Gaming machine

JP2026165742APending Publication Date: 2026-10-14SEVEN CRAFTSMAN CO LTD
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Patent Information

Application Number
JP2025058290
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-03-31
Publication Date
2026-10-14

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、遊技興趣を向上させることが可能な遊技機を提供することができる。

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Abstract

The objective is to provide gaming machines that can enhance the enjoyment of gaming. [Solution] In this invention, game balls launched by the launching device 305 with a first intensity flow down a left-shot path (normal path), and game balls launched by the launching device 305 with a second intensity flow down a right-shot path (specific path). The passage of left-shot and right-shot game balls through the gate member 20 can be detected by the gate detection SW20a. The pachinko game machine 1 can be controlled to either a first time-saving game state or a second time-saving game state based on the detection by the gate detection SW20a.
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine provided with a passage gate on the right side of a game area that allows game balls to pass through has been known (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of Invention

Problem to be Solved by the Invention

[0004] Incidentally, in such a gaming machine, in the time-saving game state, when right-shooting is performed to the right side of the game area to make a game ball pass through the passage gate, a privilege such as making it easier for the game ball to enter the starting port may be granted. However, in the normal game state, no privilege is granted even if a game ball passes through the passage gate, and there is room for further improvement to enhance game entertainment.

[0005] In view of such actual circumstances, the present invention aims to provide a gaming machine capable of enhancing game entertainment.

Means for Solving the Problem

[0006] The gaming machine according to the present invention comprises: a gaming area through which gaming balls can flow, comprising a normal path and a specific path different from the normal path; a launching means capable of launching gaming balls with a predetermined intensity; a passing member through which gaming balls can pass; a detection means for detecting the passage of gaming balls through the passing member; and a gaming state control means capable of controlling a normal gaming state and a specific gaming state that is more advantageous to the player than the normal gaming state, wherein gaming balls launched by the launching means with a first intensity can flow down the normal path, gaming balls launched by the launching means with a second intensity can flow down the specific path, gaming balls launched with the first intensity and gaming balls launched with the second intensity can be detected by the detection means, and the gaming state can be controlled to the specific gaming state based on the detection by the detection means. [Effects of the Invention]

[0007] According to the present invention, it is possible to provide a gaming machine that can improve the enjoyment of gaming. [Brief explanation of the drawing]

[0008] [Figure 1] This is an external front view of a gaming machine according to the first embodiment of the present invention. [Figure 2] This is an external rear view of a gaming machine according to the first embodiment of the present invention. [Figure 3] This is a front view of a game board according to the first embodiment of the present invention. [Figure 4] This is a block diagram of a gaming machine according to the first embodiment of the present invention. [Figure 5] This is a diagram showing the configuration of a Bluetooth module according to the first embodiment of the present invention. [Figure 6] This figure shows (A-1) a special symbol win determination table for the first start port, (A-2) a special symbol win determination table for the second start port, and (B) a normal symbol win determination table according to the first embodiment of the present invention. [Figure 7] This figure shows (A) a special symbol determination table, (B) a normal symbol determination table, and (C) round details for each winning special symbol according to the first embodiment of the present invention. [Figure 8] This figure shows a special pattern variation table according to the first embodiment of the present invention. [Figure 9] This figure shows a command table (1 / 2) according to the first embodiment of the present invention. [Figure 10] This figure shows a command table (2 / 2) according to the first embodiment of the present invention. [Figure 11] This is a flowchart showing the main processing of the main control board according to the first embodiment of the present invention. [Figure 12] This is a flowchart showing the timer interrupt processing on the main control board according to the first embodiment of the present invention. [Figure 13] This is a flowchart showing the input SW detection process according to the first embodiment of the present invention. [Figure 14] This is a flowchart showing the first start port detection process according to the first embodiment of the present invention. [Figure 15] This is a flowchart showing the process when the second large prize slot is detected according to the first embodiment of the present invention. [Figure 16] This is a flowchart showing the gate detection process according to the first embodiment of the present invention. [Figure 17] This is a flowchart showing the special pattern-related processing according to the first embodiment of the present invention. [Figure 18] This is a flowchart showing the special symbol variation start process according to the first embodiment of the present invention. [Figure 19] This is a flowchart showing the special symbol hit detection process according to the first embodiment of the present invention. [Figure 20] This is a flowchart showing the special symbol variation processing according to the first embodiment of the present invention. [Figure 21] This is a flowchart showing the processing for a jackpot in a game according to the first embodiment of the present invention. [Figure 22] This is a flowchart showing the small win game processing according to the first embodiment of the present invention. [Figure 23] This is a flowchart showing the second type jackpot transition control process according to the first embodiment of the present invention. [Figure 24] This is a flowchart showing the special 2 game processing according to the first embodiment of the present invention. [Figure 25] This is a flowchart showing the normal symbol related processing according to the first embodiment of the present invention. [Figure 26] This is a flowchart showing the normal symbol variation start time processing according to the first embodiment of the present invention. [Figure 27] This is a flowchart showing the normal symbol win determination processing according to the first embodiment of the present invention. [Figure 28] This is a flowchart showing the in-normal-symbol-variation processing according to the first embodiment of the present invention. [Figure 29] This is a flowchart showing the opening game processing according to the first embodiment of the present invention. [Figure 30] This is a flowchart showing the effect control board main processing according to the first embodiment of the present invention. [Figure 31] This is a flowchart showing the effect control board timer interrupt processing according to the first embodiment of the present invention. [Figure 32] This is a flowchart showing the wireless management processing according to the first embodiment of the present invention. [Figure 33] This is a flowchart showing the main command reception processing (1 / 2) according to the first embodiment of the present invention. [Figure 34] This is a flowchart showing the main command reception processing (2 / 2) according to the first embodiment of the present invention. [Figure 35] This is a flowchart showing the transmission and reception processing according to the first embodiment of the present invention. [Figure 36] This is a flowchart showing the image and sound control unit main processing according to the first embodiment of the present invention. [Figure 37] This is a diagram showing the image and sound control unit interrupt processing according to the first embodiment of the present invention. [Figure 38] This is a diagram showing the advance notice determination table 1 (pre-reach advance notice) according to the first embodiment of the present invention. [Figure 39] This is a diagram showing the dialogue advance notice determination table according to the first embodiment of the present invention. [Figure 40] This figure shows a button vibration notification determination table according to the first embodiment of the present invention. [Figure 41] This figure shows the prediction determination table 2 (prediction during reach) according to the first embodiment of the present invention. [Figure 42] This figure shows (a) a logo announcement determination table and (b) a car group announcement determination table according to the first embodiment of the present invention. [Figure 43] This figure shows (a) a preview determination table 3 (preview during super reach_conversation preview) according to the first embodiment of the present invention, and (b) a preview determination table 4 (preview during super reach_cut-in preview). [Figure 44] (c) This figure shows a preview decision table 5 (judgment during super reach) according to the first embodiment of the present invention, and (d) This figure shows a performance button decision table. [Figure 45] This figure shows an embodiment of the dialogue announcement according to the first embodiment of the present invention. [Figure 46] This figure shows an embodiment of the button vibration notification according to the first embodiment of the present invention. [Figure 47] This figure shows an embodiment of the logo announcement according to the first embodiment of the present invention. [Figure 48] This figure shows an embodiment of the vehicle group announcement according to the first embodiment of the present invention. [Figure 49] This figure shows an embodiment of the cut-in preview according to the first embodiment of the present invention. [Figure 50] This figure shows an embodiment of the judging presentation according to the first embodiment of the present invention. [Figure 51] This figure shows a (1 / 3) aspect of the conversation preview according to the first embodiment of the present invention. [Figure 52] This figure shows an embodiment (2 / 3) of the conversation preview according to the first embodiment of the present invention. [Figure 53] This figure shows an embodiment (3 / 3) of the conversation preview according to the first embodiment of the present invention. [Figure 54] This figure shows the configuration of the jackpot entry judgment sequence (jackpot judgment) during gameplay according to the first embodiment of the present invention. [Figure 55] This figure shows the mode selection presentation during a jackpot 1 game according to the first embodiment of the present invention. [Figure 56] This figure illustrates the details of the gameplay from minor wins to major wins when Mode A is selected according to the first embodiment of the present invention. [Figure 57] This figure shows the detailed presentation of the minor win game and the major win 2 game when Mode A is selected according to the first embodiment of the present invention. [Figure 58] This diagram shows the state of transitioning from a jackpot game to a chance time reduction (first time reduction game state) according to the first embodiment of the present invention. [Figure 59] This diagram shows the state in which a regular symbol variation performance (game performance) corresponding to a regular symbol variation game is executed during the RUSH time reduction (second time reduction game state) according to the first embodiment of the present invention. [Figure 60] This figure shows the configuration when a minor win game is executed after the second start port 22 is fully open during the RUSH time reduction (second time reduction game state) according to the first embodiment of the present invention. [Figure 61] This figure shows a modified example of the second special symbol variation effect (game effect) for a minor win that is performed during the RUSH time reduction (second time reduction game state) according to the first embodiment of the present invention. [Figure 62] This figure shows the state when the RUSH time reduction (second time reduction game state) according to the first embodiment of the present invention ends and the game transitions to the normal game state. [Figure 63] This figure shows the state when the RUSH time reduction (second time reduction game state) according to the first embodiment of the present invention ends and the game transitions to the normal game state. [Figure 64] This figure shows the state in which the final result display is interrupted when the RUSH time reduction (second time reduction game state) according to the first embodiment of the present invention ends. [Figure 65] This figure shows the state when the RUSH time reduction (second time reduction game state) according to the first embodiment of the present invention ends and the game transitions to the normal game state. [Figure 66](a) and (b) are schematic diagrams showing wireless communication between a pachinko game machine and a connected device according to this first embodiment, and (c) is a schematic diagram of the connected device (earphone). [Figure 67] This figure shows the details (1 / 2) of volume control according to the first embodiment of the present invention. [Figure 68] This figure shows the details (2 / 2) of volume control according to the first embodiment of the present invention. [Figure 69] This figure illustrates a warning related to earphones in the first embodiment of the present invention. [Figure 70] This diagram shows the connection operation between a pachinko game machine and a connecting device (earphones) according to the first embodiment of the present invention. [Figure 71] This diagram shows the connection operation between a pachinko game machine and a connecting device (earphones) according to the first embodiment of the present invention. [Figure 72] This is an example 1 of hiding the connection icon according to the first embodiment of the present invention. [Figure 73] This is an example 2 of hiding the connection icon according to the first embodiment of the present invention. [Figure 74] This is example 3 of hiding the connection icon according to the first embodiment of the present invention. [Figure 75] This is example 4 of hiding the connection icon according to the first embodiment of the present invention. [Figure 76] This is an example of notifying that wireless connection is possible according to the first embodiment of the present invention. [Figure 77] This figure shows the relationship between display and sound (disconnected state) according to the first embodiment of the present invention. [Figure 78] This figure shows the relationship between display and sound (connection state) (1 / 2) according to the first embodiment of the present invention. [Figure 79] This figure shows the relationship between display and sound (connection state) (2 / 2) according to the first embodiment of the present invention. [Figure 80] This figure shows an example of what happens when an error (abnormality) occurs during a wireless connection according to the first embodiment of the present invention. [Figure 81]This figure illustrates a special sound effect that can be output to the earphones only when the connection state is as described in the first embodiment of the present invention. [Figure 82] This is a front view of the game board according to the second embodiment. [Figure 83] This figure illustrates an example of the trajectory of a game ball according to the second embodiment. [Figure 84] This figure shows (A-1) a special symbol win determination table for the first start port, (A-2) a special symbol win determination table for the second start port, and (B) a normal symbol win determination table according to the second embodiment. [Figure 85] This figure shows (A) a special symbol determination table, (B) a regular symbol determination table, and (C) round details for each winning special symbol according to the second embodiment. [Figure 86] This is a diagram showing the transitions between game states according to the second embodiment. [Figure 87] This flowchart shows the timer interrupt processing on the main control board according to the second embodiment. [Figure 88] This is a flowchart showing the minor win-related processing according to the second embodiment. [Figure 89] This is a flowchart showing the special pattern-related processing according to the second embodiment. [Figure 90] This is a flowchart showing the special symbol variation processing (1 / 2) according to the second embodiment. [Figure 91] This is a flowchart showing the special symbol variation processing (2 / 2) according to the second embodiment. [Figure 92] This is a flowchart showing the processing of the first jackpot game according to the second embodiment. [Figure 93] This is a flowchart showing the processing of the second jackpot 1 game according to the second embodiment. [Figure 94] This is a flowchart showing the processing of the jackpot 2 game according to the second embodiment. [Figure 95] This is a flowchart showing the processing during normal symbol variation according to the second embodiment. [Figure 96] This is a flowchart showing the main command reception process (1 / 2) according to the second embodiment. [Figure 97] This is a flowchart showing the main command reception process (2 / 2) according to the second embodiment. [Figure 98] This figure shows the performance determination table according to the second embodiment. [Figure 99] This figure shows a configuration 1 (1 / 2) of the normal game state according to the second embodiment. [Figure 100] This figure shows a normal game state 1(2 / 2) according to the second embodiment. [Figure 101] This figure shows a configuration 2(1 / 2) of the normal game state according to the second embodiment. [Figure 102] This figure shows a configuration 2(2 / 2) of the normal game state according to the second embodiment. [Figure 103] This figure shows a configuration 3 of the normal gameplay state according to the second embodiment. [Figure 104] This figure shows a 4th aspect of the normal gameplay state according to the second embodiment. [Figure 105] This figure shows the first embodiment of the first jackpot game and the second jackpot game according to the second embodiment. [Figure 106] This figure shows a second embodiment of the first jackpot game and the second jackpot game according to the second embodiment. [Figure 107] This figure shows a first mode of the first time-saving game state according to the second embodiment. [Figure 108] This figure shows a second embodiment of the first time-saving game state according to the second embodiment. [Figure 109] This figure shows the configuration of the second time-saving game state according to the second embodiment. [Figure 110] This diagram shows the display method for the number of games with normal symbol variations according to the second embodiment. [Figure 111] This figure shows a display method for the number of games with normal symbol variations according to a modified example of the second embodiment. [Figure 112] This figure shows an example 1 of the timing for a normal symbol win according to the second embodiment. [Figure 113] This figure shows an example 2 of the timing for a normal symbol win according to the second embodiment. [Figure 114] This figure shows an example 3 of the timing for a normal symbol win according to the second embodiment. [Modes for carrying out the invention]

[0009] (First Embodiment) The embodiments of the present invention will be described below in detail with reference to the drawings, using a pachinko game machine 1 as an example. In the following description, "front," "rear," "left," "right," "up," and "down" refer to the pachinko game machine 1 shown in Figure 1 as viewed from the player's side.

[0010] As shown in Figure 1, the pachinko game machine 1 includes an outer frame 2 for installation on a game machine island (not shown) in a game parlor, an inner frame 3 pivotally supported by the outer frame 2 and detachably holding the game board 6, a glass frame 4 pivotally supported by the inner frame 3 and facing the front of the game board 6, allowing the game board 6 to be viewed through transparent glass, and a receiving tray member 5 pivotally supported by the inner frame 3 and located below the glass frame 4, capable of storing game balls.

[0011] The central frame 3 is equipped with a launching device for launching game balls into the game area 7 of the game board 6, and a launching handle 8 is provided to operate this launching device. The launching handle 8 can be grasped by the player and rotated within a predetermined range, and the amount of rotation (volume) can be adjusted to control the launching strength when launching game balls into the game area 7. For example, when rotated by the first amount (first launching strength), game balls are launched to the left side of the game area 7 (left game area 7a) (so-called "left-handed shooting" is possible), and when rotated by the second amount, which is greater than the first amount (second launching strength), game balls are launched to the right side of the game area 7 (right game area 7b) (so-called "right-handed shooting" is possible). The left game area 7a forms a predetermined path, and the right game area 7b forms a specific path.

[0012] The launch handle 8 is equipped with a handle touch sensor (not shown). This handle touch sensor turns ON when the launch handle 8 is held by the player, and this ON signal is input to the payout control board 300. This allows the system to determine that the launch handle 8 is being held by the player.

[0013] The glass frame 4 is equipped with a light-emitting device 9 (lamp, LED, etc.), which allows the pachinko game machine 1 to be decorated with light. For example, in the special symbol win detection process described later, if it is determined to be a special symbol win, it is possible to perform an effect that notifies the player that it is a special symbol win by emitting rainbow-colored light. Also, in the normal symbol win detection process described later, if it is determined to be a normal symbol win and the second start opening 22 is opened for a long time in an opening manner that facilitates ball entry (as shown in Figure 7(B) described later, 1.8 seconds x 3 times), it is possible to perform an effect that notifies the player that it is a normal symbol win with the second start opening 22 opened for a long time (meaning that the second start opening 22 can be entered).

[0014] The light-emitting device 9 includes an LED for the performance button 14. The LED for the performance button is located inside the performance button 14 and is covered from above by a transparent cover, making its illumination pattern visible. For example, the LED for the performance button can emit light in white, blue, green, red, and rainbow colors.

[0015] Furthermore, upper speakers 10 are provided at the top and bottom of the glass frame 4, and a lower speaker 10 (not shown) is provided at the bottom of the glass frame, enabling the output of various musical pieces (BGM) and various sound effects (voice, sound effects). For example, when controlled to the normal game state described later, musical pieces and sound effects corresponding to the normal game state can be output, and when controlled to the time-saving game state described later, musical pieces and sound effects corresponding to the time-saving game state can be output. In addition, a speaker lamp is provided in the lower speaker 10, which lights up in the winning flash effect described later. Hereafter, the upper speaker 10 and the lower speaker may be collectively referred to simply as "speaker 10".

[0016] The light-emitting device 9 and speaker 10 are capable of issuing an abnormality notification when an abnormality occurs in the pachinko game machine 1. For example, the light-emitting device 9 can emit light in a light-emitting pattern specifically for abnormality notification, and the speaker 10 can output voice or warning sounds that notify the specific details of the abnormality.

[0017] The receiving tray member 5 consists of an upper receiving tray 5a and a lower receiving tray 5b. When the amount of game balls stored in the upper receiving tray 5a exceeds a certain amount, the game balls are dispensed into the lower receiving tray 5b. The receiving tray member 5 is also equipped with a ball release button 11 for discharging the game balls stored in the upper receiving tray 5a into the lower receiving tray 5b at the end of the game, a ball dispensing button 12 for requesting the dispensing of game balls from a game ball dispensing device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the slot of the game ball dispensing device, a balance display unit 12a for displaying the balance of the valuable medium, and a ball dispensing available lamp 12b for indicating that ball dispensing is possible by operating the ball dispensing button 12.

[0018] Furthermore, the receiving tray member 5 is provided with an effect button 14 and an effect lever 15, which can be operated by the player when an action prompting the player to operate each operating means is performed. The effect button 14 and the effect lever 15 may be provided independently or as a single unit.

[0019] Furthermore, vibration devices may be provided on one or both of the performance buttons 14 and the performance lever 15 to cause them to vibrate. For example, the vibration may be used as a notification effect to foreshadow a favorable game result for the player (such as a special symbol win described later, or a regular symbol win where the second start opening 22 is opened for a long time), or it may be used to notify the player that they are transitioning to a big win game or a small win game (described later). Note that only one of the performance buttons 14 and the performance lever 15 may be provided, or multiple versions of either one may be provided.

[0020] Furthermore, the effective operation period for the performance lever 15 may be set simultaneously with the effective operation period for the performance button 14, or vice versa. For example, if the performance lever 15 is operated during a scene in which a performance prompting the operation of the performance button 14 is being executed, it may be determined that an operation input has been received and the corresponding performance performance may be executed. Conversely, if the performance button 14 is operated during a scene prompting the operation of the performance lever 15, it may be determined that an operation input has been received and the corresponding performance performance may be executed.

[0021] Furthermore, during the effective operation time for a pre-announcement effect that foretells a favorable game result for the player, if an action prompting the player to operate the effect button 14 is being performed, the operation of the effect button 14 may be enabled while the operation of the effect lever 15 is disabled. Conversely, if an action prompting the player to operate the effect lever 15 is being performed, the operation of the effect lever 15 may be enabled while the operation of the effect button 14 is disabled. Additionally, during the effective operation time for a win / loss effect that indicates whether or not the game result is favorable for the player, both the operation of the effect button 14 and the effect lever 15 may be enabled, regardless of whether an action prompting the player to operate the effect button 14 or an action prompting the player to operate the effect lever 15 is being performed.

[0022] Furthermore, the tray member 5 is equipped with a directional pad 16 that can be operated by the player for adjusting the volume of music (BGM) and sound effects (voice, sound effects) output from the speaker 10, adjusting the light intensity of the performance lights emitted from the light-emitting device 9, selecting modes (described later), and activating the menu screen to perform operations corresponding to each menu. Note that the directional pad 16 is an operating device for selecting modes and performing operations related to the menu screen, and separate, dedicated operating devices for adjusting volume and light intensity may be provided.

[0023] The menu screen can be accessed by operating the performance button 14 during non-operational periods, such as while waiting for customers or during demo performances. When the menu screen is accessed, multiple items are displayed, and these items can be selected using the up and down buttons on the directional pad 16. One of the items available is "Wireless Connection," which allows you to establish or disconnect a wireless connection. In the following, accessing the menu screen will simply be referred to as "menu activation."

[0024] Furthermore, a decorative section 2a is provided at the upper end of the outer frame 2. This decorative section 2a extends further upward from the upper end of the outer frame and, for example, is shaped like a character, giving it a visual impact. On the other hand, the component located behind the decorative section 2a (for example, an external information display for displaying game information collected from the gaming machine 1) may be difficult for some players to see. The decorative section 2a may always extend upward from the upper end of the outer frame 2, or it may be configured to change from a retracted state to an extended state when a predetermined trigger is met.

[0025] Next, the configuration of the rear side of the pachinko game machine 1 will be explained based on Figure 2. The rear side of the pachinko game machine 1 is equipped with various control boards, such as the main control board 100, the performance control board 200, the payout control board 300 and payout device 304, and the power supply board 400 (more precisely, these various control boards are mounted on the rear of the inner frame 3).

[0026] Furthermore, the main control board 100 is equipped with a RAM clear switch 105. The RAM clear switch 105 is a switch used to initialize the game information that is overwritten when a game is played in the area of ​​the main RAM 103. For example, if the game is in a time-saving game state when the arcade closes, the administrator (for example, an arcade employee) can press the RAM clear switch 105 while turning on the power to clear the game information from the time-saving game state, and the game can be started from the normal game state when the arcade opens the next day.

[0027] Furthermore, the RAM clear switch 105 also serves as a switch for switching setting values ​​in the setting change state described later. As will be explained in detail in the flowchart, for example, if there are six setting values, when setting value "1" is displayed on the display unit 104 described later, pressing the RAM clear switch 105 once will switch from setting value "1" to setting value "2", pressing the RAM clear switch 105 once more will switch from setting value "2" to setting value "3", and so on, with each subsequent press of the RAM clear switch 105 switching to setting value "4", setting value "5", setting value "6", and so on. When setting value "6" is displayed on the display unit 104, pressing the RAM clear switch 105 once will switch from setting value "6" to setting value "1".

[0028] Although the RAM clear switch 105 is provided on the main control board 100, it may also be provided on the power supply board 400, for example, or directly on the middle frame 3, as long as it is possible to input to the main control board 100. Furthermore, instead of having six setting levels, the setting level may be set to one level. In this case, the setting value "1" will be displayed on the display unit 104, and it is preferable that the other setting values ​​are not displayed even when the RAM clear switch 105 is pressed.

[0029] Furthermore, the main control board 100 is provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of the multiple setting values ​​described later. Specifically, when a setting change key (not shown) managed by an employee of the amusement parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from vertical to horizontal), and at the same time the RAM clear switch 105 is pressed, the power to the pachinko machine 1 is turned ON (power SW 400a is turned ON), the machine enters a setting change state in which the setting value can be set.

[0030] The setting change keyhole 31 is also used to check the currently set setting value. Specifically, when a setting change key managed by an employee of the amusement parlor is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power to the pachinko machine 1 is turned ON (power switch SW400a is turned ON), the machine enters a setting confirmation state in which the setting value can be checked.

[0031] The setting change keyhole 31 can be rotated by a setting change key, and for example, the main CPU 101 can detect three positions (states) in the vertical, horizontal, and diagonal directions. Although the setting change keyhole 31 is provided on the main control board 100, its location is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.

[0032] Furthermore, the main control board 100 is equipped with a display unit 104. The display unit 104 displays the set value when the setting has been changed or when the setting has been confirmed. If the setting has not been changed or when the setting has been confirmed, it displays game performance information (normal base value) calculated using a formula such as "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100".

[0033] Game performance information is calculated every interrupt (for example, every 4ms) when the settings are not changed or confirmed (for example, when the timer interrupt process is permitted), and at predetermined display timings (for example, every 5 seconds), the current section and the past three sections (the section before, the section before, and the section before) can be displayed. In other words, the display switches as follows: display of the current section → predetermined time elapsed (5 seconds elapsed) → display of past section (1) → predetermined time elapsed (5 seconds elapsed) → display of past section (2) → predetermined time elapsed (5 seconds elapsed) → display of past section (3) → predetermined time elapsed (5 seconds elapsed) → display of the current section.

[0034] Next, the configuration of the game board 6 of the pachinko game machine 1 will be explained based on Figure 3. The game board 6 is made of plywood or a transparent synthetic resin material, and an image display device 26 is detachably assembled to the back side. The game board 6 has a game area 7 on which game balls can roll, and an outer rail member 18 and an inner rail member 19 are formed to guide the game balls launched from the launching device into the game area 7.

[0035] The game area 7 includes a gate member 20 (general starting area) through which game balls can pass, a first starting opening 21 (first special starting area) into which game balls can enter, a stage 17 to facilitate entry of game balls into the first starting opening 21, a second starting opening 22 (second special starting area) into which game balls can enter, a normal prize opening 23 into which game balls can enter, a first large prize opening 24 into which game balls can enter when the later-described Big Win 1 game or Big Win 2 game is being played, a second large prize opening 32 into which game balls can enter when the later-described Small Win game is being played, an out opening 25 for discharging game balls that did not enter any of the prize openings to the outside of the game area (game ball discharge trough), a movable body 28 that moves in the vertical direction, and other features such as game nails (not shown) and windmills.

[0036] In this embodiment, the entry of a game ball into the gate member 20, the first starting opening 21, the second starting opening 22, the regular prize opening 23, the first large prize opening 24, and the second large prize opening 32 may be referred to as "winning a prize" or "ball entering a prize," and the entry of a game ball into the gate member 20, the first starting opening 21, and the second starting opening 22 may be referred to as "starting prize winning."

[0037] The game area 7 has a left game area 7a (a game area where players play left-handed) formed to the left of the center (dotted line C) and a right game area 7b (a game area where players play right-handed) formed to the right of the center.

