Gaming Machines

By incorporating multiple game states and unpredictable background effects in gaming machines, the interest and engagement of players are enhanced through dynamic and engaging gameplay.

JP7600167B2Active Publication Date: 2024-12-16HEIWA CORP
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Patent Information

Application Number
JP2022043055
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-17
Publication Date
2024-12-16
Estimated Expiration
2042-03-17

AI Technical Summary

Technical Problem

Gaming machines become less interesting when players can predict the type of background effect based on the game's progress, leading to a loss of engagement.

Method used

Implement a gaming machine with multiple game states and background effects that are dynamically displayed based on lottery results, including a background transition effect that makes it unpredictable which effect will follow, enhancing the presentation and interest.

Benefits of technology

The unpredictable nature of background effects increases player engagement by maintaining curiosity and excitement throughout the game.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To enhance the game amusement.SOLUTION: In a performance pattern B, when a background switching performance is executed, the background switching performance is executed after the variable display of a performance pattern is started like a performance pattern A. When the background switching performance is executed, an entire screen of a liquid crystal display instrument 42 is covered with a background switching performance image 220. Although a low expectation level background after switch is displayed from a transmission portion of the background switching performance image 220 in the performance pattern A, when a high expectation level background is displayed from the transmission portion of the background switching performance image 220 in the performance pattern B, a player notices that the switch is made to the high expectation level background at a time point of the background switching performance. Therefore, a dummy low expectation level background (hereinafter referred as a dummy background) is displayed from the transmission portion of the background switching performance image 220 in the time of display of the background switching performance image 220 of the background switching performance. Then, the high expectation level background is displayed after termination of the background switching performance.SELECTED DRAWING: Figure 49
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Description

[Technical field]

[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]

[0002] Conventionally, there has been known amusement machines (e.g., pachinko machines) in which a gaming ball, which represents gaming value, is launched into a gaming area, and when the gaming ball enters a winning area such as a winning slot, a prize ball is paid out to the player, and further, the gaming state can be changed depending on the result of the changing display of identification information.

[0003] In addition, there is known a gaming machine (e.g., a slot machine) in which, after the number of bets for one game is set using the gaming value, a start operation is performed, which starts the display of the changing identification information, and a stop operation is performed after the start of the display, which stops the display of the changing identification information, and a win can be generated based on the display result derived at this time, and the gaming state can be changed depending on the type of win.

[0004] Among such gaming machines, there are known gaming machines capable of executing background effects that display background images (for example, Patent Documents 1 and 2). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2008-206960 A [Patent Document 2] JP 2016-073429 A Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, when multiple types of background effects are executed based on the progress of a game, if the type of background effect to be transitioned to can be predicted, interest in the game will decrease.

[0007] The present invention has been made in consideration of the above-mentioned circumstances, and an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]

[0008] (Means 1) In order to solve the above problems, the present invention provides A game machine having a plurality of game states, in which a game is played in any one of the plurality of game states. Game lottery results Expectations of and can execute one of a plurality of types of background effects based on the progress of the game according to the lottery result. The background effect does not have a function of concealing which of the multiple game states is being played. In the gaming machine, the multiple types of background effects include a first background effect capable of displaying a first background image, a second background effect capable of displaying a second background image, and a third background effect capable of displaying a third background image, the third background effect being more advantageous than the first background effect and the second background effect, and the effect patterns of the background effects include a first effect pattern that executes a background transition effect that displays a portion of the second background image while the first background effect is being executed, and executes the second background effect, and a second effect pattern that executes a background transition effect that displays a portion of the second background image while the first background effect is being executed, and executes the third background effect. Therefore, when a background transition effect is executed, it is impossible to predict whether the subsequent background effect will be the second background effect or the third background effect, which can increase the interest in the game.

[0009] (Means 2) In the gaming machine of Means 1, the background transition effect is an effect in which a part of the background image is displayed transparently. This makes it possible to enhance the presentation effect and increase the enjoyment of the game. [Brief description of the drawings]

[0010] [Figure 1] FIG. 1 is a front view of a pachinko machine. [Diagram 2] FIG. 2 is a rear view of the pachinko machine. [Diagram 3] FIG. 2 is a front view showing the game board unit alone. [Figure 4]2 is an enlarged front view showing a portion of the game board unit. FIG. [Diagram 5] FIG. 2 is a block diagram showing various electronic devices equipped in a pachinko machine. [Figure 6] 13 is a flowchart (1 / 2) illustrating an example of a procedure for a reset start process. [Figure 7] 13 is a flowchart (2 / 2) illustrating an example of a procedure for a reset start process. [Figure 8] 11 is a flowchart specifically illustrating an example of a procedure for a power interruption occurrence check process. [Figure 9] 13 is a flowchart illustrating an example of a procedure for an interrupt management process. [Figure 10] 13 is a flowchart illustrating an example of a procedure for switch input event processing. [Figure 11] 13 is a flowchart showing an example of the procedure for a first special symbol memory update process. [Figure 12] 13 is a flowchart showing an example of the procedure for a second special symbol memory update process. [Figure 13] 13 is a flowchart showing an example of the configuration of a special symbol game process. [Figure 14] 13 is a flowchart showing an example of a procedure for special pattern change pre-processing. [Figure 15] 13 is a flowchart showing an example of a procedure for special symbol memory area shifting processing. [Figure 16] A diagram showing the configuration columns of a special pattern stop pattern selection table when a jackpot is hit. [Figure 17] A figure showing an example of a selection table for symbols to stop when a small win occurs. [Figure 18] 13 is a flowchart showing an example of a configuration of a number-of-times counter value management process; [Figure 19] 13 is a flowchart showing an example of a procedure for processing during a special symbol stop display. [Figure 20] 13 is a flowchart showing an example of a configuration of a display output management process. [Figure 21] A flowchart showing an example of the configuration of a variable prize-winning device management process. [Figure 22]13 is a flowchart showing an example of the procedure for setting a large prize opening pattern. [Figure 23] A flowchart showing an example of the procedure for setting the large prize opening pattern when a jackpot occurs. [Figure 24] A flowchart showing an example of the procedure for setting the large prize opening pattern when a small win occurs. [Diagram 25] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize opening. [Figure 26] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize opening when a small win occurs. [Figure 27] 13 is a flowchart showing an example of a procedure for processing when passing through a specific area. [Figure 28] A flowchart showing an example of the procedure for processing the opening and closing operation of the large prize entry port when a jackpot is hit. [Figure 29] 13 is a flowchart showing an example of the procedure for processing the closing of the large prize opening. [Diagram 30] 13 is a flowchart showing an example of a procedure for a termination process. [Diagram 31] 13 is a flowchart showing an example of the configuration of a normal symbol game process. [Diagram 32] An explanatory diagram showing an example of the change in the performance pattern. [Diagram 33] An explanatory diagram showing an example of the change in the performance pattern. [Diagram 34] 13 is a flowchart showing an example of a procedure for a reset start process (sub). [Diagram 35] 13 is a flowchart showing an example of a procedure for performance control processing. [Diagram 36] 13 is a flowchart showing an example of a procedure for image restoration processing. [Figure 37] 13 is a flowchart showing an example of the procedure for operating memory performance management processing. [Figure 38] 13 is a flowchart showing an example of a procedure for processing performance pattern management. [Figure 39] 13 is a flowchart showing an example of the procedure for pre-processing of the performance pattern change. [Diagram 40] 13 is a flowchart showing an example of a procedure for effect selection processing. [Diagram 41] FIG. 13 is an explanatory diagram of the selection probability of effect patterns. [Diagram 42] 11 is an explanatory diagram showing the relationship between a movable body and the display positions of a volume control image and a light intensity control image. FIG. [Diagram 43] 11 is an explanatory diagram showing the relationship between a movable body and the display positions of a volume control image and a light intensity control image. FIG. [Diagram 44] An explanatory diagram showing a specific example of the display mode of a right-hit suggestion image. [Diagram 45] An explanatory diagram showing the relationship between the display positions of the right-hit suggestion image, the volume adjustment image, and the light intensity adjustment image. [Diagram 46] An explanatory diagram showing a modified example of the display mode of the right-hit suggestion image. [Figure 47] An explanatory diagram showing a modified example of the display mode of the right-hit suggestion image. [Figure 48] An explanatory diagram showing the relationship between the display positions of the right-hit suggestion image, the volume adjustment image, and the light intensity adjustment image. [Figure 49] FIG. 11 is an explanatory diagram showing a specific example of background effects. [Figure 50] FIG. 13 is an explanatory diagram showing an example of a presentation in the time-saving state. [Figure 51] FIG. 13 is an explanatory diagram showing an example of a presentation in the time-saving state. [Figure 52] FIG. 13 is an explanatory diagram showing an example of a presentation in the time-saving state. [Diagram 53] FIG. 13 is an explanatory diagram showing an example of a presentation in the time-saving state. [Figure 54] FIG. 13 is an explanatory diagram showing an example of image construction after power is restored; DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] FIG. 1 is a front view of a pachinko gaming machine (hereinafter, abbreviated as "pachinko machine") 1. FIG. 2 is a rear view of the pachinko machine 1. The pachinko machine 1 uses game balls as a game medium, and a player borrows game balls from an amusement facility operator to play with the pachinko machine 1. In playing with the pachinko machine 1, each game ball is a medium having game value, and the privilege (profit) that the player enjoys as a result of playing can be converted into game value based on, for example, the number of game balls that the player has acquired. The overall configuration of the pachinko machine 1 will be described below with reference to FIG. 1 and FIG. 2.

[0013] [Overall configuration] The main body of the pachinko machine 1 mainly comprises an outer frame unit 2, an integrated door unit 4, and an inner frame assembly 7 (plastic frame, gaming machine frame). When viewed from the front facing the player, the integrated door unit 4 is located at the very front. The inner frame assembly 7 is located on the rear side (rear side) of the integrated door unit 4, and the outer frame unit 2 is arranged so as to surround the outside of the inner frame assembly 7.

[0014] The outer frame unit 2 is a structure made by combining wood and metal materials into a vertically long rectangle, and this outer frame unit 2 is fixed to an island facility (not shown) in the playground using fasteners such as screws. Note that in the vertically long rectangular outer frame unit 2, wood is used for the sections corresponding to the top and bottom short sides, and metal is used for the sections corresponding to the left and right long sides.

[0015] The integrated door unit 4 has a structure in which the tray unit 6 is integrated at its lower position. The integrated door unit 4 and the inner frame assembly 7 are attached to the island equipment via the outer frame unit 2, and each of them operates to open and close via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends vertically along the left end when viewed from the front of the pachinko machine 1.

[0016] A unified lock unit 7a is provided on the inside of the right edge of the inner frame assembly 7 when viewed from the front in Fig. 1 (the left edge in Fig. 2). Correspondingly, locking devices (not shown) are also provided on the right edges (back sides) of the integrated door unit 4 and the outer frame unit 2. As shown in Fig. 1, when the integrated door unit 4 and the inner frame assembly 7 are closed relative to the outer frame unit 2, the unified lock unit 7a on the back side, together with the locking device, disables the opening of the integrated door unit 4 and the inner frame assembly 7.

[0017] In addition, a cylinder lock 6a with a keyhole is provided on the right edge of the tray unit 6. For example, when an arcade manager inserts a special key into the keyhole and turns the cylinder lock 6a clockwise, the unified lock unit 7a is activated, enabling the opening of the integrated door unit 4 together with the inner frame assembly 7. When the entire assembly is opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed at the front side.

[0018] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked and only the integrated door unit 4 is unlocked, allowing the integrated door unit 4 to be opened. When the integrated door unit 4 is opened to the front, the game board unit 8 is directly exposed, and in this state the manager of the game center can remove any obstacles such as balls getting stuck on the board. Also, when the integrated door unit 4 is opened, the receiving tray unit 6 is also opened to the front.

[0019] The pachinko machine 1 also includes the above-mentioned game board unit 8 as a game unit. The game board unit 8 is supported by the above-mentioned inner frame assembly 7 behind (inside) the integrated door unit 4. The game board unit 8 can be attached to and detached from the inner frame assembly 7, for example, with the integrated door unit 4 open to the front side. The integrated door unit 4 has a vertically oval window 4a formed in its center, and a glass unit (without reference number) is attached inside this window 4a. The glass unit is, for example, a combination of two transparent plates (glass plates) cut to match the shape of the window 4a. The glass unit is attached to the back side of the integrated door unit 4 via a mounting tool (not shown). A game area 9a (board surface, game board) is formed on the front side of the game board unit 8, and this game area 9a can be viewed by a player from the front side through the window 4a. When the integrated door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which game balls can flow down.

[0020] The receiving tray unit 6 has a shape that protrudes from the integral door unit 4 to the front side as a whole, and an upper tray 6b is formed on its upper surface. This upper tray 6b can store game balls (loaned balls) lent to the player and game balls (prize balls) acquired by winning. In addition, the receiving tray unit 6 has a lower tray 6c formed at a lower position of the upper tray 6b. This lower tray 6c stores game balls that are paid out when the upper tray 6b is full. Note that the pachinko machine 1 of this embodiment is a model that connects to a card unit, and game balls borrowed by the player are paid out to the receiving tray unit 6 (upper tray 6b or lower tray 6c) from the payout device unit 172 on the back side separately from prize balls.

[0021] A loan operation unit 14 is provided on the upper surface of the tray unit 6, and a ball loan button 10 and a return button 12 are arranged on the loan operation unit 14. When a player operates the ball loan button 10 with a valuable medium (e.g., a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a card unit (not shown), a number of game balls (e.g., 125 balls) corresponding to a predetermined degree unit (e.g., 5 degrees) are loaned. For this reason, a degree display unit (not shown) is arranged on the upper surface of the loan operation unit 14, and the remaining degree of the valuable medium inserted into the card unit is displayed on this degree display unit. Note that a player can receive the return of the valuable medium with remaining degree by operating the return button 12. In this embodiment, a gaming machine connected to a card unit is exemplified, but the pachinko machine 1 may be a cash machine (a gaming machine not connected to a card unit).

[0022] In addition, a volume control button 13a and a light amount control button 13b are provided on the side of the lending operation unit 14. Both the volume control button 13a and the light amount control button 13b are formed in a vertically elongated rectangular shape, and are configured so that their upper and lower ends can be pressed. When the upper end of the volume control button 13a is pressed, the volume of the sound output from the speakers 54a to 54c can be increased, and when the lower end of the volume control button 13a is pressed, the volume of the sound output from the speakers 54a to 54c can be decreased. Similarly, when the upper end of the light amount control button 13b is pressed, the light amount of the frame lamps 46, 50 and the panel lamp 53 (see FIG. 3) can be increased, and when the lower end of the light amount control button 13b is pressed, the light amount of the frame lamps 46, 50 and the panel lamp 53 can be decreased.

[0023] A handle unit 16 is installed at the lower right of the tray unit 6. A player can operate the launch control board set 174 by operating this handle unit 16, and launch (throw) a game ball (ball launching device) toward the play area 9a (see FIG. 3). The launched game ball rises from the lower edge of the play board unit 8 along the left edge, and is guided by an outer band (not shown) and thrown into the play area 9a. A large number of obstacle nails and windmills (no reference numbers in the figure) are arranged in the play area 9a, and the thrown game ball flows down the play area 9a while being guided and guided by the obstacle nails and windmills. The configuration of the play area 9a (board surface, play board) will be described further below with reference to another drawing.

[0024] [Front frame configuration] A lens unit 47 and an upper right illumination unit 49 are installed as components for the performance in the integrated door unit 4. Of these, a frame lamp 46 is incorporated in the lens unit 47, and a right-side frame lamp 50 is incorporated in the upper right illumination unit 49.

