​​the normal variable reserve area, the value of the normal symbol random number counter CLH4 is stored in chronological order according to the passing history of the game ball to the through gate 34.

[0335] By adopting this configuration, the first variable display on the first special pattern display device 43A, the second variable display on the second special pattern display device 43B, and the variable display on the normal pattern display device 41 can each be reserved up to four times.

[0336] To explain each counter in more detail, the win / loss random number counter CLH1 is configured to increment by one in sequence within a range of, for example, 0 to 599, and after reaching the upper limit value (i.e., 599) as the closing value, return to 0, which is the lower limit value as the opening value. Normally, when the win / loss random number counter CLH1 goes through one cycle, the value of the initial value random number counter CINI at that time is read as the next initial value of the win / loss random number counter CLH1. Note that the initial value random number counter CINI is a loop counter similar to the win / loss random number counter CLH1 (value = 0 to 599), and is updated once for each timer interrupt and repeatedly within the remaining time of normal processing. Meanwhile, the win / loss random number counter CLH1 is updated periodically (in this embodiment, once for each timer interrupt), and the value of the win / loss random number counter CLH1 is stored in the win / loss random number counter buffer. Then, when the game ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the win / loss random number counter CLH1 stored in the win / loss random number counter buffer is stored in a special variable holding area (first special variable holding area or second special variable holding area).

[0337] In this embodiment, the probability of winning the win / loss lottery (jackpot lottery) does not change depending on the game mode (either the "normal mode," "time-saving A mode," or "time-saving B mode"), and the number of values ​​of the win / loss random number counter CLH1 that result in a jackpot state is three, and the value is "7,207,407." In other words, based on the entry of a gaming ball into the first start winning section 33WA or the second start winning section 33WB, there is a 1 / 200 probability that the win / loss lottery (jackpot lottery) will be won, and a jackpot state will occur.

[0338] ROM 502 is provided with a win / lose determination table that is referenced when determining whether the value of the win / lose random number counter CLH1 corresponds to any win.

[0339] In this embodiment, there is a first hit / miss judgment table corresponding to the ball entering the first start winning section 33WA (a first hit / miss judgment table including a jackpot judgment common to "normal mode," "time-saving A mode," and "time-saving B mode"), and a second hit / miss judgment table corresponding to the ball entering the second start winning section 33WB (a second hit / miss judgment table including a jackpot judgment common to "normal mode," "time-saving A mode," and "time-saving B mode").

[0340] The type determination counter CLH2 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 19, and to return to 0, which is the lower limit, after reaching the upper limit (that is, 19).

[0341] The ROM 502 is provided with a type determination table that is referenced when determining which jackpot type the value of the type determination counter CLH2 corresponds to. In this embodiment, a first type determination table corresponding to a ball entering the first start winning section 33WA and a second type determination table corresponding to a ball entering the second start winning section 33WB are provided.

[0342] If the jackpot is won in the lottery and certain conditions are met, the type of jackpot state to be granted will be determined based on the value of the type determination counter CLH2 (a type lottery will be held), and the determined type of jackpot state will be granted.

[0343] In this embodiment, if a player wins a jackpot in the win / lose lottery (jackpot lottery) triggered by the ball entering the first start-up winning section 33WA, regardless of the game mode ("normal mode," "time-saving A mode," or "time-saving B mode"), there is a 40% chance that the jackpot will be a "15R jackpot," and a 60% chance that the jackpot will be a "4R jackpot."

[0344] In addition, if a jackpot is won in the winning / losing lottery (jackpot lottery) triggered by the ball entering the second starting winning section 33WB, regardless of the game mode ("normal mode," "time-saving A mode," or "time-saving B mode"), there is a 50% chance that it will be a "15R jackpot," a 30% chance that it will be an "8R jackpot," and a 20% chance that it will be a "4R jackpot."

[0345] The type determination counter CLH2 is updated periodically (in this embodiment, once for each timer interrupt), and the value of the type determination counter CLH2 is stored in the type determination counter buffer. Then, when the gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the value of the type determination counter CLH2 stored in the type determination 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.

[0346] The variable selection counter CLH3 is configured to be incremented by 1 in sequence within a range of, for example, 0 to 238, and after reaching an upper limit value (i.e., 238), return to the lower limit value of 0. In this embodiment, the variable selection counter CLH3 is configured to draw a lottery among a "reach before or after miss" in which the final stopping symbol stops just one symbol before or after the reach symbol after a reach state occurs for the decorative symbol, a "reach other than a reach before or after miss" in which the final stopping symbol stops other than before or after the reach symbol after the reach state occurs, and a "miss (complete miss)" in which no reach state occurs.

[0347] The ROM 502 is provided 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 (in this embodiment, once for each timer interrupt), and the value of the variable selection counter CLH3 is stored in the variable selection counter buffer. Then, when the gaming ball enters the first start winning section 33WA or the second start winning 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 RAM 503.

[0349] Furthermore, of the two fluctuation type counters CS1 and CS2, one of the fluctuation type counters CS1 is configured to increment by one in sequence, for example, within a range of 0 to 255, and after reaching the upper limit value (i.e., 255), return to the lower limit value of 0; the other fluctuation type counter CS2 is configured to increment by one in sequence, for example, within a range of 0 to 31, and after reaching the upper limit value (i.e., 31), return to the lower limit value of 0.

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

[0351] For example, the variation time may be determined based on the first variation type counter CS1, and the stop display mode on the special symbol display devices 43A, 43B may be determined by the second variation type counter CS2. For example, in the case of a "15R jackpot", one of the stop display modes corresponding to the "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] In addition, the fluctuation type counters CS1 and CS2 are updated once each time the normal processing described below is executed, and are repeatedly updated within the remaining time of the normal processing. In this embodiment, with regard to the values ​​of the fluctuation type counters CS1 and CS2, when the gaming ball enters the first start winning section 33WA or the second start winning section 33WB, the values ​​of the fluctuation type counters CS1 and CS2 stored in the fluctuation type counter buffer of RAM 503 are stored in the special fluctuation holding area of ​​RAM 503.