[0038] The gate member 20 is located in the right-center of the game area 7, and when "right-handed shooting" is performed, where game balls are launched to the right side of the game area 7, almost all game balls can pass through it. It also has a permanent opening at the top, allowing game balls to pass through at all times. When a game ball passes through the gate member 20 and is detected by the gate detection SW20a, the general judgment information (various random values) is acquired in the "gate detection processing" described later.

[0039] Then, the normal symbol judgment information (various random values) obtained in the "gate detection processing" is stored in the main RAM 103 as normal symbol hold memory, and the execution of the normal symbol variation game based on the ball entry is put on hold. Specifically, the main RAM 103 is provided with a normal symbol hold memory area for storing multiple normal symbol judgment information obtained based on the ball entry into the gate member 20 as normal symbol hold memory, and it is possible to put up to "4" normal symbol variation games on hold (normal symbol hold memory). In addition, the main RAM 103 is also provided with a variation memory area for storing normal symbol judgment information corresponding to the normal symbol variation game that will be executed or is currently being executed.

[0040] The regular symbol hold memory area consists of a "first memory area," a "second memory area," a "third memory area," and a "fourth memory area," where regular symbol judgment information (various random values) as regular symbol hold memory is stored sequentially. When regular symbol judgment information is stored in all memory areas, and the currently changing regular symbol game finishes changing, the regular symbol judgment information stored in the "first memory area" is moved to the "current change memory area," the regular symbol judgment information stored in the "second memory area" is moved to the "first memory area," the regular symbol judgment information stored in the "third memory area" is moved to the "second memory area," the regular symbol judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty.

[0041] Subsequently, based on the normal symbol judgment information transferred from the first memory area of ​​the normal symbol hold memory area to the variable memory area, a "normal symbol hit judgment process" is performed to determine whether or not to execute an opening game that extends a protruding member (not shown) provided at the second start opening 22. A "normal symbol variation game" is then executed in which the normal symbol is displayed in a variation on the normal symbol display 27e, and the normal symbol indicating the judgment result of the normal symbol hit judgment process is derived (confirmed display) as the normal symbol variation time elapses. Note that the gate member 20 may also be provided in the left center part of the game area 7.

[0042] The first starting opening 21 is located in the center of the game area 7. When "left-handed shooting" is performed, where the game ball is launched to the left side of the game area 7, the game ball can enter the opening. When "right-handed shooting" is performed, the game ball cannot enter the opening. It is also always open upwards, allowing the game ball to enter at all times. When a game ball enters the first starting opening 21 and is detected by the first starting opening detection SW21a, the "first starting opening detection processing" described later performs processing to dispense, for example, "3" game balls as prize balls, and special symbol judgment information (various random values) is acquired.

[0043] Then, the special symbol judgment information (various random values) acquired in the "first start gate detection processing" is stored in the main RAM 103 as the first special symbol hold memory, and the execution of the first special symbol variation game based on the ball entry is put on hold. Specifically, the main RAM 103 is provided with a first special symbol hold memory area for storing multiple special symbol judgment information acquired based on the ball entry into the first start gate 21 as the first special symbol hold memory, and it is possible to put up to "4" first special symbol variation games on hold (first special symbol hold memory). In addition, the main RAM 103 is also provided with a variation memory area for storing special symbol judgment information corresponding to the special symbol variation game that will be executed or is currently being executed.

[0044] The first special symbol hold memory area consists of a "first memory area" where special symbol judgment information (various random values) as the first special symbol hold memory is stored sequentially, a "second memory area," a "third memory area," and a "fourth memory area." For example, when all memory areas are filled with special symbol judgment information, and the currently changing first special symbol variation game finishes, the special symbol judgment information stored in the "first memory area" is moved to the "current variation memory area," the special symbol judgment information stored in the "second memory area" is moved to the "first memory area," the special symbol judgment information stored in the "third memory area" is moved to the "second memory area," the special symbol judgment information stored in the "fourth memory area" is moved to the "third memory area," and the "fourth memory area" becomes empty. The first start opening 21 is an entry opening into which game balls can be entered, but it may also be composed of a passage area through which game balls can pass.

[0045] Subsequently, based on the special symbol judgment information transferred from the first memory area of ​​the first special symbol hold memory area to the said variable memory area, a "special symbol win judgment process" is performed to determine whether or not to execute a jackpot game. The first special symbol is then displayed in a variable state on the first special symbol display unit 27a, and a "first special symbol variation game" is executed in which the first special symbol indicating the judgment result of the special symbol win judgment process is derived (confirmed display) as the special symbol variation time elapses.

[0046] Furthermore, a start-up opening light-emitting device 21b is provided around the first start-up opening 21. The start-up opening light-emitting device 21b is capable of emitting light to notify when a game ball enters the first start-up opening 21, or emitting light in the same color as the reserve icon (or variable icon) that is the target of the reserve change effect, as described later. This allows the player to recognize the color of the hidden reserve icon (or variable icon) from the light emitted by the start-up opening light-emitting device 21b, even if the reserve icon (or variable icon) is temporarily hidden (for example, during a super reach).

[0047] The second starting opening 22 is located in the right-center part of the game area 7. When "right-handed shooting" is performed, where the game ball is launched to the right side of the game area 7, the game ball can enter the opening. When "left-handed shooting" is performed, the game ball cannot enter the opening. Unlike the first starting opening 21, the second starting opening 22 is not always open and, in principle, does not allow the entry of game balls (it is in a "closed" state). In other words, the second starting opening 22 has a protruding member that can project forward, and the game ball can only enter when an open game is performed in which this protruding member projects forward (when it is in an "open" state).

[0048] Whether or not to perform an open game that allows game balls to enter by making the protruding member protrude forward depends on whether the normal symbol win determination process determines that it is a normal symbol win. In this case, it is possible to perform an open game that opens and closes in the manner shown in "Opening and Closing of the Second Start Opening" in Figure 7(B) (short opening that makes it difficult for game balls to enter, or long opening that makes it easy for game balls to enter). When a game ball enters the second start opening 22 and is detected by the second start opening detection SW22a, the "Second Start Opening Detection Processing" described later performs processing to dispense, for example, "2" game balls as prize balls, and special symbol determination information (random value) is acquired.

[0049] Furthermore, when the first special symbol variation game or the second special symbol variation game is not in progress, that is, when the variation memory area in the main RAM 103 for storing special symbol judgment information is free, the special symbol judgment information (various random values) acquired in the "second start gate detection processing" is stored in the variation memory area. On the other hand, when the first special symbol variation game or the second special symbol variation game is in progress, that is, when the variation memory area in the main RAM 103 for storing special symbol judgment information is not free, the special symbol judgment information acquired in the "second start gate detection processing" is not stored as pending memory, and the second special symbol variation game based on the ball entry is not executed. Specifically, the main RAM 103 only has the variation memory area for storing special symbol judgment information acquired based on the ball entry into the second start gate 22, so the execution of the second special symbol variation game cannot be postponed.

[0050] Then, based on the special symbol judgment information stored in the variable memory area, a "special symbol win judgment process" is performed to determine whether or not to execute a big win game or a small win game. The second special symbol is then displayed in a variable manner on the second special symbol display 27b, and a "second special symbol variation game" is executed in which the second special symbol indicating the judgment result of the special symbol win judgment process is derived (confirmed and displayed) as the special symbol variation time elapses.

[0051] In addition to the variable memory area, the main RAM 103 does not have a memory area capable of storing special symbol judgment information (various random values) obtained based on ball entry into the second start opening 22. However, a second special symbol hold memory area may be provided, similar to the first special symbol hold memory area described above, which can hold up to "1" to "4" executions of the second special symbol variable game (second special symbol hold memory). In this case, it is preferable to process the second special symbol hold memory in priority to the first special symbol hold memory.

[0052] Furthermore, although a protruding member that moves in the front-rear direction was used as the second starting opening 22, a so-called "electric tulip" with movable wing pieces may also be used. Also, although the second starting opening 22 is an entry opening into which game balls can enter, it may also be configured as a passage area through which game balls can pass.

[0053] Furthermore, in this embodiment, the regular symbol variation game based on passing through the gate member 20, the first special symbol variation game based on balls entering the first start opening 21, and the second special symbol variation game based on balls entering the second start opening 22 may be referred to as a "symbol variation game," or simply as a "single variation game," or as "variation in progress."

[0054] There are a total of four regular prize slots 23: three in the lower left and one in the lower right of the game area 7. The three regular prize slots 23 in the lower left allow game balls to enter when "left-handed shooting" is performed (but not when "right-handed shooting"), and the one regular prize slot 23 in the lower right allows game balls to enter when "right-handed shooting" is performed (but not when "left-handed shooting"). In addition, like the first start slot 21, the regular prize slots 23 are always open upwards, allowing game balls to enter at all times. When a game ball enters a regular prize slot 23 and is detected by the regular prize slot detection SW23a, the "regular prize slot detection processing" described later is performed to dispense, for example, eight game balls as prize balls. The placement of the regular prize slots 23 can be changed as desired, and the number of slots may be less than "4". Furthermore, the number of prize balls awarded may differ between the "3" regular prize slots 23 in the lower left and the "1" regular prize slot 23 in the lower right.

[0055] The first large prize slot 24 is located in the lower right part of the game area 7, and game balls can enter when "right-handed shooting" is performed (but cannot enter when "left-handed shooting" is performed). The first large prize slot 24 has an opening and closing door, and when the special symbol hit detection process determines that a special symbol hit has occurred and either a jackpot 1 game or a jackpot 2 game is executed, the opening and closing door tilts forward from the closed state to the open state, allowing game balls to enter. When game balls enter the first large prize slot 24 and are detected by the first large prize slot detection SW24a, the "first large prize slot detection process" described later is performed to dispense, for example, "15" game balls as prize balls.

[0056] In one jackpot game, the opening and closing door of the first large prize pocket 24 opens (tilts forward) for the number of rounds (R) shown in Figure 7. For each round, it remains open (tilts forward) for 29.5 seconds (S = seconds). If 10 game balls are detected by the first large prize pocket detection SW24a before 29.5 seconds have elapsed, the opening and closing door closes and the game proceeds to the next round, even if 29.5 seconds have not yet elapsed. This process is repeated for the specified number of rounds. On the other hand, if 29.5 seconds have elapsed before 10 game balls are detected by the first large prize pocket detection SW24a (so-called "attacker full open"), the opening and closing door closes and the game proceeds to the next round. In this case, the game ends for one round without reaching the specified number of 10 balls per round, which is disadvantageous to the player.

[0057] In this embodiment, a tilting opening / closing door is used as the first large prize winning opening 24, but a so-called "electric tulip" may be used, or a "shutter member" that moves back and forth in the front-to-back direction may be used.

[0058] The second large prize slot 32 is located in the lower right part of the game area 7, and game balls can enter when "right-handed shooting" is performed (but cannot enter when "left-handed shooting" is performed). The second large prize slot 32 has an opening and closing door, and when a minor win is determined in the special symbol win determination and the minor win game is executed, the opening and closing door tilts forward, changing from a closed state to an open state, allowing game balls to enter. When game balls enter the second large prize slot 32 and are detected by the second large prize slot detection SW32a, the "second large prize slot detection processing" described later is performed to dispense, for example, "15" game balls as prize balls.

[0059] Inside the second large prize slot 32, there is a specific area (the so-called "V prize slot") into which game balls can be entered. The specific area has a lid, and during a minor win game, the lid retracts, changing from a closed state to an open state, allowing game balls to enter. When a game ball that has flowed into the second large prize slot 32 during a minor win game enters the specific area, a second major win game is executed, with the minor win game being the first round. From the second round onward in this second major win game, the first large prize slot 24 is opened.

[0060] In this embodiment, special symbols F and G are provided as special symbols that trigger a minor win game. When a minor win game is executed after these special symbols are revealed, the lid member opens, allowing the game ball to enter a specific area. In other words, in a minor win game, as long as the player "shoots to the right" in accordance with the right-shoot instruction notification, it is possible to enter the game ball into the specific area and execute a major win game.

[0061] The image display device 26 has a display area covering almost the entire surface and is positioned above the stage 17. The display area is capable of displaying game effects (variation effects) corresponding to the symbol variation game (normal symbol variation game, first special symbol variation game, second special symbol variation game), as well as game effects (jackpot effects) corresponding to the jackpot game. Specifically, in response to the start of the symbol variation game, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are displayed in the variation display area in a variation display (vertical scrolling), while the upper, middle, and lower three-digit sub-symbols 26d as the fourth symbol (one of the following: Special 1 sub-symbol 26d1 corresponding to the 1st special symbol, Special 2 sub-symbol 26d2 corresponding to the 2nd special symbol, and Normal sub-symbol 26d3 corresponding to the normal symbol) are displayed in a variation (updated display) at the right edge of the display area. Alternatively, the decorative symbols 26a to 26c may not be displayed in a variation display, and the sub-symbol 26d (one of the following: Special 1 symbol 26d1, Special 2 sub-symbol 26d2, and Normal sub-symbol 26d3) may be displayed in a variation (updated display) at the right edge of the display area. Note that the left decorative design 26a, the middle decorative design 26b, and the right decorative design 26c are sometimes referred to as "performance designs," but these terms are synonymous.

[0062] Then, within the variation time, various effect images are displayed to enhance the visual effect of the variation display of the decorative symbols, and before the variation time elapses, each decorative symbol 26a~26c is set to a combination corresponding to the judgment result of the special symbol hit judgment process or the normal symbol hit judgment process (for example, if it is a special symbol hit, a minor hit, or a normal symbol hit where the second start opening 22 is open for a long time, it will be a repeating number such as "333" or "777", if it is a miss or a normal symbol hit where the second start opening 22 is open for a short time, it will be "34 The reels temporarily stop on combinations that do not result in a reach, such as "3" or "565", or on scattered combinations, such as "368" or "914". After the reel spin time has elapsed, the reels display the confirmed combination of each decorative symbol 26a to 26c that was temporarily stopped, and also display one of the small symbols 26d (Special 1 small symbol 26d1, Special 2 small symbol 26d2, or Normal symbol small symbol 26d3) in the same combination as each decorative symbol 26a to 26c, thereby announcing the result of the special symbol win judgment process or the normal symbol win judgment process.

[0063] In this embodiment, during the execution of the first special symbol variation game, if it is in a normal game state, the first special symbol variation effect (game effect) is executed in which the image display device 26 displays each decorative symbol 26a to 26c and the special 1 small symbol 26d1 in a variation manner, and then displays the decorative symbol and the special 1 small symbol 26d1 indicating the judgment result of the special symbol hit judgment process for a confirmed time (0.5S). If it is in a time-saving game state, the first special symbol variation effect (game effect) is executed in which the image display device 26 displays only the special 1 small symbol 26d1 in a variation manner, and then displays the special 1 small symbol 26d1 indicating the judgment result of the special symbol hit judgment process for a confirmed time (0.5S).

[0064] Furthermore, during the execution of the second special symbol variation game, regardless of whether it is in normal game mode or time-saving game mode, the second special symbol variation effect (game effect) is executed in which the image display device 26 displays only the special second small symbol 26d2 in a variation state, and then displays the special second small symbol 26d2 indicating the result of the special symbol hit determination process for a confirmed time (0.5S).

[0065] Furthermore, during the execution of a normal symbol variation game, if it is in normal game mode, a normal symbol variation effect (game effect) is executed in which only the normal symbol sub-symbols 26d3 are displayed on the image display device 26 in a variation state, and then the normal symbol sub-symbols 26d3 indicating the judgment result of the normal symbol hit judgment process are displayed in a confirmed state for a confirmation time (0.5S). If it is in time-saving game mode, a normal symbol variation effect (game effect) is executed in which each decorative symbol 26a~26c and the normal symbol sub-symbol 26d3 are displayed on the image display device 26 in a variation state, and then each decorative symbol 26a~26c and the normal symbol sub-symbol 26d3 indicating the judgment result of the normal symbol hit judgment process are displayed in a confirmed state for a confirmation time (0.5S).

[0066] Furthermore, during the execution of the second special symbol variation game, regardless of whether it is in normal game mode or time-saving game mode, the image display device 26 may be configured to display each decorative symbol 26a to 26c and the special second small symbol 26d2 in a variation manner, and then to display the decorative symbols 26a to 26c and the special second small symbol 26d2 that indicate the result of the special symbol hit determination process in a confirmed display of the second special symbol variation performance (game performance).

[0067] Alternatively, instead of composing each of the special 1 small symbol 26d1, special 2 small symbol 26d2, and regular symbol small symbol 26d3 with three symbols, each may be composed of one symbol. In this case, the fluctuation display of the small symbol 26d may be sequentially switched between "○", "△", and "×". For special 1 small symbol 26d1, "○" is displayed to confirm a special symbol win, and "×" is displayed to confirm a special symbol loss. For special 2 small symbol 26d2, "○" is displayed to confirm a special symbol win, "×" is displayed to confirm a small symbol loss, and "×" is displayed to confirm a special symbol loss. For regular symbol small symbol 26d3, "○" is displayed to confirm a regular symbol win when the second start port 22 is fully open, "△" is displayed to confirm a regular symbol win when the second start port 22 is briefly open, and "×" is displayed to confirm a regular symbol loss. This makes it easier for players to recognize the confirmed small symbol 26d, thereby improving the enjoyment of the game.

[0068] Alternatively, instead of providing three small symbols 26d, it may be possible to provide two: a common small symbol 26d1 that is displayed in response to the first special symbol variation game in normal gameplay and in response to the second special symbol variation game in time-saving gameplay, and a dedicated small symbol 26d2 that is displayed in response to the normal symbol variation game regardless of the gameplay state. In this way, the display space for the small symbols 26d can be reduced, and the small symbols 26d can be prevented from obstructing the view of other visual effects, thereby improving the enjoyment of the game.

[0069] Furthermore, the image display device 26 is capable of displaying a first start slot reserve count image 26e1, which shows the number of reserves for the first special symbol variation game (first special symbol reserve memory) from "0" to "4", regardless of whether the game is in normal play mode or time-saving play mode, and a normal symbol reserve count image 26e3, which shows the number of reserves for the normal symbol variation game (normal symbol reserve memory) from "0" to "4", regardless of whether the game is in normal play mode or time-saving play mode.

[0070] Since the second special symbol variation game is not held in reserve, the image showing the number of reserved symbols in the second start slot, which indicates the number of reserved symbols in the second special symbol variation game, is not displayed. However, it may be possible to make it possible to hold the second special symbol variation game (to store the memory of the second special symbol reserve), and to display the image showing the number of reserved symbols in the second start slot, which indicates the number of reserved symbols in the second special symbol variation game.

[0071] Furthermore, the image display device 26 is capable of displaying a first reserved ball image display area 26g, a second reserved ball image display area 26h, a third reserved ball image display area 26i, and a fourth reserved ball image display area 26j (indicated simply as "g", "h", "i", and "j" in Figure 3) which display the number of reserved balls for the first special symbol variation game (first special symbol reserved memory) in the normal game state, and the number of reserved balls for the normal symbol variation game (normal symbol reserved memory) in the time-saving game state. In addition, it is capable of displaying a variation icon display area 26o (indicated simply as "o" in Figure 3) which displays an icon image corresponding to the currently running symbol variation game.

[0072] The number of reserved balls displayed in the first start slot reserved ball count image 26e1 is synchronized with the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j during normal gameplay. Similarly, the number of reserved balls displayed in the normal symbol reserved ball count image 26e3 is synchronized with the number of reserved balls displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j during time-saving gameplay. For example, if "4" is displayed in the first start slot reserved ball count image 26e1 during normal gameplay, then "4" reserved ball images will be displayed in the first reserved ball image display area 26g to the fourth reserved ball image display area 26j.

[0073] The number of reserved balls displayed as the first start slot reserved ball count image 26e1 and the normal symbol reserved ball count image 26e3 may be referred to as "number reserved balls" below. In addition, the reserved ball images displayed in the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j may be referred to as "reserved icons" below. In addition, the icon image displayed in the said variable icon display area 26o may be referred to as "the said variable icon" below. In addition, the said variable icon and reserved icon may be collectively referred to simply as "icons".

[0074] In this example, the variable icon display area 26o, the first reserved ball image display area 26g, the second reserved ball image display area 26h, the third reserved ball image display area 26i, and the fourth reserved ball image display area 26j are displayed on the image display device 26. However, the system is not limited to this, and the images may be displayed on LEDs or lamps, or on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub-liquid crystal display").

[0075] The left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the small symbol 26d as the fourth symbol are capable of displaying symbol images from "1" to "9". If the result of the special symbol win determination process is a special symbol win, one of the following combinations of symbols can be displayed depending on the type of special symbol: "111", "222", "333", "444", "555", "666", "777", "888", or "999". Also, if the result of the normal symbol win determination process is a normal symbol win that causes the second start opening 22 to be opened for a long time, one of the following combinations of symbols can be displayed depending on the type of normal symbol: "111", "222", "444", "555", "666", "888", or "999". Furthermore, it may be possible to display combinations of symbols specifically for regular wins that cause the second starting port 22 to be opened for an extended period (for example, combinations such as "000", special combinations such as "-Win-" or "-Open-", or opening notification symbols that only show "Win" or "Open").

[0076] On the other hand, if the result of the special symbol win determination process is a special symbol miss, if the result of the normal symbol win determination process is a normal symbol win that causes the second start opening 22 to open briefly, or if the result of the normal symbol win determination process is a normal symbol miss, then it is possible to display combinations of symbols other than the above combinations of symbols. If it is a miss, then in the special symbol variation patterns and normal symbol variation patterns described later, if a special symbol variation pattern or normal symbol variation pattern accompanied by a "reach" is determined, then combinations of symbols that result in a reach miss, such as "767" or "343", will be displayed as confirmed. If a special symbol variation pattern or normal symbol variation pattern without a "reach" is determined, then combinations of symbols that result in a random miss, such as "165" or "834", will be displayed as confirmed.

[0077] The combination of symbols that is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c is the same as the combination of symbols that is confirmed by the special 1 small symbol 26d1 and the regular small symbol 26d3. For example, if "777" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then "777" will also be confirmed by the special 1 small symbol 26d1 and the regular small symbol 26d3. If "767" is confirmed by the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c, then "767" will also be confirmed by the special 1 small symbol 26d1 and the regular small symbol 26d3.

[0078] "Reach" refers to a state where the left decorative symbol 26a and the right decorative symbol 26c display the same number (temporarily stopped display), and the middle decorative symbol 26b is in a variable display state (the symbols that are temporarily stopped and the symbols that are variable display are not limited to these). In this embodiment, if the result of the "special symbol win determination process" is a special symbol win, the game is basically configured to go through a "reach" state, so the player can expect a winning game.

[0079] The symbol display device 27 is located outside the game area (outside the outer rail member 18), which is a different area from the game area 7 of the game board 6. The symbol display device 27 is equipped with a first special symbol display unit 27a that is displayed and controlled by the main control board 100 and executes the first special symbol variation game, and a second special symbol display unit 27b that executes the second special symbol variation game. The first special symbol display unit 27a and the second special symbol display unit 27b are composed of 7-segment displays. In the symbol variation game, the special symbol flashes with a "-" (horizontal bar symbol) from the start of the variation, and when it is time to derive the judgment result of the special symbol hit judgment process, if it is a miss, the "-" (horizontal bar symbol) is lit up (confirmation display), and if it is a special symbol hit, for example, a "7" is lit up (confirmation display). In other words, "special symbol" refers to the symbol that is displayed and controlled by the main control board 100.

[0080] In this embodiment, the "special pattern," as well as the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the small pattern 26d described above, may be simply referred to as "patterns" or "identification information." Furthermore, the left decorative pattern 26a, the middle decorative pattern 26b, and the right decorative pattern 26c, managed by the performance control board 200, may be simply referred to as "decorative patterns." Additionally, the left decorative pattern 26a, the middle decorative pattern 26b, the right decorative pattern 26c, and the small pattern 26d, managed by the performance control board 200, may be collectively referred to as "sub-patterns."

[0081] The symbol display device 27 is equipped with a first special symbol hold indicator 27c, which is controlled by the main control board 100 to display the number of reserved first special symbol variation games (first special symbol hold memory). Since the second special symbol variation game is not reserved, there is no indicator to display the number of reserved second special symbol variation games (second special symbol hold memory). However, if the second special symbol variation game is made available for reservation, a second special symbol hold indicator may be provided to display the number of reserved second special symbol variation games (second special symbol hold memory).

[0082] The first special symbol hold indicator 27c consists of two dot LED indicators and can display the number of holds by being "off", "on", or "flashing". For example, if the number of holds is "0", both dot LED indicators are "off", if the number of holds is "1", one is "on" and the other is "off", if the number of holds is "2", both are "on", if the number of holds is "3", one is "on" and the other is "flashing", and if the number of holds is "4", both are "flashing".

[0083] The first special symbol hold indicator 27c synchronizes, in principle, with the number of hold balls displayed as the first start-up slot hold count image 26e1 and the number of hold balls displayed in the first hold ball image display area 26g to the fourth hold ball image display area 26j during normal gameplay (except in cases of command errors, etc.). For example, if both the first special symbol hold indicator 27c are "flashing" (meaning there are 4 hold balls), then "4" will be displayed as the first start-up slot hold count image 26e1, and "4" hold ball images will be displayed in the first hold ball image display area 26g to the fourth hold ball image display area 26j.

[0084] The first special symbol hold indicator 27c is configured with two dot LED indicators, but is not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided, and the display may be shown on the liquid crystal display device.

[0085] Furthermore, the symbol display device 27 is equipped with a normal symbol display unit 27e, which is controlled by the main control board 100 to execute the normal symbol variation game. The normal symbol display unit 27e consists of two dot LED displays, and in the normal symbol variation game, from the start of the variation, it repeatedly performs the actions of turning one on and turning the other off, and turning one off and turning the other on, until it is time to derive the judgment result of the normal symbol hit judgment process. If it is a normal symbol miss, it displays a confirmation by turning both off; if it is a normal symbol hit with the second start opening 22 briefly opening, it displays a confirmation by turning one off and turning the other on; and if it is a normal symbol hit with the second start opening 22 fully opening, it displays a confirmation by turning both on.

[0086] Furthermore, the symbol display device 27 is equipped with a regular symbol hold indicator 27f, which is controlled by the main control board 100 and displays the number of holds in a regular symbol variation game. The regular symbol hold indicator 27f is composed of two dot LED indicators, similar to the first special symbol hold indicator 27c, and the way the number of holds is displayed is also the same, so a detailed explanation is omitted.

[0087] Furthermore, the symbol display device 27 is equipped with a round indicator 27g that is controlled by the main control board 100 and displays the "number of rounds". The round indicator 27g consists of "two" dot LED indicators, one for 4 rounds and one for 10 rounds. For example, if a special symbol win occurs with special symbol A, the LED indicator for 4 rounds lights up and the others turn off, and if a win occurs with special symbol D, the LED indicator for 10 rounds lights up and the others turn off.