[0025] The above-mentioned various frame lamps 46, 50 perform effects, for example, by emitting light (lighting or blinking, changing brightness gradation, changing color tone, etc.) from built-in LEDs. Also, speakers 54a to 54d are built into each integrated door unit 4. These speakers 54a to 54d output sound effects, background music, voices, etc. (general sound) to perform effects.

[0026] In addition, a performance button 45 is provided in front of the upper tray 6b in the center of the receiving tray unit 6. By pressing and operating this performance button 45, the player can switch the performance content (for example, the background screen displayed on the liquid crystal display 42), or generate some kind of performance (pre-notice performance, probability increase performance, promotion performance during a big win, etc.) during the change of the pattern, during the confirmation display of the big win, or during the big win game.

[0027] Furthermore, a jog dial 45a (operation input receiving means, rotary selector) is provided around the effect button 45 so as to surround the effect button 45. By rotating the jog dial 45a, the player can change the effect content displayed on the liquid crystal display 42, for example. The effect button 45 is provided with a valid lamp that lights up when the operation of the effect button 45 is valid.

[0028] [Back side configuration] 2, the back side of the pachinko machine 1 is provided with a power supply control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a back cover unit 178, etc. In addition, the back side of the pachinko machine 1 is provided with various electronic devices (including a control computer, not shown) that constitute the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connection wiring, etc., not shown.

[0029] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (no reference number), of which the prize ball tank 172a is installed on the upper edge (back side) of the inner frame assembly 7 and can store game balls supplied from a supply path (not shown). The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball gutter (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 toward the receiving tray unit 6 on the front side.

[0030] In addition, the external terminal board 160 is for connecting the pachinko machine 1 to external electronic equipment (e.g., a data display device, a hall computer, etc.), and various external information signals indicating the game progress status and maintenance status of the pachinko machine 1 (e.g., winning ball information, door opening information, number of pattern determination information, jackpot information, starting hole information, etc.) are output from this external terminal board 160 to the external electronic equipment.

[0031] The power cord 164 is connected to a power supply (e.g., AC 24V) installed in an island facility of an amusement arcade, for example, to secure the power source (electricity) necessary for the operation of the pachinko machine 1. The earth wire 166 is connected to an earth terminal also installed in the island facility, to secure the earth (ground) of the pachinko machine 1.

[0032] [Game board unit configuration] 3 is a front view showing the game board unit 8 alone. The game board unit 8 has a game board 9 as a base, and a game area 9a is formed on the front side of this game board 9. The game board 9 is made of, for example, a transparent resin plate, and when the game board unit 8 is fixed to the inner frame assembly 7, the front surface of the game board 9 is parallel to the glass unit. On the front surface of the game board 9, the above-mentioned game area 9a is formed inside a launch rail (no reference number) installed in a substantially circular shape.

[0033] The left part of the play area 9a is a first play area (hereinafter also referred to as a left hitting area) used in a normal play state (non-time-saving state), and the right part of the play area 9a is a second play area (hereinafter also referred to as a right hitting area) used in an advantageous play state (big win play state, small win play state, time-saving state). In this embodiment, the non-time-saving state may be referred to as a non-time-saving state, and the time-saving state may be referred to as a time-saving state.

[0034] At the top of the game area, a guide passage 18 is formed to guide the game balls shot toward the top of the game area 9a to the right hitting area.

[0035] Also, within the game area 9a, a start gate 20, a normal winning port 22, a first start winning port 26, a variable start winning device 28, a variable winning device 30, etc. are distributed and installed.

[0036] Among these, the normal winning hole 22 is located on the left side of the play area 9a. The first start winning hole 26 is located in the center of the lower part of the play area 9a. The start gate 20, the variable start winning device 28, and the variable winning device 30 are located on the right side of the play area 9a.

[0037] Then, as the game ball is launched into the game area 9a, it may enter the first start winning port 26 or the normal winning port 22 as it flows downstream, pass through the start gate 20, or enter the variable start winning device 28 when activated or the variable winning device 30 when opened.

[0038] Then, game balls that pass through the start gate 20, and game balls that enter the normal winning port 22, the first start winning port 26, the variable start winning device 28, and the variable winning device 30 are collected on the back side of the game board unit 8 through through holes formed in the game board (the plywood material, transparent board, etc. that constitutes the game board unit 8).

[0039] Here, in this embodiment, due to the configuration of the game area 9a (board surface), when making a game ball enter the first start winning port 26 or the normal winning port 22, it is necessary to hit the game ball into the left hitting area within the game area 9a (performing a so-called "left hit").

[0040] On the other hand, when making a game ball enter the start gate 20, the variable start winning device 28, or the variable winning device 30, it is necessary to hit the game ball into the right hit area in the game area 9a (performing a so-called "right hit").

[0041] An activation lottery (regular symbol lottery) is held when the game ball passes through the start gate 20. The variable start winning device 28 is activated when a predetermined activation condition is met (when the regular symbol lottery is won and the regular symbol is displayed in a winning state for a predetermined stop display time).

[0042] The variable start winning device 28 is provided with a plate-shaped opening and closing member 28a. The opening and closing member 28a can move back and forth in the front and rear directions relative to the board surface, for example, by the action of a link mechanism using a solenoid (not shown). In a normal state, the opening and closing member 28a is stored inside the board surface of the game board 9. At this time, it is difficult for a game ball to enter the second start winning port 28b of the variable start winning device 28, and the game ball flows downstream without rolling on the upper surface of the opening and closing member 28a. Then, when the variable start winning device 28 is operated, the opening and closing member 28a is in a state of protruding forward of the board surface (i.e., the player side). The opening and closing member 28a is inclined from the right side to the left in the figure. In addition, the second start winning port 28b is provided on the left side of the opening and closing member 28a. Then, when the opening and closing member 28a protrudes, the game ball rolls on the upper surface of the opening and closing member 28a and is guided to the second start winning port 28b. This reduces the difficulty of the game ball entering the second start winning port 28b of the variable start winning device 28 when the opening / closing member 28a is protruded, making it possible for the game ball on the opening / closing member 28a to enter the second start winning port 28b.

[0043] The variable winning device 30 operates when a specified condition is satisfied (when the special symbol is stopped and displayed in the form of a big win or when the special symbol is stopped and displayed in the form of a small win).

[0044] The variable winning device 30 is provided with a plate-shaped opening / closing member 30a. The opening / closing member 30a can move back and forth in the front and rear directions relative to the board surface, for example, by the action of a link mechanism using a solenoid (not shown). In a normal state, the opening / closing member 30a protrudes from the board surface of the game board 9 toward the player. At this time, the game balls roll on the upper surface of the opening / closing member 30a, so the game balls cannot flow into the variable winning device 30. Then, when the variable winning device 30 is activated, the opening / closing member 30a is drawn into the inside of the board surface, and the game balls can flow into the variable winning device 30. When the game balls flow into the variable winning device 30, it becomes possible to enter the game balls into the large winning opening 30b provided in the variable winning device 30. In the following, the large winning opening 30b may be simply referred to as the large winning opening.

[0045] Here, a count switch 84 is provided in the variable winning device 30 to detect a gaming ball that has entered the variable winning device 30 (i.e., the large winning port 30b), and a specific area (V winning port) switch 85a and a non-specific area (non-V winning port) switch 85b are provided side by side downstream of the count switch 84. The specific area switch 85a and the non-specific area switch 85b are composed of sensors through which the gaming ball can pass. The passing area of ​​the gaming ball in the specific area switch 85a is the specific area 30d, and the passing area of ​​the gaming ball in the non-specific area switch 85b is the non-specific area 30e.

[0046] Then, the game balls that enter (win) in the variable winning device 30 are sorted into either the specific area 30d or the non-specific area 30e. The game balls that pass through the specific area 30d or the non-specific area 30e are collected on the back side of the game board unit 8 through the through hole on the further downstream side.

[0047] In addition, the entry (advancement) of a game ball into each winning port or winning device is also called a "winning". In particular, the entry into the start winning port (first start winning port, second start winning port) is also called a start winning.

[0048] A liquid crystal display 42 (image display) is installed on the game board unit 8, and various effect images including effect patterns corresponding to special patterns are displayed on this liquid crystal display 42. Specifically, on the screen of the liquid crystal display 42, for example, in synchronization with the variable display of the first special pattern and the variable display of the second special pattern, a plurality of types of effect patterns (such as patterns showing numbers, etc.) different from the special patterns are displayed variably. Here, in synchronization with (in other words, in parallel with) the variable display of the first special pattern, the variable display of the second special pattern, and the variable display of the normal pattern, the effect patterns are displayed variably (for example, scrolled up and down or updated) in each of the effect pattern display areas 42L, 42C, and 42R of "left," "center," and "right." In this embodiment, the performance pattern that is displayed in a variable manner in the performance pattern display area 42L may be referred to as the left pattern, the performance pattern that is displayed in a variable manner in the performance pattern display area 42C may be referred to as the middle pattern, and the performance pattern that is displayed in a variable manner in the performance pattern display area 42R may be referred to as the right pattern.

[0049] Also, for example, a display area for displaying a reserved display corresponding to a variable display whose execution is reserved is provided on the screen of the liquid crystal display 42. In this example, a first reserved display area 42a for displaying a reserved display corresponding to a variable display of a first special pattern, and a second reserved display area 42b for displaying a reserved display corresponding to a variable display of a second special pattern are provided.

[0050] The number of reserved variable displays is also called the reserved memory number or the operating memory number. The reserved memory number corresponding to the first special symbol is also called the first reserved memory number or the first operating memory number, and the reserved memory number corresponding to the second special symbol is also called the second reserved memory number or the second operating memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number or the total operating memory number.

[0051] Furthermore, when the volume adjustment button 13a is operated, a volume adjustment image 51 showing the currently set volume is displayed on the screen of the liquid crystal display 42, and when the light adjustment button 13b is operated, a light adjustment image 52 showing the currently set light intensity is displayed. The volume adjustment image 51 is composed of a volume icon 51a showing that it is a volume adjustment image, and a volume meter 51b showing the set volume. The light adjustment image 52 is composed of a light intensity icon 52a showing that it is a light intensity adjustment image, and a light intensity meter 52b showing the set light intensity. The volume adjustment image 51 and the light intensity adjustment image 52 are displayed at different positions in the left-right direction. Specifically, the volume adjustment image 51 is displayed on the right side, and the light intensity adjustment image 52 is displayed on the left side.

[0052] In addition, a movable body 40 for performance is provided in front of the liquid crystal display 42. The movable body 40 can move in the vertical direction. In the pachinko machine 1, various performances can be executed in the process of varying the display of the performance symbols. The performances that can be executed in the pachinko machine 1 include a performance in which the movable body 40 operates. The movable body 40 operates in conjunction with the performance image on the liquid crystal display 42, and suggests that a big win or a small win will occur. Note that although there are cases where the movable body 40 operates and a miss occurs, the selection ratio of the performance pattern by the movable body 40 is set so that the possibility of a big win or a small win increases when the movable body 40 operates.

[0053] Movable body 40 can be moved downward from an initial position (position shown in FIG. 3) to a movable position (position shown in FIG. 42). Movable body 40 is visible even in the initial position, but becomes entirely visible when moved to the movable position. When movable body 40 is moved to the movable position, a portion of liquid crystal display 42 is covered.

[0054] The movable body 40 also includes a front movable body 40a and a rear movable body 40b arranged on the rear side (behind) of the front movable body 41 (see Figs. 42 and 43). When a specific performance pattern is selected, the rear movable body 40b moves when the movable body 40 is moved to a movable position, and the rear movable body 40b appears from behind the front movable body 40a. The rear movable body 40b has a larger area covering the liquid crystal display 42 than the front movable body 40a. As a result, when the rear movable body 40b appears, the entire liquid crystal display 42 is covered.

[0055] In addition, an outlet 32 ​​is formed in the game area 9a, and game balls that do not enter (win) in the various winning holes are eventually collected through the outlet 32 ​​to the back side of the game board unit 8. All game balls shot into the game area 9a, including game balls that enter the normal winning hole 22, the first start winning hole 26, the second start winning hole 28b, and the variable winning device 30, are collected to the back side of the game board unit 8. The collected game balls are discharged outside the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and further merge with the supply path of the island equipment (not shown).

[0056] FIG. 4 is an enlarged front view showing a part of the game board unit 8 (the lower right position within the window 4a).

[0057] The game board unit 8 is provided with, for example, a normal pattern display device 33 and a normal pattern operation memory lamp 33a in the lower right position within the window 4a, as well as a first special pattern display device 34, a second special pattern display device 35, a first special pattern operation memory lamp 34a, a second special pattern operation memory lamp 35a and a game status display device 38.

[0058] Among these, the normal symbol display device 33, for example, alternately lights two lamps (LEDs) to display normal symbols, and stops displaying normal symbols by lighting or turning off the lamps. In this embodiment, the probability of winning is 1 in 1, so the winning symbol always stops. The normal symbol operation memory lamp 33a displays the number of memories, 0 to 4, for example, by a combination of turning off, lighting, and blinking of the two lamps (LEDs). For example, in a display mode in which both lamps are turned off, the number of memories is 0, in a display mode in which one lamp is turned on, the number of memories is 1, in a display mode in which the same one lamp is blinked, the number of memories is 2, in a display mode in which one lamp is blinked and another lamp is turned on, the number of memories is 3, and in a display mode in which both lamps are blinked, the number of memories is 4. In this embodiment, two lamps (LEDs) are used, but the normal symbol operation memory lamp 33a may be configured using four lamps (LEDs). In this case, the number of operating memories can be indicated by the number of lit lamps.

[0059] Each time the game ball passes through the start gate 20, the normal symbol operation memory lamp 33a increases by one (up to a maximum of four) to remember that a pass has occurred, which triggers the operation lottery, and decreases by one each time the normal symbol starts to change due to the pass. In this embodiment, if the normal symbol operation memory lamp 33a is not lit (the number of memories is 0), the display mode does not change even if the game ball passes through the start gate 20 when the normal symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum of four) represented by the display mode of the normal symbol operation memory lamp 33a represents the number of passes in which the normal symbol has not yet started to change at that point in time.

[0060] In addition, the first special symbol display device 34 and the second special symbol display device 35 can display the change state and the stop state of the special symbol by, for example, a 7-segment LED (with dots) (symbol display means, first symbol display means, second symbol display means). In addition, the special symbol display devices 34, 35 may be in the form of a geometric (for example, circular) arrangement of a plurality of dot LEDs. In this embodiment, the first special symbol display device 34 is used to display the change of the special symbol, since the first special symbol and the second special symbol do not change simultaneously. And the second special symbol display device 35 is used to display the change of the normal symbol. And the normal symbol of the type determined by lottery is displayed as stopped by the second special symbol display device 35. The change display by the second special symbol display device 35 is performed in synchronization with the change display by the normal symbol display device 33.

[0061] In addition, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a each display a memory number of 0 to 4 by a display mode consisting of a combination of turning off, lighting, and blinking of two lamps (LEDs), for example (memory number display means). For example, a display mode in which both lamps are turned off displays a memory number of 0, a display mode in which one lamp is lit displays a memory number of 1, a display mode in which the same one lamp is blinking displays a memory number of 2, a display mode in which one lamp is blinking and another lamp is lit displays a memory number of 3, and a display mode in which both lamps are blinking displays a memory number of 4, and so on.