[0353] In this way, by acquiring the values ​​of the fluctuation type counters CS1 and CS2 at the timing of the start winning, the first fluctuation time of the reserved and stored first fluctuation display and the second fluctuation time of the second fluctuation display can be grasped (pre-read) before the fluctuation starts, and various effects can be performed using this information.In addition, if there is no need for a configuration in which the fluctuation time is read in advance to perform an effect, the buffer values ​​of the fluctuation type counters CS1 and CS2 may be acquired when the effect display device 42 determines the fluctuation pattern at the start of the decorative pattern fluctuation.

[0354] 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 win / fail random number counter CLH1, type determination counter CLH2, variation selection counter CLH3, and variation type counters CS1 and CS2 are all different prime numbers, and that they are not synchronized under any circumstances.

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

[0356] Then, when a value of the normal pattern random number counter CLH4 that indicates a win is obtained, the normal pattern display device 41 displays a variable value for a predetermined period of time (after the normal pattern lamps that make up the normal pattern display device 41 flash alternately), and then the display stops in a manner (lighting pattern) that corresponds to a win, and the second start-up winning section 33WB is opened in a pattern that corresponds to the game mode at that time.

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

[0358] The ROM 502 is provided with a support determination table that is referenced when determining whether the value of the normal symbol random number counter CLH4 corresponds to a winning combination. In this embodiment, a first support determination table corresponding to a "low winning combination" and a second support determination table corresponding to a "high winning combination" are set.

[0359] Next, each control process executed by CPU 501 in main control device 261 will be described with reference to a flowchart. The processes of CPU 501 can be broadly divided into main processing that is started when power is turned on, timer interrupt processing that is started periodically (every 2 msec in this embodiment), and NMI interrupt processing that is started by inputting a stop signal to an NMI terminal (non-maskable terminal). For convenience of explanation, the timer interrupt processing and NMI interrupt processing will be described first, followed by the main processing.

[0360] FIG. 1-11 is a flowchart showing the timer interrupt process, which is executed by the CPU 501 of the main control device 261 every 2 msec, for example.

[0361] First, in step SL301, a process of reading various switches is executed. That is, the states of various switches connected to the main control device 261 (except for the RAM erase switch 323) are read, and the states of the switches are 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, when there is ball entry detection information from the various ball entry detection switches (left general entry switch 221a, large entry port count switch 222, first start entry switch 224a, second start entry switch 224b, through gate switch 225), the values ​​of the prize ball counters corresponding to the various ball entry detection switches provided in RAM 503 are added up. Then, in the external output process of the normal process described below (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 the 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 entry switch 221a, large entry port count switch 222, first start entry switch 224a, second start entry switch 224b, through gate switch 225) is monitored individually and similar processing is performed individually.

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

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

[0366] For example, under normal circumstances when a gaming ball has not passed through the ball entry detection switch (large prize opening count switch 222), a high level signal (H) of +12V is output from the ball entry detection switch (large prize opening count switch 222), and a low level signal (L) of reference potential 0V is input to CPU 501 via an inversion circuit on the main control device 261 side. On the other hand, when a gaming ball enters the ball entry means (large prize opening 32Aa of variable prize winning device 32A) and is in the process of passing through the ball entry detection switch (large prize opening count switch 222), a low level signal (L) is output from the ball entry detection switch (large prize opening count switch 222), and a high level signal (H) is input to CPU 501 via an inversion circuit on the main control device 261 side.

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

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

[0369] The ball entry discrimination flag is a discriminator for discriminating whether or not a ball has entered the game, and is provided for each ball entry detection switch. Whether or not a ball has entered the game is determined based on this flag in the second start winning process in step SL305, the first start winning process in step SL306, the through gate passing process in step SL307, and the variable winning device control process in step SL207, which will be described later.

[0370] However, in the ball entry determination process for the special prize opening count switch 222 (special prize opening 32Aa of the variable prize opening device 32A), in addition to the above series of processes, the value of a round end trigger discrimination flag, which can be set during a jackpot state, is checked, and if the value of the round end trigger discrimination flag is set to "M2," that is, if a predetermined round (open state) has ended because the specified maximum number of game balls have entered the special prize opening 32Aa, then even if it has been determined that a ball has entered the special prize opening 32Aa as described above and the value of the ball entry determination flag corresponding to the special prize opening count switch 222 has been set to "1," 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 winning 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 specified round is the entry of the specified maximum number of game balls, then the interval after the end of the specified round (the period from when control to close the large prize opening 32Aa is initiated to when control to open the large prize opening 32Aa is next initiated) will be an invalid prize-entry period, and the ball detection by the large prize opening count switch 222 during this period will be invalid, and the ball will be deemed not to have entered.

[0372] Furthermore, when a specific state that is highly advantageous to the player occurs (a state in which game balls are allowed to enter the variable winning device 32A until the specified maximum number of winning balls is reached, allowing the player to win the maximum number of prize balls), it is not desirable to create any further state that is excessively advantageous to the player (for example, a so-called ``over-winning'' in which game balls exceed the specified maximum number of winning balls in one round during a jackpot state and enter the large winning port 32Aa of the variable winning device 32A).

[0373] In contrast, in this embodiment, when a specific state that is highly advantageous to the player occurs due to the above-mentioned invalidation process (when the trigger for ending a predetermined round is the entry of a specified maximum number of game balls), even if game balls are detected by the large prize opening count switch 222 (when an over-winning has occurred) during the interval after the end of the predetermined round (from the time when control to close the large prize opening 32Aa is started until the time when control to open the large prize opening 32Aa is started again), the over-winning is considered to have not occurred, and the payout of prize balls corresponding to the over-winning is not performed. In other words, the number of prize balls actually paid out in a large win state can be prevented from exceeding the number of prize balls scheduled.