[0088] The game board 6 is equipped with multiple lighting devices 29 (for example, full-color LEDs), which enhance the decorative appeal of the pachinko game machine 1 by illuminating in a predetermined light-emitting pattern when the pachinko game machine 1 is powered on. For example, as shown in Figure 3, the lighting devices 29 can decorate the entire game area 7 of the game board 6. In addition, all of the lighting devices 29 can be turned off to highlight the display content of the image display device 26. Furthermore, the predetermined light-emitting pattern consists of multiple light-emitting patterns that define the light-emitting speed, light-emitting color, and which LEDs are illuminated and which are not.

[0089] To the right of the image display device 26, a first special symbol sub-reserve indicator 29a, a normal symbol sub-reserve indicator 29b, and a right-hand play indicator 29c are provided as a form of the panel lighting device 29. The first special symbol sub-reserve indicator 29a and the normal symbol sub-reserve indicator 29b are displayed and controlled by the performance control board 200 and consist of two dot LED indicators, which can display the number of reserves by "off", "on", or "flashing". For example, if the number of reserves is "0", both dot LED indicators are "off", if the number of reserves is "1", one is "on" and the other is "off", if the number of reserves is "2", both are "on", if the number of reserves is "3", one is "on" and the other is "flashing", and if the number of reserves is "4", both are "flashing".

[0090] The first special symbol sub-reserve indicator 29a synchronizes, in principle, the number of reserves displayed as the first start-out reserve count image 26e1 with the number of reserves displayed in the first reserve ball image display area 26g to the fourth reserve ball image display area 26j during normal gameplay (except in cases of command errors, etc.). For example, if both the first special symbol sub-reserve indicator 29a are "flashing" (indicating that there are 4 reserves), then "4" will be displayed as the first start-out reserve count image 26e1, and "4" reserve ball images will be displayed in the first reserve ball image display area 26g to the fourth reserve ball image display area 26j.

[0091] The regular symbol sub-reserve indicator 29b synchronizes, in principle, with the number of reserves displayed as the regular symbol reserve count image 26e3 and the number of reserves displayed in the first reserve ball image display area 26g to the fourth reserve ball image display area 26j during the time-saving game state (except in cases where a command error occurs). For example, if both the regular symbol sub-reserve indicators 29b are "flashing" (indicating that there are 4 reserves), then "4" will be displayed as the regular symbol reserve count image 26e3, and "4" reserve ball images will be displayed in the first reserve ball image display area 26g to the fourth reserve ball image display area 26j. In the following, the first special symbol sub-reserve indicator 29a and the regular symbol sub-reserve indicator 29b may be referred to as "sub-reserve indicators".

[0092] Although the first special symbol sub-hold indicator 29a and the regular symbol sub-hold indicator 29b are configured with two dot LED indicators, this is not the only configuration. For example, they may be displayed on a display device separate from the image display device 26 (for example, a second image display device, a so-called "sub-LCD").

[0093] The right-hand shooting indicator 29c is controlled by the performance control board 200 and lights up, for example, when an opening command is received during a big win game, a small win game, or an open game, or when a game state specification command (time reduction) is received. This encourages the player to shoot to the right. On the other hand, it is turned off when in a normal game state (turned off when a game state specification command (normal) is received), which encourages the player to shoot to the left. In this case, the right-hand shooting indicator 29c is turned off to encourage the player to shoot to the left, but a left-hand shooting indicator may also be provided and the player may be encouraged to shoot to the left by turning on the left-hand shooting indicator.

[0094] The connection indicator 29d (LED) is controlled by the performance control board 200 and lights up when the pachinko machine 1 and the earphones held by the player are wirelessly connected, and turns off when the pachinko machine 1 and the earphones held by the player are not wirelessly connected. The wireless connection configuration and the illumination patterns of the connection indicator 29d (LED) will be described later.

[0095] Next, we will explain the internal configuration (block diagram of the control system) of the pachinko game machine 1 based on Figure 4. Note that explanations of the configuration of the game board 6 in Figure 3 will be omitted as appropriate.

[0096] The pachinko game machine 1 has a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 mounted on the rear side of the middle frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. The payout control board 300 is also connected so that only one-way communication is possible from the payout control board 300 to the performance control board 200. The power supply board 400 receives external power via a power plug (not shown) and is connected so that the supplied external power can be supplied to any of the main control board 100, the performance control board 200, or the payout control board 300.

[0097] The main control board 100 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various indicators and drive control to various solenoids. The performance control board 200 is connected via harnesses and relay boards to allow input from various switches, and is also connected via harnesses and relay boards to enable display control to various indicators.

[0098] The main control board 100 includes a main CPU 101 that executes control processing related to the progress of the game, a main ROM 102 that stores the control program necessary for the control processing related to the progress of the game, and a main RAM 103 that allows reading and writing necessary for the control processing related to the progress of the game. In addition, although not shown in the diagram, it also includes an interrupt controller circuit that provides interrupt signals to the main CPU 101, and a hardware random number generation circuit that generates random numbers within a certain range. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.

[0099] The main RAM 103 is provided with storage areas (not shown) for managing various types of information. Examples include a setting value storage area for storing setting value information, a special symbol state flag storage area for storing the state of special symbols, a game state storage area for storing the game state, a jackpot state storage area for storing the state during a jackpot game, a minor win state storage area for storing the state during a minor win game, a normal symbol state flag storage area for storing the state of normal symbols, and a normal symbol win state storage area for storing the state during a normal symbol win game.

[0100] The main RAM 103 is equipped with counters (not shown) for managing various information (time and count). Examples include a time-saving game count counter for counting (memorizing) the number of times the symbol variation game has been played in the time-saving game state, a time management counter for managing various time periods (e.g., opening time), and a round count counter for managing the number of rounds in the first jackpot game and the second jackpot game.

[0101] The gate detection SW20a is installed inside the passage opening of the gate member 20 of the game board 6 and is a SW for detecting when a game ball has passed through the gate member 20. In other words, the gate detection SW20a and the main control board 100 are connected via a harness or relay board, and when the passage of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, controls the system to immediately execute the normal symbol variation game if the normal symbol hold indicator 27f is not executing the normal symbol variation game and no judgment information (random values) is stored in any of the variation storage areas from the normal symbol hold storage area to the 4th storage area. For example, if judgment information (random values) is stored up to the 3rd storage area, the system controls the system to postpone the execution of the normal symbol variation game, and if judgment information (random values) is stored up to the 4th storage area, the system controls the system not to postpone the execution of the normal symbol variation game.

[0102] The first start port detection SW21a is located inside the prize entry point of the first start port 21 of the game board 6, and is a switch for detecting when a game ball enters the first start port 21. In other words, the first start port detection SW21a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 3 game balls to the payout control board 300 as prize balls for the game balls entering the first start port 21.

[0103] Furthermore, when input is received from the first start port detection SW21a, the main control board 100 controls the first special symbol display 27a to immediately execute the first special symbol variation game if neither the first special symbol display 27a nor the second special symbol display 27b is executing the symbol variation game, and no judgment information (random values) is stored in any of the variation memory areas to the fourth memory area of ​​the first special symbol hold memory area. For example, if judgment information (random values) is stored up to the third memory area, the control board 100 controls the execution of the first special symbol variation game to be postponed, and if judgment information (random values) is stored up to the fourth memory area, the control board 100 controls the execution of the first special symbol variation game not to be postponed.

[0104] The second start port detection SW22a is located inside the prize entry point of the second start port 22 and is a switch for detecting when a game ball enters the second start port 22. In other words, the second start port detection SW22a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense two game balls to the payout control board 300 as prize balls for the game balls entering the second start port 22.

[0105] Furthermore, when input is received from the second start port detection SW22a, the main control board 100 (main CPU 101) controls the second special symbol variation game to be immediately executed on the second special symbol variation game on the second special symbol display 27b if the symbol variation game is not being executed on either the first special symbol display 27a or the second special symbol display 27b.

[0106] The second start port opening / closing solenoid 22b is located behind the second start port 22 and is a solenoid that causes the protruding member provided on the second start port 22 to open and close. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the second start port opening / closing solenoid 22b to open and close it in the manner shown in "Opening and Closing of the Second Start Port" in Figure 7 when the normal symbol hit detection process determines that it is a normal symbol hit.

[0107] The normal prize entry detection SW23a is located inside the normal prize entry 23 of the game board 6 and is a switch for detecting when a game ball enters the normal prize entry 23. In other words, the normal prize entry detection SW23a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 8 game balls to the payout control board 300 as prize balls for the game balls entering the normal prize entry 23.

[0108] The first large prize slot detection SW24a is located inside the prize slot of the first large prize slot 24 and is a switch for detecting when a game ball enters the first large prize slot 24. In other words, the first large prize slot detection SW24a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then executes a process to dispense 15 game balls to the payout control board 300 as prize balls for the game ball entering the first large prize slot 24. The main control board 100 (main CPU 101) also sends a large prize slot entry designation command to the performance control board 200, indicating that a game ball has entered the first large prize slot 24. This allows the performance control board 200 to recognize the status of the game balls entering the first large prize pocket 24.

[0109] The first large prize opening opening / closing solenoid 24b is located behind or to the side of the first large prize opening 24 and is a solenoid that causes the opening / closing door of the first large prize opening 24 to open and close. In other words, the first large prize opening opening / closing solenoid 24b and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the first large prize opening opening / closing solenoid 24b to open and close the opening / closing door over the number of rounds shown in Figure 7 during one jackpot game.

[0110] The second large prize slot detection SW32a is located inside the prize slot of the second large prize slot 32 and is a switch for detecting when a game ball enters the second large prize slot 32. In other words, the second large prize slot detection SW32a and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then processes the payout control board 300 to dispense "15" game balls as prize balls for entering the second large prize slot 32. The main control board 100 (main CPU 101) also sends a large prize slot entry designation command to the performance control board 200, indicating that a game ball has entered the second large prize slot 32. This allows the performance control board 200 to recognize the status of the game balls entering the second large prize pocket 32.

[0111] The second large prize opening opening / closing solenoid 32b is located behind the second large prize opening 32 and is a solenoid that causes the opening / closing door of the second large prize opening 32 to open and close. In other words, the second large prize opening opening / closing solenoid 32b and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the second large prize opening opening / closing solenoid 32b when it determines that a small win has occurred in the special symbol win determination process.

[0112] The specific area detection SW32c is located in a specific area inside the second large prize slot 32 and is a switch for detecting when a game ball enters that specific area of ​​the second large prize slot 32. In other words, the specific area detection SW32c and the main control board 100 are connected via a harness or relay board, and when the entry of a game ball is detected, the detected information is input to the main control board 100. The main control board 100 (main CPU 101), having received the detected information, then processes the game to end the minor prize game and transition to the big prize 2 game. The main control board 100 (main CPU 101) also sends a specific area entry designation command to the performance control board 200, indicating that a game ball has entered that specific area of ​​the second large prize slot 32. This allows the performance control board 200 to recognize the status of the game ball entering the specific area of ​​the second large prize slot 32.

[0113] The specific area opening / closing solenoid 32d is located behind the specific area and is a solenoid used to open and close a lid member located in the specific area. In other words, the specific area opening / closing solenoid 32d and the main control board 100 are connected via a harness or relay board, and the main control board 100 (main CPU 101) drives and controls the specific area opening / closing solenoid 32d to open and close the lid member when it determines that a minor win has occurred in the special symbol win detection process. The opening and closing times of the lid member can be set to any desired time.

[0114] The out detection SW25a is located downstream of the flow path that collects game balls that enter the first start opening 21 and are detected by the first start opening detection SW21a, game balls that enter the second start opening 22 and are detected by the second start opening detection SW22a, game balls that enter the normal prize opening 23 and are detected by the normal prize opening detection SW23a, game balls that enter the first large prize opening 24 and are detected by the first large prize opening detection SW24a, game balls that enter the second large prize opening 32 and are detected by the second large prize opening detection SW32a, and game balls that enter the out opening 25.

[0115] The out detection switch 25a and the main control board 100 are connected via a harness or relay board, and when a game ball enters the machine, the detected information is input to the main control board 100. This allows the main control board 100 to determine the number of out balls. Alternatively, an out detection switch may be provided at the out port 25, and the game balls detected by this out detection switch may be counted as out balls.

[0116] The first special symbol display unit 27a is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing the first special symbol variation game. In other words, the first special symbol display unit 27a and the main control board 100 are connected via harnesses, relay boards, etc. The main control board 100 (main CPU 101) displays and controls the first special symbol variation game on the first special symbol display unit 27a when the execution conditions for the symbol variation game on the first special symbol display unit 27a are met. The execution conditions for the first special symbol variation game on the first special symbol display unit 27a are met when an affirmative judgment is made in the process of step S105-2-2 in the "Special Symbol Variation Start Processing" described later.

[0117] The second special symbol display unit 27b is installed on the symbol display device 27 and is displayed and controlled by the main control board 100. It is a display unit for executing the second special symbol variation game. In other words, the second special symbol display unit 27b and the main control board 100 are connected via harnesses, relay boards, etc. The main control board 100 (main CPU 101) displays and controls the second special symbol variation game on the second special symbol display unit 27b when the execution conditions for the second special symbol variation game on the second special symbol display unit 27b are met. The execution conditions for the second special symbol variation game on the second special symbol display unit 27b are met when an affirmative judgment is made in the processing of step S105-2-1 in the "special symbol variation start processing".

[0118] The first special symbol hold indicator 27c is installed on the symbol display device 27 and is controlled by the main control board 100 to display the number of hold balls in the first special symbol variation game. In other words, the first special symbol hold indicator 27c and the main control board 100 are connected via a harness or relay board, etc. When the main control board 100 receives information that game balls have been detected from the first start port detection SW21a, it controls the display of the first special symbol hold indicator 27c (from off to on, or on to blinking) if the upper limit of hold balls (4) has not been reached. On the other hand, when the currently running first special symbol variation game ends, the display of the first special symbol hold indicator 27c is controlled (from blinking to on, or on to off).

[0119] The standard symbol display unit 27e is provided on the symbol display device 27 and is a display unit for executing a standard symbol variation game that is displayed and controlled by the main control board 100. In other words, the standard symbol display unit 27e and the main control board 100 are connected via harnesses, relay boards, etc., and the main control board 100 (main CPU 101) displays and controls the standard symbol variation game on the standard symbol display unit 27e when the execution conditions for the standard symbol variation game on the standard symbol display unit 27e are met.

[0120] The regular symbol hold indicator 27f is installed on the symbol display device 27 and is controlled by the main control board 100 to display the number of hold balls in a regular symbol variation game. In other words, the regular symbol hold indicator 27f and the main control board 100 are connected via a harness or relay board, etc. When the main control board 100 (main CPU 101) receives information that game balls have been detected from the gate detection SW20a, it controls the display of the regular symbol hold indicator 27f (from off to on, or on to blinking) if the upper limit of hold balls (4) has not been reached. On the other hand, when the currently running regular symbol variation game ends, the display of the regular symbol hold indicator 27f is controlled (from blinking to on, or on to off).

[0121] The round indicator 27g is provided on the symbol display device 27 and is controlled by the main control board 100 to display the number of rounds. In other words, the round indicator 27g and the main control board 100 are connected via a harness or relay board, etc. For example, when a symbol variation game that has been determined to be a special symbol win in the special symbol win determination process ends and a special symbol indicating a win (for example, "7") is displayed on the first special symbol indicator 27a, the corresponding round number LED indicator is controlled to light up. While the jackpot 1 game or jackpot 2 game is being executed, the round indicator 27g is continuously controlled to light up, and when the jackpot 1 game or jackpot 2 game ends, the round indicator 27g is controlled to turn off.

[0122] The magnetic sensors 27h are installed in multiple locations on the game board 6 and are sensors for detecting magnetism. In other words, the magnetic sensors 27h and the main control board 100 are connected via harnesses, relay boards, etc. For example, if an abnormal magnetic field exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetic field. When an abnormal magnetic field is detected, information that an abnormal magnetic field has been detected (magnetic anomaly error designation command) is sent to the performance control board 200. This enables notification that an abnormal magnetic field has been detected.

[0123] The radio wave sensors 27i are installed in multiple locations on the game board 6 and are sensors for detecting radio waves. In other words, the radio wave sensors 27i and the main control board 100 are connected via harnesses, relay boards, etc. For example, if an abnormal radio wave exceeding a predetermined value is detected, the detected information is input to the main control board 100. This allows the main control board 100 to detect abnormal radio waves. When an abnormal radio wave is detected, information that an abnormal radio wave has been detected (an error designation command for radio wave abnormality) is transmitted to the performance control board 200. This enables notification that an abnormal radio wave has been detected.

[0124] The performance control board 200 is provided with a performance control unit 200a, which includes a sub-CPU 201 that executes performance control processing, a sub-ROM 202 that stores the control program necessary for the performance control processing, and a sub-RAM 203 that is readable and writeable as necessary for the performance control processing. In addition, an image / sound control unit 200b is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication, which includes an image / sound CPU 204 that executes image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 that has a frame buffer for storing image generation data, etc. Furthermore, a light-emitting drive control unit 200c is provided, which is connected to the performance control unit 200a via a harness or the like to enable bidirectional communication. The light-emitting drive control unit 200c includes a light-emitting drive CPU 208 that executes light-emitting control processing and drive control processing, a light-emitting drive ROM 209 that stores the control programs necessary for the light-emitting control processing and drive control processing, and a light-emitting drive RAM 210 that is capable of reading and writing necessary for the light-emitting control processing and drive control processing.

[0125] Furthermore, the performance control unit 200a is connected to accept input from the performance button detection SW14a, the performance lever detection SW15a, and the directional key detection SW16a.

[0126] The performance button detection SW14a is located on the performance button 14 and is a switch that detects when the performance button 14 is pressed by a player during the operation valid time. In other words, the performance button detection SW14a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance button 14 has been pressed is input to the performance control board 200. When information indicating that the performance button 14 has been pressed during the operation valid time (also called the operation valid period) set during a symbol variation game (game performance) or a jackpot game (jackpot performance) is input to the performance control board 200, the performance corresponding to the pressing of the performance button 14 is executed using the image display device 26 and speaker 10.

[0127] The performance lever detection SW15a is located on the performance lever 15 and is a switch that detects when the performance lever 15 is operated by a player while the performance lever 15 is within the operation valid time. In other words, the performance lever detection SW15a and the performance control board 200 are connected via a harness or relay board, and information indicating that the performance lever 15 has been operated is input to the performance control board 200. When information indicating that the performance lever 15 has been operated during the operation valid time (also called the operation valid period) set during a symbol variation game (game performance) or a jackpot game (jackpot performance) is input to the performance control board 200, a performance corresponding to the operation of the performance lever 15 is executed using the image display device 26 and speaker 10.

[0128] The directional pad detection switch 16a is located on the directional pad button 16 and is a switch for detecting when the directional pad button 16 is pressed by the player. In other words, the directional pad detection switch 16a and the performance control board 200 are connected via a harness or relay board, and information indicating that the directional pad button 16 has been operated is input to the performance control board 200.

[0129] As described above, the amount of light emitted from the light-emitting device 9, the amount of light emitted from the image display device 26, and the volume emitted from the speaker 10 can be adjusted by operating the directional pad buttons 16. Specifically, pressing the up button on the directional pad buttons 16 increases the amount of light (in steps), pressing the down button on the directional pad buttons 16 decreases the amount of light (in steps), pressing the right button on the directional pad buttons 16 increases the volume (in steps), and pressing the left button on the directional pad buttons 16 decreases the volume (in steps).

[0130] The amount of light and volume can be adjusted in multiple stages, and there can be any number of adjustment stages. Furthermore, the image display device 26 may display a level gauge image indicating the degree of adjustment of the light or volume, and the speaker 10 may emit adjustment sounds corresponding to the stages. For example, if the volume adjustment is configured in five stages, the adjustment sound corresponding to the minimum volume level 1 may be "Do♪", the adjustment sound corresponding to volume level 2 may be "Re♪", the adjustment sound corresponding to volume level 3 may be "Mi♪", the adjustment sound corresponding to volume level 4 may be "Fa♪", and the adjustment sound corresponding to the maximum volume level 5 may be "So♪". It is also possible to output the adjustment sounds at volume values ​​corresponding to the volume levels. For example, the volume value of "Re♪" may be higher than that of "Do♪".

[0131] The level gauge image may be displayed in a manner that matches the level of light intensity or volume, or it may be displayed in a manner that remains constant regardless of the level of light intensity or volume. Specifically, a display manner that matches the level of light intensity or volume would envision, for example, displaying a level gauge image that shows a volume level of 2 (where the volume value is higher than volume level 1) larger than the level gauge image that shows volume level 1. On the other hand, a display manner that remains constant regardless of the level of light intensity or volume would envision displaying the level gauge image in a manner that does not change in size (display area) whether the volume level is 1 or 2.

[0132] The adjustment sound corresponding to the volume level could be set to emit a sound like "beep" at any level, but with different volume values ​​for each level. Specifically, it is envisioned that when the volume level is 1, a "beep" sound would be emitted at a volume value corresponding to volume level 1, and when the volume level is 2, a "beep" sound would be emitted at a volume value corresponding to volume level 2 (a volume value higher than volume level 1).

[0133] In this embodiment, the adjustment of light intensity and volume can be performed when the symbol variation game is not in progress, but it may also be possible to perform these adjustments when the symbol variation game (game performance) is in progress. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting an adjustment sound, or to display it in a small size and output an adjustment sound at a low volume. This prevents the performance images and sounds corresponding to the symbol variation game from being obstructed by the level gauge image and adjustment sound.

[0134] Furthermore, it may be possible to adjust the brightness and volume during the execution of a jackpot game (jackpot animation) or a minor jackpot game (minor jackpot animation). In this case, the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the brightness and volume are adjusted when the symbol variation game (game animation) is not in progress, or the display control of the level gauge image and the output control of the adjustment sound may be performed in the same way as when the brightness and volume are adjusted when the symbol variation game (game animation) is in progress.

[0135] The level gauge image is displayed on the image display device 26, but if another display device is provided in addition to the image display device 26, the image may be displayed on that other display device. This prevents the content displayed on the image display device 26 from interfering with the display of the level gauge image. Also, when the light intensity is adjusted, the level gauge image may be displayed, but the adjustment sound may not be output.

[0136] The period during which volume adjustment is possible is the same for both volume adjustment using the directional button 16 and volume adjustment using the earphones (ear), which will be described later. On the other hand, the volume adjustment period may differ between volume adjustment using the directional pad button 16 and volume adjustment using the earphone ear, as described later. For example, during a game with changing symbols, the volume adjustment period using the directional pad button 16 may be longer, or vice versa.

[0137] In this embodiment, even if the directional pad buttons 16 are operated during the effective operation time for the "dialogue announcement," "cut-in announcement," or "super reach judgment" described later, the corresponding effects will not be executed. For example, even if the directional pad buttons 16 are operated during the effective operation time for the "dialogue announcement," the "dialogue announcement" will not be executed. In other words, the directional pad buttons 16 are a device used exclusively for volume adjustment, brightness adjustment, menu operation, mode selection, etc.

[0138] The image / sound control unit 200b is connected to an image display device 26, which can display image information generated by the image / sound control unit 200b. The image / sound control unit 200b is also connected to a speaker 10, which can output sound information generated by the image / sound control unit 200b. Furthermore, the image / sound control unit 200b is connected to a Bluetooth module 1000 using Bluetooth®, which can transmit audio signals to earphones (held by the player) wirelessly connected to the pachinko machine 1, and can also receive input signals related to volume adjustment from the earphones.

[0139] The Bluetooth system used in this embodiment utilizes the 2.4 GHz band, which is an ultra-high frequency band, to wirelessly connect devices at close range (a known method), with a communication range of approximately 10 m and a communication speed of 1 Mbps. The pachinko game machine 1 acts as the "master," and the earphones held by the player act as the "slave," with these performing peer-to-peer (one-to-one) pairing. The Bluetooth module 1000 is "ver. 5.0."

[0140] Speaker 10 is capable of outputting music (BGM), voices, and sound effects. For example, if information indicating a closed state is not received from the frame open detection SW3a (described later), it outputs a notification sound indicating that the middle frame 3 is open. In other words, speaker 10 and the image / sound control unit 200b are connected via a harness or relay board, and sound is output from speaker 10 under the control of the image / sound control unit 200b.

[0141] The Bluetooth module 1000 stores programs used for the Bluetooth method (short-range wireless connection), and when a wireless connection is established between the pachinko machine 1 and the earphones by the sub-CPU 201, it can transmit audio signals (for example, sounds related to the game), allowing the player to hear the sounds related to the game through the earphones.

[0142] When a wireless connection is established, the image / sound control unit 200b outputs an audio signal to the earphones but does not output an audio signal to the speaker 10. As a result, sounds related to the game cannot be heard from the speaker 10, and sounds related to the game can only be heard through the earphones.

[0143] Furthermore, even when a wireless connection is established, it is possible to allow players to hear game-related sounds from both speaker 10 and earphones. In this case, it is advisable to lower the volume level of speaker 10 (for example, to volume level 1) so as not to interfere with listening through earphones.

[0144] Furthermore, the earphones used in this embodiment have a touch panel (see Figure 66(c)), and once a wireless connection between the pachinko game machine 1 and the earphones is established by the sub-CPU 201, the earphones can receive input signals related to volume adjustment. For example, when the touch panel of the earphone (for the right ear) is operated, a signal instructing the Bluetooth module 1000 to increase the volume is input, and this signal is transmitted to the performance control unit 200a via the image / sound control unit 200b. The performance control unit 200a then processes to increase the volume value. Similarly, when the touch panel of the earphone (for the left ear) is operated, a signal instructing the Bluetooth module 1000 to decrease the volume is input, and this signal is transmitted to the performance control unit 200a via the image / sound control unit 200b. The performance control unit 200a then processes to decrease the volume value. Although this explanation uses earphones with a touch panel, it is not limited to this, and earphones with a switch operation unit may also be used.

[0145] Even when a wireless connection is established, volume adjustment is possible using button 16 on the directional pad. In other words, when a wireless connection is established, both volume adjustment using button 16 on the directional pad and volume adjustment using earphones are possible. On the other hand, when a wireless connection is not established, only volume adjustment using button 16 on the directional pad is possible.

[0146] Regarding light intensity adjustment, regardless of whether a wireless connection is established or not, only light intensity adjustment using button 16 on the directional pad is possible.

[0147] Furthermore, wireless connection to the pachinko machine 1 can be established and terminated by operating the touch panel (long press operation). In this embodiment, wireless connection establishment and termination are basically performed by activating the menu while waiting for customers (during non-changing periods), however, if the earphones held by the player have a touch panel, wireless connection establishment and termination are possible during certain periods during changing periods. Details will be described later. Note that if the earphones do not have a touch panel, volume adjustment, wireless connection establishment, and connection termination by earphone operation will not be possible. Other examples of connection termination include when a severe error occurs as shown in Figure 80, or when the player leaves their seat and moves out of the connection range.