[0062] The first special symbol operation memory lamp 34a changes to a display mode after increasing by one (up to a maximum of four) each time a game ball enters the first start winning hole 26 in order to remember that a ball has entered, and changes to a display mode after decreasing by one each time the special symbol starts to vary with the ball entering. The second special symbol operation memory lamp 35a changes to a display mode after increasing by one (up to a maximum of four) each time a game ball enters the variable start winning device 28 (second start winning hole 28b) in order to remember that a ball has entered, and changes to a display mode after decreasing by one each time the special symbol starts to vary with the ball entering. In this embodiment, when the first special symbol operation memory lamp 34a is not lit (the number of memories is 0), the display mode does not change even if a game ball enters the first start winning hole 26 when the first special symbol is already in a state where it can start to vary (when the stop display is displayed). In addition, when the second special symbol operation memory lamp 35a is not lit (the number of memories is 0), the display state does not change even if a game ball enters the variable start winning device 28 (second start winning hole 28b) when the second special symbol is already in a state where it can start to change (when the stop display is displayed). In other words, the number of memories (maximum 4) represented by the display state of each special symbol operation memory lamp 34a, 35a represents the number of balls that have entered the game before the first special symbol or the second special symbol has started to change at that point in time.

[0063] The game status display device 38 includes five LEDs corresponding to, for example, big win type display lamps 38a, 38b, small win display lamp 38c, time-saving state display lamp 38e, and launch position designation lamp 38f. In this embodiment, the above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, and second special symbol operation memory lamp 35a are mounted on a single integrated display board 90 and attached to the game board unit 8.

[0064] In addition, the "variable display" of the special symbol means, for example, a variable display of multiple types of special symbols (the same applies to the normal symbol). The variations include updating the display of multiple symbols, scrolling the display of multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. In the variation of the special symbol or the normal symbol described below, multiple types of special symbols or normal symbols are updated and displayed. In the variation of the performance symbol described below, multiple types of performance symbols are scrolled or updated, or one or more performance symbols are transformed or enlarged / reduced. In addition, the variation also includes a mode in which a certain symbol is displayed flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as a display result (the same applies to the variable display of other symbols described below). In addition, the variable display may be expressed as a variable display or a variation.

[0065] [Outline of game progress] The game states of the pachinko machine 1 include a normal state (non-time-saving state) and a time-saving state in which the probability of winning is the same as in the normal state, but the variable efficiency of the special symbols is improved compared to the normal state. In this embodiment, the special symbols may be abbreviated as "special symbols" and the normal symbols may be abbreviated as "normal symbols." In addition, the first special symbol may be abbreviated as "special symbol 1," and the second special symbol may be abbreviated as "special symbol 2."

[0066] In the pachinko machine 1, when the game state is the normal state, it is advantageous for the player to perform a firing operation (so-called left-hand hit operation) aiming at the left of the game area 9a. The normal state is a state in which the pachinko machine 1 is controlled in the same manner as the initial setting state (for example, when a system reset is performed and a predetermined return process is not performed after power-on). In the normal state, when the player performs a left-hand hit operation by rotating the handle unit 16 provided in the pachinko machine 1 and the game ball enters the first start winning hole 26, the first special symbol display device 34 starts to display the first special symbol. Note that, since the time during which the opening and closing member 28a protrudes is extremely short in the normal state, it is impossible for the game ball to win the second start winning hole 28b during the normal state.

[0067] In addition, if the game ball enters the start winning port during the period when the special pattern changing display is being executed, or during the period when the game is controlled to a big win game state or a small win game state (when a start winning occurs but the special pattern changing display based on the start winning cannot be executed immediately), the execution of the special pattern changing display based on the winning will be suspended up to a specified upper limit number (for example, 4).

[0068] If the big win symbol is displayed in the variable display of the first special symbol, it is a "big win", and if a small win symbol different from the big win symbol is displayed, it is a "small win". Also, if a losing symbol is displayed, it is a "miss". In this embodiment, the small win is not set for the first special symbol.

[0069] After the display result of the first special symbol variation display becomes "jackpot", the game is controlled to a jackpot game state, which is an advantageous state for the player. In the jackpot game state, the player rotates the handle unit 16 of the pachinko machine 1 to perform a right-hit operation.

[0070] In the jackpot game state, the large prize winning opening 30b formed by the variable prize winning device 30 is opened in a predetermined manner. This open state continues until the earlier of a predetermined period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize winning opening 30b reaches a predetermined number (e.g., 10). The predetermined period is the upper limit period during which the large prize winning opening 30b can be opened in one round, and is also referred to as the upper limit period of opening hereinafter. Such a cycle in which the large prize winning opening 30b is opened is called a round (round game). In the jackpot game state, the round can be repeatedly executed until the predetermined upper limit number of times is reached.

[0071] In the jackpot game state, the player can get prize balls by making the game ball enter the big prize opening 30b. Therefore, the jackpot game state is advantageous for the player. The more rounds in the jackpot game state and the longer the open upper limit period, the more advantageous it is for the player.

[0072] In addition, a jackpot type is set for a "jackpot". For example, a plurality of types of opening modes of the jackpot entrance (number of rounds or maximum opening period) and game states after the jackpot game state (normal state, time-saving state, etc.) are prepared, and the jackpot type is set according to these. As the jackpot type, there may be a jackpot type in which many prize balls can be obtained, and a jackpot type in which few or almost no prize balls can be obtained.

[0073] After the jackpot game state ends, the time-saving state may be controlled depending on the jackpot type. In this embodiment, the time-saving state is controlled for all jackpots. When the jackpot game ends and the game state is controlled to the time-saving state, it is advantageous for the player to perform a firing operation (right-hit operation) aiming at the right side of the game area. When the player performs a right-hit operation by rotating the handle unit 16 provided in the pachinko machine 1, and the game ball passes through the start gate 20, the normal pattern display device 33 starts displaying the normal pattern variation. In addition, if the game ball passes through the start gate 20 during the period during which the previous normal pattern variation display is being performed (if the game ball passes through the start gate 20 but the normal pattern variation display based on the passing cannot be immediately performed), the normal pattern variation display based on the passing is reserved up to a predetermined upper limit number (for example, 4).

[0074] In this variable display of normal symbols, if a normal winning symbol is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed, the display result of the normal symbol will be "normal losing". When it becomes "normal winning", an opening control is performed to keep the variable start winning device 28 in an open state for a predetermined period of time (the second start winning port 28b is opened).

[0075] In the time-saving state, the probability of a "normal winning" in the variable display of the normal pattern is the same as in the normal state (non-time-saving state), but the opening period of the second start winning port 28b when the variable display of the normal pattern becomes a "normal winning" may be longer than in the non-time-saving state. Specifically, in this embodiment, the opening mode of the second start winning port 28b includes a short opening in which the second start winning port 28b is opened for an extremely short time so that a game ball cannot win, and a long opening in which the second start winning port 28b is opened for a longer time than the short opening so that a plurality of game balls can win. In the non-time-saving state, only a short opening is performed, but in the time-saving state, a long opening may be performed. As a result, it is impossible to enter a game ball into the variable start winning device 28 in the normal state, but it is possible to enter a game ball into the variable start winning device 28 in the time-saving state. Furthermore, in the time-saving state, the time for which the normal pattern is displayed change is also shorter than in the non-time-saving state.

[0076] When the long opening is performed, multiple game balls can be entered into the second start winning hole 28b, so that reserved memory of special symbols (hereinafter sometimes abbreviated as "special symbol reserved") is more likely to occur. Also, in the time-saving state, the change time of the special symbol is shorter than in the normal state. Therefore, in the time-saving state, the long opening makes it easier for game balls to enter the second start winning hole 28b than in the normal state, and the change time of the special symbol is shorter than in the normal state, so that the special symbol is more likely to be displayed in a change than in the normal state.

[0077] The time-saving state continues until a predetermined end condition is met, such as the execution of a predetermined number of special symbol variable displays. The end condition, which is the execution of a predetermined number of special symbol variable displays, is also called a number-cut (number-cut probability change, etc.).

[0078] When the gaming ball enters the second start winning port 28b formed in the variable start winning device 28, the second special symbol display device 35 starts varyingly displaying the second special symbol.

[0079] In the variable display of the second special pattern, if the big win pattern is displayed, it is a "big win", and if a small win pattern different from the big win pattern is displayed, it is a "small win". Also, if a losing pattern different from the big win pattern or small win pattern is displayed, it is a "miss".

[0080] After the display result of the variable display of the second special symbol becomes "big win", the game state is controlled to a big win game state, which is advantageous for the player. Also, after the display result of the variable display of the second special symbol becomes "small win", the game state is controlled to a small win game state.

[0081] In the small win game state, the large prize opening 30b formed by the variable prize winning device 30 is opened in a predetermined manner. The open state continues until either a predetermined period (e.g., 29 seconds) has elapsed or the number of game balls entering the large prize opening 30b reaches a predetermined number (e.g., 10), whichever comes first. In the small win game state, only one round can be played.

[0082] Then, when the game ball that entered the big prize winning hole 30b passes through the specific area 30d in the small win game state, the game is controlled to the big win game state after the small win game state ends. At this time, the small win game state is the first round, and the big win game state starts from the second round.

[0083] On the other hand, when the game ball that entered the big prize opening 30b passes through the non-specific area 30e, the small win game state ends without progressing to a big win game state. After the small win game state ends without being controlled to a big win game state, the game state is not changed, and the game state is continued to be controlled to the game state before the display result of the variable display of the special pattern becomes "small win".

[0084] In this embodiment, the jackpot of the first special symbol is only a two-round jackpot with the number of rounds "2". Also, the jackpot of the second special symbol is only a two-round jackpot with the number of rounds "2". Also, when a small jackpot develops into a jackpot with the second special symbol, it develops into a 10-round jackpot with the number of rounds "10" (hereinafter, a small jackpot may be referred to as a 10-round small jackpot). And, a two-round jackpot of the first special symbol and a ten-round small jackpot of the second special symbol can get prize balls, but a two-round jackpot of the second special symbol opens the large prize opening 30b in an instant, and it is rare for a game ball to enter the large prize opening 30b.

[0085] Then, when the time-saving state is entered after the two-round jackpot of the first special symbol ends, the time-saving state ends when the total number of changes in Special Symbol 1 and Special Symbol 2 reaches 108, or when the total number of changes in Special Symbol 2 reaches 100.

[0086] In addition, when the time-saving state is entered after the end of a two-round jackpot of the second special pattern, the time-saving state ends when the total number of times Special Pattern 1 changes and the number of times Special Pattern 2 changes reaches 10,008, or when the number of times Special Pattern 2 changes reaches 10,000.

[0087] In addition, when the time-saving state is entered after the 10-round small win of the second special symbol, the time-saving state ends when the total number of changes in special symbol 1 and special symbol 2 reaches 108, or when the total number of changes in special symbol 2 reaches 100.

[0088] [Progress of the production, etc.] In the pachinko machine 1, various effects are executed according to the progress of the game. The effects are executed by displaying various effect images on the liquid crystal display .

[0089] As an effect executed according to the progress of the game, the effect pattern display areas 42L, 42C, and 42R of the "left", "center", and "right" provided on the liquid crystal display 42 start displaying the change in the effect pattern in response to the start of the change in the first special pattern or the change in the second special pattern, or the change in the normal pattern. At the timing when the display result (also called the fixed special pattern) is displayed in a static state in the change in the first special pattern or the change in the second special pattern, the fixed effect pattern (combination of three effect patterns) which is the display result of the change in the effect pattern is also displayed in a static state. Similarly, at the timing when the display result (also called the fixed normal pattern) is displayed in a static state in the change in the normal pattern, the fixed effect pattern (combination of three effect patterns) which is the display result of the change in the effect pattern is also displayed in a static state.

[0090] During the period from when the display of the performance symbols starts to end, the display of the performance symbols may be in a predetermined reach mode. Here, the reach mode refers to a mode in which the display of the performance symbols that have not yet been stopped and displayed continues to be changed when the performance symbols that have been stopped and displayed on the screen of the liquid crystal display 42 constitute a part of the big win combination or small win combination described later.

[0091] In addition, a reach performance is executed in response to the above-mentioned reach state being reached during the display of the varying performance symbols. In the pachinko machine 1, a plurality of types of reach performance are executed, which have different rates of "big win" (also called big win reliability or big win expectation rate) or "small win" (also called small win reliability or small win expectation rate) of the display result (the display result of the varying display of the special symbol or the display result of the varying display of the performance symbol) depending on the performance state. The reach performance includes, for example, a normal reach and a super reach, which has a higher big win reliability than a normal reach.

[0092] When the display result of the special symbol variation display is "jackpot", a confirmed performance symbol that is a predetermined jackpot combination is derived as the display result of the performance symbol variation display on the screen of the liquid crystal display 42 (the display result of the performance symbol variation display is "jackpot"). For example, the same performance symbol (for example, "7") is displayed stopped on a predetermined effective line in the "left", "center", and "right" performance symbol display areas 42L, 42C, and 42R.

[0093] When the display result of the special symbol variation display is a "small win", a fixed performance pattern (for example, "1 3 5") that is a predetermined small win combination is derived as the display result of the performance symbol variation display on the screen of the liquid crystal display 42 (the display result of the performance symbol variation display is a "small win"). For example, performance patterns that constitute chance eyes are displayed stopped on predetermined effective lines in the "left", "center", and "right" performance symbol display areas 42L, 42C, and 42R.

[0094] When the display result of the special symbol changing display is a "miss," the mode of the changing display of the performance symbol does not become a reach mode, and the display result of the changing display of the performance symbol may display a fixed performance symbol of a non-reach combination (also called a "non-reach miss") (the display result of the changing display of the performance symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the changing display of the performance symbol becomes a reach mode, the display result of the changing display of the performance symbol may display a fixed performance symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination (the display result of the changing display of the performance symbol becomes a "reach miss").

[0095] The effects that the pachinko machine 1 can execute include displaying a reserved display or a display during a variable display. In addition, as other effects, for example, a preview effect that predicts the reliability of a big win is executed during the variable display of the effect pattern. The preview effects include a preview effect that predicts the reliability of a big win in the variable display being executed, and a look-ahead preview effect that predicts the reliability of a big win in the variable display before execution (variable display whose execution is pending). As a look-ahead preview effect (hereinafter, sometimes referred to as a look-ahead effect), an effect that changes the display mode of the variable display corresponding display (reserved display or active display) to a mode different from normal may be executed.

[0096] In this embodiment, the display of the variation of the performance pattern corresponding to the special pattern is performed in the normal state and the time-saving state, but the display of the variation of the performance pattern corresponding to the second special pattern is performed in the time-saving state, and the display of the variation of the performance pattern corresponding to the first special pattern is not performed. In addition, when the display of the variation of the first special pattern is performed in the time-saving state, the reserved display is not performed, and the display of the remaining number of variations in the time-saving state is not updated until the eighth display of the variation of the first special pattern is performed. Therefore, in other words, in the time-saving state, only the display of the variation of the performance pattern corresponding to the second special pattern is performed, and only the reserved display of the second special pattern is displayed. In addition, the display of the remaining number of variations in the time-saving state is not updated until the eighth display of the variation of the first special pattern is performed, and the display of the remaining number of variations is updated from the ninth display of the variation of the first special pattern onwards.

[0097] In addition, in the liquid crystal display 42, a pseudo consecutive performance may be executed in which a single changing display appears to be multiple changing displays by temporarily stopping the changing display of the performance pattern and then resuming the changing display.