[0374] In step SL302, a random number initial value update process is executed. Specifically, the random number initial value counter CINI is incremented by 1, and when the counter value reaches the maximum value, it is cleared to 0.

[0375] In addition, in step SL303, a random number update process is executed. Specifically, the win / lose random number counter CLH1, the type determination counter CLH2, the variable selection counter CLH3, and the normal pattern 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 ​​RAM503.

[0376] Then, in step SL305, a second start winning process is executed in response to the game ball entering (winning) the second start winning section 33WB, and in step SL306, a first start winning process is executed in response to the game ball entering (winning) the first start winning section 33WA.

[0377] In addition, in step SL307, a through gate passing process is executed in response to the passage of the gaming ball through the through gate 34. In the following step SL308, a launch permission command setting process is executed to perform processes such as sending a launch permission signal to the launch control circuit 312 of the power supply / launch control device 310. Thereafter, the timer interrupt process is temporarily terminated.

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

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

[0380] Next, the second start winning process of step SL305 will be explained with reference to the flowchart of Figure 1-13. In addition, the RAM 503 is provided with a second hold counter Nb that counts the number of holds of the second variable display triggered by the ball entering the second start winning section 33WB.

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

[0382] On the other hand, if the answer in step SL501 is affirmative, then in step SL502 it is determined whether the value of the second reserve counter Nb is less than the upper limit ("4" in this embodiment), i.e., whether the reserve is full, which is a special state. If the answer in step SL502 is negative, the detection of a game ball by the second start winning switch 224b is invalidated by a predetermined invalidity determination function, and it is considered that no game ball has entered the second start winning section 33WB, and this process is terminated.

[0383] On the other hand, if the result of step SL502 is affirmative and the specific condition is satisfied, the process proceeds to step SL503, where the second reservation counter Nb is incremented by one.

[0384] In the next step SL504, an addition display process is performed on the second hold display device 46B (second hold lamp) corresponding to the hold number of the second variable display increasing by 1. That is, if both of the pair of left and right second hold lamps are in the off state, the left second hold lamp is turned on, if the left second hold lamp is in the on state and the right second hold lamp is in the off state, both the left and right second hold lamps are turned on, if both the left and right second hold lamps are in the on state, the left second hold lamp is made to blink while the right second hold lamp is kept on, and if the left second hold lamp is in the blinking state and the right second hold lamp is in the on state, processing is performed to make both the left and right second hold lamps blink.

[0385] After step SL504, in the processing of step SL505, the values ​​of the win / lose random number counter CLH1, type determination counter CLH2, fluctuation selection counter CLH3, and fluctuation type counters CS1 and CS2 (the values ​​stored in the win / lose random number counter buffer, type determination counter buffer, fluctuation selection counter buffer, and each fluctuation type counter buffer) are stored in the first reserve area (win / lose random number memory area, win type random number memory area, reach random number memory area, and first and second fluctuation type random number memory area) among the empty reserve areas in the second special fluctuation reserve area. At the same time, the game mode when this second fluctuation display starts is identified based on the values ​​of the fluctuation count counters A and B described below, 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 / loss determination process is performed to determine whether or not the value of the win / loss random number counter CLH1 newly stored in the second special variable reserve area is a value corresponding to a big win.

[0387] Here, the second pass / fail judgment process in step SL506 will be described in detail with reference to FIG. 1-15(b).

[0388] First, in step SL5111, the second win / loss determination table common to each game mode is referenced to determine whether the value of the win / loss random number counter CLH1 newly stored in the second special variable reserve area matches any of the values ​​"7", "207", or "407" corresponding to a jackpot. If the determination in step SL5111 is affirmative, then in step SL5112, the jackpot expected flag for the corresponding reserve area in the second special variable reserve area is turned on, and then this processing is terminated. On the other hand, if the determination in step SL5111 is negative, this processing is terminated as is.

[0389] Returning to the explanation of Figure 1-13, in step SL507 following step SL506, if it is determined in step SL506 that the value of the win / lose random number counter CLH1 is a value corresponding 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 variable holding area.

[0390] Here, the second type determination process of step SL507 will be explained with reference to FIG. 1-16(b). In the second type determination process, first, in step SL5300, it is determined whether or not the big win expected flag was set on in the second hit / miss determination process performed immediately before. If the result of the negative determination in step SL5300 is negative, this process is terminated.

[0391] On the other hand, if the determination in step SL5300 is affirmative, in step SL5301, the second type determination table is referred to, and it is determined whether the value of the type determination counter CLH2 newly stored in the second special variable reserve area matches the value "0 to 9" corresponding to "15R jackpot". If the determination in step SL5301 is affirmative, in step SL5302, the 15R jackpot flag of the corresponding reserve area in the second special variable reserve area is turned on, and then this processing is terminated.

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

[0393] On the other hand, if the result of step SL5303 is negative, i.e., if the value of the type determination counter CLH2 is "16 to 19", then in step SL5305, the 4R jackpot flag of the corresponding holding area among the second special variable holding areas is turned on, and then this processing is terminated.

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

[0395] In this embodiment, the second normal variable time determination table for the above-mentioned "normal mode", the second shortened variable time determination table for the "time-shortened A mode", and the second shortened variable time determination table for the "time-shortened B mode" are provided as tables for "jackpots" and "misses", respectively.

[0396] In step SL509 following step SL508, a setting process of the advance command is performed, and then this process is terminated. Note that this advance command includes variable information (information used to determine the content of the variable display) showing the results of the second hit / miss determination process, the second type determination process, and the second variable time specification process, information showing whether the variable display is triggered by a ball entering the first start winning section 33WA or the second start winning section 33WB, and game mode information for specifying the game mode at the start of the second variable display, and is output to the sub-control device 262 in the next external output process (see step SL200).