[0148] Furthermore, the light-emitting device 9, the start port light-emitting device 21b, and the panel lighting device 29 are connected to the light-emitting drive control unit 200c, and the light emission can be controlled by the light-emitting drive control unit 200c. In addition, the panel drive device 30 is connected to the light-emitting drive control unit 200c, and the movable body 28 can be driven and controlled via the panel drive device 30.

[0149] The movable body 28 is installed on the game board 6 and is capable of actions such as "dropping," "swinging," and "rotating." Performing these actions suggests the possibility of winning a game.

[0150] Furthermore, upon receiving a power-related subcommand, the movable body 28 performs an initial operation in front of the display area of ​​the image display device 26 to confirm that the aforementioned operations such as "dropping," "swinging," and "rotating" are performed correctly. As this initial operation involves the movable body 28 moving to the front of the display area of ​​the image display device 26, the display content shown in the display area becomes difficult to see for a certain period of time due to the movable body 28. However, even if the display content shown in the display area becomes difficult to see due to the initial operation, other components (for example, the start port light-emitting device 21b, the first special symbol hold indicator 27c, the panel lighting device 29, etc.) will not become difficult to see due to the initial operation of the movable body 28.

[0151] Although not shown in the diagram, the system also includes an interrupt controller circuit that provides interrupt signals to the sub-CPU 201, and a hardware random number generator circuit that generates random numbers within a certain range.

[0152] The payout control board 300 includes a payout CPU 301 that executes payout control processing, a payout ROM 302 that stores the control program necessary for the payout control processing, and a payout RAM 303 that allows reading and writing necessary for the payout control processing. A payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are dispensed into the upper tray 5a.

[0153] Specifically, if the main control board 100 receives information that a game ball has been detected from the first start port detection SW21a, for example, it sends a payout command signal to the payout control board 300 to dispense 3 prize balls. Upon receiving this signal, the payout control board 300 controls the payout device 304 to dispense 3 prize balls into the upper tray 5a. Once the dispensing of the 3 prize balls is complete, the payout control board 300 sends a payout completion signal to the main control board 100, completing the dispensing of game balls in response to the information received that a game ball was detected from the first start port detection SW21a.

[0154] Furthermore, the launch handle 8 is connected to the payout control board 300 via a harness or the like. When a player touches the aforementioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of the launch volume (not shown) provided on the launch handle 8.

[0155] Furthermore, a launching device 305 is connected to the payout control board 300 via a harness, and by controlling the launching device 305, game balls are launched into the game area 7. Specifically, when the payout control board 300 receives input that the player is gripping the launching handle 8 and the amount of rotation of the launching handle 8, it controls the launching device 305 with a launching strength corresponding to the amount of rotation of the launching handle 8 to launch game balls.

[0156] Furthermore, the payout control board 300 is connected via a ball dispensing unit or the like to receive input signals from the ball dispensing button 12 shown in Figure 1. When the ball dispensing button 12 is operated by a player, the payout control board 300 controls the payout device 304 to dispense a number of game balls corresponding to one operation of the ball dispensing button 12 (for example, 125 balls) into the upper tray 5a.

[0157] The frame open detection SW3a is located on the middle frame 3 and can detect the "open" state, such as when the glass frame 4 is open, when the glass frame 4 and middle frame 3 are open, or when the middle frame 3 is open, as well as the "closed" state, such as when the glass frame 4 and middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness or relay board, and when the above-mentioned "closed" state is in effect, information indicating that the frame is closed is input to the dispensing control board 300. On the other hand, when the above-mentioned "open" state is in effect, the above-mentioned information indicating that the frame is closed is not input to the dispensing control board 300, and because this information is not input, the dispensing control board 300 (dispensing CPU 301) can detect that the frame is in effect. The dispensing control board 300 (dispensing CPU 301) can also transmit information detected as being in the "closed" state or information detected as being in the "open" state (frame open error specification command) to the performance control board 200.

[0158] A passage is formed between the upper tray 5a and the lower tray 5b to guide game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and a full-tray detection switch 300a is provided in this passage. If the game balls guided to the lower tray 5b are not discharged (outside the game machine) but stored there, the game balls will remain in the passage, and when a predetermined amount remains, the full-tray detection switch 300a turns ON. This makes it possible to detect that the lower tray 5b is also full of game balls. When the full-tray detection switch 300a turns ON, the payout CPU 301 stops the payout of game balls by the payout device 304 and transmits information that the full-tray detection switch 300a is ON to the performance control board 200. This makes it possible for the performance control board 200 to issue a notification prompting the player to discharge the game balls stored in the lower tray 5b (a full tray notification "Please remove the balls").

[0159] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the payout control board 300 via harnesses and the like. It receives external power via a power plug (not shown) and supplies the received external power to the main control board 100, the performance control board 200, and the payout control board 300. Although not shown in the diagram, the power supply board 400 is equipped with a conversion circuit that converts external power (100 volts AC) to 24 volts DC.

[0160] Figure 5 shows a simplified configuration diagram of the Bluetooth module 1000. The Bluetooth module 1000 comprises a CPU 1000a, a ROM 1000b, a transmitter 1000c, and a receiver 1000d.

[0161] The CPU 1000a reads the transmission and reception programs stored in the ROM 1000b and enables the following processes: when it receives an audio signal from the pachinko game machine 1, it transmits the audio signal to the earphones via the transmitter 1000c; when it receives a volume adjustment signal from the earphones, it transmits a volume adjustment signal to the pachinko game machine 1 via the transmitter 1000c; when it receives a connection establishment signal from the earphones, it transmits a connection establishment signal to the pachinko game machine 1 via the transmitter 1000c; and when it receives a disconnection signal from the earphones, it transmits a disconnection signal to the pachinko game machine 1 via the transmitter 1000c.

[0162] Next, the special symbol win determination table and the normal symbol win determination table will be explained using Figure 6. The special symbol win determination table (for the first start gate) in Figure 6 (A-1) and the special symbol win determination table (for the second start gate) in Figure 6 (A-2) are stored in the main ROM 102. In this embodiment, six setting values ​​can be set, and Figures 6 (A-1) and (A-2) show examples of special symbol win determination tables for setting value 1, with descriptions of other setting values ​​omitted. For example, if the setting value is set to 1, the main CPU 101 performs special symbol win determination processing by referring to the special symbol win determination table for setting value 1, and if the setting value is set to 6, it performs special symbol win determination processing by referring to the special symbol win determination table for setting value 6 (not shown). Note that the setting value is not limited to "6" levels, but can be any value. For example, it could be "4" levels or "2" levels.

[0163] Furthermore, the machine may not have any setting values, and may only have the special symbol hit determination table shown in Figures 6(A-1) and 6(A-2) (it may be considered a machine without settings). Alternatively, it may have setting values, but only have the special symbol hit determination table shown in Figures 6(A-1) and 6(A-2). In other words, it is acceptable to have only one setting value, and to use the same main control board processing as a gaming machine with multiple setting value levels, as described later. Also, even if only one setting value is provided, it is acceptable to have setting value change processing and setting value confirmation processing. In this way, processing can be standardized between a gaming machine with multiple setting value levels (a machine with settings) and a gaming machine with only one setting value level (essentially a machine without settings), thus reducing the workload for developers. Also, if only one setting value is provided, it is acceptable to use the same main control board 100 as a gaming machine with multiple setting value levels (hardware can also be standardized). In this way, components can also be standardized, thus reducing costs.

[0164] In the special symbol win determination table (for the first start gate) in Figure 6 (A-1), the probability of a special symbol win being determined in the special symbol win determination process is "1 / 319" and the probability of a special symbol loss is "318 / 319" when the game state is normal game state and when the game state is shortened time game state (first shortened time game state, second shortened time game state). In addition, regardless of the game state, a minor win will never be determined in the special symbol win determination process based on ball entry into the first start gate 21.

[0165] In the special symbol win determination table (for the second start gate) in Figure 6 (A-2), the probability of a special symbol win being determined in the special symbol win determination process is "1 / 319" and the probability of a minor win being determined is "318 / 319" when the game state is normal game state and when the game state is shortened time game state (first shortened time game state, second shortened time game state). The minor win probability is the same for all settings. In addition, regardless of the game state, the special symbol win determination process based on ball entry into the second start gate 22 will never determine a special symbol miss.

[0166] In addition, although the special symbol win determination process based on ball entry into the first start port 21 is configured not to determine a "minor win," it may be configured to determine a "minor win." In this case, for example, the probability of determining a "minor win" may be set to "1 / 319" and the probability of determining a "special symbol miss" may be set to "317 / 319." Also, although the special symbol win determination process based on ball entry into the second start port 22 is configured not to determine a "special symbol miss," it may be configured to determine a "special symbol miss." In this case, for example, the probability of determining a "special symbol miss" may be set to "1 / 319" and the probability of determining a "minor win" may be set to "317 / 319." Also, although the special symbol win determination process based on ball entry into the second start port 22 is configured to determine a "special symbol win," it may be configured not to determine a "special symbol win." In this case, the probability of being judged as a "minor win" may be set to "319 / 319", or the probability of being judged as a minor win may be set to "318 / 319" and the probability of being judged as a "special symbol miss" may be set to "1 / 319".

[0167] In addition, in the special symbol win determination table for setting value "6" (not shown in the diagram), the probability of a special symbol win being determined in the special symbol win determination process is "1 / 280" and the probability of a loss is "279 / 280" when the game state is normal game state and when the game state is shortened time game state (1st shortened time game state, 2nd shortened time game state). By setting different special symbol win probabilities for each setting value in this way, it becomes easier for the game parlor to manage the payout.

[0168] Furthermore, in the time-saving game state (first time-saving game state, second time-saving game state), compared to the normal game state, the normal symbol win determination process makes it easier to win with a normal symbol, and a favorable opening and closing mode is selected for the protruding member of the second start opening 22 when a normal symbol win is achieved. Therefore, it can be said that the time-saving game state (first time-saving game state, second time-saving game state) is a more advantageous game state for the player than the normal game state.

[0169] In this embodiment, the gate member 20 is provided on the right side of the game area 7, but not on the left side. If, in normal gameplay, the player shoots to the right and passes the game ball through the gate member 20, as shown in Figure 6, the probability of a normal win is "1 / 200", so the protruding member of the second start opening 22 can open. However, since the opening time is "0.1S", it is difficult (virtually impossible) to get the game ball into the second start opening 22, and most of the shot game balls will pass through the out opening 25. Therefore, in normal gameplay, shooting to the left and getting the game ball into the first start opening 21 is the optimal way for the player to play.

[0170] If, during normal gameplay, the player shoots to the right and the game ball passes through the gate member 20, resulting in the game ball entering the second start opening 22, the special symbol win determination process may be omitted, or the game may be determined as a regular symbol miss instead of a regular symbol win. This prevents inappropriate gameplay.

[0171] Next, the normal symbol win determination table in Figure 6(B) is stored in the main ROM 102. When the game state is normal game state, the probability of a normal symbol win being determined in the normal symbol win determination process is "1 / 200", and the probability of a normal symbol loss is "199 / 200". When the game state is shortened time game state, the probability of a normal symbol win being determined in the normal symbol win determination process is "5 / 200", and the probability of a normal symbol loss is "195 / 200". The probability of a normal symbol win is the same for all settings. Therefore, the shortened time game state is more favorable to the player than the normal game state, as it is easier to determine a normal symbol win in the normal symbol win determination process.

[0172] Although no setting values ​​are provided for the regular symbol win determination table (the setting values ​​are common), setting values ​​may be provided in the same way as for the special symbol win determination table. For example, setting value "6" may make it easier to win a regular symbol win in the regular symbol win determination compared to setting value "1". Also, in the normal game state, the probability of being judged as a regular symbol win in the regular symbol win determination process is set to "1 / 200" and the probability of being judged as a regular symbol miss is set to "199 / 200", but the probability of being judged as a regular symbol miss is not limited to these, and the probability of being judged as a regular symbol miss may be set to "200 / 200".

[0173] Furthermore, the probability of a normal win being determined regardless of the game state may be set to "5 / 200" or "200 / 200," etc. In this case, the opening pattern of the second start port 22 during open game in the normal game state should always be set to 0.1 seconds x 1 time, during which it is difficult for the game ball to enter, and the opening pattern of the second start port 22 during open game in the time-saving game state should be set to a predetermined ratio to 0.1 seconds x 1 time, during which it is difficult for the game ball to enter, and 1.8 seconds x 3 times, during which it is easy for the game ball to enter.

[0174] Next, we will explain the special symbol determination table and the regular symbol determination table using Figure 7. First, the special symbol determination table in Figure 7(A) has two tables: (1) a table for the first start port 21, which is referenced when determining which special symbol to display on the first special symbol indicator 27a, depending on whether the special symbol hit determination process is performed based on the game ball entering the first start port 21 and whether it is a special symbol hit or a special symbol miss; and (2) a table for the second start port 22, which is referenced when determining which special symbol to display on the second special symbol indicator 27b, depending on whether the special symbol hit determination process is performed based on the game ball entering the second start port 22 and whether it is a special symbol hit or a special symbol miss. These tables are stored in the main ROM 102.

[0175] In this embodiment, the game awarded when a special symbol win is determined based on the entry of a game ball into the first starting port 21 is called "Big Win 1 Game," the game awarded when a special symbol win is determined based on the entry of a game ball into the second starting port 22 is called "Big Win 1 Game," the game awarded when a minor win is determined based on the entry of a game ball into the second starting port 22 is called "Minor Win Game," and the game awarded when a Type 2 Big Win transition control process is executed as a result of the execution of a "Minor Win Game" is called "Big Win 2 Game." In other words, the pachinko game machine 1 in this embodiment is a so-called "Type 1 and Type 2 mixed machine" that has a route to transition to a Big Win game via a special symbol win and a route to transition to a Big Win game via a minor win game.

[0176] In the special symbol determination table in (1) of Figure 7(A), if the special symbol hit determination process is performed and the result is a special symbol hit, the main CPU 101 determines one of the special symbols from "Special Symbol A" and "Special Symbol B". On the other hand, if the special symbol hit determination process is performed and the result is a special symbol miss, the main CPU 101 determines "Special Symbol C". Specifically, when a game ball enters the first start opening 21, a random number for special symbol determination is obtained, and one of the special symbols is determined by referring to the obtained random number for special symbol determination. For example, if the special symbol hit is performed, if the obtained random number for special symbol determination is "0 to 59", "Special Symbol A" is determined, and if the obtained random number for special symbol determination is "60 to 99", "Special Symbol B" is determined.

[0177] Then, once the special symbol is determined, the "number of rounds (1 jackpot game)" and the "game state after the jackpot game" are determined. If "Special Symbol A" is determined, 4 rounds (1 jackpot game) are assigned as the "number of rounds (type of jackpot game)" and the second time-saving game state (number of normal symbol variation games to fulfill the time-saving end condition: 120 RUSH time-saving rounds) is assigned as the "game state after the jackpot game". If "Special Symbol B" is determined, 4 rounds (1 jackpot game) are assigned as the "number of rounds" and the first time-saving game state (number of normal symbol variation games to fulfill the time-saving end condition: 100 chance time-saving rounds) is assigned as the "game state after the jackpot game". The "Special Symbol C," which is a losing combination, does not have a predetermined "number of rounds (type of jackpot game)" or "game state after jackpot game." For example, if "Special Symbol C" is determined during normal gameplay, the game will remain in normal gameplay state even after the "Special Symbol C" is confirmed.

[0178] In the special symbol determination table in (2) of Figure 7(A), if the special symbol hit determination process is performed and it is determined to be a special symbol hit, the main CPU 101 determines "Special Symbol D". The specific determination method is the same as in (1) of Figure 7(A) above, so the explanation is omitted. If "Special Symbol D" is determined, 10 rounds (1 jackpot game) is assigned as the "Number of rounds (type of jackpot game)", and the second time-saving game state (higher RUSH time-saving state with 1000 normal symbol variation games to fulfill the time-saving end condition) is assigned as the "Game state after jackpot game".

[0179] Thus, in the case of a special win, the probability of being granted the second time-saving game state, which is more advantageous to the player than the first time-saving game state, is 60% for the first start port 21 and 100% for the second start port 22. Therefore, it can be said that it is more advantageous for the player to be granted one jackpot game based on balls entering the second start port 22 than to be granted one jackpot game based on balls entering the first start port 21.

[0180] Furthermore, in the special symbol determination table in (2) of Figure 7(A), if the special symbol hit determination process results in a minor win, the main CPU 101 determines one of the special symbols from "Special Symbol F" or "Special Symbol G". The specific determination method is the same as in (1) of Figure 7(A) above, so the explanation will be omitted, but the probability of "Special Symbol F" being determined is "20 / 100", and the probability of "Special Symbol G" being determined is "80 / 100". If "Special Symbol F" is determined, 10 rounds (2 big win games) are assigned as the "Number of rounds (type of big win game)", and the second time-saving game state (higher RUSH time-saving with 1000 normal symbol variation games to fulfill the time-saving end condition) is assigned as the "Game state after big win game". On the other hand, if "Special Symbol G" is determined, 10 rounds (2 jackpot games) are assigned as the "Number of Rounds (Type of Jackpot Game)," and a second time-saving game state (120 RUSH time-saving games, which is the number of normal symbol variation games required to fulfill the time-saving end condition) is assigned as "After 2 Jackpot Games."

[0181] When "Special Symbol F" or "Special Symbol G" is determined, the 10 rounds (2 big win games) are, strictly speaking, a minor win game in the first round and two big win games from the second to the tenth round. As will be explained in detail later in the minor win game processing, the condition for transitioning to the second round and beyond is that the specific area detection SW32c detects a game ball in the first round of the minor win game. If the specific area detection SW32c does not detect a game ball in the first round of the minor win game, the game will not proceed to the second round and will end after only the minor win game has been executed. Furthermore, after a minor win game that does not transition to a big win game during normal gameplay ends, the normal gameplay state is maintained. Similarly, after a minor win game that does not transition to a big win game during time-saving gameplay ends, if the time-saving termination condition is not met (for example, the number of time-saving rounds in the normal symbol variation game is not 0), the time-saving gameplay state is maintained. If the time-saving termination condition is met (for example, the number of time-saving rounds in the normal symbol variation game is 0), the game transitions to normal gameplay.

[0182] In this embodiment, no setting values ​​were provided in the special symbol determination table, but setting values ​​may be provided. For example, the determination ratio of special symbols may differ depending on whether the setting value is "1" or "6". In that case, the rate of entering the time-saving game state will be the same for all setting values, but the "number of rounds" may be made to differ in proportion for each setting value. For example, the more the setting value is "6", the more likely it is that a favorable number of rounds will be assigned, or the more the setting value is "1", the more likely it is that a favorable number of rounds will be assigned.

[0183] Next, the normal symbol determination table in Figure 7(B) is a table that is referenced when determining which normal symbol to display on the normal symbol display 27e, based on the normal symbol hit determination process performed when a game ball passes through the gate member 20, and whether it is a normal symbol hit or a normal symbol miss. This table is stored in the main ROM 102.

[0184] In the normal symbol determination table, when the game is in a normal state, if the normal symbol hit detection process is performed and the result is a normal symbol hit, the main CPU 101 determines one of the normal symbols from "Normal Symbol A" or "Normal Symbol B" in the normal symbol determination process performed in the normal symbol-related processing. On the other hand, when the game is in a normal state, if the normal symbol hit detection process is performed and the result is a normal symbol miss, the main CPU 101 determines "Normal Symbol C" in the normal symbol determination process performed in the normal symbol-related processing. Specifically, when a game ball enters the gate member 20, a random number for normal symbol determination is obtained, and one of the normal symbols is determined by referring to the obtained random number for normal symbol determination. For example, if the game is in a normal state, if the obtained random number for normal symbol determination is "0 to 49", "Normal Symbol A" is determined, and if the obtained random number for normal symbol determination is "50 to 99", "Normal Symbol B" is determined.

[0185] Furthermore, when in the first time-saving game state (chance time-saving) or the second time-saving game state (RUSH time-saving, higher-level RUSH time-saving), if the result of the normal symbol win determination process is a normal symbol win, then in the normal symbol determination process performed in the normal symbol-related processing, one of the normal symbols, "normal symbol A" or "normal symbol B," will be determined. On the other hand, when in the first time-saving game state or the second time-saving game state, if the result of the normal symbol win determination process is a normal symbol miss, then "normal symbol C" will be determined in the normal symbol determination process performed in the normal symbol-related processing.

[0186] Furthermore, even with regular symbols, the content assigned is uniquely determined, similar to the special symbols mentioned above. If "Regular Symbol A" is determined, regardless of the game state, the second start port 22 opens once in 0.1 seconds. If "Regular Symbol B" is determined, if the game is in normal game state, the second start port 22 opens once in 0.1 seconds, and if the game is in first time-saving game state or second time-saving game state, the second start port 22 opens three times in 1.8 seconds. If "Regular Symbol C" is determined, the second start port 22 does not open. Therefore, the opening and closing pattern of the second start port 22 when a regular symbol is hit is more favorable in first time-saving game state (chance time-saving) and second time-saving game state (RUSH time-saving, higher RUSH time-saving) than in normal game state.

[0187] Furthermore, the game state in which the protruding member of the second start port 22 may open "3" times in "1.8S" (first time-saving game state, second time-saving game state) is referred to as the "electric support state". On the other hand, the game state in which the protruding member of the second start port 22 does not open "3" times in "1.8S" (normal game state) is referred to as the "non-electric support state". For example, when the main CPU 101 controls the "electric support state", it sets "1" in the normal symbol state flag storage area of ​​the main RAM 103, and when it controls the "non-electric support state", it sets "0" in the normal symbol state flag storage area of ​​the main RAM 103.

[0188] Although no setting values ​​are provided in the normal symbol determination table, setting values ​​may be provided in the same way as in the special symbol determination table. For example, the probability of determining a normal symbol win in the normal symbol win determination process may differ for each setting value. For example, setting value "6" may make it easier to win compared to setting value "1", or vice versa. Also, the opening and closing pattern of the second start opening 22 may differ for each setting value. For example, setting value "6" may open and close in a more advantageous manner compared to setting value "1", or vice versa.

[0189] As described above, in normal gameplay, if the player shoots left, the game ball can enter the first start opening 21. However, even if the player shoots right and the ball enters the gate member 20, the second start opening 22 does not open in the easy "1.8S x 3 times" but only in the difficult "0.1S x 1 time," effectively preventing the game ball from entering the second start opening 22. In other words, in normal gameplay, shooting left to get the game ball into the first start opening 21 is the optimal way for the player to play. Therefore, when the gate detection SW20a detects a predetermined number of game balls (for example, 3) in normal gameplay, a left-shoot notification is issued to encourage the player to play in the optimal way.

[0190] On the other hand, in the time-saving game state (first time-saving game state, second time-saving game state), if the player shoots to the right and the game ball passes through the gate member 20, the second start opening 22 may open in an easy "1.8S x 3 times" and if the game ball enters the second start opening 22 and the second special symbol variation game is executed, it will always result in a special symbol win or a minor win. In other words, in the time-saving game state, shooting to the right and getting the game ball into the second start opening 22 is the optimal way to play for the player. Therefore, when the first start opening detection SW21a detects a predetermined number (for example, 3) of game balls in the time-saving game state, a right-shoot instruction notification is issued to encourage the player to play in the optimal way.

[0191] Furthermore, in the first time-saving game state (Chance Time-Saving), when the player shoots to the right and the game ball passes through the gate member 20, there is a 5 / 200 chance that it will be judged as a normal win, and when it is judged as a normal win, there is a 10 / 100 chance (1 / 400 when the game ball passes through the gate member 20) that the second start opening 22 will open in an easy "1.8S x 3 times" to allow the ball to enter. In the second time-saving game state (RUSH Time-Saving, Higher RUSH Time-Saving), when the player shoots to the right and the game ball passes through the gate member 20, there is a 5 / 200 chance that it will be judged as a normal win, and when it is judged as a normal win, there is a 50 / 100 chance (1 / 80 when the game ball passes through the gate member 20) that the second start opening 22 will open in an easy "1.8S x 3 times" to allow the ball to enter. For this reason, the second time-saving game state can be said to be a game state that is more advantageous to the player than the first time-saving game state.

[0192] In addition, in the second time-saving game state (RUSH time-saving, higher-level RUSH time-saving), if regular symbol A is determined, the second start gate 22 is opened with a difficult "0.1S x 1 time" for ball entry. However, it may be changed so that the second start gate 22 opens with an easy "1.8S x 3 times" for ball entry. In this case, if a regular symbol win is determined in the second time-saving game state, the second start gate 22 will always open with an easy "1.8S x 3 times" for ball entry.

[0193] Next, Figure 7(C) shows the round details for each winning special symbol. For special symbols A and B, the first large prize slot 24 will be open for 29.5 seconds per round, and this will be repeated four times. For special symbol D, the first large prize slot 24 will be open for 29.5 seconds per round, and this will be repeated ten times. For special symbols F and G, the second large prize slot 32 will be open for 1.8 seconds in the first round, and the first large prize slot 24 will be open for 29.5 seconds in the second round, and this will be repeated nine times. Note that in the case of special symbols F and G, for example, if the launch handle 8 is maintained at the second launch intensity, it is possible to enter the specific area detection SW32c in the first round, and to enter the first large prize slot 24 in the second round and beyond (there is no need to change the launch intensity between the first round and the second round and beyond). This prevents the game from becoming too complicated for the players.

[0194] In addition, during minor win games, the minor win game may end before 1.8 seconds have elapsed if 10 balls enter the second major prize entry point detection SW32a.

[0195] In this embodiment, the game states (excluding Big Win 1 game, Big Win 2 game, and Minor Win game) consist of a normal game state and a time-saving game state. Both the normal game state and the time-saving game state are low-probability states (special symbol win probability of 1 / 319), and this embodiment does not have a high-probability state. Furthermore, only the time-saving game state is an "electric support state," while the normal game state, Big Win 1 game, Big Win 2 game, and Minor Win game are "non-electric support states."

[0196] The time-saving game state (first time-saving game state, second time-saving game state) has three defined termination conditions: the first termination condition is achieved by transitioning to a jackpot game (1st game) or a jackpot game (2nd game); the second termination condition is achieved by executing a specified number of regular symbol variation games (100 times for special symbol B, 120 times for special symbols A&G, and 1000 times for special symbols D&F) (number of time-saving rounds for regular symbols); and the third termination condition is achieved by executing a specified number of special symbol variation games (8 times regardless of the type of special symbol) (number of time-saving rounds for special symbols).