[0098] The effects are also executed during the big win game state and during the small win game state. The effects during the big win and small win include an effect to notify the number of rounds, a right hit suggestion display to encourage right hitting, and a display showing the number of winning balls. In this embodiment, the volume adjustment button 13a and the light amount adjustment button 13b can be operated even during the big win or small win.

[0099] In addition, during a small win game state and during a jackpot game state for some jackpot types (a jackpot type for a jackpot game state of the same mode as a small win game state, for example, a jackpot type for which the game state after that is a high probability state), a common presentation may be executed so that the player does not know whether he is currently in a small win game state or a jackpot game state. In such a case, a common presentation may be executed after the end of a small win game state and after the end of a jackpot game state, so that it is not possible to distinguish whether the state is a high probability state or a low probability state.

[0100] Also, for example, when the variable display of the special symbols is not being executed, a demo (demonstration) image is displayed on the liquid crystal display 42.

[0101] [Control configuration] Next, the configuration relating to the control of the pachinko machine 1 will be described. Fig. 5 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 is equipped with a main control device 70 (main control computer) which is the center of control operations, and this main control device 70 mainly has the function of controlling the progress of the game in the pachinko machine 1. The main control device 70 is built into the main control board unit 170.

[0102] The main control device 70 is also equipped with a circuit board (main control board) on which the main control CPU 72, which is a central processing unit, is mounted, and the main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and a register (not shown). The main control device 70 is also equipped with a random number generator 75 and a sampling circuit 77. Of these, the random number generator 75 generates hardware random numbers (for example, 0 to 65535 in decimal notation) for determining whether or not a special symbol lottery is a big win and for determining whether or not a normal symbol lottery is a win, and the random numbers generated here are input to the main control CPU 72 through the sampling circuit 77. In addition, the main control device 70 is equipped with an input / output (I / O) port 79 and peripheral ICs such as a clock generating circuit and a counter / timer circuit (CTC) (not shown), which are mounted on the circuit board together with the main control CPU 72. Signal transmission paths, power supply paths, control buses, and the like are formed as wiring patterns on the circuit board (or on the inner layer portion).

[0103] The above-mentioned start gate 20 is integrally provided with a gate switch 78 for detecting the passage of a game ball. The game board unit 8 is also provided with a first start winning port switch 80 corresponding to the first start winning port 26, a second start winning port switch 82 corresponding to the second start winning port 28b, a count switch 84 corresponding to the variable winning device 30, a specific area switch 85a corresponding to the specific area 30d of the variable winning device 30, and a non-specific area switch 85b corresponding to the non-specific area 30e of the variable winning device 30.

[0104] The first start winning hole switch 80 detects the entry of a game ball into the first start winning hole 26, and the second start winning hole switch 82 detects the entry of a game ball into the second start winning hole 28b. When a game ball is detected by the first start winning hole switch 80 or the second start winning hole switch 82, a predetermined number of game balls (1 ball) are paid out as prize balls based on the detection information.

[0105] The count switch 84 is for counting the number of balls that enter the variable winning device 30 (large winning port 30b). When the count switch 84 detects game balls, a predetermined number of game balls (for example, 15 balls) are paid out as prize balls based on the detection information.

[0106] The specific area switch 85a is for detecting that the game ball has entered the specific area 30d of the variable winning device 30. The non-specific area switch 85b is for detecting that the game ball has entered the non-specific area 30e of the variable winning device 30.

[0107] Similarly, the game board unit 8 is provided with a normal winning hole switch 81 that detects the entry of a game ball into the normal winning hole 22. When a game ball is detected by the normal winning hole switch 81, a predetermined number (6) of game balls are paid out as prize balls based on this detection information.

[0108] The winning detection signals of these switches are input to the main control CPU 72 via an input / output driver (not shown). Due to the configuration of the game board unit 8, in this embodiment, the detection signals from the gate switch 78, normal winning port switch 81, count switch 84, specific area switch 85a, and non-specific area switch 85b are transmitted via a panel relay terminal board 87, and the panel relay terminal board 87 is provided with wiring patterns and connection terminals for relaying the respective winning detection signals.

[0109] The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game status display device 38 are controlled in display operation based on a control signal from the main control CPU 72. The main control CPU 72 outputs control signals to these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, and controls the lighting state of each LED. In addition, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are installed in the game board unit 8 in a state where they are mounted on one integrated display board 90 as described above, and a control signal is transmitted from the main control CPU 72 to this integrated display board 90 via the panel relay terminal board 87.

[0110] The game board unit 8 is also provided with a normal electric accessory solenoid 88 corresponding to the variable start winning device 28, and a large winning port solenoid 89 corresponding to the variable winning device 30. These solenoids 88, 89 operate (excite) based on control signals from the main control CPU 72, and respectively open and close (operate) the variable start winning device 28 and the variable winning device 30. Note that control signals are also transmitted from the main control CPU 72 to these solenoids 88, 89 via the panel relay terminal board 87.

[0111] In addition, a glass frame opening switch 91 is provided on the integrated door unit 4, and a plastic frame opening switch 93 is provided on the inner frame assembly 7. When the integrated door unit 4 is opened alone, a contact signal from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72), and when the inner frame assembly 7 is opened from the outer frame unit 2, a contact signal from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the open state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals. When the main control CPU 72 detects the open state of the integrated door unit 4 and the inner frame assembly 7, it generates a door open information signal as an external information signal.

[0112] A payout control device 92 is provided on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the payout device unit 172 described above. The payout control device 92 is provided with a circuit board (payout control board) on which a payout control CPU 94 is mounted, and this payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as ROM 96 and RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on a prize ball instruction command from the main control CPU 72, and executes the payout operation of the requested number of game balls. The main control CPU 72 generates a prize ball information signal as an external information signal together with the prize ball instruction command.

[0113] A payout motor 102 (e.g., a stepping motor, payout means) and a payout device board 100 are installed in a prize ball case (not shown) of the payout device unit 172, and a drive circuit for the payout motor 102 is provided on the payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on a payout number instruction signal from the payout control device 92 (payout control CPU 94), and causes the designated number of game balls to be paid out from the prize ball case. The paid-out game balls are sent to the receiving tray unit 6 through a payout flow path in the flow path unit 173.

[0114] In addition, for example, a payout path ball out switch 104 is installed at the upstream position of the prize ball case, and a payout counting switch 106 is installed at the downstream position of the payout motor 102. Whenever a prize ball is actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100. In addition, when a ball out occurs at the upstream position of the prize ball case, a contact signal from the payout path ball out switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball out state based on the signal received from the payout device board 100.

[0115] In addition, the pachinko machine 1 is provided with a full tank switch 161, for example, inside the lower tray 6c (at the rear position when viewed from the front of the pachinko machine 1). The prize balls (game balls) that are actually dispensed are discharged to the upper tray 6b through the flow path unit 173, but when the upper tray 6b is filled with game balls, the game balls dispensed beyond that flow into the lower tray 6c as described above. Furthermore, when the lower tray 6c is filled with game balls, the full tank switch 161 is turned ON, and a full tank detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, even if the payout control CPU 94 receives a prize ball instruction command from the main control CPU 72, it temporarily suspends any further prize ball operation, and stores the number of remaining prize balls that have not been paid out in the RAM 98. The memory in the RAM 98 can be backed up even when the power is turned off, so that the information on the number of remaining prize balls that have not been paid out will not be lost even if a power outage (including a momentary power outage) occurs during a game.

[0116] In addition, a launch solenoid 110 is installed together with a launch control board 108 on the back side of the pachinko machine 1. In addition, a ball feed solenoid 111 is provided in the receiving tray unit 6. The launch control board 108, the launch solenoid 110, and the ball feed solenoid 111 constitute the above-mentioned launch control board set 174, and among them, the launch control board 108 is provided with a drive circuit for the launch solenoid 110 and the ball feed solenoid 111. Among them, the ball feed solenoid 111 performs an operation of sending out the game balls stored in the receiving tray unit 6 one by one to a predetermined launch position in the launcher case. In addition, the launch solenoid 110 strikes the game balls sent out to the launch position, and performs an operation of continuously (intermittently) shooting out the game balls one by one toward the game area 9a as described above. The launch interval of the game balls is, for example, about 0.6 seconds (within 100 balls per minute).

[0117] Meanwhile, the handle unit 16 located on the front side of the pachinko machine 1 is provided with a firing lever volume 112, a touch sensor 114, and a firing stop switch 116. Of these, the firing lever volume 112 generates an analog signal proportional to the amount of operation of the firing handle by the player (so-called stroke). The touch sensor 114 detects that the player's body is touching the handle unit 16 (firing handle) from a change in capacitance, and outputs a detection signal. And the firing stop switch 116 generates a firing stop signal (contact signal) in response to the player's operation.

[0118] A launch relay terminal board 118 is installed in the tray unit 6, and each signal from the launch lever volume 112, the touch sensor 114, and the launch stop switch 116 is sent to the launch control board 108 via the launch relay terminal board 118. In addition, a drive signal from the launch control board 108 is applied to the ball feed solenoid 111 via the launch relay terminal board 118. When a player operates the launch handle, an analog signal (which may be an encoded digital signal) is generated in the launch lever volume 112 according to the amount of operation, and the launch solenoid 110 is driven based on this signal. This adjusts the strength of the game ball to be shot according to the amount of operation by the player. The drive circuit of the launch control board 108 stops driving the launch solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a launch stop signal is input from the launch stop switch 116. In addition, a gaming ball etc. lending device connection terminal board 120 is connected to the launch relay terminal board 118, and if a card unit is not connected to this gaming ball etc. lending device connection terminal board 120, the drive circuit of the launch control board 108 also stops driving the launch solenoid 110.

[0119] The tray unit 6 also has a built-in point display board 122 and a lending and return switch board 123. The point display board 122 is provided with a display (three-digit seven-segment LED) for the point display section. The lending and return switch board 123 is also equipped with a switch module connected to the ball lending button 10 and the return button 12, respectively. When the ball lending button 10 or the return button 12 is operated, the operation signal is transmitted from the lending and return switch board 123 to the card unit via the game ball etc. lending device connection terminal board 120. The card unit also transmits a point signal indicating the remaining points of the valuable medium to the point display board 122 via the game ball etc. lending device connection terminal board 120. A display circuit (not shown) on the point display board 122 drives the display based on the point signal and numerically displays the remaining points of the valuable medium. In addition, if no valuable medium is inserted into the card unit, or if the remaining points of the inserted valuable medium become zero, the display circuit of the point display board 122 can drive the display to display a demo (a display encouraging the insertion of valuable medium).

[0120] The pachinko machine 1 also includes a performance control device 124 (performance control computer) as a control configuration. This performance control device 124 controls the performance associated with the progress of the game in the pachinko machine 1. The performance control device 124 is also equipped with a circuit board (composite sub-control board) on which a performance control CPU 126, which is a central processing unit, is mounted. The performance control CPU 126 includes a CPU core (not shown) and semiconductor memories such as ROM 128 and RAM 130 as main memories. The performance control device 124 is provided at the rear of the pachinko machine 1 in a position covered by a rear cover unit 178.

[0121] The performance control device 124 is also equipped with input / output drivers and various peripheral ICs (not shown), as well as a lamp drive circuit 132 and an audio drive circuit 134. The performance control CPU 126 controls the performance based on performance commands sent from the main control CPU 72, and issues commands to the lamp drive circuit 132 and the audio drive circuit 134 to light up the frame lamps 46, 50 and the board lamp 53, and to actually output sound effects, voices, and the like from the speakers 54a to 54d.

[0122] The performance control device 124 and main control device 70 are connected to each other, for example, via a communication harness (not shown). However, communication between them is only one-way, from the main control device 70 to the performance control device 124, and communication in the opposite direction is not performed. Note that the communication harness may adopt a parallel format according to the bus width of the various commands sent from the main control device 70 to the performance control device 124, or a serial format may be used according to the hardware configuration of each driver IC (I / O).

[0123] The lamp driving circuit 132 includes switching elements such as a PWM (pulse width modulation) IC and MOSFET (not shown), and switches (or switches the duty) the driving voltage applied to various lamps including LEDs to manage their operation such as lighting and blinking. The various lamps include the frame lamps 46, 50 as well as a board lamp 53 for decoration and presentation that is installed on the game board unit 8. The board lamp 53 is an LED built into the movable body 40 or the game board 9.

[0124] The audio driving circuit 134 is, for example, a sound generator incorporating a sound ROM, an audio control IC, an amplifier, and the like (not shown), and this audio driving circuit 134 drives the speakers 54a to 54d to perform audio output.

[0125] In this embodiment, a glass frame illumination board 136 is installed on the inner surface of the integrated door unit 4, and drive signals from the lamp drive circuit 132 and the sound drive circuit 134 are applied to various frame lamps 46, 50, the board lamp 53, and the speakers 54a to 54d via the glass frame illumination board 136. In addition, a performance button 45 is connected to the glass frame illumination board 136, and when a player operates the performance button 45, the contact signal is input to the performance control device 124 through the glass frame illumination board 136. In addition, a jog dial 45a is connected to the glass frame illumination board 136, and when a player rotates the jog dial 45a, the rotation signal is input to the performance control device 124 through the glass frame illumination board 136. In addition, the performance control CPU 126 lights up the effective lamp of the performance button 45 when an operation performance that prompts the operation of the performance button 45 is executed. Note that, although an example is given here of the performance button 45 and jog dial 45a being connected to the glass frame illumination board 136, if a tray illumination board is installed, the performance button 45 and jog dial 45a may also be connected to the tray illumination board.

[0126] The liquid crystal display 42 is installed on the back side of the game board unit 8, and the display screen can be seen through a substantially rectangular opening formed in the game board unit 8. An inverter board 158 is installed on the back side of the game board unit 8, and this inverter board 158 generates AC power to be applied to the backlight (for example, a cold cathode fluorescent lamp) of the liquid crystal display 42. A performance display control device 144 is installed on the back side of the game board unit 8, and the display operation by the liquid crystal display 42 is controlled by the performance display control device 144. The performance display control device 144 is equipped with a circuit board (performance display control board) on which a display processor VDP 152 is mounted, together with a display control CPU 146 which is a general-purpose central processing unit. Of these, the display control CPU 146 is configured as an LSI in which semiconductor memories such as ROM 148 and RAM 150 are integrated with a CPU core (not shown). The VDP 152 is configured as an LSI in which semiconductor memories such as image ROM 154 and VRAM 156 are integrated with a processor core (not shown). It should be noted that the VRAM 156 can use a part of its storage area as a frame buffer.

[0127] A basic program for controlling the performance is stored in ROM 128 of the performance control CPU 126, and the performance control CPU 126 executes the control of the performance in accordance with this program. The control of the performance includes the control of the performance using the frame lamps 46, 50, the board lamp 53, etc. and the speakers 54a-54d as described above, as well as the control of the performance by image display using the liquid crystal display 42. The performance control CPU 126 transmits basic information regarding the performance (for example, a performance number) to the display control CPU 146, and the display control CPU 146 that receives this transmits control to display specific images for the performance based on the basic information.

[0128] The display control CPU 146 outputs a more detailed control signal to the VDP 152. The VDP 152, which has received this, accesses the image ROM 154 based on the control signal, reads out the necessary image data from there, and transfers it to the VRAM 156. Furthermore, the VDP 152 expands the image data on the VRAM 156 into a frame buffer for each frame (still image per unit time), and individually drives each pixel (full-color pixel) of the liquid crystal display 42 based on the image data buffered here.