[0397] Next, the first start winning process of step SL306 will be explained with reference to the flowchart of Figure 1-14. In addition, the RAM 503 is provided with a first hold counter Na that counts the number of holds of the first variable display triggered by a ball entering the first start winning section 33WA.

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

[0399] On the other hand, if the answer is YES in step SL510, then 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 the reserve is full, which is a special state. If the answer is NO in step SL511, the detection of the game ball by the first start winning switch 224a is invalidated by a predetermined invalidity determination function, and it is considered that no game ball has won the first start winning section 33WA, and this process is terminated.

[0400] On the other hand, if the result of step SL511 is affirmative and the specific condition is satisfied, the process proceeds to step SL512, where the first reservation counter Na is incremented by one.

[0401] In the next step SL513, an addition display process is performed on the first hold display device 46A (first hold lamp) corresponding to the hold number of the first variable display increasing by 1. In other words, if both of the pair of left and right first hold lamps are off, the left first hold lamp is turned on, if the left first hold lamp is on and the right first hold lamp is off, both the left and right first hold lamps are turned on, if both the left and right first hold lamps are on, the left first hold lamp is made to blink while the right first hold lamp is kept on, and if the left first hold lamp is blinking and the right first hold lamp is on, processing is performed to make both the left and right first hold lamps blink.

[0402] After step SL513, in the processing of step SL514, the values ​​of the win / lose random number counter CLH1, type determination counter CLH2, fluctuation selection counter CLH3, and fluctuation type counters CS1 and CS2 (the values ​​stored in the win / lose random number counter buffer, type determination counter buffer, fluctuation selection counter buffer, and each fluctuation type counter buffer) are stored in the first reserve area (win / lose random number memory area, win type random number memory area, reach random number memory area, and first and second fluctuation type random number memory area) among the empty reserve areas in the first special fluctuation reserve area. At the same time, based on the values ​​of the fluctuation count counters A and B described below, the game mode when this first fluctuation display starts is identified, and the game mode information is stored in the mode memory area. After step SL514, proceed to step SL515.

[0403] In step SL515, a first win / loss determination process is performed to determine whether or not the value of the win / loss random number counter CLH1 newly stored in the first special variable reserve area is a value corresponding to a big win.

[0404] Here, the first pass / fail judgment process in step SL515 will be described in detail with reference to FIG. 1-15(a).

[0405] First, in step SL5101, the first win / loss determination table common to each game mode is referenced to determine whether the value of the win / loss random number counter CLH1 newly stored in the first special variable reserve area matches any of the values ​​"7", "207", or "407" corresponding to a jackpot. If the determination in step SL5101 is affirmative, then in step SL5102, the jackpot expected flag for the corresponding reserve area in the first special variable reserve area is turned on, and then this processing is terminated. On the other hand, if the determination in step SL5101 is negative, this processing is terminated as is.

[0406] Returning to the explanation of Figure 1-14, in step SL516 following step SL515, if it is determined in step SL515 that the value of the win / lose random number counter CLH1 is a value corresponding 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 variable holding area.

[0407] Here, the first type determination process of step SL516 will be explained with reference to FIG. 1-16(a). In the first type determination process, first, in step SL5201, it is determined whether or not the big win expected flag was set on in the first hit / miss determination process performed immediately before. If the result of the negative determination in step SL5201 is negative, this process is terminated.

[0408] On the other hand, if the determination in step SL5201 is affirmative, in step SL5202, the first type determination table is referred to, and it is determined whether or not the value of the type determination counter CLH2 newly stored in the first special variable reserve area matches the value "0 to 7" corresponding to "15R jackpot". If the determination in step SL5202 is affirmative, in step SL5203, the 15R jackpot flag of the corresponding reserve area in the first special variable reserve area is turned on, and then this processing is terminated.

[0409] On the other hand, if the result of step SL5202 is negative, i.e., if the value of the type determination counter CLH2 is "8 to 19", then in step SL5204, the 4R jackpot flag of the corresponding holding area among the first special variable holding areas is turned on, and then this processing is terminated.

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

[0411] Here, the reach determination process of step SL517 will be explained with reference to FIG. 1-17. First, in step SL5401, it is determined whether or not the big win expected flag was set in the first hit / miss determination process performed immediately before. If the determination in step SL5401 is affirmative, this process is terminated.

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

[0413] On the other hand, if the determination in step SL5402 is negative, in step SL5404, the reach determination table is referred to and it is determined whether the value of the fluctuation selection counter CLH3 newly stored in the special fluctuation reserve area matches any of the values ​​"2 to 21" corresponding to "reach other than front and rear misses." If the determination in step SL5404 is positive, in step SL5405 the non-front and rear flag is turned on and then this processing is terminated.

[0414] Also, if the result of step SL5404 is negative, that is, if the variable display ends without going through a reach state and it is a "complete miss," this process ends immediately.

[0415] Returning to the explanation of FIG. 1-14, in step SL518 following step SL517, a first fluctuation time determination process is performed to determine the first fluctuation time of the first fluctuation display. Here, if the game mode at the start of the first fluctuation display is "normal mode," the first normal fluctuation time determination table for "normal mode" is referenced, and the first fluctuation time is determined based on the value of the first fluctuation type counter CS1. If the game mode at the start of the first fluctuation display is "time-saving A mode," the first shortened fluctuation time determination table for "time-saving A mode" is referenced, and the first fluctuation time is determined based on the value of the first fluctuation type counter CS1. If the game mode at the start of the first fluctuation display is "time-saving B mode," the first shortened fluctuation time determination table for "time-saving B mode" is referenced, and the first fluctuation time is determined based on the value of the first fluctuation type counter CS1. The determined fluctuation time is stored in the corresponding holding area among the first special fluctuation holding areas. However, the value of the first fluctuation type counter CS1 in the holding area is not erased.