[0197] The third termination condition, the specified number of special symbol variation games, is set to a value greater than the maximum number of reserved balls (4) for the first special symbol variation game that may exist when transitioning to the time-saving game state after a jackpot game, and significantly less than the specified number of regular symbol variation games, which is the second termination condition. Therefore, if you shoot to the right in accordance with the right-shooting instruction notification while in the time-saving game state, the third termination condition will not be met. On the other hand, if you ignore the right-shooting instruction notification while in the time-saving game state and shoot to the left to get the game balls into the first start opening 21, the third termination condition will be met.

[0198] In this embodiment, only a low probability state is provided, but a high probability state (probability variation game state) in which the probability of being judged as a special symbol jackpot is higher than that of the low probability state may also be provided. Alternatively, a specific losing symbol (a specific losing symbol different from the special symbol jackpot symbol, the minor win symbol, and the normal losing symbol) that is displayed with a probability higher or lower than that of being judged as a special symbol jackpot in the first special symbol variation game may be provided, and a time-saving game state (so-called c time-saving) that is transitioned to for a predetermined period (for example, when the prescribed number of normal symbol variation games, which is the second termination condition, is 100) may be provided when this specific symbol is displayed. Alternatively, a time-saving game state (so-called b time-saving) that is transitioned to for a predetermined period (for example, when the prescribed number of normal symbol variation games, which is the second termination condition, is 100) may be provided when a predetermined number of special symbol variation games (for example, 800) are executed in the low probability state (normal game state, time-saving game state) without being judged as a special symbol jackpot. In these cases, either the time reduction in c or the time reduction in b may be designated as the first time reduction game state, while the other is designated as the second time reduction game state, or both may be designated as either the first time reduction game state or the second time reduction game state.

[0199] Next, we will explain the special symbol variation pattern table and the regular symbol variation pattern table using Figure 8. The special symbol variation pattern table is a table referenced when determining the variation time (variation pattern) in the special symbol variation game, and the normal symbol variation pattern table is a table referenced when determining the variation time (variation pattern) in the normal symbol variation game; both are stored in the main ROM 102.

[0200] In the special symbol variation pattern table, based on the result of the special symbol win determination process performed based on the entry of game balls into the first start port 21 or the second start port 22, one of the variation patterns is determined according to whether it is the first special symbol or the second special symbol, as well as whether it is in normal game mode or time-saving game mode.

[0201] In normal gameplay, if the special symbol hit determination process for the first special symbol is performed based on the ball entering the first start port 21 and the result is a special symbol miss, the main CPU 101 refers to the random number used to determine the variation pattern acquired when the game ball entered the first start port 21 and determines one of the variation patterns from "Variation Pattern 1" to "Variation Pattern 8". Also, in normal gameplay, if the special symbol hit determination process for the first special symbol is performed based on the ball entering the first start port 21 and the result is a special symbol hit, the main CPU 101 refers to the random number used to determine the variation pattern acquired when the game ball entered the first start port 21 and determines one of the variation patterns from "Variation Pattern 9" to "Variation Pattern 15".

[0202] Furthermore, in the time-saving game state, if the special symbol hit determination process for the first special symbol is performed based on the ball entering the first start port 21 and the result is a special symbol miss, then the "variation pattern 16" is determined by referring to the random number for determining the variation pattern acquired when the game ball entered the first start port 21. Also, in the time-saving game state, if the special symbol hit determination process for the first special symbol is performed based on the ball entering the first start port 21 and the result is a special symbol hit, then the "variation pattern 17" is determined by referring to the random number for determining the variation pattern acquired when the game ball entered the first start port 21.

[0203] Furthermore, regardless of whether the game is in normal play mode or time-saving play mode, if the result of the special symbol win determination process for the second special symbol based on the ball entering the second start port 22 is a minor win, then the "variation pattern 18" is determined by referring to the random number for determining the variation pattern acquired when the game ball entered the second start port 22. Furthermore, regardless of whether the game is in normal play mode or time-saving play mode, if the result of the special symbol win determination process for the second special symbol based on the ball entering the second start port 22 is a special symbol win, then the "variation pattern 19" is determined by referring to the random number for determining the variation pattern acquired when the game ball entered the second start port 22.

[0204] Alternatively, when a game ball enters the first starting opening 21, a random number for determining a reach is obtained, and if this random number matches a random number that executes a reach, one of the variation patterns from "Variation Pattern 3" to "Variation Pattern 8" is determined. If the random number for determining a reach does not match a random number that executes a reach, either "Variation Pattern 1" or "Variation Pattern 2" is determined.

[0205] Then, once the variation pattern is determined, the "performance content" and the "variation time" (seconds S) are determined in a unique way. If "Variation Pattern 1" is determined, "Shortened Variation" is determined as the "performance content" and "2S" (S = seconds) is determined as the "variation time". "Shortened Variation" refers to a variation in which the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the special 1 small symbol 26d1 are displayed in a variation, but no reach performance is performed, and after the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are temporarily stopped simultaneously, each decorative symbol 26a~26c and the special 1 small symbol 26d1 are displayed in a confirmed state simultaneously. If "Variation Pattern 2" is determined, "Normal Variation" is determined as the "performance content" and "7S" is determined as the "variation time". "Normal variation" refers to a variation in which the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the special 1 small symbol 26d1 are displayed in a variation manner, but no reach animation is performed, and after the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are temporarily stopped in order, each of the decorative symbols 26a to 26c and the special 1 small symbol 26d1 are displayed in a confirmed manner simultaneously.

[0206] If "Variation Pattern 3" is determined, "Normal Reach" is determined as the "Performance Content" and "15S" is determined as the "Variation Time". "Normal Reach" is a reach variation in which the left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, and special 1 small symbol 26d1 are displayed in a variation, and the left decorative symbol 26a and right decorative symbol 26c are temporarily stopped on the same symbol to perform a reach performance. In particular, there is no development performance (for example, a performance in which the middle decorative symbol 26b is temporarily stopped on a symbol that results in a reach failure and then varied again to develop into a super reach). Instead, after the middle decorative symbol 26b is temporarily stopped, each decorative symbol 26a to 26c and special 1 small symbol 26d1 are simultaneously displayed in a confirmed reach variation. Because the selection rate when a special symbol is hit is low and the selection rate when a special symbol is missed is high, it is positioned as a reach performance with a low expectation of a special symbol hit.

[0207] If "Variation Pattern 4" is determined, "Super Reach 1" is determined as the "Performance Content" and "40S" is determined as the "Variation Time". "Super Reach 1" is a reach variation in which, after performing a reach performance in the same way as a normal reach, a development performance is performed, and at the development destination, for example, after displaying a live image on the image display device 26, the middle decorative symbol 26b is temporarily stopped, and then each decorative symbol 26a to 26c and the special 1 small symbol 26d1 are simultaneously confirmed to be displayed. The selection rate when the special symbol is hit is higher than that of a "normal reach", and the selection rate when the special symbol is missed is lower than that of a "normal reach", so it is positioned as a reach performance with a higher expectation of hitting the special symbol than a "normal reach".

[0208] If "Variation Pattern 5" is determined, "Super Reach 2" is determined as the "Performance Content" and "50S" is determined as the "Variation Time". "Super Reach 2" is a reach variation in which, after performing a reach performance similar to a normal reach, a development performance is performed, and in the development, for example, after displaying a live image on the image display device 26, the middle decorative symbol 26b is temporarily stopped, and then each decorative symbol 26a~26c and the special 1 small symbol 26d1 are simultaneously confirmed to be displayed. The selection rate when the special symbol is hit is higher than that of "Normal Reach", and the selection rate when the special symbol is missed is lower than that of "Normal Reach", so it is positioned as a reach performance with a higher expectation of hitting the special symbol than "Normal Reach". Note that the expectation of hitting the special symbol may be the same as "Super Reach 1", or it may be positioned as a reach performance with a higher expectation of hitting the special symbol than "Super Reach 1".

[0209] If "Variation Pattern 6" is determined, "Pseudo-Consecutive 2 Normal Reach" is determined as the "Performance Content," and "30S" is determined as the "Variation Time." "Pseudo-Consecutive 2 Normal Reach" is a reach variation in which, after the left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, and special 1 small symbol 26d1 are displayed in a variation, the left decorative symbol 26a and right decorative symbol 26c are temporarily stopped, then the middle decorative symbol 26b is temporarily stopped as a pseudo-consecutive symbol, and then each decorative symbol is displayed in a variation again. This pseudo-consecutive performance is performed once, making it appear as if two symbol variations have occurred, before a normal reach is performed. "Pseudo-Consecutive 2 Normal Reach" is positioned as a reach performance with a higher expectation of a special symbol win than "Normal Reach" alone, but a lower expectation of a special symbol win than "Super Reach 1 and 2."

[0210] If "Variation Pattern 7" is determined, "Pseudo-Consecutive 3 Super Reach 1" is determined as the "Performance Content," and "70S" is determined as the "Variation Time." "Pseudo-Consecutive 3 Super Reach 1" is a reach variation in which, after the left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, and special 1 small symbol 26d1 are displayed in a variation, a pseudo-consecutive performance is performed twice to make it appear as if three symbol variations have occurred, and then the aforementioned Super Reach 1 is performed. "Pseudo-Consecutive 3 Super Reach 1" is positioned as a reach with a higher expectation of a special symbol win than "Super Reach 1" alone.

[0211] If "Variation Pattern 8" is determined, "Pseudo-Consecutive 3 Super Reach 2" is determined as the "Performance Content," and "80S" is determined as the "Variation Time." "Pseudo-Consecutive 3 Super Reach 2" is a reach variation in which, after the left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, and special 1 small symbol 26d1 are displayed in a variation, a pseudo-consecutive performance is performed twice to make it appear as if three symbol variations have occurred, and then Super Reach 2 is performed. "Pseudo-Consecutive 3 Super Reach 2" is positioned as a reach with a higher expectation of a special symbol win than "Super Reach 2" alone. "Variation Pattern 9" to "Variation Pattern 14" are the same as "Variation Pattern 3" to "Variation Pattern 8" except for whether the special symbol is a miss or a hit, and the performance content and variation time are the same, so the explanation is omitted.

[0212] If "Variation Pattern 15" is determined, "Full Rotation Reach" is determined as the "Performance Content" and "120S" is determined as the "Variation Time". "Full Rotation Reach" refers to a reach variation in which the left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, and special 1 small symbol 26d1 are displayed in a variable manner, followed by a blackout effect, and then the left decorative symbol 26a, middle decorative symbol 26b, and right decorative symbol 26c are redisplayed and scrolled slowly (variation display) in a line of "111", "222", "333", "444", "555", "666", "777", and "888", and finally, for example, after temporarily stopping at "777", each of the decorative symbols 26a~26c and special 1 small symbol 26d1 are simultaneously displayed in a confirmed display, and is positioned as a reach performance that confirms a special symbol win.

[0213] If "Variation Pattern 16" to "Variation Pattern 17" is determined, "Super Shortened Variation 1 of the 4th Symbol" is determined as the "Performance Content" and "0.5S" is determined as the "Variation Time". "Super Shortened Variation 1 of the 4th Symbol" refers to a variation in which the special 1 small symbol 26d1 is displayed in a variation without the variation display of the decorative symbols, and the special 1 small symbol 26d1 is displayed as a confirmed result without a reach performance. If "Variation Pattern 18" to "Variation Pattern 19" is determined, "Super Shortened Variation 2 of the 4th Symbol" is determined as the "Performance Content" and "0.5S" is determined as the "Variation Time". "Super Shortened Variation 2 of the 4th Symbol" refers to a variation in which the special 2 small symbol 26d2 is displayed in a variation without the variation display of the decorative symbols, and the special 2 small symbol 26d2 is displayed as a confirmed result without a reach performance.

[0214] Furthermore, the selectable variation patterns in the case of a special symbol win may be determined by the selected special symbol. For example, "Variation Pattern 9" to "Variation Pattern 14" may be selectable regardless of whether special symbol A or special symbol B is selected, while "Variation Pattern 15" may be selectable only if special symbol A is selected. Alternatively, "Variation Pattern 9" to "Variation Pattern 15" may be selectable regardless of whether special symbol A or special symbol B is selected.

[0215] Further, although "variation pattern 18" and "variation pattern 19" are determined as the variation patterns for the small win or special symbol win of the second special symbol, so that the performance content is the fourth symbol ultra-shortened variation 2, a variation pattern for executing a ready-to-win performance that is a confirmed ready-to-win for confirming a result advantageous to the player may be determined. In this case, after a ready-to-win performance is performed in the same manner as a normal ready-to-win, a development performance is performed, and at the development destination, after a confirmed ready-to-win performance for confirming a result advantageous to the player is performed, the middle decorative symbol 26b is provisionally stopped, followed by a ready-to-win variation in which the respective decorative symbols 26a to 26c and the special 2 small symbol 26d2 are fixedly displayed at the same time, or after the middle decorative symbol 26b is provisionally stopped, a ready-to-win variation in which only the special 2 small symbol 26d2 is fixedly displayed without fixedly displaying the respective decorative symbols may be adopted.

[0216] In the normal symbol variation pattern table, one of the variation patterns is determined according to the determination result of the normal symbol win determination process performed based on the entry of a game ball into the gate member 20, whether the game state is the normal game state, the first time-shortened game state, or the second time-shortened game state, whether the second starting port 22 is opened for a short time or a long time, and the like.

[0217] As a result of the normal symbol win determination process performed based on the entry of a game ball into the gate member 20 in the normal game state, when the result is a normal symbol loss, the main CPU 101 refers to the random number for variation pattern determination acquired when the game ball enters the gate member 20, and determines any one variation pattern from among "variation pattern A" to "variation pattern B".

[0218] Further, as a result that the normal symbol hit determination processing is performed based on the entry of a game ball into the gate member 20 in the first time-shortening game state, if it is a normal symbol miss, one of the variation patterns from "Variation Pattern C" to "Variation Pattern E" is determined with reference to the random number for variation pattern determination acquired when the game ball entered the gate member 20. Further, as a result that the normal symbol hit determination processing is performed based on the entry of a game ball into the gate member 20 in the first time-shortening game state, if it is a normal symbol hit, one of the variation patterns from "Variation Pattern F" to "Variation Pattern I" is determined according to whether an opening game in which the second starting port 22 is opened for a short time is executed or an opening game in which the second starting port 22 is opened for a long time is executed.

[0219] Further, as a result that the normal symbol hit determination processing is performed based on the entry of a game ball into the gate member 20 in the second time-shortening game state, if it is a normal symbol miss, one of the variation patterns from "Variation Pattern J" to "Variation Pattern M" is determined with reference to the random number for variation pattern determination acquired when the game ball entered the gate member 20. Further, as a result that the normal symbol hit determination processing is performed based on the entry of a game ball into the gate member 20 in the second time-shortening game state, if it is a normal symbol hit, one of the variation patterns from "Variation Pattern N" to "Variation Pattern S" is determined according to whether an opening game in which the second starting port 22 is opened for a short time is executed or an opening game in which the second starting port 22 is opened for a long time is executed.

[0220] It should be noted that when a game ball enters the gate member 20, a random number for reach determination is acquired, and when the random number for reach determination corresponds to a random number for executing a reach, any one of the variation patterns from "Variation Pattern L" to "Variation Pattern M" is determined, and when the random number for reach determination does not correspond to the random number for executing a reach, any one of the variation patterns from "Variation Pattern J" to "Variation Pattern K" may be determined.

[0221] Then, once the variation pattern is determined, the "performance content" and the "variation time" (seconds S) are determined in a unique way. If "Variation Pattern A" is determined, "Normal variation of the 4th symbol" is determined as the "performance content," and "3S" is determined as the "variation time." "Normal variation of the 4th symbol" refers to a variation in which the regular small symbol 26d3 is displayed in a variation without the variation display of each decorative symbol 26a to 26c, but the regular small symbol 26d3 is displayed as a confirmed win without a reach performance. If "Variation Pattern B" is determined, "Disguised variation of the 4th symbol" is determined as the "performance content," and "3S" is determined as the "variation time." "Fourth Symbol Deception Variation" refers to a variation in which the regular symbol 26d3 is displayed in a variation state without the variation display of each decorative symbol 26a to 26c, but the regular symbol 26d3 is displayed as a confirmed loss without any reach animation.

[0222] If "Variation Pattern C" or "Variation Pattern J" is determined, "Super Shortened Variation" is determined as the "Performance Content" and "1S" is determined as the "Variation Time". "Super Shortened Variation" refers to a variation in which the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the regular small symbol 26d3 are displayed in a variation, but no reach performance is performed, and the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are not temporarily stopped, and each decorative symbol 26a~26c and the regular small symbol 26d3 are displayed in a confirmed state simultaneously. If "Variation Pattern D", "Variation Pattern K", or "Variation Pattern N" is determined, "Normal Variation" is determined as the "Performance Content" and "3S" is determined as the "Variation Time". "Normal variation" refers to a variation in which the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the regular symbol small symbol 26d3 are displayed in a variation manner, but no reach animation is performed, and after the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are temporarily stopped in order, each decorative symbol 26a to 26c and the regular symbol small symbol 26d3 are displayed in a confirmed manner simultaneously. This variation is selected when the regular symbol is a miss or when the second starting opening 22 is briefly opened and the regular symbol is a hit.

[0223] If "Variation Pattern E" to "Variation Pattern G" is determined, "Chance Reach 1" is determined as the "Performance Content" and "15S" is determined as the "Variation Time". "Chance Reach 1" is a performance where the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the regular small symbol 26d3 are displayed in a variation, the left decorative symbol 26a and the right decorative symbol 26c are temporarily stopped on the same symbol, a reach performance is performed, a lower roulette performance is performed on the image display device 26 in which multiple result-indicating symbols are rotated, the result-indicating symbol is temporarily stopped as the middle decorative symbol 26b, and if the second start opening 22 is opened for a long time, each decorative symbol 26a to 26c is not displayed in a confirmed manner. This refers to a reach variation in which the regular small symbol 26d3 is displayed as a confirmed symbol, and if the regular symbol is a miss or the second starting opening 22 opens briefly, the decorative symbols 26a to 26c and the regular small symbol 26d3 are displayed as confirmed symbols simultaneously. The selection rate for when the second starting opening 22 opens fully and results in a regular symbol win is low, while the selection rate for when the regular symbol is a miss or when the second starting opening 22 opens briefly and results in a regular symbol win is high. Therefore, it is positioned as a reach variation with a low expectation of a regular symbol win when the second starting opening 22 opens fully.

[0224] If "Variation Pattern H" to "Variation Pattern I" is determined, "Chance Reach 2" is determined as the "Performance Content" and "20S" is determined as the "Variation Time". "Chance Reach 2" involves displaying the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the regular small symbol 26d3 in a variable display, temporarily stopping the left decorative symbol 26a and the right decorative symbol 26c with the same symbol to perform a reach performance, then performing a higher-level roulette performance on the image display device 26 in which multiple result-indicating symbols are rotated, and after temporarily stopping the result-indicating symbol as the middle decorative symbol 26b, if the second start opening 22 opens wide, each decorative symbol 26a to 26c is confirmed. This refers to a reach variation in which, if the regular small symbol 26d3 is not shown and the second starting opening 22 opens briefly, the decorative symbols 26a to 26c and the regular small symbol 26d3 are simultaneously shown. The selection rate is high when the second starting opening 22 opens fully and it is a regular symbol win, and the selection rate is low when it is a regular symbol miss or when the second starting opening 22 opens briefly and it is a regular symbol win. Therefore, it is positioned as a reach variation that has a high expectation of a regular symbol win when the second starting opening 22 opens fully.

[0225] If "Variation Pattern L", "Variation Pattern O", and "Variation Pattern P" are determined, "Battle Reach 1" is determined as the "Performance Content" and "20S" is determined as the "Variation Time". "Battle Reach 1" is performed by displaying the left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, and normal small symbol 26d3 in a variation display, and after temporarily stopping the left decorative symbol 26a and right decorative symbol 26c as the same symbol to perform a reach performance, the image display device 26 performs a lower battle performance in which the ally character steals one of several items from the enemy character, and after temporarily stopping the middle decorative symbol 26b which was taken from the stolen item, if the second start opening 22 is opened for a long time, each decorative symbol 2 This refers to a reach variation in which the regular small symbol 26d3 is displayed without confirming 6a to 26c, and if the regular symbol is a miss or the second starting opening 22 opens briefly, each decorative symbol 26a to 26c and the regular small symbol 26d3 are displayed simultaneously. The selection rate for when the second starting opening 22 opens fully and results in a regular symbol win is low, while the selection rate for when the regular symbol is a miss or when the second starting opening 22 opens briefly and results in a regular symbol win is high. Therefore, it is positioned as a reach variation with a low expectation of a regular symbol win when the second starting opening 22 opens fully.

[0226] If "Variation Pattern M", "Variation Pattern Q", and "Variation Pattern R" are determined, "Battle Reach 2" is determined as the "Performance Content" and "25S" is determined as the "Variation Time". In "Battle Reach 2", the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the regular small symbol 26d3 are displayed in a variation manner, and the left decorative symbol 26a and the right decorative symbol 26c are temporarily stopped to perform a reach performance, after which the image display device 26 performs a higher battle performance in which the ally character steals one of several items from the enemy character, and finally the middle decorative symbol 26b taken from the stolen item is temporarily stopped, and if the second start opening 22 is opened for a long time, each This refers to a reach variation in which the decorative symbols 26a to 26c are not displayed as confirmed symbols, but the regular symbol sub-symbol 26d3 is displayed as confirmed symbols, and if the regular symbol is a miss or the second starting opening 22 opens briefly, each decorative symbol and 26a to 26c are displayed as confirmed symbols simultaneously. The selection rate is high when the second starting opening 22 opens fully and the regular symbol is a win, and the selection rate is low when the regular symbol is a miss or when the second starting opening 22 opens briefly and the regular symbol is a win. Therefore, it is positioned as a reach variation that has a high expectation of a regular symbol win when the second starting opening 22 opens fully.

[0227] If "Variation Pattern S" is determined, "Instant Hit" is determined as the "Performance Content" and "10S" is determined as the "Variation Time". "Instant Hit" is a variation in which the left decorative symbol 26a, the middle decorative symbol 26b, the right decorative symbol 26c, and the regular small symbol 26d3 are displayed in a variation, but without performing a reach performance, each of the performance symbols is temporarily stopped at the same time, and then the regular small symbol 26d3 is displayed in a confirmed state without confirming each of the performance symbols 26a to 26c. This is positioned as a performance that is selected when the second starting opening 22 is open for a long time and a regular hit occurs.

[0228] Thus, in the time-saving game state, when it is easier for game balls to enter the gate member 20, the "instant win" variation pattern S, which is not set in the normal game state, is set as the variation pattern for the normal symbol variation game. This makes it possible to speed up the game's presentation without redundant effects during the time-saving game state, thereby improving the enjoyment of the game.

[0229] Furthermore, in the time-saving game state, where it is easier for game balls to enter the second starting opening 22, whether the second special symbol variation game is a minor win or a special symbol win, the left decorative symbol 26a, the middle decorative symbol 26b, and the right decorative symbol 26c are stopped simultaneously without any reach animation. This allows for a fast-paced "RUSH" (for example, the period from transitioning to the time-saving game state until hitting the special symbol G and transitioning back to the normal game state), providing players with a sense of satisfaction.

[0230] In addition, in "Chance Reach 1" and "Chance Reach 2," which are performance elements corresponding to the variation patterns during the first time-saving game state, after each roulette performance is performed and the result-indicating symbols are temporarily stopped, depending on whether or not the second start opening 22 is open for a long time, the decorative symbols 26a to 26c may not be displayed as confirmed, and the normal symbol 26d3 may be displayed as confirmed, or the decorative symbols 26a to 26c and the normal symbol 26d3 may be displayed as confirmed at the same time. However, in "Chance Reach 1" and / or "Chance Reach 2," regardless of whether or not the second start opening 22 is open for a long time, the decorative symbols 26a to 26c may not be displayed as confirmed, and the normal symbol 26d3 may be displayed as confirmed, or the decorative symbols 26a to 26c and the normal symbol 26d3 may be displayed as confirmed at the same time, regardless of whether or not the second start opening 22 is open for a long time.

[0231] Furthermore, in "Battle Reach 1" and "Battle Reach 2," which are performance elements corresponding to the variation patterns during the second time-saving game state, after each battle performance is performed and each decorative symbol is temporarily stopped, depending on whether the second start opening 22 is opened for a long time or not, the decorative symbols may not be displayed in a confirmed state, and the regular small symbol 26d3 may be displayed in a confirmed state, or the decorative symbols 26a~26c and the regular small symbol 26d3 may be displayed in a confirmed state simultaneously. However, in "Battle Reach 1" and / or "Battle Reach 2," regardless of whether the second start opening 22 is opened for a long time or not, the decorative symbols 26a~26c may not be displayed in a confirmed state, and the regular small symbol 26d3 may be displayed in a confirmed state, or the decorative symbols 26a~26c and the regular small symbol 26d3 may be displayed in a confirmed state simultaneously, regardless of whether the second start opening 22 is opened for a long time or not.

[0232] Furthermore, while "Chance Reach 1" and "Chance Reach 2" are determined as performance content corresponding to the variation pattern of the regular symbols during the first time-saving game state, "Super Reach 1," which is performance content corresponding to the variation pattern of the special symbols during the normal game state, may be determined instead of "Chance Reach 1," and "Super Reach 2," which is performance content corresponding to the variation pattern of the special symbols during the normal game state, may be determined instead of "Chance Reach 2." Alternatively, "Battle Reach 1," which is performance content corresponding to the variation pattern of the regular symbols during the second time-saving game state, may be determined instead of "Chance Reach 1," and "Battle Reach 2," which is the variation pattern of the regular symbols during the second time-saving game state, may be determined instead of "Chance Reach 2."

[0233] Furthermore, although the pattern of the regular symbols during the first time-saving game state and the pattern of the regular symbols during the second time-saving game state are different, the pattern of the regular symbols during the first time-saving game state may be the same as the pattern of the regular symbols during the second time-saving game state, or the pattern of the regular symbols during the second time-saving game state may be the same as the pattern of the regular symbols during the first time-saving game state.

[0234] Furthermore, the special symbol variation patterns and regular symbol variation patterns are not limited to those exemplified, and multiple special symbol variation patterns and regular symbol variation patterns may be provided. Also, the special symbol variation pattern table referenced may differ depending on the setting value. For example, a special symbol variation pattern that is easy to select may be provided for each setting value, or a special symbol variation pattern that can only be selected for a specific setting value may be provided. This allows players to infer (or understand) what the setting value is from the content of the special symbol variation pattern that is executed, which leads to an improvement in the enjoyment of the game.

[0235] Next, the commands transmitted from the main control board 100 to the performance control board 200 will be explained based on Figures 9 to 10. Note that Figures 9 to 10 show only the main commands, and some commands have been omitted from the description.