[0129] In addition, a power supply control unit 162 (power supply control means) is provided on the back side of the inner frame assembly 7. This power supply control unit 162 has a built-in switching power supply circuit, and when it takes in external power (e.g., AC 24 V, etc.) from the island equipment through a power cord 164, it can generate the required power (e.g., DC +34 V, +12 V, etc.) from it. The power generated by the power supply control unit 162 is distributed to the main control device 70, the payout control device 92, the performance control device 124, and the inverter board 158. Furthermore, power is supplied to the launch control board 108 via the payout control device 92, and power is supplied to the card unit via the game ball etc. lending device connection terminal board 120. Note that low-voltage power (e.g., DC +5 V) for logic is generated by a power supply IC (e.g., a three-terminal regulator, etc.) built into each device. Also, as described above, the power supply control unit 162 is earthed (grounded) to the island equipment through a ground wire 166.

[0130] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output from the external terminal board 160 to the outside via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are collected, for example, by a hall computer (not shown) in the game center. Note that, although a configuration in which signals are output via the payout control device 92 is given here as an example, a configuration in which external information signals are output directly from the main control device 70 to the external terminal board 160 may also be used.

[0131] The above is an example of the configuration regarding the control of the pachinko machine 1. Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.

[0132] [Reset start (main) processing] When the power is turned on to the pachinko machine 1, the main control CPU 72 starts the reset start process. The reset start process is a process for adjusting the initial state of the pachinko machine 1 by restoring the game state based on the backup information saved at the time of the previous power cut (so-called power recovery) or, conversely, clearing the backup information. The reset start process is also positioned as the main process (main control program) for ensuring stable game operation of the pachinko machine 1 after adjusting the initial state.

[0133] 6 and 7 are flow charts showing an example of the procedure of the reset start process. Each step of the process performed by the main control CPU 72 will be described below.

[0134] Step S101: The main control CPU 72 first sets the top address of the stack area in the stack pointer.

[0135] Step S102: Next, the main control CPU 72 sets the vector-based interrupt mode (mode 2) and modifies the default RST-based interrupt mode (mode 0). This allows the main control CPU 72 to subsequently refer to any address (where the least significant bit is 0) as an interrupt vector and execute a specified interrupt handler.

[0136] Step S103: The main control CPU 72 executes standby processing at reset time. This processing is for securing a certain amount of standby time (for example, about several thousand ms) at the time of reset start (for example, power-on) and checking the main power cutoff detection signal during that time. Specifically, the main control CPU 72 sets a loop counter for the standby time, and performs a bit check on the input port of the main power cutoff detection signal while decrementing the value of the loop counter. The main power cutoff detection signal is input from, for example, a power supply monitoring IC, which is a peripheral device. Then, if the main control CPU 72 confirms the input of the main power cutoff detection signal before the loop counter becomes 0, it resumes processing from the beginning. This makes it possible to protect the system when, for example, the operation of turning on and off the main power switch (not shown) is repeated within a short time (about 1 to 2 seconds).

[0137] Step S104: Next, the main control CPU 72 permits access to the work area of ​​the RAM 76. Specifically, the RAM protect setting value of the work area is reset (00H). As a result, access to the work area of ​​the RAM 76 is permitted thereafter.

[0138] Step S105: The main control CPU 72 also initializes a mask register to set an interrupt mask. Specifically, a value that enables the CTC interrupt is stored in the mask register.

[0139] Step S106: The main control CPU 72 refers to the input signal from the RAM clear switch that was saved earlier, and checks whether the RAM clear switch has been operated (switched ON). If the RAM clear switch has not been operated (No), the main control CPU 72 then executes step S107.

[0140] Step S107: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, that is, whether the backup validity determination flag is set. If the backup ended normally in the previous power cut-off process and the backup validity determination flag (e.g., "A55AH") is set (Yes), the main control CPU 72 then executes step S108.

[0141] Step S108: The main control CPU 72 executes a sum check on the backup information in the RAM 76. Specifically, the main control CPU 72 executes a sum check on all areas of the work area (user work area including the prohibited area and stack area) of the RAM 76, excluding the backup validity determination flag and the sum check buffer. If the result of the sum check is normal (Yes), the main control CPU 72 then executes step S109.

[0142] Step S109: The main control CPU 72 resets the backup validity determination flag (for example, to "0000H"). Step S110: The main control CPU 72 also clears any commands that were waiting to be sent immediately before the previous power outage occurred.

[0143] Step S111: Next, the main control CPU 72 executes a performance control return process. In this process, the main control CPU 72 transmits a return command (for example, a machine type designation command, a special symbol probability state designation command, a performance command when the number of operation memories increases, a performance command when the number of operation memories decreases, a number of remaining times counter command, a special game state designation command, a symbol variation display designation command, a symbol stop display designation command, a small win opening designation command, a large prize opening designation command when a small win occurs, etc.) to the performance control device 124. In response to this, the performance control device 124 can return the performance state (for example, the internal probability state, the display mode of the performance symbol, the performance display mode of the number of operation memories, the sound output contents, the light emission state of various lamps, etc.) that was being executed at the time of the previous power interruption.

[0144] Step S112: The main control CPU 72 executes a state restoration process. In this process, the main control CPU 72 sets various values ​​in the work area of ​​the RAM 76 based on the backup information, and restores the game state (for example, the display mode of the special symbol, the internal probability state, the operation memory contents, the various flag states, the random number update state, etc.) that was being executed at the time of the previous power cut. In addition, the main control CPU 72 restores the backed up value of the PC register.

[0145] On the other hand, if the RAM clear switch was operated when the power was turned on (step S106: Yes), if the backup validity determination flag was not set (step S107: No), or if the backup information was not normal (step S108: No), the main control CPU 72 proceeds to step S113.

[0146] Step S113: The main control CPU 72 clears the contents stored in the RAM 76 other than the prohibited area. As a result, the work area and stack area of ​​the RAM 76 are all initialized, and even if valid backup information is stored therein, the contents are erased. Step S114: The main control CPU 72 also performs initial settings for the RAM 76.

[0147] Step S115: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 outputs a command (a command necessary for performance control) to be sent to the performance control device 124 after the initial setting.

[0148] Step S116: The main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs an instruction command to the payout control device 92 to start paying out the winning balls.

[0149] Step S117: The main control CPU 72 executes a CTC initial setting process to initialize the CTC (counter / timer circuit), which is a peripheral device. In this process, the main control CPU 72 sets an interrupt vector register and also sets an interrupt count value (e.g., 4 ms) in the CTC. This allows the main control CPU 72 to continue processing from the program address of the backed up PC register when the next CTC interrupt occurs.

[0150] When the above-mentioned procedures are executed in the reset start process, the main control CPU 72 moves to the main loop shown in FIG. 7 (connection symbol A→A).

[0151] Step S118, Step S119: The main control CPU 72 prohibits interrupts and then executes a power interruption occurrence check process. In this process, the main control CPU 72 performs a bit check on the input port of the main power interruption detection signal to monitor the occurrence of a power interruption (a drop in the driving voltage). When a power interruption occurs, the main control CPU 72 clears the output port buffers corresponding to the normal electric role solenoid 88 and the large winning port solenoid 89, etc., backs up the entire contents of the work area of ​​the RAM 76 except for the backup validity determination flag and the sum check buffer, and saves the sum result value in the sum check buffer. Then, the main control CPU 72 stores the above-mentioned valid value (for example, "A55AH") in the backup validity determination flag area, prohibits access to the RAM 76, and stops the process (NOP). On the other hand, if a power interruption does not occur, the main control CPU 72 next executes step S120. There is also a known programming example in which the CPU executes such a process at the time of a power interruption as a non-maskable interrupt (NMI) process.

[0152] Step S120: The main control CPU 72 executes an initial value update random number update process. In this process, the main control CPU 72 increments random numbers for updating (changing) the initial values ​​of various software random numbers. In this embodiment, various random numbers (for example, jackpot pattern random numbers, reach judgment random numbers, variation pattern determination random numbers, etc.) except for the jackpot determination random numbers (hardware random numbers) and the jackpot determination random numbers (hardware random numbers) corresponding to normal patterns are generated on the program. These software random numbers are updated by a loop counter within a predetermined range in another interrupt process (step S201 in FIG. 9), and in this process, the initial value of the loop counter (not all random numbers may be the target) is changed every time the random number value goes around once. The initial value update random numbers are used to randomly change these initial values, and in step S120, the initial value update random numbers are updated. The reason why step S120 is executed after the interrupt is prohibited in step S118 is to prevent overlap (conflict) with another interrupt management process (step S202 in FIG. 9) that executes the same process. As described above, in this embodiment, the jackpot determination random number and the win determination random number are hardware random numbers generated by the random number generator 75, and the update period is faster (e.g., several μs) than the timer interrupt period (e.g., several ms), so there is no need to update the initial values ​​of the jackpot determination random number and the win determination random number.

[0153] Step S121, Step S122: The main control CPU 72 permits an interrupt and executes other random number update processing. The random numbers updated in this processing are software random numbers that are not related to the determination of the type of winning (win type) (reach determination random numbers, fluctuation pattern determination random numbers, etc.). This processing is performed in the remaining time when a timer interrupt occurs during the execution of the main loop and the main control CPU 72 executes another interrupt management processing (Figure 9). The contents of the interrupt management processing will be described later.

[0154] [Power outage check process] FIG. 8 is a flowchart specifically illustrating an example of the procedure of the power interruption occurrence check process. Step S130: First, the main control CPU 72 sets a condition for checking whether a power interruption has occurred. This check condition can be set, for example, as an on-counter value for checking that the main power interruption detection signal is being continuously output.

[0155] Step S132: Next, the main control CPU 72 reads the main power interruption detection switch input port and checks whether or not a main power interruption detection signal is being output (checks a specific bit). Although not specifically shown, the main power supply interruption detection switch is implemented in, for example, the main control device 70, and this main power supply interruption detection switch monitors the drive voltage supplied from the power supply control unit 162, and outputs a main power supply interruption detection signal when the voltage level falls below a reference voltage. The main power supply interruption detection switch may be built into the power supply control unit 162. When the main control CPU 72 confirms that the main power supply interruption detection signal is not currently being output (No), it exits this process and returns to the reset start process. On the other hand, when it confirms that the main power supply interruption detection signal is being output (Yes), the main control CPU 72 proceeds to the next step S134.

[0156] Step S134: The main control CPU 72 checks whether the above check conditions are met. Specifically, the on-counter value set in the previous step S130 is decremented by, for example, 1, and whether the result is 0 is checked. If the on-counter value is not yet 0 at this point (No), the main control CPU 72 returns to step S132 and checks the main power interruption detection switch input port again. Then, the loop from step S134 to step S132 is repeated, and when the check conditions are met (step S134: Yes), the main control CPU 72 proceeds to step S136.

[0157] Step S136: The main control CPU 72 clears the output port buffers corresponding to the test signal terminal and the command control signal in addition to the output ports corresponding to the normal electric role solenoid 88 and the big prize opening solenoid 89 as described above.

[0158] Steps S138 and S140: Next, the main control CPU 72 adds up the entire contents of the work area of ​​the RAM 76, excluding the backup validity determination flag and the checksum buffer, in units of one byte, and repeats this process until the addition is completed for the entire area. Step S142: When the calculation of the sums for all the regions is completed (Step S140: Yes), the main control CPU 72 stores the sum result values ​​in the sum check buffer.

[0159] Step S144: Next, the main control CPU 72 stores a valid value in the backup validity determination flag area as described above.

[0160] Step S146: The main control CPU 72 also stores "01H", which indicates that access is prohibited, in the protection value of the RAM 76, and prohibits access to the work area of ​​the RAM 76 (including the prohibited area and stack area).

[0161] Step S148: Then, the main control CPU 72 enters a standby loop and stops all other processing in preparation for the interruption of the main power supply. After the occurrence of the main power supply interruption, backup power is supplied from a backup power supply circuit (not shown, for example, a circuit including a capacitive element mounted on the main control device 70), so that the contents stored in the RAM 76 are retained without being lost even after the main power supply is interrupted. The backup power supply circuit may be built into the power supply control unit 162, for example.

[0162] Through the above process, all information that was stored in the work area of ​​the RAM 76 and is to be backed up (subject to sum addition) is retained as memory in the RAM 76 even after the main power is turned off. In addition, the retained memory is restored as backup information at the time of power failure after the checksum is confirmed to be normal in the previous reset start process (Fig. 6).

[0163] [Interrupt management process (timer interrupt process)] Next, the interrupt management process (timer interrupt process) will be described. Fig. 9 is a flowchart showing an example of the procedure of the interrupt management process. The main control CPU 72 executes the interrupt management process at predetermined time intervals (for example, several ms) based on an interrupt request signal from the counter / timer circuit. Each procedure will be described below.

[0164] Step S200: First, the main control CPU 72 writes the values ​​of the registers (the accumulator A, the flag register F, and each pair of general-purpose registers B to L) used during the execution of the main loop to R. The values ​​are saved in the save area of ​​the AM76. After the values ​​are saved, other values ​​can be written to the registers (A to L) during the interrupt management process.

[0165] Step S201: Next, the main control CPU 72 executes a lottery random number update process. In this process, the main control CPU 72 updates the counter values ​​for generating various random numbers for lottery. The values ​​of each counter are incremented in the counter area of ​​the RAM 76, and each loops within a specified range. The various random numbers include, for example, a jackpot pattern random number.

[0166] Step S202: The main control CPU 72 also executes the initial value update random number update process. The contents of the process are the same as those described above.

[0167] Step S203: The main control CPU 72 executes input processing. In this processing, the main control CPU 72 inputs various switch signals from the input / output (I / O) port 79. Specifically, it reads the input state (ON / OFF) of the passing detection signal from the gate switch 78, and the winning detection signal from the first start winning port switch 80, the normal winning port switch 81, the second start winning port switch 82, the count switch 84, the specific area switch 85a, and the non-specific area switch 85b.

[0168] Step S204: Next, the main control CPU 72 executes a switch input event process. In this process, among the switch signals input in the previous input process, the gate switch 78, the first start winning hole switch 80, the normal winning hole switch 81, the second start winning hole switch 82, the count switch 84, the specific area switch 85a, and the non-specific area switch 85b are used to determine the event that occurred during the game based on the winning detection signal or the passing detection signal, and another process is executed according to each of the events that occurred. The specific contents of the switch input event process will be described later using another flowchart.

[0169] In this embodiment, when a winning detection signal (ON) is input from the first start winning port switch 80 or the second start winning port switch 82, the main control CPU 72 determines that an event that triggers an internal lottery (lottery trigger) corresponding to the first special symbol or the second special symbol has occurred. Also, when a passing detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event that triggers a lottery corresponding to a normal symbol has occurred. When it is determined that any of the events has occurred, the main control CPU 72 executes processing according to the respective generated events. The processing executed when a winning detection signal is input from the first start winning port switch 80 or the second start winning port switch 82 will be described later using another flowchart.

[0170] Step S205, Step S206: The main control CPU 72 executes the special symbol game process and the normal symbol game process during the interruption management process. These processes are for specifically progressing the game in the pachinko machine 1. Among these, in the special symbol game process (step S205), the main control CPU 72 controls the execution of the internal lottery corresponding to the first special symbol or the second special symbol described above, controls the variable display and the stop display by the first special symbol display device 34 and the second special symbol display device 35, and controls the operation of the variable winning device 30 according to the display result. The details of the special symbol game process will be described later using another flowchart.