[0416] In this embodiment, the first normal variable time determination table for the above-mentioned "normal mode", the first shortened variable time determination table for the "time-shortened A mode", and the first shortened variable time determination table for the "time-shortened B mode" are provided with tables for "jackpot", "for miss reach before or after", "for miss reach other than before or after", and "for complete miss", respectively.

[0417] Furthermore, for example, with regard to the variable time determination table for a "complete miss," variable time determination tables such as "for one or two reserved items (normal variable time)," "for three reserved items (reduced variable time)," and "for four reserved items (reduced variable time)" may be provided, and the variable time determination table (variable time) to be referenced may be changed depending on the number of reserved variable displays stored in the first special variable reserve area. In this way, in a predetermined operating state in which the reserved and stored first variable displays are being executed sequentially, the shortened time of the first variable display for a miss can be set depending on the number of first variable displays scheduled for execution that are stored at that time. Here, for example, in a situation in which the variable time determination table for "four reserved items" is referenced when executing a predetermined variable display, if the variable display corresponds to a variety of wins such as a jackpot, the variable time determination table for "jackpot" may be prioritized.

[0418] After step SL518, in step SL519, the setting process of the advance command is performed, and this process is terminated. Note that this advance command includes the first hit / miss determination process, the first type determination process, the reach determination process, and the variable information (information used to determine the content of the variable display) showing the results of the first variable time specification process, information showing whether the variable display is triggered by a ball entering the first start winning section 33WA or the second start winning section 33WB, and game mode information for specifying the game mode at the start of the first variable display, and is output to the sub-control device 262 in the next external output process (see step SL200).

[0419] In this embodiment, when a gaming ball enters the start winning section 33WA, 33WB, the value of the win / loss random number counter CLH1 and the like are directly stored in the special variable reserve area, and then the win / loss determination process and the like are executed, but the configuration is not particularly limited to this. For example, a configuration may be adopted in which a temporary storage area is provided to temporarily store the counter values ​​when the value of the win / loss random number counter CLH1 and the like are acquired, and after the win / loss determination process and the like are executed for the information stored in the temporary storage area, the information is stored in the reserve area of ​​the corresponding special variable reserve area.

[0420] Next, the through gate passing process in step SL307 will be described with reference to the flowchart in FIG.

[0421] In step SL601, it is determined whether or not the gaming ball has passed through the through gate 34 based on the ball entry detection information of 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 the determination in step SL601 is affirmative, that is, if it is determined that the gaming ball has passed through the through gate 34, then in step SL602, it is determined whether or not the value of the normal hold counter Nd, which counts the number of reserved variable displays performed by the normal symbol display device 41, is less than the upper limit value (4 in this embodiment). If the determination here is negative, this processing is terminated as is. On the other hand, if the determination in step SL602 is affirmative and the specific condition is satisfied, that is, if the passage of the gaming ball to the through gate 34 is confirmed and the value of the normal hold counter Nd is <4, then the processing proceeds to step SL603, and the normal hold counter Nd is incremented by 1.

[0423] In the following step SL604, an addition display process is performed on the normal hold display device 44 (normal hold lamp) corresponding to the increase of the number of holds in the variable display on the normal pattern display device 41 by one. In other words, if both of the pair of 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 left and right normal hold lamps are turned on, if both left and right normal hold lamps are on, the right normal hold lamp is left on and the left normal hold lamp is flashed, and if the left normal hold lamp is flashing and the right normal hold lamp is on, processing is performed to flash both left and right normal hold lamps.

[0424] After step SL604, in step SL605, a random number related to the winning or losing is obtained. Specifically, the value of the normal symbol random number counter CLH4 updated in the random number update process of step SL303 is stored in the first area of ​​the empty storage area of ​​the normal variable reserve area of ​​RAM503. After that, the through gate passing process is completed.

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

[0426] First, in step SL701, it is determined whether or not a firing permission flag indicating that a firing state signal is being received from the firing control circuit 312 is set to ON. The firing state signal is transmitted from the firing control circuit 312 to the main control device 261 when the firing control circuit 312 receives a touch signal from the handle 18, a firing switch signal, and a CR unit connection signal from the dispensing control device 311.

[0427] If the determination in step SL701 is affirmative, then in step SL702, it is determined whether or not a launch state signal has been received. If the determination in step SL702 is negative, then in step SL703, the launch permission flag is turned off, and then this process is terminated.

[0428] On the other hand, if the answer in step SL702 is YES, then in step SL704 it is determined whether the value of the launch timer used to measure the interval between launches of game balls is 0. If the answer in step SL704 is NO, then in step SL707 the value of the launch timer is decremented by 1, and then this process is terminated.

[0429] On the other hand, if the answer is YES in step SL704, in step SL705, the main control device 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] If the determination in step SL701 is negative, then in step SL708 it is determined whether or not a launch state signal has been received. If the determination in step SL708 is negative, then this process is terminated. On the other hand, if the determination in step SL708 is positive, then in step SL709 the launch permission flag is set 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 allows the game ball to be launched by the launch device 60 after it has been reliably set in the launch position by the ball feeding device 63, and also allows the main control device 261 to send a launch permission signal at 0.6-second intervals while the main control device 261 continues to receive a launch status signal from the launch control circuit 312, causing the game ball to be launched by the launch device 60 at 0.6-second intervals. After step SL711, this process ends.

[0432] 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 touch signal, launch switch signal, and CR unit connection signal from the handle 18 and the payout control device 311, and if a positive determination is made, it drives the launch device 60 (launch solenoid) and performs a launch process to launch the gaming ball.The launch control circuit 312 also performs adjustment control of the launch device 60 regarding the launch strength (launch speed) of the gaming ball based on the dial position signal.As a result, the gaming ball is launched by the launch device 60 with the adjusted strength.