[0236] The "First Special Symbol Memory Designation Command" (0-4) indicates the number of reserved symbols in the First Special Symbol Variation Game. When the number of reserved symbols in the First Special Symbol Variation Game increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0237] The "Normal Symbol Memory Specification Command" (0-4) indicates the number of reserved symbols in the normal symbol variation game. When the number of reserved symbols in the normal symbol variation game increases or decreases, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0238] The "Special Symbol Specification Command" (A-G) indicates the type of special symbol to be displayed when the special symbol is stopped. When a particular special symbol is determined and the display of the special symbol changes begins, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0239] The "special symbol variation pattern specification command" (1-19) indicates the variation time of the special symbols on the first special symbol display 27a or the second special symbol display 27b. It is set in the main RAM 103 when the variation display of the special symbols starts on the first special symbol display 27a or the second special symbol display 27b, and transmitted to the performance control board 200.

[0240] The "special symbol determination command" indicates that the special symbol has been stop-displayed, is set in the main RAM 103 when the special symbol is stop-displayed on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the effect control board 200.

[0241] The "normal symbol designation command" (A to C) indicates the type of the normal symbol to be stop-displayed, is set in the main RAM 103 when various normal symbols are determined and the variable display of the normal symbol is started, and is transmitted to the effect control board 200.

[0242] The "normal symbol variation pattern designation command" (A to S) indicates the variation time of the normal symbol on the normal symbol display 27e, is set in the main RAM 103 when the variable display of the normal symbol is started on the normal symbol display 27e, and is transmitted to the effect control board 200.

[0243] The "normal symbol determination command" indicates that the normal symbol has been stop-displayed, is set in the main RAM 103 when the normal symbol is stop-displayed on the normal symbol display 27e, and is transmitted to the effect control board 200.

[0244] The "start pocket winning designation command" is for notifying the effect control board 200 in advance that a game ball has won a prize in the start pocket and the determination result of the special symbol hit determination process, is set in the main RAM 103 when a game ball wins a prize in the first start pocket 21 or the second start pocket 22, and is transmitted to the effect control board 200.

[0245] The "gate member winning designation command" is for notifying the effect control board 200 in advance that a game ball has entered the gate member 20 and the determination result of the normal symbol hit determination process, is set in the main RAM 103 when a game ball enters the gate member 20, and is transmitted to the effect control board 200.

[0246] The "Grand Prize Entrance Designation Command" is used to notify the performance control board 200 of the entry of a game ball into the first grand prize entrance 24 and the entry of a game ball into the second grand prize entrance 32. When a game ball enters the first grand prize entrance 24 or the second grand prize entrance 32, the command is set in the main RAM 103 and transmitted to the performance control board 200.

[0247] The "Specific Area Prize Designation Command" is used to notify the performance control board 200 of a game ball entering a specific area detection SW32c. When a game ball enters the specific area detection SW32c, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0248] The "Special Feature Winning Game Opening Designation Command" indicates the start of a jackpot game. It is set in the main RAM 103 when a 4-round or 10-round jackpot game begins and transmitted to the performance control board 200.

[0249] The "Opening Designation Command for Minor Win Game" indicates the start of a minor win game. When a minor win game starts, it is set in the main RAM 103 and transmitted to the performance control board 200. Furthermore, when the minor win game ends and the major win 2 game begins, an opening designation command indicating the start of the major win 2 game may also be provided.

[0250] The "round specification command" indicates the number of rounds for the first jackpot game and the second jackpot game. It is set in the main RAM 103 when the round game for each jackpot game starts and transmitted to the performance control board 200.

[0251] The "Special Feature Winning Game Ending Designation Command" indicates the end of the first jackpot game and the second jackpot game. It is set in the main RAM 103 when each jackpot game ends and transmitted to the performance control board 200.

[0252] The "Ending Designation Command for Minor Win Game" indicates the end of a minor win game. When the minor win game ends, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0253] The "Opening Game Designation Command" indicates the start of an opening game in which the second start gate 22 is opened. It is set in the main RAM 103 and transmitted to the performance control board 200 when an opening game in which the second start gate 22 is opened for a short or long period of time is started.

[0254] The "Open Game Ending Designation Command" indicates the end of an open game in which the second start port 22 is opened. It is set in the main RAM 103 and transmitted to the performance control board 200 when an open game in which the second start port 22 is opened for a short or long period of time ends.

[0255] The "Game State Specification Command" indicates whether the game is in normal game state, first time-saving game state, or second time-saving game state. Depending on the game state specification command, it is set in the main RAM 103 at the start of a symbol variation game or when the game state changes, and transmitted to the performance control board 200. The details of each game state specification command are also described in the flowchart.

[0256] The "Power-on specification command" and the "Power-restore specification command" (for waiting for customers, during special symbol changes, during special symbol win games, and during open games) indicate whether or not powering on the pachinko game machine 1 involves the initialization of the main RAM 103. When the power to the pachinko game machine 1 is turned ON, the power-on specification command or power-restore specification command corresponding to whether or not the main RAM 103 has been initialized, and the game state, are transmitted to the performance control board 200.

[0257] The "customer waiting state specification command" indicates that the machine has entered a special symbol customer waiting state where no special symbol variation is displayed, or a normal symbol customer waiting state where no normal symbol variation is displayed. This command is set in the main RAM 103 when the machine enters a special symbol customer waiting state or a normal symbol customer waiting state, and is transmitted to the performance control board 200.

[0258] The "error specification command" (various types) indicates that an error has occurred in the pachinko game machine 1 and the type of error. When the occurrence of any type of abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0259] The "Error Clearing Command" (various types) indicates that an error that occurred in the pachinko game machine 1 has been resolved. When the resolution of any abnormality is detected, it is set in the main RAM 103 and transmitted to the performance control board 200.

[0260] The "setting value specification commands" (1-6) indicate the setting values ​​set in the pachinko game machine 1, and are sent to the performance control board 200 after the power of the pachinko game machine 1 is turned ON, specifically after the power-on specification command or power-restoration specification command is sent, or during the execution of the setting change process or the execution of the setting confirmation process.

[0261] The "Setting Value Change in Progress" command indicates that a setting change process is being executed and is sent to the performance control board 200 while the setting change process is running. The "Checking Settings Command" indicates that the settings confirmation process is being executed and is sent to the performance control board 200 while the settings confirmation process is running. The "Setting Value Confirmation Complete Command" indicates that the setting confirmation process has finished and is sent to the performance control board 200 during the execution of the setting confirmation process.

[0262] Next, the control processing performed by the main CPU 101 of the main control board 100 will be described.

[0263] (Regarding the main processing on the main control board) Figure 11 is a flowchart showing the main processing performed on the main control board 100. This processing is initiated by the main CPU 101 of the main control board 100 when power is supplied to the pachinko game machine 1 and voltage is supplied to each control board from the power supply board 400.

[0264] (Step S1) In step S1, the main CPU 101 determines whether the pachinko game machine 1 is experiencing a power outage (blackout). If it is, the process in step S1 is repeated; otherwise, the process proceeds to step S2. If the machine is experiencing a power outage, the process can be executed using a backup power supply (not shown).

[0265] (Step S2) In step S2, the main CPU 101 disables interrupts (the main control board timer interrupt processing). As a result, the main CPU 101 executes only this process until interrupts are enabled in step S18, which will be described later. Once interrupts are disabled, the process moves to step S3.

[0266] Alternatively, after completing the processing in step S2, a launch stop signal (launch stop command) may be output to disable the launch permission signal. This prevents the game ball from being launched while interrupts are disabled. Then, in the first main control board timer interrupt processing after interrupts are enabled in step S18 described later, the launch permission signal should be set to the enabled state.

[0267] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (pressed). That is, it determines whether the power to the pachinko game machine 1 is turned ON (power switch 400a is ON) while the RAM clear switch 105 is pressed. If the RAM clear switch 105 is ON, the process proceeds to step S4; otherwise, the process proceeds to step S9.

[0268] (Step S4) In step S4, the main CPU 101 determines whether the setting change key is in the setting change position. For example, if it detects that the setting change key is inserted into the setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it determines that the setting change key is in the setting change position. If the above detection is not performed, it determines that the setting change key is not in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S5; if the setting change key is not in the setting change position, the process proceeds to step S7.

[0269] (Step S5) In step S5, the main CPU 101 executes the setting value change process. After completing the setting value change process, the process moves on to step S6.

[0270] (Step S6) In step S6, the main CPU 101 sends a power-on command. The power-on command indicates that the RAM clear switch 105 is ON and the power has been turned on. When the performance control board 200 receives this command, it sends a message to the image display device 26 via the image and sound control unit 200b, for example, displaying "Powering on" and outputting the message "Powering on" from the speaker 10. After sending the power-on command, the process moves to step S17.

[0271] (Step S7) In step S7, if the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes area 1 and area 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if the game is in a time-saving game state when the arcade closes, it to start in a normal game state when the arcade opens the next day. After initializing area 1 and area 2 (excluding the setting value storage area) of the main RAM 103, the process moves to step S8.

[0272] (Step S8) In step S8, the main CPU 101 sends a power-on command. After sending the power-on command, the process moves to step S17.

[0273] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10; otherwise, the process proceeds to step S11.

[0274] (Step S10) In step S10, the main CPU 101 executes a setting value verification process. After completing the setting value verification process, the process moves on to step S11.

[0275] (Step S11) In step S11, the main CPU 101 determines whether there is backed-up data. For example, when the power to the pachinko machine 1 is turned OFF, a backup process (not shown) is performed, which includes data retention, checksum storage, and setting of the backup flag. If the backup flag is ON, it is determined that there is backed-up data; if the backup flag is not ON, it is determined that there is no backed-up data. As a result, if there is backed-up data, the process moves to step S12; if there is no backed-up data, it is determined that this is the first power-on and the process moves to step S17.

[0276] (Step S12) In step S12, the main CPU 101 calculates the checksum of the main RAM 103 area. After calculating the checksum of the main RAM 103 area, the process moves on to step S13.

[0277] (Step S13) In step S13, the main CPU 101 determines whether the checksum of the main RAM 103 area is normal. For example, it determines whether the checksum value stored in the backup process (not shown) matches the checksum value calculated in step S12. If they match, it determines that the checksum is normal; if they do not match, it determines that the checksum is not normal. If the checksum is normal, the process proceeds to step S15; if the checksum is not normal, the process proceeds to step S14.

[0278] (Step S14) In step S14, the main CPU 101 executes a game stop process (error setting). Specifically, it sends an error command to the performance control board 200 to trigger error notification using the light-emitting device 9, speaker 10, image display device 26, etc., and performs a process that makes it impossible to clear the error unless a setting value change process is performed. The CPU remains in this process until a setting value change process is performed.

[0279] (Step S15) In step S15, the main CPU 101 performs a recovery process, that is, it restores the system to the state it was in before the power outage. Once the system has successfully restored to the state it was in before the power outage, the process proceeds to step S16.

[0280] (Step S16) In step S16, the main CPU 101 sends a power recovery command. The power recovery command indicates that the RAM clear switch 105 is OFF and power has been restored (returning to the state before the power outage). When the performance control board 200 receives this command, it displays "Power recovery in progress" on the image display device 26 via the image and sound control unit 200b, and outputs the audio "Power recovery in progress" from the speaker 10. After sending the power recovery command, the process moves to step S17.

[0281] (Step S17) In step S17, the main CPU 101 performs the CTC configuration. Specifically, it configures the CTC (Counter Timer Circuit), which has functions such as creating pulse outputs at a fixed interval and measuring time, and sets the CTC's time constant register so that the main control board timer interrupt processing described later is performed periodically every 4ms. After the CTC configuration is completed, the process moves to step S18.

[0282] (Step S18) In step S18, the main CPU 101 enables interrupts (making the game playable). After enabling interrupts, it waits, and thereafter, the main control board timer interrupt processing described later is performed every 4ms.

[0283] (Regarding timer interrupt processing on the main control board) Figure 12 is a flowchart showing the main control board timer interrupt processing performed on the main control board 100. This processing is performed by periodically interrupting the main control board processing described above (for example, every 4ms).

[0284] (Step S101) In step S101, the main CPU 101 saves the information stored in the registers. After saving the information stored in the registers, the process moves on to step S102.

[0285] (Step S102) In step S102, the main CPU 101 executes a time management process to update the timer used in the game (for example, the opening time of the first large prize winning slot 24). After updating the timer used in the game, the process moves on to step S103.

[0286] (Step S103) In step S103, the main CPU 101 updates the initial random numbers, such as the random numbers used for determining special symbols, the random numbers used to select special symbols, and the random numbers used to determine the variation pattern. Once the various random number update processes are complete, the process moves on to step S104.

[0287] (Step S104) In step S104, the main CPU 101 detects input from each switch. Details of this process will be described later. Once input from each switch is detected, the process proceeds to step S105.

[0288] (Step S105) In step S105, the main CPU 101 executes processing related to the special symbols. Details of this processing will be described later. After completing the processing related to the special symbols, the process moves on to step S106.

[0289] (Step S106) In step S106, the main CPU 101 executes processing related to the regular symbols. Details of this processing will be described later. After completing the processing related to the regular symbols, the process moves on to step S107.

[0290] (Step S107) In step S107, the main CPU 101 executes processing related to the payout of game balls. For example, in the input SW detection process in step S104, if the entry of a game ball is detected, the main CPU 101 sets a payout command signal in the payout command transmission area in order to send a payout command signal to the payout control board 300 in order to pay out the corresponding prize balls, and also receives a payout completion signal from the payout control board 300. After completing the processing related to the payout of game balls, the process moves on to step S108.

[0291] (Step S108) In step S108, the main CPU 101 performs an abnormality detection process. For example, it determines whether the magnetic sensor 27h has detected an abnormal magnetic field, or whether the radio wave sensor 27i has detected an abnormal radio wave, and if an abnormality is detected, it performs a process to announce an error. After the abnormality detection process is completed, the process moves on to step S109.

[0292] (Step S109) In step S109, the main CPU 101 executes the process of sending various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area provided on the main control board 100, and if a command is set, it sends the set command to the performance control board 200 and the payout control board 300. After completing the command transmission process, the process moves on to step S110.

[0293] (Step S110) In step S110, if the main CPU 101 is performing a symbol variation game based on a game ball entering the first start port 21, it controls the display of the special symbols (variation display and confirmation display) in the first special symbol display 27a, and if the symbol variation game is based on a game ball entering the second start port 22, it controls the display of the special symbols (variation display and confirmation display) in the second special symbol display 27b. After finishing the display control of the special symbols, the process proceeds to step S111.

[0294] (Step S111) In step S111, the main CPU 101 performs display control (variation display and confirmation display) of the regular symbols on the regular symbol display unit 27e. It also performs display control of the regular symbol hold display unit 27f based on the fact that a game ball has passed through the gate member 20 and that the regular symbol variation game has ended. After the display control of the regular symbols is completed, the process proceeds to step S112.

[0295] (Step S112) In step S112, the main CPU 101 executes game performance information management processing. Specifically, it calculates game performance information using the formula "(number of game balls dispensed in normal game state ÷ number of balls out in normal game state) × 100" and performs processing such as displaying the calculated game performance information on the display unit 104. After completing the game performance information management processing, the process moves on to step S113.

[0296] (Step S113) In step S113, the main CPU 101 restores the information saved in step S101 to the register. After restoring the saved information to the register, the main control board timer interrupt processing is terminated.

[0297] (Regarding input switch detection processing) Figure 13 is a flowchart showing the input SW detection process performed on the main control board 100 (a subroutine for step S104 of the main control board timer interrupt processing).

[0298] (Step S104-1) In step S104-1, the main CPU 101 executes the first start port detection process. Details of this process will be described later. After the first start port detection process is completed, the process moves on to step S104-2.

[0299] (Step S104-2) In step S104-2, the main CPU 101 receives information from the second start gate detection SW22a indicating that a game ball has entered the gate, and executes the second start gate detection process. After completing the second start gate detection process, the process moves to step S104-3.

[0300] (Step S104-3) In step S104-3, when the main CPU 101 receives information that a game ball has entered the normal prize slot from the normal prize slot detection SW23a, it executes a process to set a payout command signal in the payout command transmission area in order to pay out 8 game balls as prize balls to the payout control board 300. After the normal prize slot detection process is completed, the process moves on to step S104-4.

[0301] (Step S104-4) In step S104-4, when the main CPU 101 receives information that a game ball has entered the first large prize slot detection SW24a, it executes a process to set a payout command signal in the payout command transmission area in order to pay out 15 game balls as prize balls to the payout control board 300. In addition, in order to notify the player that a game ball has entered the first large prize slot 24 using the image display device 26 or the like, it sets a large prize slot entry designation command in the command transmission area. Notification using the image display device 26 or the like includes, for example, if more than 10 game balls are detected by the first large prize slot detection SW24a in one round (also called an over-entry), this fact is notified by a display on the image display device 26, a sound from the speaker 10 (for example, a sound like "Yes!"), or a prize entry emphasis effect (described later). After the first large prize slot detection process is completed, the process moves to step S104-5.

[0302] (Step S104-5) In step S104-5, the main CPU 101 executes the process for detecting the second major prize slot. Details of this process will be described later. After the process for detecting the second major prize slot is completed, the process moves on to step S104-6.

[0303] (Step S104-6) In step S104-6, the main CPU 101 executes the gate detection processing when it receives information from the gate detection SW20a that a game ball has entered the gate. Details of this processing will be described later. After the gate detection processing is completed, the process moves to step S105 of the main control board timer interrupt processing.

[0304] (Regarding the processing when the first start port is detected) Figure 14 is a flowchart showing the processing performed on the main control board 100 when the first start port is detected (a subroutine of step S104-1 of the input SW detection processing).

[0305] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether it has received information indicating that a game ball has entered the first start gate detection SW 21a. If it has received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-1-2. If it has not received information indicating that a game ball has entered the first start gate detection SW 21a, it proceeds to step S104-2 of the input SW detection process.

[0306] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 3 game balls as prize balls for a game ball entering the first start opening 21. After setting the prize ball command, the process moves on to step S104-1-3.

[0307] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether various random values ​​(first special symbol hold memory) as special symbol judgment information are stored up to the "fourth memory area" of the first special symbol hold memory area. In other words, it determines whether the number of holds (first special symbol hold memory) for the first special symbol variation game is "4". If various random values ​​as special symbol judgment information are stored up to the "fourth memory area", the process moves to step S104-2 of the input SW detection process; if they are not stored up to the "fourth memory area", the process moves to step S104-1-4.

[0308] (Step S104-1-4) In step S104-1-4, the main CPU 101 obtains a random value for determining whether a special symbol is winning. The random value obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process described later. Once the random value for determining whether a special symbol is winning is obtained, the process moves on to step S104-1-5.

[0309] (Step S104-1-5) In step S104-1-5, the main CPU 101 obtains a random value for determining the special symbol. The random value obtained in this process will be used in the prize-winning determination process (step S104-1-8) and the special symbol variation start process described later. Once the random value for determining the special symbol is obtained, the process moves on to step S104-1-6.

[0310] (Step S104-1-6) In step S104-1-6, the main CPU 101 obtains a random value for determining the special symbol variation pattern. The random value obtained in this process will be used in the prize-winning judgment process (step S104-1-8) and the special symbol variation start process described later. After obtaining the random value for determining the special symbol variation pattern, the process moves on to step S104-1-7.

[0311] Furthermore, the acquisition of random values ​​for determining special symbol wins, the acquisition of random values ​​for determining special symbols, and the acquisition of random values ​​for determining special symbol variation patterns may be performed before step S104-1-3. If, in step S104-1-3, it is determined that various random values ​​(first special symbol hold memory) as special symbol judgment information have been stored up to the "fourth memory area," the acquired various random values ​​may be discarded.

[0312] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores various random values, such as random values ​​for determining special symbols, random values ​​for deciding special symbols, and random values ​​for determining special symbol variation patterns, as special symbol determination information in an available memory area. For example, if the "third memory area" is full and the "fourth memory area" is empty, the various random values ​​are stored in the "fourth memory area". Once the various random values ​​are stored in an available memory area, the process moves to step S104-1-8.

[0313] (Step S104-1-8) In step S104-1-8, the main CPU 101 executes the win determination process. This win determination process determines whether the random value obtained in step S104-1-4 is a special symbol win, prior to the special symbol win determination process in the special symbol variation start process. This allows, for example, if the random value for special symbol win determination stored in any of the "first memory area" to "fourth memory area" in step S104-1-7 is a special symbol win, or if a reach effect is executed even if the special symbol is a miss, a pre-announcement effect (described later as "pre-read effect") can be executed across multiple first special symbol variation games. After the win determination process is completed, the process moves to step S104-1-9. Note that in this win determination process, the determination of whether it is a special symbol win is made on the condition that the game is in a normal state, but it may also be made to determine whether it is a special symbol win regardless of the game state.

[0314] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the command to specify the first starting slot entry in the command transmission area in order to send the command to the performance control board 200. The command to specify the first starting slot entry also includes information on the judgment result of the entry judgment process in step S104-1-8, and the performance control board 200 can recognize whether the judgment result of the entry judgment process is a win or a loss by receiving this command. After setting the command to specify the first starting slot entry, the process moves to step S104-1-10.

[0315] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the first special symbol memory specification command in the command transmission area in order to send the first special symbol memory specification command to the performance control board 200. After setting the first special symbol memory specification command, the process moves to step S104-2 of the input SW detection process.

[0316] (Regarding the process when the second major prize slot is detected) Figure 15 is a flowchart showing the processing performed on the main control board 100 when the second major prize slot is detected (subroutine of step S104-5 of the input SW detection processing).

[0317] (Step S104-5-1) In step S104-5-1, the main CPU 101 determines whether it has received information that a game ball has entered the second large prize slot detection SW32a. If it has received information that a game ball has entered the second large prize slot detection SW32a, it proceeds to step S104-5-2. If it has not received information that a game ball has entered the second large prize slot detection SW32a, it proceeds to step S104-5-3.

[0318] (Step S104-5-2) In step S104-5-2, the main CPU 101 sets a prize ball command in the payout command transmission area in order to have the payout control board 300 pay out 15 game balls as prize balls for a game ball entering the second large prize slot detection SW32a. After setting the prize ball command, the process moves on to step S104-5-3.

[0319] (Step S104-5-3) In step S104-5-3, the main CPU 101 determines whether it has received information from the specific area detection SW32c indicating that a game ball has entered the area. If it has received information from the specific area detection SW32c indicating that a game ball has entered the area, it proceeds to step S104-5-4. If it has not received information from the specific area detection SW32c indicating that a game ball has entered the area, it proceeds to step S104-6, which is the input SW detection process.

[0320] (Step S104-5-4) In step S104-5-4, the main CPU 101 turns ON the specific area pass flag in the specific area pass flag storage area of ​​the main RAM 103. After turning ON the specific area pass flag, the process moves to step S104-5-5.

[0321] (Step S104-5-5) In step S104-5-5, the main CPU 101 sets the command to send the command to the performance control board 200 in order to send the command. Upon receiving the command, the performance control board 200 will send a notification via the image and sound control unit 200b that the game ball has passed through the specific area (for example, "V-win!"). Once the command to send the command to send the command to send the command is set, the process will proceed to step S104-6, which is the input switch detection process.

[0322] (Regarding processing when a gate is detected) Figure 16 is a flowchart showing the processing performed on the main control board 100 when a through gate is detected (a subroutine of step S104-6 of the input SW detection processing).

[0323] (Step S104-6-1) In step S104-6-1, the main CPU 101 determines whether it has received information from the gate detection SW 20a indicating that a game ball has entered the system. If it has received information from the gate detection SW 20a indicating that a game ball has entered the system, it proceeds to step S104-6-2. If it has not received information from the gate detection SW 20a indicating that a game ball has entered the system, it terminates all operations of the input SW detection process.

[0324] (Step S104-6-2) In step S104-6-2, the main CPU 101 determines whether various random values ​​(normal symbol hold memory) as normal symbol judgment information are stored up to the "fourth memory area" of the normal symbol hold memory area. In other words, it determines whether the number of holds (normal symbol hold memory) for the normal symbol variation game is "4". If various random values ​​as normal symbol judgment information are not stored up to the "fourth memory area", the process moves to step S104-6-3. If they are stored up to the "fourth memory area", all processing of the input SW detection process is terminated.

[0325] (Step S104-6-3) In step S104-6-3, the main CPU 101 obtains a random value for determining whether a regular symbol is winning. The random value obtained in this process will be used in the prize-winning determination process (step S104-6-7) and the regular symbol variation start process described later. Once the random value for determining whether a regular symbol is winning is obtained, the process moves on to step S104-6-4.

[0326] (Step S104-6-4) In step S104-6-4, the main CPU 101 obtains a random value for determining the normal symbols. The random value obtained in this process will be used in the prize-winning determination process (step S104-6-7) and the normal symbol variation start process described later. After obtaining the random value for determining the normal symbols, the process moves on to step S104-6-5.

[0327] (Step S104-6-5) In step S104-6-5, the main CPU 101 obtains a random value for determining the normal symbol variation pattern. The random value obtained in this process will be used in the prize-winning judgment process (step S104-6-7) and the normal symbol variation start process described later. After obtaining the random value for determining the normal symbol variation pattern, the process moves to step S104-6-6.

[0328] Furthermore, the acquisition of random values ​​for determining the normal symbol win, the acquisition of random values ​​for determining the normal symbol, and the acquisition of random values ​​for determining the normal symbol variation pattern may be performed before step S104-6-3. If, in step S104-6-4, it is determined that various random values ​​(normal symbol hold memory) as normal symbol judgment information are stored up to the "fourth memory area", the acquired various random values ​​may be discarded.

[0329] (Step S104-6-6) In step S104-6-6, the main CPU 101 stores various random values, such as random values ​​for determining the normal symbol hit, random values ​​for determining the normal symbol, and random values ​​for determining the normal symbol variation pattern, as normal symbol determination information in an available memory area. For example, if the "third memory area" is full and the "fourth memory area" is empty, the various random values ​​are stored in the "fourth memory area". Once the various random values ​​are stored in an available memory area, the process moves to step S104-6-7.

[0330] (Step S104-6-7) In step S104-6-7, the main CPU 101 executes the win determination process. This win determination process determines whether the random value obtained in step S104-6-3 is a normal symbol win, prior to the normal symbol win determination process in the normal symbol variation start process described later. This allows, for example, if the random value for normal symbol win determination stored in the "first memory area" to the "fourth memory area" in step S104-6-6 is a normal symbol win, or if a reach effect is executed even if it is a normal symbol miss, a pre-announcement effect (described later as "pre-read effect") can be executed across multiple normal symbol variation games. After the win determination process is completed, the process moves to step S104-6-8. Note that in this win determination process, the determination of whether it is a normal symbol win is conditional on being in a time-saving game state, but it may also be possible to determine whether it is a normal symbol win regardless of the game state.