[0171] In the normal symbol game process (step S206), the main control CPU 72 controls the variable display and stop display by the normal symbol display device 33 described above, and controls the operation of the variable start winning device 28 according to the display result. For example, the main control CPU 72 stores a random number (normal symbol winning determination random number) acquired in the previous switch input event process (step S204) as a trigger of passing through the start gate 20, reads the random number value from the memory in this normal symbol game process, and judges whether it falls within a predetermined winning range (operation lottery execution means). If the random number value falls within the winning range, the normal symbol is variably displayed by the normal symbol display device 33, and the normal symbol is stopped and displayed in a predetermined winning manner, and then the main control CPU 72 excites the normal electric role solenoid 88 to operate the variable start winning device 28 (movable piece operating means). On the other hand, if the random number value is outside the winning range, the main control CPU 72 performs a stopped display of the normal symbol in a losing mode after the varying display.

[0172] Step S207: Next, the main control CPU 72 executes a prize ball payout process. In this process, based on the winning detection signal input from the various switches 81, 82, 84, 85a, and 85b in the previous input process (step S203), a prize ball instruction command is output to the payout control device 92 to instruct the number of prize balls.

[0173] Step S208: Next, the main control CPU 72 executes external information processing. In this processing, the main control CPU 72 stores the above-mentioned external information signals (e.g., winning ball information, door opening information, symbol determination number information, big win information, starting hole information, etc.) in the port output request buffer to the hall computer of the game center through the external terminal board 160.

[0174] In this embodiment, various kinds of jackpot information can be provided to external electronic devices (data display device and hall computer) connected to the pachinko machine 1 by outputting, for example, "jackpot 1" to "jackpot 5" from among various external information signals to the outside as jackpot information (external information signal output means). In other words, by outputting the jackpot information divided into a plurality of "jackpot 1" to "jackpot 5", it is possible to count and manage the type of jackpot (winning type) from these combinations in a hall computer (not shown), recognize changes in the internal probability state (low probability state or high probability state) and the shortened state of the pattern change time, and count and manage the occurrence of small wins (wins in which the condition device does not operate) that are not classified as "jackpots" even if they are not non-wins. In addition, based on the jackpot information, for example, a data display device (not shown) can count and display the number of jackpot occurrences within the past few business days for each machine of the pachinko machine 1, recognize whether or not each machine is currently in a jackpot, or recognize whether or not each machine is currently in a shortened state of the pattern change time. In this external information processing, the main control CPU 72 controls the output state (set of ON or OFF) of each of "BIG WIN 1" to "BIG WIN 5" in detail.

[0175] Step S209: The main control CPU 72 also executes test signal processing. In this processing, the main control CPU 72 generates various test signals that indicate its own internal state (for example, normal symbol game management state, special symbol game management state, jackpot, probability fluctuation function in operation, time reduction function in operation) and stores them in the port output request buffer. By using these test signals, for example, the internal state of the main control CPU 72 can be tested outside the main control device 70.

[0176] Step S210: Next, the main control CPU 72 executes a display output management process. In this process, the main control CPU 72 controls the lighting state of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, the game status display device 38, and the like. Specifically, the drive signal stored in the port output request buffer in the previous special symbol game process (step S205) or normal symbol game process (step S206) is output to the port. The drive signal is stored in the port output request buffer as byte data to be applied to each LED. As a result, each LED is driven in a predetermined display mode (a mode in which the variable display or stop display of the symbol, the operation memory number display, the game status display, etc. are performed).

[0177] Step S211: The main control CPU 72 also executes output management processing. In this processing, the main control CPU 72 outputs the external information signal (byte data) stored in the port output request buffer in the previous external information processing (step S208) to the port. The main control CPU 72 also outputs the drive signals, test signals, etc. of the normal electric role solenoid 88 and the big prize opening solenoid 89 stored in the port output request buffer to the port.

[0178] Step S212: The main control CPU 72 executes a performance control output process. In this process, the main control CPU 72 checks whether there are any commands (commands necessary for performance control) in the command buffer that should be sent by the main control CPU 72 to the performance control device 124, and if there are any unsent commands, the command to be output is output to the port.

[0179] Step S213: Then, the main control CPU 72 clears the port output request buffer stored in the current CTC interrupt.

[0180] In this embodiment, an example is given in which the processes (game control program module) from step S205 to step S212 are executed as timer interrupt processes, but there are also known programming examples in which these processes are incorporated into the main loop of a CPU and executed.

[0181] Step S214: After completing the above processes, the main control CPU 72 stores a value (01H) designating the end of the interrupt in the interrupt program counter, and ends the CTC interrupt.

[0182] Steps S215 and S216: The main control CPU 72 restores the saved values ​​of the registers (A to L) and permits the next CTC interrupt. After this, the main control CPU 72 returns to the main loop (the program address indicated by the stack pointer).

[0183] [Switch input event processing] 10 is a flowchart showing an example of the procedure for the switch input event process (step S204 in FIG. 9). Each step will be explained below in order.

[0184] Step S10: The main control CPU 72 checks whether or not a winning detection signal has been input (a lottery trigger has occurred) from the first start winning port switch 80 corresponding to the first special symbol. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S12 and executes a first special symbol memory update process. The specific contents of the process will be described further below using another flowchart. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 proceeds to step S14.

[0185] Step S14: Next, the main control CPU 72 checks whether or not a winning detection signal has been input (a lottery trigger has occurred) from the second start winning port switch 82 corresponding to the second special symbol. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S16 and executes a second special symbol memory update process. Again, the specific process content will be described further below using another flowchart. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 proceeds to step S18.

[0186] Step S18: The main control CPU 72 checks whether or not a winning detection signal has been input from the count switch 84 corresponding to the large winning opening 30b of the variable winning device 30. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S20 and executes the large winning opening count process. On the other hand, if there is no winning detection signal input (No), the main control CPU 72 proceeds to step S22.

[0187] In step S20: the big win port count process, the main control CPU 72 counts the number of winning balls in the variable winning device 30 for each round during the big win game. Then, the main control CPU 72 proceeds to step S22.

[0188] Step S22: The main control CPU 72 checks whether a passing detection signal has been input from the gate switch 78 corresponding to the normal symbol. If the input of this passing detection signal has been confirmed (Yes), the main control CPU 72 proceeds to the next step S24 and executes a normal symbol memory update process. In the normal symbol memory update process, the main control CPU 72 checks whether the current normal symbol operation memory number is less than the upper limit number (for example, 4), and if the upper limit number has not been reached, acquires a random number per normal symbol. In addition, the main control CPU 72 increments the normal symbol operation memory number by 1. Then, the main control CPU 72 stores the acquired random number value per normal symbol in the random number memory area of ​​the RAM 76. On the other hand, if the passing detection signal has not been input (No), the main control CPU 72 proceeds to step S26.

[0189] Step S26a: The main control CPU 72 checks whether or not a passing detection signal has been input from the specific area switch 85a corresponding to the specific area 30d in the variable winning device 30 (i.e., the large winning port 30b). If the input of the passing detection signal corresponding to the specific area 30d is confirmed (Yes), the main control CPU 72 proceeds to the next step S27 and executes specific area passing processing. On the other hand, if the input of the passing detection signal corresponding to the specific area 30d is not confirmed (No), the main control CPU 72 proceeds to the next step S26b.

[0190] Step S26b: The main control CPU 72 checks whether or not a passing detection signal has been input from the non-specific area switch 85b corresponding to the non-specific area 30e in the variable winning device 30 (i.e., the large winning port 30b). If the input of the passing detection signal corresponding to the non-specific area 30e is confirmed (Yes), the main control CPU 72 proceeds to the next step S28 and executes non-specific area passing processing. On the other hand, if the input of the passing detection signal corresponding to the non-specific area 30e is not confirmed (No), the main control CPU 72 returns to the interrupt management processing (FIG. 9).

[0191] In step S27: specific area passing processing, the main control CPU 72 stores in the memory area of ​​the RAM 76 that the passage of the specific area 30d has been confirmed. In addition, a specific area passing command indicating that the specific area 30d has been passed is generated. The specific area passing command is transmitted to the performance control device 124 in the performance control output processing (step S212 in FIG. 9).

[0192] In step S28: non-specific area passing processing, the main control CPU 72 generates a non-specific area passing command indicating that the non-specific area 30e has been passed. The non-specific area passing command is transmitted to the performance control device 124 in the performance control output processing (step S212 in FIG. 9).

[0193] [First special pattern memory update process] 11 is a flow chart showing an example of the procedure of the first special symbol memory update process (step S12 in FIG. 10). The procedure of the first special symbol memory update process will be explained step by step below.

[0194] Step S30: Here, first, the main control CPU 72 refers to the value of the first special symbol operation memory number counter and checks whether the operation memory number is less than the maximum value (for example, 4). The operation memory number counter indicates the number (number of sets) of jackpot determination random numbers and jackpot pattern random numbers stored in the random number storage area of ​​the RAM 76. Here, the random number storage area of ​​the RAM 76 is divided into four sections for the first special symbol and four sections (for example, 2 bytes each) for the second special symbol, and each section can store one set (set) of jackpot determination random numbers and jackpot pattern random numbers. At this time, if the value of the operation memory number counter corresponding to the first special symbol has reached the maximum value (No), the main control CPU 72 returns to the switch input event processing (FIG. 10). On the other hand, if the value of the operation memory number counter is less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S31. In this embodiment, the number of activated memories for the first special symbol, i.e., the maximum number of reserved memories for the first special symbol, is set to four.

[0195] Step S31: The main control CPU 72 adds 1 to the number of first special symbol activation memories. The first special symbol activation memory number counter is stored in, for example, the activation memory number area of ​​the RAM 76, and the main control CPU 72 increments (+1) the value. Based on the counter value thus added, the lighting state of the first special symbol activation memory lamp 34a is controlled in the display output management process (step S210 in FIG. 9).

[0196] Step S32: Then, the main control CPU 72 acquires the jackpot determining random number value corresponding to the first special symbol from the random number generator 75 through the sampling circuit 77 (acquisition of first lottery element, lottery element acquisition means). The random number value is acquired by specifying the pin address of the random number generator 75. When the main control CPU 72 is an 8-bit processor, the address is designated in two parts, one byte at a time for the upper and lower bits. When the main control CPU 72 reads the jackpot determining random number value from the designated address, it saves this in the transfer destination address as the jackpot determining random number corresponding to the first special symbol.

[0197] Step S33: Next, the main control CPU 72 obtains the jackpot symbol random number value corresponding to the first special symbol from the jackpot symbol random number counter area of ​​the RAM 76. This random number value is also obtained by specifying the address of the jackpot symbol random number counter area. When the main control CPU 72 reads the jackpot symbol random number value from the specified address, it saves it in the transfer destination address as the jackpot symbol random number corresponding to the first special symbol.

[0198] Step S34: The main control CPU 72 also sequentially acquires the reach determination random number and the variation pattern determination random number as random number values ​​related to the variation condition of the first special symbol from the variation random number counter area of ​​the RAM 76 (variation pattern determination element acquisition means). The acquisition of these random number values ​​is also performed by designating the address of the variation random number counter area. Then, when the main control CPU 72 acquires the reach determination random number and the variation pattern determination random number from the designated address, it saves them in the transfer destination address.

[0199] Step S35: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach determination random number, and variation pattern determination random number to a random number storage area corresponding to the first special symbol, and stores these random numbers as a set in an empty section in the area (storage means, lottery element storage means). An order (for example, 1st to 4th) is set for the multiple sections, and if all of the 1st to 4th sections are empty at the current stage, the random numbers are stored in order starting from the 1st section. Alternatively, if the 1st section is already filled and the other 2nd to 4th sections are empty, the random numbers are stored in order starting from the 2nd section. The random number storage area is read out in a FIFO (First In First Out) format.

[0200] Step S38: Next, the main control CPU 72 sets a performance command for the first special symbol when the number of operating memories is increased. Specifically, a one-word performance command is generated by adding the number of operating memories after the increase (for example, "01H" to "04H") to the lower byte, in addition to the preceding value (for example, "BBH") of the upper byte indicating the type of command. At this time, the lower byte has the second digit set to "0" by default, indicating that the value is the "result of the increase in the number of operating memories (change information)". In other words, if the lower byte is "01H", it indicates that the number of operating memories this time has become "01H" as a result of an increase of one from the number of operating memories up to the previous time, "00H". Similarly, if the lower byte is "02H" to "04H", it indicates that the number of operating memories this time has become "02H" to "04H" as a result of an increase of one from the number of operating memories up to the previous time, "01H" to "03H". The preceding value "BBH" above is a value indicating that the current performance command is an operation memory number command for the first special symbol.

[0201] Step S39: Then, the main control CPU 72 executes a performance command output setting process for the first special symbol. This process is for transmitting the performance command generated in step S38 when the number of active memories is increased to the performance control device 124 (memory number notification means).

[0202] When the above procedure is completed, or when the number of first special symbol activation memories reaches four (step S30: No), the main control CPU 72 returns to the switch input event process (FIG. 10).

[0203] [Second special pattern memory update process] Next, Fig. 12 is a flow chart showing an example of the procedure of the second special symbol memory update process (step S16 in Fig. 10). The procedure of the second special symbol memory update process will be explained step by step below.

[0204] Step S40: The main control CPU 72 refers to the value of the second special symbol activation memory number counter and checks whether the activation memory number is less than the maximum value. Similarly to the above, the second special symbol activation memory number counter represents the number (number of sets) of jackpot determination random numbers and jackpot pattern random numbers stored in the random number storage area of ​​the RAM 76. At this time, if the value of the second special symbol activation memory number counter has reached the maximum value (for example, 4) (No), the main control CPU 72 returns to the switch input event processing (FIG. 10). On the other hand, if the value of the second special symbol activation memory number counter is still less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S41 and subsequent steps. In this embodiment, the activation memory number in the second special symbol, that is, the maximum reserved memory number in the second special symbol, is set to 3.

[0205] Step S41: The main control CPU 72 adds one to the second special symbol activation memory number (increments the value of the second special symbol activation memory number counter). As in the previous step S31 (FIG. 11), the lighting state of the second special symbol activation memory lamp 35a is controlled in the display output management process (step S210 in FIG. 9) based on the counter value added here.

[0206] Step S42: Then, the main control CPU 72 acquires a jackpot determination random number value corresponding to the second special symbol from the random number generator 75 through the sampling circuit 77 (acquisition of the second lottery element, lottery element acquisition means). The method of acquiring the random number value is the same as that of step S32 (FIG. 11) described above.

[0207] Step S43: Next, the main control CPU 72 obtains the jackpot symbol random number value corresponding to the second special symbol from the jackpot symbol random number counter area of ​​the RAM 76. The method of obtaining the random number value is the same as that of step S33 (FIG. 11) described above.

[0208] Step S44: The main control CPU 72 also sequentially acquires reach judgment random numbers and fluctuation pattern determination random numbers related to the fluctuation conditions of the second special symbol from the fluctuation random number counter area of ​​the RAM 76 (fluctuation pattern determination element acquisition means). The acquisition of these random number values ​​is also performed in the same manner as in step S34 (FIG. 11) described above.

[0209] Step S45: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach determination random number, and change pattern determination random number to the random number storage area corresponding to the second special symbol, and stores these random numbers as a set in an empty section in the area (storage means). The storage method is the same as that of step S35 (FIG. 11) described above.

[0210] Step S48: Next, the main control CPU 72 sets a performance command for the second special symbol when the number of operating memories is increased. Here, a one-word performance command is generated by adding the increased number of operating memories (for example, "01H" to "04H") to the lower byte, in addition to the preceding value (for example, "BCH") in the upper byte indicating the type of command. Similarly, for the second special symbol, the second digit of the lower byte can be set to "0" by default to indicate that the value is the "result of an increase in the number of operating memories (change information)." The preceding value "BCH" is a value indicating that the current performance command is an operating memory number command for the second special symbol.