[0433] In addition, when the launch control circuit 312 receives a ball feeding signal from the main control unit 261, it checks the preparation ball detection sensor that detects whether a game ball is set at the launch position on the launch rail 61 where the game ball will be launched by the launch device 60, and if it is confirmed that a game ball is not set at the launch position, it drives the ball feeding device 63 and performs a ball feeding process to set the game ball at the launch position.

[0434] 1-12 is a flowchart showing the NMI interrupt process, which is executed by the CPU 501 of the main control device 261 when the power to the pachinko machine 10 is cut off due to a power outage or the like. By this NMI interrupt, the state of the main control device 261 at the time of power cut is stored in the backup area 503a of the RAM 503.

[0435] That is, when the power supply 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 device 261. Then, the CPU 501 suspends the control being executed and starts NMI interrupt processing, and in step SL401, stores the power outage occurrence information in the backup area 503a of the RAM 503 as the setting of the power outage occurrence information, and ends the NMI interrupt processing.

[0436] The above-mentioned NMI interrupt process is also executed in the payout control device 311, and the occurrence information of the power outage is stored in the backup area 513a of the RAM 513 by the NMI interrupt. That is, when the power supply to the pachinko machine 10 is cut off due to a power outage or the like, the 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 suspends the control being executed and starts the NMI interrupt process, the contents of which are as explained above.

[0437] 1-9, the flow of the main processing executed by the CPU 501 in the main control device 261 will be described below. This main processing is started upon reset when the power is turned on.

[0438] First, in step SL101, initial setting processing is performed when the power is turned on. Specifically, a predetermined value is set in the stack pointer, and a wait processing is performed for, for example, about one second to wait for the sub-side control devices (sub-control device 262, dispensing control device 311, etc.) to become operable. In the following step SL102, RAM access is permitted.

[0439] Thereafter, data backup processing is performed for the RAM 503 in the CPU 501. That is, in step SL103, it is determined whether the RAM clear switch 323 provided in the power supply 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 (delete) the backup data. On the other hand, if the RAM clear switch 323 is not pressed, the process proceeds to the following step SL104, in which it is determined whether power failure occurrence information is set in the backup area 503a of the RAM 503. If it is not set, backup data is not stored, and in this case, the process also proceeds to step SL112. If power failure occurrence 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 the RAM judgment value matches the RAM judgment value saved at the time of power failure, i.e., the validity of the backup. If the calculated RAM judgment value does not match the RAM judgment value saved at the time of power failure, the backed-up data has been destroyed, and in this case, the process also proceeds to step SL112.

[0440] In the processing of step SL112, an initialization command is sent to initialize the sub-controller 262 and the dispensing controller 311, etc. Then, the process proceeds to the RAM initialization process (step SL113, etc.). The RAM judgment value is, for example, a checksum value in the working area address of RAM 503. Instead of this RAM judgment value, it is also possible to determine the validity of the backup by whether or not the keyword written in a predetermined area of ​​RAM 503 is correctly saved.

[0441] As described above, in the present pachinko machine 10, when it is desired to return to the initial state when the power is turned on, for example, when the hall opens for business, the power is turned on while pressing the RAM clear switch 323. Therefore, if the RAM clear switch 323 is ON, the process proceeds to RAM initialization processing (step SL113, etc.). Similarly, if no power outage occurrence information is set or if a backup abnormality is confirmed by a RAM judgment value (checksum value, etc.), the process proceeds to RAM 503 initialization processing (step SL113, etc.). That is, 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. Thereafter, in step SL111, interrupt permission is set, and the process proceeds to normal processing, which will be described later.

[0442] On the other hand, if the RAM erase switch 323 is not pressed (step SL103: NO), the process at the time of power recovery (process at the time of recovery from power failure) is executed on the condition that the power failure occurrence information is set and the RAM judgment value (checksum value, etc.) is normal. That is, in step SL107, the stack pointer before the power failure is restored, and in step SL108, the power failure occurrence information is cleared.

[0443] In step SL109, a command is sent to return the sub-side control device to the gaming state at the time of power-off. In step SL110, the used registers are restored from the backup area 503a of the RAM 503. After that, in step SL111, interrupt permission is set and the process proceeds to normal processing, which will be described later.

[0444] Next, the flow of normal processing 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 a regular processing with a cycle of 4 msec, 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 to send control signals to each device based on the settings of the special pattern display devices 43A, 43B and the settings of the second start-up winning section 33WB, etc., updated in the previous normal processing, and to send 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 on the special pattern display devices 43A and 43B, a variable pattern command is sent to the sub-control device 262 to start a performance such as a variable display of a decorative pattern on the performance display device 42. The sub-control device 262 that has input the variable pattern command determines the display mode (variation time, performance pattern, etc.) of the performance display device 42 based on the various commands, and issues an instruction to the display control device 45 to display the display mode on the performance display device 42.

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

[0448] Here, the variation patterns of the decorative symbols will be explained. A "normal reach" is a reach pattern in which no special effect display is made other than the variation display of the decorative symbols.

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

[0450] "Special Reach" is a presentation mode that can be derived when there is a high expectation of a jackpot state occurring (in this embodiment, only when a jackpot state occurs), and while the decorative patterns are being displayed in a changing manner (after the reach state is established), in addition to the decorative patterns, presentations and characters with patterns different from those of the Super Reach are displayed, making this a reach pattern that creates a sense of anticipation in the player.

[0451] "Complete miss" is a variation pattern in which neither of the reach states is reached and the varying display of the decorative symbols is stopped.