[0331] (Step S104-6-8) In step S104-6-8, the main CPU 101 sets the gate member prize-winning command in the command transmission area in order to send the gate member prize-winning command to the performance control board 200. The gate member prize-winning command also includes information on the judgment result of the prize-winning judgment process in step S104-6-7, and the performance control board 200 can recognize whether the judgment result of the prize-winning judgment process is a normal win or a normal loss by receiving this command. After setting the gate member prize-winning command, the process moves on to step S104-6-9.

[0332] (Step S104-6-9) In step S104-6-9, the main CPU 101 sets the normal symbol memory specification command in the command transmission area in order to send the normal symbol memory specification command to the performance control board 200. Once the normal symbol memory specification command is set, all processing of the input SW detection process is terminated.

[0333] (Regarding processing related to special patterns) Figure 17 is a flowchart showing the special pattern-related processing performed on the main control board 100 (a subroutine for step S105 of the main control board timer interrupt processing).

[0334] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating that the special symbols are stopped is stored in the special symbol status flag storage area of ​​the main RAM 103. If the value "0" indicating that the special symbols are stopped is set, the process proceeds to step S105-2; otherwise, the process proceeds to step S105-3.

[0335] Furthermore, in the special symbol state flag storage area of ​​the main RAM 103, the value "1" is set to indicate that the special symbol is changing when the special symbol variation game (display of the special symbol variation) starts, the value "0" is set to indicate that the special symbol is stopped when the special symbol variation game (display of the special symbol variation) stops, and after setting the value "0" to indicate that the special symbol is stopped, if it is a special symbol win, the value "2" is set to indicate that the big win 1 game is in progress, and if it is a small win game, the value "3" is set to indicate that the small win game is in progress.

[0336] (Step S105-2) In step S105-2, the main CPU 101 executes the special symbol variation start processing to begin the special symbol variation game (display of the special symbols). Details of this processing will be described later. After the special symbol variation start processing is completed, the process moves to step S106 of the main control board timer interrupt processing.

[0337] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating that the special symbols are changing is stored in the special symbol status flag storage area of ​​the main RAM 103. If the value "1" indicating that the special symbols are changing is set, the process proceeds to step S105-4; otherwise, the process proceeds to step S105-5.

[0338] (Step S105-4) In step S105-4, the main CPU 101 executes special symbol variation processing to terminate the special symbol variation game (displaying the special symbol as stopped) and prepare to start the big win 1 game or the small win game. Details of this processing will be described later. After the special symbol variation processing is completed, the process moves to step S106 of the main control board timer interrupt processing.

[0339] (Step S105-5) In step S105-5, the main CPU 101 determines whether a flag indicating that a jackpot game 1 is in progress is stored in the special symbol state flag storage area of ​​the main RAM 103. If the value "2" indicating that a jackpot game 1 is in progress is set, the process proceeds to step S105-6; otherwise, the process proceeds to step S105-7.

[0340] (Step S105-6) In steps S105-6, the main CPU 101 performs the jackpot 1 game processing to control the progress of the jackpot 1 game. Details of this processing will be described later. After the jackpot 1 game processing is completed, the process moves to step S106 of the main control board timer interrupt processing.

[0341] (Step S105-7) In step S105-7, the main CPU 101 determines whether a flag indicating that a minor win game is in progress is stored in the special symbol state flag storage area of ​​the main RAM 103. If the value "3" indicating that a minor win game is in progress is set, the process proceeds to step S105-8; otherwise, the process proceeds to step S105-9.

[0342] (Step S105-8) In steps S105-8, the main CPU 101 performs a mini-win game processing that controls the progress of the mini-win game. Details of this processing will be described later. After the mini-win game processing is completed, the process moves to step S106 of the main control board timer interrupt processing.

[0343] (Step S105-9) In step S105-9, the main CPU 101 determines that the value "0" indicating that the special symbols are stopped is not set, and that the value "1" indicating that the special symbols are changing is not set, and that the value "2" indicating that the jackpot 1 game is in progress is not set, and that the value "3" indicating that the minor win game is in progress is not set, and then determines that the value "4" indicating that the jackpot 2 game is in progress is set, and performs the jackpot 2 game processing to control the progress of the jackpot 2 game. Details of this processing will be described later. After the jackpot 2 game processing is completed, the process moves to step S106 of the main control board timer interrupt processing.

[0344] (Regarding the processing at the start of special symbol variations) Figure 18 is a flowchart showing the processing performed on the main control board 100 when the special symbol variation starts (a subroutine for step S105-2 of the special symbol-related processing).

[0345] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether undetermined special symbol judgment information (various random values) is stored in the variable memory area for special symbols provided in the main RAM 103. If undetermined special symbol judgment information is stored in the variable memory area, the process proceeds to step S105-2-6; otherwise, the process proceeds to step S105-2-2.

[0346] (Step S105-2-2) In step S105-2-2, the main CPU 101 determines whether there is a first special symbol hold memory in the first special symbol hold memory area provided in the main RAM 103. If there is a first special symbol hold memory, the process moves to step S105-2-3; otherwise, the process moves to step S105-2-5.

[0347] (Step S105-2-3) In step S105-2-3, the main CPU 101 subtracts "1" from the number of first special symbol hold memories. This subtraction involves sliding the special symbol judgment information (various random values) stored in the "first memory area" of the first special symbol hold memory area to the "variable memory area" for special symbols, and sliding the special symbol judgment information (random values) stored in the "second memory area" to the "fourth memory area" of the first special symbol hold memory area to the previous memory area, thereby emptying one memory area of ​​the first special symbol hold memory area. Accordingly, the display of the first special symbol hold indicator 27c also changes to a display mode corresponding to the number of first special symbol hold memories ("flashing" to "lit," or "lit" to "off"). After subtracting "1" from the number of first special symbol hold memories, the process moves to step S105-2-4.

[0348] (Step S105-2-4) In step S105-2-4, the main CPU 101 sets a command to specify the first special symbol memory in the command transmission area in order to subtract the number of first special symbol memory reserves managed by the performance control board 200. After setting the command to specify the first special symbol memory, the process moves to step S105-2-6.

[0349] (Step S105-2-5) In step S105-2-5, the main CPU 101 sets a special symbol waiting state specification command in the command transmission area to notify the performance control board 200 that it is in a special symbol waiting state where the special symbol variation game (display of special symbol variation) is not being executed. After setting the special symbol waiting state specification command, the process moves to step S106 of the main control board timer interrupt processing.

[0350] "Special symbol waiting state" refers to a state in which, for example, during normal gameplay, the sub-symbols that were confirmed and displayed in the immediately preceding first special symbol variation game, the background image that was displayed in the immediately preceding first special symbol variation game, and the variation icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j are displayed, and additional images such as an image indicating that volume or brightness can be adjusted (for example, a level gauge image or an image resembling a directional pad button) are also displayed. Then, in the normal gameplay state, if a predetermined time (for example, 60S) has elapsed in the "special symbol waiting state", a "demo performance" is executed. In the "demo performance," the sub-symbols and background images that were displayed in the "special symbol waiting state," as well as the variable icon display area 26o and the first reserved ball image display area 26g to the fourth reserved ball image display area 26j, are not displayed. Instead, for example, the entire display area is used to display the machine name, manufacturer name, and warning information to prevent excessive gambling. After a predetermined time (for example, 45S) has elapsed in the "demo performance," the game returns to the "special symbol waiting state."

[0351] Alternatively, the command to specify the special symbol waiting state may be omitted. In this case, the performance control board 200 may, for example, measure the time elapsed since the end of the previous first symbol variation game in the normal game state, and if a predetermined time (e.g., 60S) is measured without receiving a new start command (special symbol variation pattern specification command, etc.), execute the "demo performance". This eliminates the need for the special symbol waiting state specification command, thus reducing the number of commands and simplifying control. Alternatively, in the normal game state, if a predetermined time (e.g., 60S) is measured without receiving a new start command (special symbol variation pattern specification command, normal symbol variation pattern specification command, etc.) from the point when the player enters a waiting state where neither a special symbol variation game nor a normal symbol variation game is executed, execute the "demo performance".

[0352] (Step S105-2-6) In step S105-2-6, if the main CPU 101 has performed step S105-2-1, it will execute the special symbol hit determination process using the special symbol determination information (various random values) acquired and stored in the second start gate detection process. On the other hand, if the main CPU 101 has performed step S105-2-4, it will execute the special symbol hit determination process using the special symbol determination information (various random values) acquired and stored in the first start gate detection process. Details of this process will be described later. After the special symbol hit determination process is completed, the process will proceed to step S105-2-7.

[0353] (Step S105-2-7) In step S105-2-7, the main CPU 101 executes a special symbol variation pattern determination process to determine the variation pattern of the special symbols in the special symbol variation game. Once the variation pattern of the special symbols is determined, the process moves on to step S105-2-8.

[0354] (Step S105-2-8) In step S105-2-8, the main CPU 101 sets a special symbol variation pattern specification command in the command transmission area in order to send a command indicating the variation pattern of the special symbol determined in step S105-2-7 to the performance control board 200. For example, if "Variation Pattern 9" was determined in step S105-2-7, a special symbol variation pattern specification command indicating "Variation Pattern 9" is set. After setting the special symbol variation pattern specification command, the process moves to step S105-2-9.

[0355] (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the variation time corresponding to the variation pattern of the special symbol determined in step S105-2-7 in the time management counter of the main RAM 103. For example, if "Variation Pattern 9" is determined, the variation time "15S" is set and the variation display of the special symbol (special symbol variation game) is started. After setting the variation time, the process moves on to step S105-2-10.

[0356] (Step S105-2-10) In step S105-2-10, the main CPU 101 sets the value "1" in the special symbol status flag storage area of ​​the main RAM 103 to indicate that the special symbol is changing. This allows the system to recognize that the special symbol is changing. In this process, the system also starts subtracting the change time set in step S105-2-9. After setting the value "1" in the special symbol status flag storage area to indicate that the special symbol is changing, the system proceeds to step S106 of the main control board timer interrupt processing.

[0357] In the above explanation, in step S105-2-1, if special symbol judgment information based on ball entry into the second start port 22 is stored in the variable memory area, the special symbol hit judgment process is executed in priority over the special symbol judgment information based on ball entry into the first start port 21. However, the special symbol hit judgment process may also be executed in the order in which the balls were entered, with the special symbol judgment information based on ball entry into the first start port 21 and the special symbol judgment information based on ball entry into the second start port 22.

[0358] (Regarding the special symbol hit detection process) Figure 19 is a flowchart showing the special symbol hit detection process performed on the main control board 100 (subroutine of step S105-2-6 of the special symbol variation start processing).

[0359] (Step S105-2-6-1) In step S105-2-6-1, the main CPU 101 determines whether or not it is a special symbol win. That is, it determines whether the random value for special symbol win determination in the special symbol determination information (various random values) matches the random value for special symbol win. If it is a special symbol win, the process moves to step S105-2-6-2; otherwise, the process moves to step S105-2-6-3.

[0360] (Step S105-2-6-2) In step S105-2-6-2, the main CPU 101 executes a special symbol determination process to determine the special symbol corresponding to a special symbol win. That is, it uses a random value for special symbol determination and a special symbol determination table to determine the special symbol corresponding to a special symbol win. Once the special symbol corresponding to the special symbol win is determined, the process moves to step S105-2-6-6.

[0361] (Step S105-2-6-3) In step S105-2-6-3, the main CPU 101 determines whether or not it is a minor win. That is, it determines whether the random value used for win determination in the special symbol determination information (various random values) matches the random value used for minor wins. If it is a minor win, the process moves to step S105-2-6-4; otherwise, the process moves to step S105-2-6-5.

[0362] (Step S105-2-6-4) In step S105-2-6-4, the main CPU 101 executes a special symbol determination process for minor wins, which determines the special symbol corresponding to the minor win. That is, it uses a random value for special symbol determination and a special symbol determination table to determine the special symbol corresponding to the minor win. Once the special symbol corresponding to the minor win is determined, the process moves to step S105-2-6-6.

[0363] (Step S105-2-6-5) In step S105-2-6-5, the main CPU 101 executes a special symbol determination process to determine the special symbol corresponding to a special symbol miss. That is, it uses a random value for special symbol determination and a special symbol determination table to determine the special symbol corresponding to a special symbol miss. Once the special symbol corresponding to the special symbol miss is determined, the process moves to step S105-2-6-6.

[0364] (Step S105-2-6-6) In step S105-2-6-6, the main CPU 101 sets a special symbol specification command in the command transmission area in order to allow the performance control board 200 to recognize the determined special symbol. For example, if special symbol A is determined, the "special symbol A specification command" is set. After setting the special symbol specification command, the process moves to step S105-2-7, which is the special symbol variation start processing.

[0365] (Regarding processing during special symbol changes) Figure 20 is a flowchart showing the special symbol variation processing performed on the main control board 100 (subroutine of step S105-4 of the special symbol related processing).

[0366] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the variation time for the special symbol set in the time management counter of the main RAM 103 has elapsed. For example, if "Variation Pattern 9" has been determined and "15S" has been set, it determines whether "15S" has elapsed. If the variation time for the special symbol has elapsed, the process moves to step S105-4-2; otherwise, the process moves to step S106 of the main control board timer interrupt processing.

[0367] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol confirmation command in the command transmission area in order to send a special symbol confirmation command to the performance control board 200 in order to confirm the display of the special symbol and stop the sub-symbols (left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, small symbol 26d) that are being displayed in the image display device 26. After setting the special symbol confirmation command, the process moves on to step S105-4-3.

[0368] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" in the special symbol status flag storage area of ​​the main RAM 103 to indicate that the special symbol is stopped. This allows the system to recognize that the special symbol is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that the special symbol is stopped, the system proceeds to step S105-4-4.

[0369] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the result of the special symbol win determination process was a special symbol win. If it is a special symbol win, the process moves to step S105-4-5; otherwise, the process moves to step S105-4-10.

[0370] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value "2" in the special symbol state flag storage area of ​​the main RAM 103 to indicate that a jackpot game 1 is in progress. This allows the system to recognize that a jackpot game 1 is in progress. After setting the value "2" in the special symbol state flag storage area to indicate that a jackpot game 1 is in progress, the system proceeds to step S105-4-6.

[0371] (Step S105-4-6) In step S105-4-6, the main CPU 101 sets "0" to indicate the non-electric support state in the normal symbol state flag storage area of ​​the main RAM 103. As a result, the game enters the "non-electric support state" during the execution of the first jackpot game. After setting "0" to indicate the non-electric support state in the normal symbol state flag storage area, the process moves to step S105-4-7.

[0372] (Step S105-4-7) In step S105-4-7, the main CPU 101 transitions to the jackpot 1 game opening, which notifies that jackpot 1 game has started. For example, the jackpot state storage area of ​​the main RAM 103 stores the state during jackpot 1 game. If it is the opening, "0" is set; if the first jackpot entry point 24 is open, "1" is set; if it is the interval between rounds, "2" is set; and if it is the ending, "3" is set. After transitioning to the jackpot 1 game opening, the process moves to step S105-4-8.

[0373] (Step S105-4-8) In step S105-4-8, the main CPU 101 sets an opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute the performance corresponding to the opening of the jackpot 1 game. For example, when special symbol A is determined, the opening specification command for the 4R special symbol jackpot game is set, and when special symbol D is determined, the opening specification command for the 10R special symbol jackpot game is set. After setting the opening specification command, the process moves to step S105-4-9.

[0374] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets the opening time for one jackpot game (for example, "10S") in the time management counter of the main RAM 103. Once the opening time for one jackpot game is set, the process moves to step S106 of the main control board timer interrupt processing.

[0375] (Step S105-4-10) In step S105-4-10, the main CPU 101 determines whether the result of the special symbol win determination process is a minor win. If it is a minor win, the process moves to step S105-4-11; otherwise, the process moves to step S105-4-15.

[0376] (Step S105-4-11) In step S105-4-11, the main CPU 101 sets the value "3" in the special symbol state flag storage area of ​​the main RAM 103 to indicate that a minor win game is in progress. This allows the system to recognize that a minor win game is in progress. After setting the value "3" in the special symbol state flag storage area to indicate that a minor win game is in progress, the system proceeds to step S105-4-12.

[0377] (Step S105-4-12) In step S105-4-12, the main CPU 101 transitions to the mini-win game opening, which notifies that a mini-win game has started. For example, the mini-win state storage area of ​​the main RAM 103 stores the state during the mini-win game; "0" is set if it is the opening, "1" is set if the second large prize slot 32 is open, and "2" is set if it is the ending. After transitioning to the mini-win game opening, the process moves to step S105-4-13.

[0378] (Step S105-4-13) In step S105-4-13, the main CPU 101 sets a small win opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute the performance corresponding to the opening of the small win game. After setting the small win opening specification command, the process moves to step S105-4-14.

[0379] (Step S105-4-14) In step S105-4-14, the main CPU 101 sets the opening time for the minor win game (for example, "10S") in the time management counter of the main RAM 103. After setting the opening time for the minor win game, the process moves to step S105-4-15.

[0380] (Step S105-4-15) In step S105-4-15, the main CPU 101 determines whether the time-saving count counter has been set for the special symbol. If the time-saving count counter has been set for the special symbol, the process proceeds to step S105-4-16. If the time-saving count counter does not have been set for the special symbol, the process proceeds to step S106 of the main control board timer interrupt processing.

[0381] (Step S105-4-16) In step S105-4-16, the main CPU 101 deducts 1 from the number of time-saving rounds for the special symbol set in the time-saving round counter. After deducting 1 from the number of time-saving rounds for the special symbol, the process moves to step S105-4-17.

[0382] (Step S105-4-17) In step S105-4-17, the main CPU 101 subtracts 1 from the number of time-saving rounds for special symbols and determines whether the value of the number of time-saving rounds for special symbols is 0. If the value of the number of time-saving rounds for special symbols is 0, the process proceeds to step S105-4-18, regardless of whether the value of the number of time-saving rounds for normal symbols set in the time-saving round counter is 0 or not. If the number of time-saving rounds for special symbols is not 0, the process proceeds to step S106 of the main control board timer interrupt processing.

[0383] (Step S105-4-18) In step S105-4-18, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of ​​the main RAM 103 to indicate that it is in the normal game state, and clears the number of time-saving rounds for special symbols and regular symbols set in the time-saving round counter. Once the game state is set to the normal game state, the process moves on to step S105-4-19.

[0384] (Step S105-4-19) In step S105-4-19, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves to step S106 of the main control board timer interrupt processing.

[0385] (Regarding the processing of a jackpot in one game) Figure 21 is a flowchart showing the processing for a jackpot game performed on the main control board 100 (subroutine of step S105-6 of the special symbol-related processing).

[0386] (Step S105-6-1) In step S105-6-1, the main CPU 101 determines whether the opening of the first jackpot game is in progress. That is, it determines whether the jackpot state storage area of ​​the main RAM 103 is set to "0", which indicates the opening of the first jackpot game. If the opening of the first jackpot game is in progress, the process moves to step S105-6-2; otherwise, the process moves to step S105-6-4.

[0387] (Step S105-6-2) In step S105-6-2, the main CPU 101 determines whether the opening time for the first jackpot game (for example, "10S") has elapsed. If the opening time for the first jackpot game has elapsed, the process moves to step S105-6-3. If the opening time for the first jackpot game has not elapsed, the process moves to step S106 of the main control board timer interrupt processing.

[0388] (Step S105-6-3) In step S105-6-3, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time of the first large prize slot 24, which is 29.5S, in the time management counter of the main RAM 103. It also sets the round designation command (first opening) in the command transmission area. This starts the first round of the first jackpot game. After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing.

[0389] (Step S105-6-4) In step S105-6-4, the main CPU 101 determines whether the first large prize slot 24 is open. That is, it determines whether the value "1", indicating that the first large prize slot 24 is open, is set in the jackpot state storage area of ​​the main RAM 103. If the first large prize slot 24 is open, the process proceeds to step S105-6-5; otherwise, the process proceeds to step S105-6-7.

[0390] (Step S105-6-5) In step S105-6-5, the main CPU 101 determines whether the first major prize opening closure condition has been met, either by 29.5 seconds having elapsed with the first major prize opening 24 remaining open without the detection of 10 balls entering by the first major prize opening detection SW24a, or by the detection of 10 balls entering by the first major prize opening detection SW24a. If the first major prize opening closure condition is met, the process proceeds to step S105-6-6; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing.

[0391] (Step S105-6-6) In step S105-6-6, the main CPU 101 stops driving the first large prize opening solenoid 24b to close the first large prize opening 24 and sets the interval time in the interval time counter, thereby performing inter-round interval processing to transition to the interval until the first large prize opening 24 is opened again. After performing the inter-round interval processing, the process transitions to step S106 of the main control board timer interrupt processing.

[0392] The interval time is set to 2.5 seconds for special symbols A and B, and to 0.5 seconds for special symbol D, meaning that a shorter interval time is set for special symbol D.

[0393] (Step S105-6-7) In step S105-6-7, the main CPU 101 determines whether it is during an interval between rounds. That is, it determines whether the value "2", which indicates an interval between rounds, is set in the jackpot state storage area of ​​the main RAM 103. If it is during an interval between rounds, the process proceeds to step S105-6-8; otherwise, the process proceeds to step S105-6-12.

[0394] (Step S105-6-8) In step S105-6-8, the main CPU 101 determines whether it is the end of the final round. For example, if the value of the round counter stored in the main RAM 103 is a value indicating the final round, then it is determined in this process that it is the end of the final round. If it is the end of the final round, the process proceeds to step S105-6-9; otherwise, the process proceeds to step S105-6-10.

[0395] (Step S105-6-9) In step S105-6-9, the main CPU 101 transitions to the ending, which notifies that one jackpot game has ended. In this process, the ending time of one jackpot game (for example, 14S) is set in the time management counter of the main RAM 103, and the ending specification command corresponding to the special symbol is set in the command transmission area. After transitioning to the ending, the process moves to step S106 of the main control board timer interrupt processing.

[0396] (Step S105-6-10) In step S105-6-10, the main CPU 101 updates the value of the round counter stored in the main RAM 103 and starts the next round. The update method can be either increment or decrement. For example, if there are 4 rounds, the round counter in the main RAM 103 can be set to "4" and decremented by 1 each time a round is completed, or the round counter in the main RAM 103 can not be set to "4" and incremented by 1 each time a round is completed. After updating the round count and starting the next round, the process moves to step S105-6-11.

[0397] (Step S105-6-11) In step S105-6-11, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time of 29.5S in the time management counter of the main RAM 103. In addition, it sets the round specification command (for the second and subsequent openings) in the command transmission area. This starts the second round and subsequent rounds of the first jackpot game. After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing.

[0398] (Step S105-6-12) In step S105-6-12, the main CPU 101 determines whether the ending time (for example, 14S) of the jackpot game has elapsed. If the ending time of the jackpot game has elapsed, the process moves to step S105-6-13. If the ending time of the jackpot game has not elapsed, the process moves to step S106 of the main control board timer interrupt processing.

[0399] (Step S105-6-13) In step S105-6-13, the main CPU 101 sets the game state to a time-saving game state. In this process, a value indicating the time-saving game state corresponding to the type of special symbol is set in the game state storage area of ​​the main RAM 103. For example, if special symbol A is selected, "2" is set to indicate the second time-saving game state, and if special symbol B is selected, "1" is set to indicate the first time-saving game state. After setting the value indicating the type of time-saving game state corresponding to the special symbol in the game state storage area of ​​the main RAM 103, the process moves to step S105-6-14.

[0400] (Step S105-6-14) In step S105-6-14, the main CPU 101 sets the number of time-saving rounds for special symbols (for example, 8 times) and the number of time-saving rounds for regular symbols corresponding to the type of special symbol (for example, 100, 120, or 1000 times) in the time-saving round counter provided in the main RAM 103. After setting the number of time-saving rounds for special symbols and regular symbols in the time-saving round counter, the process moves to step S105-6-15.

[0401] Although the number of time-saving rounds is set to 8 regardless of the type of special symbol, the number of time-saving rounds for special symbols may vary depending on the type of special symbol. In this case, it is sufficient that the number of rounds is greater than the upper limit of the first special symbol reserve memory and significantly less than the number of time-saving rounds for regular symbols. For example, special symbol A may be set to 8 rounds, special symbol B to 9 rounds, and special symbol D to 10 rounds, or special symbol A and special symbol B may be set to 8 rounds, and special symbol D to 9 rounds.

[0402] (Step S105-6-15) In step S105-6-15, the main CPU 101 sets a game state specification command (time-saving) in the command transmission area in order to send a game state specification command (time-saving) to the performance control board 200 to indicate that the game is in a time-saving game state. After setting the game state specification command (time-saving), the process moves to step S105-6-16.

[0403] (Step S105-6-16) In step S105-6-16, the main CPU 101 sets the value "0" in the special symbol state flag storage area of ​​the main RAM 103 to indicate that the special symbol is stopped. Although this process sets the value "0" to indicate that the special symbol is stopped, during a jackpot game, the special symbol is in a stopped state, so this process is merely setting a flag to start the next spin. After setting the value "0" to indicate that the special symbol is stopped in the special symbol state flag storage area, the process moves to step S106 of the main control board timer interrupt processing.

[0404] (Regarding the handling of minor wins) Figure 22 is a flowchart showing the minor win game processing performed on the main control board 100 (subroutine of step S105-8 of the special symbol related processing).

[0405] (Step S105-8-1) In step S105-8-1, the main CPU 101 determines whether the opening of a minor win game is in progress. That is, it determines whether the minor win state storage area of ​​the main RAM 103 is set to "0", which indicates the opening of a minor win game. If the opening of a minor win game is in progress, the process moves to step S105-8-2; otherwise, the process moves to step S105-8-5.

[0406] (Step S105-8-2) In step S105-8-2, the main CPU 101 determines whether the opening time for the minor prize game (for example, "10S") has elapsed. If the opening time for the minor prize game has elapsed, the process moves to step S105-8-3; otherwise, the process moves to step S106 of the main control board timer interrupt processing.

[0407] (Step S105-8-3) In step S105-8-3, the main CPU 101 drives the second large prize slot opening / closing solenoid 32b to open the second large prize slot 32. It also sets the opening time of 10S in the time management counter of the main RAM 103. This starts the first round of the small prize game. After opening the second large prize slot 32, the process moves to step S105-8-4.

[0408] (Step S105-8-4) In step S105-8-4, the main CPU 101 drives the specific area opening / closing solenoid 32d to open the specific area located within the second large prize winning opening 32. Once the specific area is opened, the process moves to step S106 of the main control board timer interrupt processing.

[0409] (Step S105-8-5) In step S105-8-5, the main CPU 101 refers to the storage area for the specific area pass flag in the main RAM 103 to determine if the specific area pass flag is ON. If the specific area pass flag is ON, the process proceeds to step S105-8-6; otherwise, the process proceeds to step S105-8-7.