[0211] Step S49: Then, the main control CPU 72 executes a performance command output setting process for the second special symbol. This prepares to send a performance command for the second special symbol when the number of operating memories increases to the performance control device 124 (memory number notification means). After completing the above steps, the main control CPU 72 returns to the switch input event process (FIG. 10).

[0212] [Special symbol game processing] Next, the details of the special symbol game processing executed in the interrupt management processing (Fig. 9) will be explained. Fig. 13 is a flow chart showing an example of the configuration of the special symbol game processing. The special symbol game processing includes a group of subroutines (program modules) of execution selection processing (step S1000), special symbol pre-variation processing (step S2000), special symbol variation processing (step S3000), special symbol stop display processing (step S4000), and variable winning device management processing (step S5000). First, the basic flow of the special symbol game processing will be explained along with each process.

[0213] Step S1000: In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any of steps S2000 to S5000) from the "jump table". For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and also sets the end of the special symbol game process as the return address in the stack pointer.

[0214] Which process is selected as the next jump destination depends on the progress status (special symbol game management status) of the process performed so far. For example, if the special symbol has not yet started to change (special symbol game management status: 00H), the main control CPU 72 selects the special symbol change pre-processing (step S2000) as the next jump destination. On the other hand, if the special symbol change pre-processing has already been completed (special symbol game management status: 01H), the main control CPU 72 selects the special symbol change processing (step S3000) as the next jump destination, and if the special symbol change processing has been completed (special symbol game management status: 02H), the main control CPU 72 selects the special symbol stop display processing (step S4000) as the next jump destination. In this embodiment, the address of the jump destination is specified in the "jump table" to select the process, but in addition to such a selection method, there are also known programming examples in which the CPU selects the process to be executed next using a "process flag" or a "process selection flag" or the like. In such a programming example, the CPU calls each process and then refers to a flag at the first step to perform conditional branching (continue / return). However, with the selection method of this embodiment, the main control CPU 72 does not need to go through the trouble of calling each process one by one.

[0215] In step S2000: special symbol variation pre-processing, the main control CPU 72 performs an operation to prepare conditions for starting the variable display of special symbols. Note that the specific contents of the processing will be described later using another flowchart.

[0216] In step S3000: special symbol variation processing, the main control CPU 72 performs drive control of the first special symbol display device 34 or the second special symbol display device 35 while counting the variation timer. Specifically, it outputs an ON or OFF drive signal (1 byte data) to each segment and dot (number 0 to 7) of the 7-segment LED. The pattern of the drive signal changes over time, thereby causing the variation display of the special symbol.

[0217] In step S4000: special symbol stop display processing, the main control CPU 72 performs drive control of the first special symbol display device 34 or the second special symbol display device 35. Here, too, an ON or OFF drive signal is output to each segment and dot of the 7-segment LED, but the pattern of the drive signal is constant, and the special symbol is stopped and displayed.

[0218] Step S5000: The variable winning device management process is selected when the special symbol is stopped and displayed in a winning mode (mode other than non-winning mode) in the previous special symbol stop display process. Depending on the mode in which the special symbol is stopped and displayed, a big win game or a small win game is started.

[0219] [Jackpot Game] For example, when the special symbol is displayed in a two-round jackpot mode, a trigger occurs to transition from the normal state to a jackpot game state (a special game state advantageous to the player). During a jackpot game, the jump destination is set to the variable winning device management process in the previous execution selection process (step S1000), and the variable display of the special symbol is not performed. In the variable winning device management process, the large winning port solenoid 89 is excited for a certain period of time (for example, 29 seconds or until 10 winnings are counted) for a preset number of consecutive operations (for example, twice), and the variable winning device 30 opens and closes in a predetermined pattern (continuous operation of the special electric device). During this period, game balls are concentrated into the variable winning device 30, giving the player an opportunity to win many prize balls at once (special game execution means). In addition, this opening and closing operation of the variable winning device 30 when a jackpot is hit is referred to as a "round", and if there are a total of two consecutive operations, these may be collectively referred to as "2 rounds", if there is a total of one consecutive operation, these may be collectively referred to as "1 round", and if there are a total of 10 consecutive operation, these may be collectively referred to as "10 rounds".

[0220] Furthermore, when the main control CPU 72 sets the large prize opening opening pattern (number of rounds, number of opening / closing operations per round, opening time, etc.) in the variable prize winning device management process, it increments the value of the round number counter by 1 each time it finishes opening / closing operations of the variable prize winning device 30 for one round. The value of the round number counter is stored in the count area of ​​the RAM 76, for example, with an initial value of 0. Furthermore, the main control CPU 72 generates a round number command that indicates the value of the round number counter. The round number command is transmitted to the performance control device 124 in the performance control output process (step S212 in FIG. 9). When the value of the round number counter reaches the set number of continuous operations, the main control CPU 72 ends the large prize game (big prize) at the end of that round.

[0221] Then, when the big win game ends, the main control CPU 72 changes the state (time-saving state) after the big win game ends based on the game state flag (time-saving flag) (time-saving state transition means). In the "time-saving state", the time-saving function is activated, the normal symbol fluctuation time is shortened, and the opening time of the variable start winning device 28 is extended to increase the number of times it opens (so-called electric chute support is performed).

[0222] [Small Win Game] In this embodiment, a small win is provided as a winning type other than a non-win (miss). When a small win is won, a small win game is played separately from a big win game, and the variable winning device 30 opens and closes (special game execution means). For example, when a special symbol is stopped and displayed in a small win mode, an opportunity occurs to transition from the normal state up to that point to a small win state (a special game state advantageous to the player). During a small win, the jump destination is set to the variable winning device management process in the previous execution selection process (step S1000), and the variable display of the special symbol is not performed. In the variable winning device management process, the large winning port solenoid 89 is excited for a certain time (for example, 29 seconds) or until 10 winnings are counted, for a preset number of times (for example, 10 times), and the variable winning device 30 opens and closes in a predetermined pattern (operation of the special electric device). During this time, the player is given an opportunity to win a certain number of prize balls by making game balls enter the variable winning device 30 in a concentrated manner (special game execution means).

[0223] In addition, in the variable winning device management process during a small win, the game ball that entered the variable winning device 30 passes through the specific area 30d, and the player is given an opportunity to start a big win game. In other words, whether or not to start a big win game is determined by whether or not the game ball passes through the specific area 30d during a small win.

[0224] In addition, if the small win game ends without the game ball passing through the specific area 30d, the "time-saving function" will not be activated again, so the privilege of transitioning to the "time-saving state" will not be granted (this is not a prerequisite for this) (except when the maximum number of times has been reached).

[0225] [Multiple winning types] In this embodiment, in addition to the above-mentioned "2-round jackpot", "10-round small jackpot" is provided as a plurality of winning types. These jackpots are started when the special symbols are stopped and displayed in a jackpot mode, and may also be started when the special symbols are stopped and displayed in a small jackpot mode and the game ball passes through the specific area 30d during the small jackpot. If the jackpot starts when the game ball passes through the specific area 30d during the small jackpot, the small jackpot is counted as the first round and the number of rounds is counted.

[0226] The above "2-round jackpot" corresponds to the type of the first or second special symbol that stops when the jackpot is won. For this reason, hereinafter, "winning type" will be referred to as "winning symbol" as appropriate.

[0227] [2 round jackpot pattern] In the special symbol stop display process, when the first special symbol is stopped and displayed in the form of a "two-round symbol", an opportunity to transition from the normal state to a big win game state occurs (special game execution means). In this case, the big prize winning hole 30b is opened once each time over a sufficiently long time (for example, a maximum opening time of 29.0 seconds) from the first round, and this continues until the second round (final round). This winning game can grant the player two rounds of balls (prize balls) (special value game). In addition, when the big prize winning hole 30b wins a specified number of times (for example, 10 times = 10 game balls) in one round, it is closed without waiting for the longest opening time to elapse. Then, for example, by activating the "time-saving function" after the end of the big win game, the player is granted a privilege to transition to the "time-saving state".

[0228] [2 round jackpot pattern] In the special pattern stop display process, when the second special pattern is stopped and displayed in the form of a "2-round pattern", an opportunity to transition from the normal state to a jackpot game state occurs (special game execution means). In this case, the large prize winning hole 30b is opened once in a short time (for example, 0.2 seconds of opening time) in which it is difficult for a game ball to enter. This winning game can give the player two rounds of balls (prize balls), but since the opening time of the large prize winning hole 30b is short, it is rare to get a prize ball. In addition, when a specified number of times (for example, 10 times = 10 game balls) of winnings occur within two rounds, the large prize winning hole 30b is closed without waiting for the longest opening time to elapse. Then, for example, by activating the "time-saving function" after the end of the jackpot game, the player is given a privilege to transition to the "time-saving state".

[0229] [10 round small winning pattern] In the previous special pattern stop display process, when the second special pattern is stopped and displayed in the form of a "10 round small win pattern", an opportunity occurs to transition from the normal state to a small win state. Then, when the game ball passes through the specific area 30d during the small win, an opportunity occurs to transition from the small win to the big win game state. From the second round, the big win opening is performed once at a time over a sufficiently long time (for example, a maximum opening time of 29.0 seconds), and this continues until the 10th round (final round). This big win game of the "10 round small win pattern" can give the player 10 rounds of balls (prize balls) (special value special game). In addition, when a prize is won a specified number of times (for example, 10 times = 10 game balls) in one round, the big win opening is closed without waiting for the longest opening time to elapse.

[0230] In this embodiment, depending on the type of symbol, a bonus is given to the player to change the internal state to the "time-saving state" after the big win game ends. In addition, if the game ball passes through the specific area 30d during a small win and the big win game starts, a bonus is given to the player to change the internal state to the "time-saving state" after the big win game ends. In addition, if a small win is won in the internal lottery during the "time-saving state", and the game ball passes through the specific area 30d during the small win and the big win game starts, the "time-saving state" continues (resumes) even after the big win game ends.

[0231] In this embodiment, the second special pattern has a higher probability of a small win than the first special pattern, but it is also possible to configure the system other than this embodiment in such a way that the degree of advantage regarding a small win is different between the first special pattern and the second special pattern, such as making it easier for the game ball to pass through the specific area 30d with the second special pattern than the first special pattern, or a small win is only won with the second special pattern.

[0232] [Special pattern change pre-processing] 14 is a flowchart showing an example of a procedure for the special symbol variation pre-processing. Each procedure will be explained below.

[0233] Step S2100: First, the main control CPU 72 checks whether the first special symbol activation memory count or the second special symbol activation memory count remains (is greater than 0). This check can be performed by referring to the value of the activation memory count counter stored in the RAM 76. If the activation memory counts of both the first special symbol and the second special symbol are 0 (No), the main control CPU 72 executes the demo setting process of step S2500.

[0234] Step S2500: In this process, the main control CPU 72 generates a demo performance command. The demo performance command is output to the performance control device 124 in the performance control output process (step S212 in FIG. 9). When the demo setting process is executed, the main control CPU 72 returns to the special symbol game process. When returning, the main control CPU 72 returns to the end address as described above (similarly thereafter).

[0235] On the other hand, if the value of the activation memory number counter for either the first special symbol or the second special symbol is greater than 0 (Yes), the main control CPU 72 next executes step S2200.

[0236] Step S2200: The main control CPU 72 executes a special symbol storage area shift process. In this process, the main control CPU 72 preferentially reads out the random numbers for lottery (jackpot determination random numbers, jackpot symbol random numbers, random number values ​​for first special symbol variation) stored in the random number storage area of ​​the RAM 76, which correspond to the second special symbol. At this time, if random numbers are stored in two or more sections (only the first special symbol applies), the main control CPU 72 reads out the random numbers in order from the first section, erases (consumes) them, and then moves (shifts) the remaining random numbers one by one to the previous section. The read out random numbers are stored, for example, in another temporary storage area. If no random numbers corresponding to the second special symbol are stored, the main control CPU 72 reads out the random numbers corresponding to the first special symbol and stores them in the temporary storage area. Each random number stored in the temporary storage area is used for an internal lottery in the next jackpot determination process. As a result, in this embodiment, the variable display of the second special symbol is performed preferentially over the first special symbol. In addition, the program may be such that random numbers are simply read out in the order in which they were stored, without providing such a priority for each special symbol. In this process, the main control CPU 72 subtracts one from the value of the activation memory number counter (the first special symbol or the second special symbol, whichever has been shifted for the random number) stored in the RAM 76, and sets the subtracted value to the "activation memory number at the start of fluctuation". As a result, the display mode of the memory number by the first special symbol activation memory lamp 34a or the second special symbol activation memory lamp 35a changes (decreases by one) in the above-mentioned display output management process (step S210 in FIG. 9). After completing the procedure up to this point, the main control CPU 72 next executes step S2300.

[0237] [Special pattern memory area shift processing] Fig. 15 is a flow chart showing an example of the procedure of the special symbol memory area shift process. In the previous special symbol variation pre-processing, if the value of the operation memory counter corresponding to the first special symbol or the second special symbol is greater than "0" (step S2100 in Fig. 14: Yes), the main control CPU 72 executes this special symbol memory area shift process. Each procedure will be explained below.

[0238] Step S2210: The main control CPU 72 checks whether the oldest of the currently existing operating memories corresponds to the first special symbol. That is, the memory area of ​​the RAM 76 is accessed, and if the oldest operating memory does not correspond to the first special symbol but corresponds to the second special symbol (No), the main control CPU 72 proceeds to step S2212.

[0239] Step S2212: The main control CPU 72 designates the second special symbol as the special symbol to be shifted in the memory area. This designation is performed by setting "02H" as the target symbol designation value, for example.

[0240] Step S2214: On the other hand, if the oldest working memory corresponds to the first special symbol (step S2210: Yes), the main control CPU 72 designates the first special symbol as the special symbol to be shifted in the memory area. In this case, the designation is performed by setting "01H" as the target symbol designation value, for example.

[0241] Step S2216: For the special symbol designated in either step S2212 or step S2214, the main control CPU 72 shifts the random number storage area of ​​the RAM 76. Note that the specific processing contents are as already described in the special symbol variation pre-processing.

[0242] Step S2218: Next, the main control CPU 72 subtracts the value of the working memory counter for the target special symbol. For example, if the target for shifting the memory area this time is the second special symbol, the main control CPU 72 subtracts (-1) from the value of the working memory counter corresponding to the second special symbol.

[0243] Step S2220: Then, the main control CPU 72 sets the "number of activation memories at the time of fluctuation start" from the value of the activation memory counter after subtraction. Note that here, for both the first special symbol and the second special symbol, the "number of activation memories at the time of fluctuation start" may be set after adding the values ​​of the activation memory counter.

[0244] Step S2222: The main control CPU 72 also checks whether the special symbol to be shifted this time is the second special symbol or not.

[0245] Step S2224: If the target is the second special symbol (step S2222: Yes), the main control CPU 72 sets an effect command for the second special symbol when the number of working memories decreases. The effect command set here is also generated as a one-word command, but its configuration is in contrast to the above-mentioned "effect command for the number of working memories increases." The performance command for when the number of working memories is reduced is created by adding the value of the lower byte (e.g., "00H" to "03H"), which indicates the number of working memories after reduction, to the preceding value of the upper byte (e.g., "BCH"), which indicates the type of command, and then adding (logical ORing) an additional value (e.g., "10H"), which means "a reduction in the number of working memories due to consumption." Therefore, by logically ORing the additional value "10H" with the lower byte, the second digit becomes "1," and this value indicates "the result of a reduction in the number of working memories (change information)." In other words, if the lower byte of the command is "13H," it indicates that the previous number of working memories, "4" (command notation is "14H"), has been reduced by one, and the current number of working memories is now "3" (command notation is "13H"). Similarly, if the lower byte is "12H" to "10H", it indicates that the previous activation memory count of "3" to "1" (command notation "13H" to "11H") has been decreased by one, resulting in the current activation memory count being "2" to "0" (command notation "12H" to "10H"). Note that the preceding value "BCH" above is a value indicating that the current performance command is an activation memory count command for the second special pattern.