[0452] Furthermore, the sub-control device 262 determines the stopping patterns (combination of stopping patterns) of the decorative pattern changing display on the effect display device 42 based on the information on the changing pattern and the changing time included in the changing pattern command. Information on the stopping patterns determined here is output to the display control device 45, and is added to the display data table for the changing display selected as described above. Then, by performing an image drawing process according to the display data table to which information on the stopping patterns has been added, the stopping patterns are displayed stopped on the effect display device 42 after the changing time has elapsed. In other words, when a jackpot ("15R jackpot," "8R jackpot," "4R jackpot") is won, the changing display is displayed stopped with a decorative pattern combination (jackpot pattern combination) consisting of the same numbers 1 to 9 that are all the same.

[0453] A combination of symbols that are not in front or behind corresponds to a "reach that is not in front or behind", where the final stopping symbol stops just one symbol before or after the reach symbol after the reach occurs. A combination of symbols other than a "reach that is not in front or behind", where the final stopping symbol stops other than before or after the reach symbol after the reach occurs. A combination of symbols that are complete misses corresponds to a "complete miss", where no reach even occurs.

[0454] In addition, the main control device 261 may be configured to set a pattern command specifying one of a combination of jackpot patterns, a combination of patterns that are not a front-to-back miss, a combination of patterns that are not a front-to-back miss, and a combination of patterns that are a complete miss, and output this to the sub-control device 262 together with a variation pattern command.

[0455] In addition, in the external output process of step SL200, a process is also performed to externally output various information to the hall computer via the external terminal board 240 to allow the user to grasp various game states of the pachinko machine 10.

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

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

[0458] In the following step SL202, the winning ball count 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] Then, in step SL205, a second special display control process is executed. In this process, control is performed on the second special symbol display device 43B, and a jackpot determination, setting of a variable display executed by the second special symbol display device 43B, setting of an effect display executed by the effect display device 42, etc. are performed. The details of this second special display control process will be described later.

[0460] Furthermore, in step SL206, a first special display control process is executed. In this process, control related to the first special symbol display device 43A is performed, and a jackpot determination, setting of a variable display executed by the first special symbol display device 43A, setting of an effect display (such as a variable pattern of decorative symbols) executed by the effect display device 42, etc. are performed. Details of this first special display control process will be described later.

[0461] In step SL207, a variable prize winning device control process is executed. In this process, control relating to the variable prize winning device 32A is performed. The variable prize winning device control process will be described in detail later.

[0462] In step SL208, a normal display control process is executed. In this process, control is performed on the normal symbol display device 41. Details of this normal display control process will be described later.

[0463] In step SL209, a start winning section control process is executed. In this process, control is performed on the second start winning section 33WB having the opening and closing blade member 33WBb. The start winning section control process will be described in detail later.

[0464] Thereafter, in step SL210, it is determined whether or not power failure occurrence information is set in the backup area 503a of the RAM 503. If power failure occurrence information is not set in the backup area 503a, it is determined in step SL211 whether or not the timing for executing the next normal process has arrived, 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 onwards are repeatedly executed.

[0465] On the other hand, if a predetermined time has not yet elapsed since the start of the previous normal processing, the random number initial value counter CINI and the fluctuation type counters CS1 and CS2 are repeatedly updated within the remaining time until the timing of the next normal processing execution (step SL212, step SL213).

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

[0467] In addition, in step SL213, the fluctuation type counters CS1 and CS2 are updated (similar to step SL201). Specifically, the fluctuation 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, respectively. Then, the changed values ​​of the fluctuation type counters CS1 and CS2 are stored in the corresponding buffer areas of RAM 503.

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

[0469] If power outage information is set in the backup area 503a of the RAM 503 (step SL210: YES), the power has been shut off, and the processing from step SL214 onwards is carried out as power outage processing when the power is shut off. The power outage processing first prohibits the occurrence of each interrupt process in step SL214, saves the contents of each register used by the CPU 501 in a stack area in step SL215, and stores the value of the stack pointer in the backup area 503a in step SL216.

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

[0471] The processing of step SL210 is executed at the end of a series of processing 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 performed within the remaining time. Therefore, in the normal processing of the main control device 261, power interruption information is checked at the end of each processing. Therefore, the amount of data stored in the backup area 503a of RAM 503 is reduced compared to when each processing is in progress, and storage is facilitated. Furthermore, when restoring the state before the power interruption, the amount of data stored in the backup area 503a is reduced, allowing for easy restoration and reducing the processing load on the main control device 261. Furthermore, since interrupt processing is prohibited before data storage (step SL214), data at the time of the power interruption is prevented from being changed, and the state before the power interruption can be reliably stored.

[0472] Next, the first special display control process in step SL206 will be described with reference to the flowchart in FIG.

[0473] First, in step SL800, it is determined whether the value of the variable interval timer for measuring the remaining time of the variable interval (stop display confirmation period) set after the first variable display of the first special pattern display device 43A is "0" or not.

[0474] If the determination in step SL800 is negative, i.e., if the time is within the variable interval period, then in step SL819, the value of the variable interval timer is subtracted, and then this processing ends. That is, 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 configured to be performed before step SL800), then in this processing, "1" is subtracted from the value of the variable interval timer every 4 msec, and after 1 second, it becomes "0."

[0475] On the other hand, if the answer in step SL800 is affirmative, that is, if it is not a variable interval, in step SL801, the winning status storage area described later is referenced to determine whether or not the current status is other than a big win status.

[0476] In addition, the jackpot state includes an opening period after the first special pattern display device 43A or the second special pattern display device 43B displays a fixed stop in a specific manner corresponding to a jackpot, and until the variable winning device 32A is opened, a round period during which the variable winning device 32A is in an open state, an interval period between round periods during which the variable winning device 32A is in a closed state, and an ending period after the end of the final round until the special pattern display devices 43A, 43B can start displaying a variable display.