[0410] (Step S105-8-6) In step S105-8-6, the main CPU 101 performs a Type 2 jackpot transition control process that transitions the game to a jackpot game via a minor win game. Details of this process will be described later. After completing the Type 2 jackpot transition control process, the process moves to step S106 of the main control board timer interrupt processing.

[0411] (Step S105-8-7) In step S105-8-7, the main CPU 101 determines whether the second major prize slot is open. That is, it determines whether the value "1", indicating that the second major prize slot is open, is set in the minor prize state storage area of ​​the main RAM 103. If the second major prize slot is open, the process proceeds to step S105-8-8; otherwise, the process proceeds to step S105-8-12.

[0412] (Step S105-8-8) In step S105-8-8, the main CPU 101 determines whether either of the following conditions for closing the second large prize slot 32 has been met: the 10S opening time for the second large prize slot 32 has elapsed, or the second large prize slot detection SW 32a has detected the entry of 10 balls. If the conditions for closing the second large prize slot are met, the process proceeds to step S105-8-9; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing.

[0413] (Step S105-8-9) In step S105-8-9, the main CPU 101 stops driving the second large prize opening solenoid 32b and closes the second large prize opening 32. After closing the second large prize opening 32, the process proceeds to step S105-8-10.

[0414] (Step S105-8-10) In step S105-8-10, the main CPU 101 stops driving the specific area opening / closing solenoid 32d and closes the specific area located within the second large prize winning opening 32. After closing the specific area, the process proceeds to step S105-8-11.

[0415] (Step S105-8-11) In step S105-8-11, the main CPU 101 transitions to the ending, which notifies that the minor win game has ended. It also sets the ending time of the minor win game (for example, "5S") in the time management counter of the main RAM 103. After transitioning to the ending of the minor win game, the process moves to step S106 of the main control board timer interrupt processing.

[0416] (Step S105-8-12) In step S105-8-12, the main CPU 101 determines whether the ending time of the minor win game (for example, "5S") has elapsed. If the ending time of the minor win game has elapsed, the process moves to step S105-8-13; otherwise, the process moves to step S106 of the main control board timer interrupt processing.

[0417] (Step S105-8-13) In step S105-8-13, the main CPU 101 sets the value "0" in the special symbol status flag storage area of ​​the main RAM 103 to indicate that the special symbol is stopped. After setting the value "0" in the special symbol status flag storage area to indicate that the special symbol is stopped, the process moves to step S106 of the main control board timer interrupt processing.

[0418] (Regarding the Type 2 jackpot transition control process) Figure 23 is a flowchart showing the Type 2 jackpot transition control process performed on the main control board 100 (subroutine of step S105-8-6 of the minor jackpot game processing).

[0419] (Step S105-8-6-1) In step S105-8-6-1, the main CPU 101 stops the operation of the second large prize opening solenoid 32b and the specific area opening solenoid 32d, closes the second large prize opening 32 and the specific area to end the small prize game, and performs a small prize game termination process to set an interval time (for example, "0.5S") to the second big prize game. After performing the small prize game termination process, the process moves to step S105-8-6-2.

[0420] (Step S105-8-6-2) In step S105-8-6-2, the main CPU 101 turns OFF the specific area pass flag in the specific area pass flag storage area of ​​the main RAM 103. After turning OFF the specific area pass flag, the process moves to step S105-8-6-3.

[0421] (Step S105-8-6-3) In step S105-8-6-3, the main CPU 101 sets the round count counter in the main RAM 103 to the number of rounds (9 rounds out of 2 to 10 rounds). After setting the number of rounds in the main RAM 103's round count counter, the process moves on to step S105-8-6-4.

[0422] (Step S105-8-6-4) In step S105-8-6-4, the main CPU 101 sets the value "4" in the special symbol state flag storage area of ​​the main RAM 103 to indicate that the jackpot 2 game is in progress. After setting the value "4" in the special symbol state flag storage area to indicate that the jackpot 2 game is in progress, the process moves to step S106 of the main control board timer interrupt processing.

[0423] (Regarding the processing of the second jackpot) Figure 24 is a flowchart showing the processing of two jackpot games performed on the main control board 100 (subroutine of step S105-9 of the special symbol-related processing).

[0424] (Step S105-9-1) In step S105-9-1, the main CPU 101 determines whether the conditions for starting the second round have been met. A predetermined interval (for example, "5S") is provided between the end of the minor win game and the start of the second major win game. Once this interval has elapsed, it is determined that the conditions for starting the second round have been met. If the conditions for starting the second round have been met, the process proceeds to step S105-9-2; otherwise, the process proceeds to step S105-9-3.

[0425] (Step S105-9-2) In step S105-9-2, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time of 29.5S in the time management counter of the main RAM 103. In addition, it sets a round specification command (in this case, a round specification command corresponding to the second opening) in the command transmission area. This starts the first round of the 2-round jackpot game (the second round if the small prize game is included). After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing.

[0426] (Step S105-9-3) In step S105-9-3, the main CPU 101 determines whether the first jackpot opening is open. That is, it determines whether the value "1", indicating that the first jackpot opening is open, is set in the jackpot state storage area of ​​the main RAM 103. If the first jackpot opening is open, the process proceeds to step S105-9-4; otherwise, the process proceeds to step S105-9-6.

[0427] (Step S105-9-4) In step S105-9-4, the main CPU 101 determines whether the first major prize opening closure condition has been met, either by 29.5 seconds having elapsed with the first major prize opening 24 remaining open without the detection of 10 balls entering by the first major prize opening detection SW24a, or by the detection of 10 balls entering by the first major prize opening detection SW24a. If the first major prize opening closure condition is met, the process proceeds to step S105-9-5; otherwise, the process proceeds to step S106 of the main control board timer interrupt processing.

[0428] (Step S105-9-5) In step S105-9-5, the main CPU 101 stops driving the first large prize opening solenoid 24b to close the first large prize opening 24 and sets the interval time in the interval time counter, thereby performing inter-round interval processing to transition to the interval until the first large prize opening 24 is opened again. After performing the inter-round interval processing, the process transitions to step S106 of the main control board timer interrupt processing.

[0429] Furthermore, in the case of special symbols F and G, this interval time is set to 0.5 seconds. That is, special symbols D, F, and G all have an interval time of 0.5 seconds, so that jackpot games performed during the time-saving game state (Chance Time-Saving, RUSH Time-Saving) can be completed quickly. However, if a ball enters the first start port 21 during the time-saving game state (Chance Time-Saving, RUSH Time-Saving) and a special symbol win occurs, for example, if special symbol A is determined, the interval between rounds is set to 2.5 seconds, so there may be exceptions even during the time-saving game state (Chance Time-Saving, RUSH Time-Saving) (and under circumstances where the time-saving game state continues).

[0430] (Step S105-9-6) In step S105-9-6, the main CPU 101 determines whether it is during an interval between rounds. That is, it determines whether the value "2", which indicates an interval between rounds, is set in the jackpot state storage area of ​​the main RAM 103. If it is during an interval between rounds, the process proceeds to step S105-9-7; otherwise, the process proceeds to step S105-9-11.

[0431] (Step S105-9-7) In step S105-9-7, the main CPU 101 determines whether it is the end of the final round. For example, if the value of the round counter stored in the main RAM 103 is a value indicating the final round, then it is determined in this process that it is the end of the final round. If it is the end of the final round, the process proceeds to step S105-9-8; otherwise, the process proceeds to step S105-9-9.

[0432] (Step S105-9-8) In step S105-9-8, the main CPU 101 transitions to the ending sequence, which signals the end of the two big win games. It also sets the ending time for the two big win games (for example, "14S") in the time management counter of the main RAM 103, and sets the ending specification command corresponding to the special symbols in the command transmission area. After transitioning to the ending sequence, the process moves to step S106 of the main control board timer interrupt processing.

[0433] (Step S105-9-9) In step S105-9-9, the main CPU 101 updates the value of the round counter in the main RAM 103 and starts the next round. After updating the round count and starting the next round, the process moves to step S105-9-10.

[0434] (Step S105-9-10) In step S105-9-10, the main CPU 101 drives the first large prize slot opening / closing solenoid 24b to open the first large prize slot 24. It also sets the opening time of 29.5S in the time management counter of the main RAM 103. In addition, it sets the round specification command (for the third opening and onwards) in the command transmission area. This starts the third round and beyond of the second big win game. After opening the first large prize slot 24, the process moves to step S106 of the main control board timer interrupt processing.

[0435] (Step S105-9-11) In step S105-9-11, the main CPU 101 determines whether the ending time (for example, 14S) of the 2nd jackpot game has elapsed. If the ending time of the 2nd jackpot game has elapsed, the process moves to step S105-9-12. If the ending time of the 2nd jackpot game has not elapsed, the process moves to step S106 of the main control board timer interrupt processing.

[0436] (Step S105-9-12) In step S105-9-12, the main CPU 101 sets the game state to the time-saving game state. In this process, a value indicating the time-saving game state corresponding to the type of special symbol is set in the game state storage area of ​​the main RAM 103. For example, if the special symbol is F, "2" is set to indicate the second time-saving game state. After setting the value indicating the type of time-saving game state corresponding to the special symbol in the game state storage area of ​​the main RAM 103, the process moves to step S105-9-13.

[0437] (Step S105-9-13) In step S105-9-13, the main CPU 101 sets the number of time-saving rounds for special symbols (for example, 8 rounds) and the number of time-saving rounds for regular symbols corresponding to the type of special symbol (for example, 100, 120, or 1000 rounds) in the time-saving round counter provided in the main RAM 103. After setting the number of time-saving rounds for special symbols and regular symbols in the time-saving round counter, the process moves to step S105-9-14.

[0438] Although the number of time-saving rounds is set to 8 regardless of the type of special symbol, the number of time-saving rounds for special symbols may vary depending on the type of special symbol. In this case, it is sufficient that the number of rounds is greater than the upper limit of the first special symbol reserve memory and significantly less than the number of time-saving rounds for regular symbols. For example, special symbol A may be set to 8 rounds, special symbol B to 9 rounds, and special symbol D to 10 rounds, or special symbol A and special symbol B may be set to 8 rounds, and special symbol D to 9 rounds.

[0439] (Step S105-9-14) In step S105-9-14, the main CPU 101 sets the game state command (time-saving) in the command transmission area in order to send a game state specification command (time-saving) to the performance control board 200 to indicate that the game is in a time-saving game state. After setting the game state specification command (time-saving), the process moves on to step S105-9-15.

[0440] (Step S105-9-15) In step S105-9-15, the main CPU 101 sets the value "0" in the special symbol state flag storage area of ​​the main RAM 103 to indicate that the special symbol is stopped. Although this process sets the value "0" to indicate that the special symbol is stopped, during the second big win game, the special symbol is in a stopped state, so this process is merely setting a flag to start the next spin. After setting the value "0" to indicate that the special symbol is stopped in the special symbol state flag storage area, the process moves to step S106 of the main control board timer interrupt processing.

[0441] (Regarding processing related to regular patterns) Figure 25 is a flowchart showing the processing related to normal patterns performed on the main control board 100 (a subroutine for step S106 of the main control board timer interrupt processing).

[0442] (Step S106-1) In step S106-1, the main CPU 101 determines whether a flag indicating that the normal symbols are stopped is stored in the normal symbol status flag storage area of ​​the main RAM 103. If the value "0" indicating that the normal symbols are stopped is set, the process proceeds to step S106-2; otherwise, the process proceeds to step S106-3.

[0443] Furthermore, in the normal symbol state flag storage area of ​​the main RAM 103, the value "1" is set to indicate that the normal symbols are changing when the normal symbol variation game (display of normal symbol variation) starts, the value "0" is set to indicate that the normal symbols are stopped when the normal symbol variation game (display of normal symbol variation) stops, and after setting the value "0" to indicate that the normal symbols are stopped, if it is a normal symbol win, the value "2" is set to indicate that the open game is in progress.

[0444] (Step S106-2) In step S106-2, the main CPU 101 executes the normal symbol variation start processing to begin the normal symbol variation game (display of the variation of the normal symbols). Details of this processing will be described later. After the normal symbol variation start processing is completed, the process moves to step S107 of the main control board timer interrupt processing.

[0445] (Step S106-3) In step S106-3, the main CPU 101 determines whether a flag indicating that the normal symbols are changing is stored in the normal symbol status flag storage area of ​​the main RAM 103. If the value "1" indicating that the normal symbols are changing is set, the process proceeds to step S106-4; otherwise, the process proceeds to step S106-5.

[0446] (Step S106-4) In step S106-4, the main CPU 101 executes the normal symbol variation process to terminate the normal symbol variation game (displaying the normal symbols as stopped) and prepare to start the open game. Details of this process will be described later. After the normal symbol variation process is completed, the process moves to step S107 of the main control board timer interrupt processing.

[0447] (Step S106-5) In step S106-5, the main CPU 101 determines whether a flag indicating that an open game is in progress is stored in the normal symbol state flag storage area of ​​the main RAM 103. If the value "2" indicating that an open game is in progress is set, the process proceeds to step S106-6; otherwise, the process proceeds to step S107.

[0448] (Step S106-6) In step S106-6, the main CPU 101 performs open game processing to control the progress of the open game. Details of this processing will be described later. After the open game processing is completed, the process moves to step S107 of the main control board timer interrupt processing.

[0449] (Regarding the processing at the start of normal symbol changes) Figure 26 is a flowchart showing the processing performed on the main control board 100 when the normal pattern variation starts (a subroutine of step S106-2 of the normal pattern-related processing).

[0450] (Step S106-2-1) In step S106-2-1, the main CPU 101 determines whether or not there is a general data hold memory in the general data hold memory area provided in the main RAM 103. If there is a general data hold memory, the process proceeds to step S106-2-2; otherwise, the process proceeds to step S106-2-9.

[0451] (Step S106-2-2) In step S106-2-2, the main CPU 101 subtracts "1" from the number of normal symbol hold memories. This subtraction involves sliding the normal symbol judgment information (various random values) stored in the "first memory area" of the normal symbol hold memory area to the "variable memory area" for normal symbols, and sliding the normal symbol judgment information (random values) stored in the "second memory area" to the "fourth memory area" of the normal symbol hold memory area to the previous memory area, thereby emptying one memory area of ​​the normal symbol hold memory area. Accordingly, the display of the normal symbol hold indicator 27f also changes to a display mode corresponding to the number of normal symbol hold memories ("flashing" to "on," or "on" to "off"). After subtracting "1" from the number of normal symbol hold memories, the process moves to step S106-2-3.

[0452] (Step S106-2-3) In step S106-2-3, the main CPU 101 sets a normal symbol memory specification command in the command transmission area in order to subtract the number of normal symbol hold memories managed by the performance control board 200. After setting the normal symbol memory specification command, the process moves to step S106-2-4.

[0453] (Step S106-2-4) In step S106-2-4, the normal symbol hit detection process is executed using the normal symbol judgment information (various random values) acquired and stored during the gate detection process. Details of this process will be described later. After the normal symbol hit detection process is completed, the process moves to step S106-2-5.

[0454] (Step S106-2-5) In step S106-2-5, the main CPU 101 executes a normal symbol variation pattern determination process to determine the variation pattern of the normal symbols in the normal symbol variation game. Once the variation pattern of the normal symbols is determined, the process moves on to step S106-2-6.

[0455] (Step S106-2-6) In step S106-2-6, the main CPU 101 sets a command to specify a normal symbol variation pattern in the command transmission area in order to send a command indicating the variation pattern of the normal symbol determined in step S106-2-5 to the performance control board 200. For example, if "Variation Pattern B" was determined in step S106-2-5, a command to specify a normal symbol variation pattern indicating "Variation Pattern B" is set. After setting the command to specify a normal symbol variation pattern, the process moves to step S106-2-7.

[0456] (Step S106-2-7) In step S106-2-7, the main CPU 101 sets the variation time corresponding to the variation pattern of the regular symbols determined in step S106-2-6 in the time management counter of the main RAM 103, and starts the variation display of the regular symbols (regular symbol variation game). For example, if "Variation Pattern B" is determined, the variation time "3S" is set. After setting the variation time, the process moves to step S106-2-8.

[0457] (Step S106-2-8) In step S106-2-8, the main CPU 101 sets the value "1" in the normal symbol status flag storage area of ​​the main RAM 103 to indicate that the normal symbol is changing. This allows the system to recognize that the normal symbol is changing. In addition, during this process, the system starts subtracting the change time set in step S106-2-7. After setting the value "1" in the normal symbol status flag storage area to indicate that the normal symbol is changing, the system proceeds to step S107 of the main control board timer interrupt processing.

[0458] (Step S106-2-9) In step S106-2-9, the main CPU 101 sets a command to specify the normal symbol waiting state in the command transmission area to notify the performance control board 200 that it is in a normal symbol waiting state where the normal symbol variation game (display of normal symbol variation) is not being executed. After setting the command to specify the normal symbol waiting state, the process moves to step S107 of the main control board timer interrupt processing.

[0459] "Normal symbol waiting state" refers to a state in which, for example, during a time-saving game, the sub-symbols that were confirmed to have been displayed in the normal symbol variation game that just ended, the background image that was displayed in the normal symbol variation game that just ended, and the variation icon display area 26o, the first reserved ball image display area 26g to the fourth reserved ball image display area 26j are displayed, and additional images that indicate that volume adjustment or brightness adjustment is possible (for example, a level gauge image or an image resembling a directional pad button) are also displayed. Then, in the time-saving game state, when a predetermined time (for example, 100S) has elapsed in the "normal symbol waiting state", a "demo performance" is executed. In the "demo performance," the sub-symbols and background images that were displayed in the "normal waiting state," as well as the variable icon display area 26o and the first reserved ball image display area 26g to the fourth reserved ball image display area 26j, are not displayed. Instead, for example, the entire display area is used to display the machine name, manufacturer name, and warning information to prevent excessive gambling. After a predetermined time (for example, 45S) has elapsed in the "demo performance," the game returns to the "normal waiting state."

[0460] Alternatively, the command to specify the normal symbol waiting state may be omitted. In this case, the performance control board 200 may, for example, measure the time since the end of the previous normal symbol variation game in the time-saving game state, and if a predetermined time (e.g., 100S) is measured without receiving a new start command (such as a normal symbol variation pattern specification command), execute the "demo performance". This eliminates the need for the normal symbol waiting state specification command, thus reducing the number of commands and simplifying control. Alternatively, in the time-saving game state, if a predetermined time (e.g., 100S) is measured without receiving a new start command (such as a special symbol variation pattern specification command or a normal symbol variation pattern specification command), execute the "demo performance".

[0461] (Regarding the normal symbol hit detection process) Figure 27 is a flowchart showing the normal symbol hit detection process performed on the main control board 100 (subroutine of step S106-2-5 of the normal symbol variation start processing).

[0462] (Step S106-2-5-1) In step S106-2-5-1, the main CPU 101 determines whether or not it is a regular symbol win. That is, it determines whether the random value for determining a regular symbol win in the regular symbol determination information (various random values) matches the random value for winning a regular symbol. If it is a regular symbol win, the process moves to step S106-2-5-2; otherwise, the process moves to step S106-2-5-3.

[0463] (Step S106-2-5-2) In step S106-2-5-2, the main CPU 101 executes a normal symbol determination process to determine the normal symbol corresponding to a normal symbol win. That is, it uses a random value for normal symbol determination and a normal symbol determination table to determine the normal symbol corresponding to a normal symbol win. Once the normal symbol corresponding to the normal symbol win is determined, the process moves on to step S106-2-5-4.

[0464] (Step S106-2-5-3) In step S106-2-5-3, the main CPU 101 executes a process to determine the normal symbol corresponding to a normal symbol miss. That is, it uses a random value for normal symbol determination and a normal symbol determination table to determine the normal symbol corresponding to a normal symbol miss. Once the normal symbol corresponding to the normal symbol miss is determined, the process moves on to step S106-2-5-4.

[0465] (Step S106-2-5-4) In step S106-2-5-4, the main CPU 101 sets a normal symbol specification command in the command transmission area in order to allow the performance control board 200 to recognize the determined normal symbol. For example, if normal symbol A is determined, the "normal symbol A specification command" is set. After setting the normal symbol specification command, the process moves to step S106-2-6, which is the normal symbol variation start processing.

[0466] (Regarding processing during normal symbol changes) Figure 28 is a flowchart showing the processing performed in the main control board 100 during normal symbol variation (subroutine of step S106-4 of the normal symbol-related processing).

[0467] (Step S106-4-1) In step S106-4-1, the main CPU 101 determines whether the time for the variation of the normal symbol set in the time management counter of the main RAM 103 has elapsed. For example, if "Variation Pattern A" has been determined and "3S" has been set, it determines whether "3S" has elapsed. If the time for the variation of the normal symbol has elapsed, the process moves to step S106-4-2; otherwise, the process moves to step S107 of the main control board timer interrupt processing.

[0468] (Step S106-4-2) In step S106-4-2, the main CPU 101 sets a command to confirm the normal symbols in the command transmission area in order to send a command to the performance control board 200 to confirm the normal symbols and stop the sub-symbols (left decorative symbol 26a, middle decorative symbol 26b, right decorative symbol 26c, small symbol 26d) that are being displayed in the image display device 26. After setting the command to confirm the normal symbols, the process moves to step S106-4-3.

[0469] (Step S106-4-3) In step S106-4-3, the main CPU 101 sets the value "0" in the normal symbol status flag storage area of ​​the main RAM 103 to indicate that the normal symbols are stopped. This allows the system to recognize that the normal symbols are stopped. After setting the value "0" in the normal symbol status flag storage area to indicate that the normal symbols are stopped, the system proceeds to step S106-4-4.

[0470] (Step S106-4-4) In step S106-4-4, the main CPU 101 determines whether the result of the normal symbol win determination process described above was a normal symbol win. If it is a normal symbol win, the process moves to step S106-4-5; otherwise, the process moves to step S106-4-9.

[0471] (Step S106-4-5) In step S106-4-5, the main CPU 101 sets the value "2" in the normal symbol state flag storage area of ​​the main RAM 103 to indicate that an open game is in progress. This allows the system to recognize that an open game is in progress. After setting the value "2" in the normal symbol state flag storage area to indicate that an open game is in progress, the system proceeds to step S106-4-6.

[0472] (Step S106-4-6) In step S106-4-6, the main CPU 101 transitions to the open game opening, which notifies that an open game has started. For example, the open game state is stored in the open game state storage area of ​​the main RAM 103, where "0" is set for the opening, "1" is set if the second start gate 22 is open, "2" is set for the interval between openings, and "3" is set for the ending. After transitioning to the open game opening, the process moves to step S106-4-7.

[0473] (Step S106-4-7) In step S106-4-7, the main CPU 101 sets an opening specification command in the command transmission area in order to send an opening specification command to the performance control board 200 to execute an effect corresponding to the opening of an open game. For example, when normal symbol B is determined during normal gameplay, the opening specification command for short open gameplay is set, and when normal symbol B is determined during time-saving gameplay, the opening specification command for long open gameplay is set. After setting the opening specification command, the process moves to step S106-4-8.

[0474] (Step S106-4-8) In step S106-4-8, the main CPU 101 sets the opening time for the open game (for example, "0.1S" for a short open game, and "5S" for a long open game) in the time management counter of the main RAM 103. After setting the opening time for the open game, the process moves to step S107 of the main control board timer interrupt processing.

[0475] (Step S106-4-9) In step S106-4-9, the main CPU 101 determines whether the time-saving count counter has been set for the normal symbols. If the time-saving count counter has been set for the normal symbols, the process proceeds to step S106-4-10. If the time-saving count counter does not have been set for the normal symbols, the process proceeds to step S107 of the main control board timer interrupt processing.

[0476] (Step S106-4-10) In step S106-4-10, the main CPU 101 deducts 1 from the number of time-saving rounds for the regular symbols set in the time-saving rounds counter. After deducting 1 from the number of time-saving rounds for the regular symbols, the process moves to step S106-4-11.

[0477] (Step S106-4-11) In step S106-4-11, the main CPU 101 subtracts 1 from the number of time-saving rounds for the normal symbols and determines whether the value of the number of time-saving rounds for the normal symbols is 0. If the value of the number of time-saving rounds for the normal symbols is 0, the process proceeds to step S106-4-12, regardless of whether the value of the number of time-saving rounds for the special symbols set in the time-saving round counter is 0 or not. If the number of time-saving rounds for the normal symbols is not 0, the process proceeds to step S107 of the main control board timer interrupt processing.

[0478] (Step S106-4-12) In step S106-4-12, the main CPU 101 sets the game state to the normal game state. Specifically, it stores "0" in the game state storage area of ​​the main RAM 103 to indicate that it is in the normal game state, and clears the number of time-saving rounds for special symbols and regular symbols set in the time-saving round counter. Once the game state is set to the normal game state, the process moves to step S106-4-13.

[0479] (Step S106-4-13) In step S106-4-13, the main CPU 101 sets the game state specification command (normal) in the command transmission area in order to send the game state specification command (normal) to the performance control board 200 to indicate that it is in a normal game state. After setting the game state specification command (normal), the process moves to step S107 of the main control board timer interrupt processing.

[0480] (Regarding the processing of open games) Figure 29 is a flowchart showing the open game processing performed on the main control board 100 (subroutine of step S106-6 of the normal symbol-related processing).

[0481] (Step S106-6-1) In step S106-6-1, the main CPU 101 determines whether the opening of an open game is in progress. That is, it determines whether the open game state storage area of ​​the main RAM 103 is set to "0", which indicates the opening of an open game. If the opening of an open game is in progress, the process moves to step S106-6-2; otherwise, the process moves to step S106-6-4.

[0482] (Step S106-6-2) In step S106-6-2, the main CPU 101 determines whether the opening time for the open game (for example, "0.1S" for a short open game, "5S" for a long open game) has elapsed. If the opening time for the open game has elapsed, the process moves to step S106-6-3; otherwise, the process moves to step S107 of the main control board timer interrupt processing.

[0483] (Step S106-6-3) In step S106-6-3, the main CPU 101 drives the second start gate opening / closing solenoid 22b to open the second start gate 22. It also sets the time for the first opening of the second start gate 22 (for example, "0.1S" for a short opening, "1.8S" for a long opening) in the time m...

Claims

[Claim 1] A game area in which game balls can flow down and which comprises a normal path and a specific path different from the normal path, A launching means capable of launching game balls with a predetermined force, A passage member through which a game ball can pass, A detection means for detecting the passage of a game ball through the passing member, A game state control means capable of controlling a normal game state and a specific game state that is more advantageous to the player than the normal game state, Equipped with, The game balls launched by the launching means with a first intensity can flow down the normal path. The game balls launched by the launching means with a second intensity can flow down the specified path. The game balls launched with the first intensity and the game balls launched with the second intensity are detectable by the detection means. Based on the detection by the detection means, the game can be controlled to the specific game state. A gaming machine characterized by the following features.

Citation Information

Patent Citations

  • Game machine

    JP2024166866A