[0477] In this embodiment, the win status memory area stores "0" when in a state other than the jackpot state, and in the jackpot state, stores "1" during the opening period and interval period, "2" during the round period, and "3" during the ending period. That is, in step SL801, it is determined whether "0" is stored in the win status memory area to determine whether the state is other than the jackpot state.

[0478] If the result of step SL801 is negative, i.e., if the jackpot state is in progress, this process is terminated. In this embodiment, this process prevents the first variable display from being executed if the jackpot state occurs even after the variable interval (stop display determination period) has elapsed. 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 maintains a specific stop state (stop display determination state) that is displayed as a fixed stop in a specific manner corresponding to the jackpot, using a predetermined specific stop function. In other words, the variable stop state (maintenance of the stop display determination state) during the jackpot state is not achieved by control that changes the variable interval (stop display determination period), but is achieved by skipping the variable symbol display process through the process of step SL801.

[0479] On the other hand, if the result of step SL801 is affirmative, the process proceeds to step SL802. In step SL802, it is determined whether or not the special symbol 2 display flag, which indicates that the second variable display is being performed on the second special symbol display device 43B, is set to on. If the special symbol 2 display flag is set to on, the result of step SL802 is affirmative. If the result of step SL802 is affirmative, the process ends.

[0480] If the result of step SL802 is negative, the process proceeds to step SL803, where it is determined whether the second pending counter Nb, which counts the number of pending second variable displays triggered by a ball entering the second start winning section 33WB, is greater than 0. If the value of the second pending counter Nb is greater than 0, the result is determined to be positive. If the result of step SL803 is positive, the process is terminated.

[0481] If the result of step SL803 is negative, then in step SL804 it is determined whether the special pattern 1 display flag, which indicates that the first variable display is being performed on the first special pattern display device 43A, is set to on.

[0482] If the result of step SL804 is negative, i.e., the state is not a jackpot state, and the first or second variable display is not in progress, and no second variable display is stored in reserve, the process proceeds to step SL805, where it is determined whether the first reserve counter Na, which counts the number of reserved first variable displays triggered by the ball entering the first start winning section 33WA, is greater than 0.

[0483] In other words, if the second special pattern display device 43B is currently displaying a second variable display or if at least one second variable display is stored in reserve, the first special pattern display device 43A is configured not to be able to start a new first variable display.

[0484] If the answer in step SL805 is affirmative, then in the processing of step SL806, 1 is subtracted from the first reservation counter Na. In the following step SL807, processing is executed to shift the data stored in the first special variable reservation area. This data shift processing is processing to shift the data stored in reservation areas 1 to 4 of the first special variable reservation area sequentially toward the execution area, and the data in each area is shifted in the following order: reservation 1 area → execution area, reservation 2 area → reservation 1 area, reservation 3 area → reservation 2 area, and reservation 4 area → reservation 3 area.

[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 the hold number in the first variable display by one. That is, if both of the pair of left and right first hold lamps are flashing, the left first hold lamp is kept flashing while the right first hold lamp is turned on; if the left first hold lamp is flashing and the right first hold lamp is lit, both the left and right first hold lamps are turned on; if both the left and right first hold lamps are lit, the left first hold lamp is kept lit while the right first hold lamp is turned off; and if the left first hold lamp is lit and the right first hold lamp is turned off, both the left and right first hold lamps are turned off. After step SL808, in step SL809, a first variable display setting process is performed, and then this process ends.

[0486] On the other hand, if a negative judgment is made in the above step SL805, in step SL811, a standby display setting (such as setting a standby display command to be output to the sub-control device 262) is performed to derive a display mode corresponding to a state in which no change display is being performed in the first special pattern display device 43A and the second special pattern display device 43B, in which a change is being waited for (for example, a mode in which only the first and second first special pattern lamps from the right in the bottom row are lit), and then this processing is terminated.

[0487] That is, in the first special pattern display device 43A and the second special pattern display device 43B of this embodiment, after the fluctuation stops, for a predetermined period (stop display confirmation period) predetermined as a fluctuation interval, the predetermined stop state (stop display confirmation state) in which the stop mode is displayed as a confirmed stop in a mode that indicates the result of a win / lose lottery (for example, a predetermined mode corresponding to a loss) is maintained by a predetermined maintenance function, but when the predetermined period ends, it is configured to switch to a display mode that indicates a fluctuation standby state. Of course, it is also possible to configure so that the predetermined stop state (stop display confirmation state) in which the stop mode is displayed as a confirmed stop in a mode that indicates the result of a win / lose lottery is maintained by a predetermined maintenance function until the next fluctuation display starts, without entering the fluctuation standby state.

[0488] The display modes indicating that the performance display device 42 is in a variable standby state include a first standby display mode and a second standby display mode, and the sub-control device 262 that receives the standby display command first sets the performance display device 42 to the first standby display mode in which the brightness is maintained and the stopped display mode of the variable display of the decorative pattern is maintained almost as is by a predetermined maintenance function, and may 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.Furthermore, when the value of the standby time measurement timer is subtracted every predetermined time and becomes "0," the performance display device 42 may be configured to dim the brightness and set the display mode to a simplified one (for example, no decorative pattern is displayed), in the second standby display mode.

[0489] Here, the details of the first variable display setting process of 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 / lose random number counter CLH1 stored in the execution area of ​​the special variable reserve area is "7" corresponding to the jackpot. In step SL900, it may be determined whether the first variable display corresponding to the jackpot is by determining whether the jackpot scheduled flag of the execution area of ​​the special variable reserve area is set on.

[0491] If the determination in step SL900 is affirmative, the process proceeds to step SL901, where it is determined whether the 15R jackpot flag is set to ON in the execution area of ​​the special variable reserve area. If the determination in step SL901 is affirmative, the process proceeds to step SL903.

[0492] In step SL903, a 15R jackpot pattern setting p...

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