[0246] Step S2226: If the current target is the first special symbol (step S2222: No), the main control CPU 72 sets an effect command for the first special symbol when the number of activation memories decreases. The command in this case is the same as the above except that the preceding value is a value (e.g., "BBH") that indicates that the number of activation memories is a command for the first special symbol.

[0247] Step S2228: Then, the main control CPU 72 executes a performance command output process. This process is for transmitting the performance command set in the previous step S2224 or step S2226 when the number of active memories is reduced to the performance control device 124 (memory number notification means). After completing the above steps, the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 14).

[0248] [Figure 14: See special pattern change pre-processing] Step S2300: The main control CPU 72 executes a jackpot determination process (internal lottery). In this process, the main control CPU 72 first sets a range of jackpot values ​​and determines whether the read random number value is included within this range (internal lottery execution means). If the read random number value is included within the range of jackpot values, the main control CPU 72 sets a jackpot flag (01H) and proceeds to step S2400.

[0249] If the big win flag is not set, the main control CPU 72 next sets a range of small win values ​​in the same big win determination process and judges whether the read random number value is included within this range (lottery execution means). The "small win" here is other than a non-win (miss), but has a different nature from the "big win". In other words, the "big win" generates an opportunity (a turning point in the game) to transition to the above-mentioned "time-saving state", but the "small win" does not generate such an opportunity. The "small win" is positioned as satisfying the condition for activating only the variable winning device 30 (it does not satisfy the condition for activating the condition device). Furthermore, if the game ball passes through the specific area 30d during the "small win", it is positioned as developing into a "big win" (it satisfies the condition for activating the condition device). In any case, if the read random number value is included within the range of the small win value, the main control CPU 72 sets the small win flag and then proceeds to step S2400. In this manner, in this embodiment, the range of jackpot values ​​and small jackpot values ​​is pre-defined in the program as the winning range other than non-winning, but a jackpot determination table and a small jackpot determination table for each state can be written in advance into ROM 74, and these can be read out and compared with the random value value to determine whether or not there is a jackpot.

[0250] Here, as a specific example, in this embodiment, in the internal lottery of the special symbol, when the special symbol is the first special symbol, the probability of winning a big win is set to about 1 in 319, and the probability of winning a small win is set to about 1 in 500. Also, when the special symbol is the second special symbol, the probability of winning a big win is set to about 1 in 319, and the probability of winning a small win is set to about 1 in 1. Therefore, when the internal lottery for the second special symbol is executed, it represents that a small win is almost always won. In order to satisfy these winning probabilities of a big win and a small win, the range of the big win value and the range of the small win value are set by the main control CPU 72 and compared with the read random number value. It is also possible to set the winning probability of a small win for the first special symbol to 0, and to win a small win only for the second special symbol.

[0251] Step S2400: The main control CPU 72 judges whether or not the value (01H) was set to the jackpot flag in the previous jackpot judgment process. If the value (01H) was not set to the jackpot flag (No), the main control CPU 72 next executes step S2402.

[0252] Step S2402: The main control CPU 72 judges whether or not the value (01H) was set in the small hit flag in the previous big hit judgment process. If the value (01H) is not set in the small hit flag (No), the main control CPU 72 next executes step S2404. The main control CPU 72 may determine whether it is a big hit (for example, set 01H) or a small hit (for example, set 0AH) based on the value of the common hit flag, without separately preparing a big hit flag and a small hit flag.

[0253] Step S2404: The main control CPU 72 executes a process for determining a stop symbol when a loss occurs. In this process, the main control CPU 72 sets stop symbol number data when a loss occurs by the first special symbol display device 34 or the second special symbol display device 35. In addition, the main control CPU 72 generates a stop symbol command and a lottery result command (when a loss occurs) to be sent to the performance control device 124. These commands are sent to the performance control device 124 in the performance control output process (step S212 in FIG. 9).

[0254] In this embodiment, since 7-segment LEDs are used for the first special symbol display device 34 and the second special symbol display device 35, for example, the display mode of the stop symbol when losing can be always set to only one segment (the central bar "-") being lit, and the stop symbol number data can be fixed to one value (for example, 64H). In this case, the memory capacity used in the program can be reduced, the processing load of the main control CPU 72 can be reduced, and the processing speed can be improved.

[0255] Step S2405: Next, the main control CPU 72 executes a process for determining a variation pattern at the time of failure. In this process, the main control CPU 72 determines a variation pattern number at the time of failure for the special symbol by lottery (variation pattern selection means). The variation pattern number is used to distinguish the type (pattern) of the variation display of the special symbol and corresponds to the variation time required for the variation display.

[0256] Here, except for the case where a fluctuation is made to execute a reach performance, the fluctuation time at the time of a loss may be shortened based on, for example, the "number of operation memories at the start of the fluctuation display (0 to 3)" set in step S2200 (for example, 0 operation memories at the start of the fluctuation display → about 12.5 seconds, 1 operation memory at the start of the fluctuation display → about 8 seconds, 2 operation memories at the start of the fluctuation display → about 5 seconds, 3 operation memories at the start of the fluctuation display → about 2.5 seconds). Note that the stopped display time of the pattern at the time of a loss is constant (for example, about 0.5 seconds) regardless of the fluctuation pattern. The main control CPU72 sets the determined value of the fluctuation time (at the time of a loss) to the fluctuation timer, and sets the value of the stopped display time at the time of a loss to the stopped pattern display timer.

[0257] In this embodiment, when the result of the internal lottery based on the special symbols is a non-win, the performance is controlled to generate a "reach performance" to result in a miss, or to not generate a "reach performance" to result in a miss. In addition, the "miss time change pattern selection table" pre-specifies change patterns corresponding to a plurality of types of performance, for example, "non-reach performance" and "reach performance", and when a non-win occurs, one of the change patterns is selected. Note that the reach performance includes various reach performances such as normal reach performance, long reach performance, and super reach performance.

[0258] The above steps S2404 and S2405 are control procedures when the big win determination result is a miss (other than a non-win), but if the determination result is a big win (step S2400: Yes) or a small win (step S2402: Yes), the main control CPU 72 executes the following procedure. First, the case of a big win will be explained.

[0259] Step S2410: The main control CPU 72 executes a process for determining a symbol to be stopped at a jackpot (a means for determining a type of winning). In this process, the main control CPU 72 determines the type of the winning symbol (a symbol number to be stopped at a jackpot) for each special symbol (first special symbol or second special symbol) based on the jackpot symbol random number. The relationship between the jackpot symbol random number value and the type of the winning symbol is specified in advance in a special symbol determination data table (a means for specifying a type of winning). Therefore, the main control CPU 72 can refer to the jackpot symbol selection table in the process for determining a symbol to be stopped at a jackpot and determine the type of the winning symbol based on the jackpot symbol random number from the stored contents.

[0260] [Winning design when hitting the jackpot] In this embodiment, there are two main types of winning symbols that are selectively determined when a jackpot is hit. The two types are the "first winning symbol" and the "second winning symbol." If the type of special symbol is the first special symbol, the winning type is determined to be the "first winning symbol," and if the type of special symbol is the second special symbol, the winning type is determined to be the "second winning symbol."

[0261] Furthermore, the first winning symbol includes a “two-round jackpot symbol”, and the second winning symbol includes a “two-round jackpot symbol”. In this embodiment, the winning symbol selected at the time of the jackpot is stored in the RAM 76.

[0262] [Special pattern jackpot stop pattern selection table] FIG. 16 is a diagram showing the configuration columns of the special symbol stop symbol selection table at the time of a big win.

[0263] As shown in FIG. 16(a), when the result of the current jackpot corresponds to the first special symbol, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number, and selectively determines the winning symbol shown in the first special symbol jackpot stop symbol selection table. In addition, in the first special symbol jackpot stop symbol selection table, as shown in the third column from the left, a command data of, for example, 2 bytes is specified as a stop symbol command at the time of winning. The stop symbol command is described, for example, as a combination of MODE value-EVENT value, and the MODE value "B1H" in the upper byte indicates that the current winning symbol is the one selected at the time of the first special symbol jackpot. In addition, the EVENT value "01H" in the lower byte indicates the type of winning symbol corresponding to the selection table.

[0264] And, if the result of this jackpot corresponds to the first special symbol, and the "2-round jackpot symbol" is selected as the winning symbol, the stop symbol command at the time of winning is described as "B1H01H". Also, in this embodiment, the number of judgment values ​​is allocated so that the rate at which the "2-round jackpot symbol" is selected when the jackpot is won is 100%.

[0265] In addition, if the "2-round jackpot pattern" is selected, the condition for ending the time-saving state is until the total number of times Special Chart 1 changes and the number of times Special Chart 2 changes reaches 108, or until the number of times Special Chart 2 changes reaches 100.

[0266] As shown in FIG. 16(b), when the current jackpot result corresponds to the second special symbol, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number, and selectively determines the winning symbol shown in the second special symbol jackpot stop symbol selection table. Similarly, the second special symbol jackpot stop symbol selection table also specifies, for example, 2-byte command data as the stop symbol command when winning, as shown in the third column from the left. Here, the stop symbol command is also written as a combination of the above MODE value-EVENT value, and the MODE value "B2H" in the upper byte indicates that the current winning symbol is the one selected when the second special symbol is jackpotted. Also, the EVENT value "01H" in the lower byte indicates the type of winning symbol corresponding to the selection table.

[0267] If the result of this jackpot corresponds to the second special symbol, the "2-round jackpot symbol" is selected as the winning symbol, and the stopping symbol command is written as "B2H01H".

[0268] In addition, when the "2-round jackpot pattern" is selected, the time-saving state C is selected as the time-saving state. Therefore, the end condition of the time-saving state is when the total number of fluctuations of the special chart 1 and the special chart 2 reaches 10,008 times, or when the number of fluctuations of the special chart 2 reaches 10,000 times.

[0269] As described above, when the main control CPU 72 selects a winning symbol from the special symbol jackpot stop symbol selection table, it generates a stop symbol command for that time. The generated stop symbol command is sent to the performance control device 124, for example, in the performance control output process. In addition, the main control CPU 72 determines the jackpot stop symbol number for the second special symbol based on the selected winning symbol.

[0270] [Figure 14: See special pattern change pre-processing] Step S2412: Next, the main control CPU 72 executes a process for determining a fluctuation pattern at the time of a jackpot. In this process, the main control CPU 72 determines the fluctuation pattern (fluctuation time and stop display time) of the first special symbol or the second special symbol by lottery based on the fluctuation pattern determination random number shifted in the previous step S2200. In addition, the main control CPU 72 sets the determined value of the fluctuation time in the fluctuation timer, and sets the value of the stop display time in the stop symbol display timer. In general, in the case of a jackpot reach fluctuation, a longer fluctuation time is determined than in the case of a miss.

[0271] In this embodiment, when the internal lottery results in a jackpot, for example, a "reach effect" is generated in the performance to cause the jackpot. In addition, the "jackpot time change pattern selection table" specifies change patterns corresponding to a plurality of types of "reach effects", and when a jackpot is reached, one of the change patterns is selected. Note that the reach effects include various reach effects such as normal reach effects, long reach effects, and special reach effects. In addition, when a win occurs while the time-saving function is in operation, a change pattern with a short change time (a change pattern without a reach effect) is selected, rather than a change pattern with a long change time.

[0272] A full rotation reach pattern is set as a selectable variation pattern when a jackpot is reached. The full rotation reach pattern is composed of pseudo variation 1, which is from when the pattern starts to vary until it temporarily stops, pseudo variation 2, which is from when the pattern starts to vary again after pseudo variation 1 until it temporarily stops, pseudo variation 3, which is from when the pattern starts to vary again after pseudo variation 2 until it temporarily stops, and pseudo variation 4, which is from when the pattern starts to vary again after pseudo variation 3 until it stops. In pseudo variation 4, a full rotation reach performance is performed in which the variation display is performed when the performance patterns are aligned, and a jackpot occurs with any combination.

[0273] Step S2414: Next, the main control CPU 72 executes other setting processing at the time of the jackpot. In this processing, the value (01H) of the time-saving flag corresponding to the time-saving states A to C may be set in the flag area of ​​the RAM 76 as a game state flag in accordance with the type of winning symbol (the number of symbols stopped at the time of the jackpot) determined in the previous step S2410 (time-saving state transition means, time-saving function activation means).

[0274] In addition, in the process of step S2414, the main control CPU 72 determines the display mode of the stop pattern (jackpot pattern) by the first special pattern display device 34 or the second special pattern display device 35 based on the jackpot stop pattern number. In addition, the main control CPU 72 generates a lottery result command (at the time of a jackpot) together with the above-mentioned stop pattern command (at the time of a jackpot). These stop pattern command and lottery result command are also transmitted to the performance control device 124 in the performance control output process.

[0275] Next, we will explain how to handle a small win.

[0276] Step S2407: The main control CPU 72 executes a process for determining a symbol to be stopped at a small win. In this process, the main control CPU 72 determines the type of winning symbol at a small win (symbol number to be stopped at a small win) based on the random number of the symbol for the big win. Similarly, the relationship between the random number of the symbol for the big win and the type of the winning symbol at a small win is previously specified in the selection table for the symbol to be stopped at a small win (a means for specifying a winning type). In this embodiment, the random number of the symbol for the big win is used to determine the winning symbol at a small win in order to reduce the load on the main control CPU 72, but a separate dedicated random number may be used.

[0277] [Winning design for small wins] In this embodiment, the winning symbol that is selectively determined upon a small win is only the "second winning symbol."

[0278] The second winning symbol includes a "10 round small winning symbol." In this embodiment, the winning symbol selected at the time of the small winning is stored in the RAM 76.

[0279] [Small hit stop symbol selection table] 17 is a diagram showing the configuration columns of the small win stop symbol selection table. The main control CPU 72 determines the type of winning symbol by referring to the small win stop symbol selection table (winning type definition means) shown in FIG.

[0280] As shown in FIG. 17, as a result of this small win, the second special symbol is determined to be a "10 round small win symbol." The special symbol small win stop symbol selection table also specifies, for example, 2-byte command data as the stop symbol command when winning, as shown in the third column from the left. Here, the stop symbol command is also written as a combination of the above MODE value-EVENT value, and the MODE values ​​"B1H" and "B2H" in the upper byte indicate that the current winning symbol was selected when the first special symbol and the second special symbol were small wins. The EVENT value "01H" in the lower byte indicates the type of winning symbol corresponding to each selection table.

[0281] And, if the result of this small win is that the "10 round small win pattern" is selected as the winning pattern, the stopping pattern command will be written as "B2H02H".

[0282] In addition, if the "10-round small win pattern" is selected, the condition for ending the time-saving state is until the total number of times Special Chart 1 changes and the number of times Special Chart 2 changes reaches 108, or until the number of times Special Chart 2 changes reaches 100.

[0283] As described above, when the main control CPU 72 selects a winning symbol from the small win stop symbol selection table, it generates a stop symbol command at that time. The generated stop symbol command is sent to the performance control device 124, for example, in the performance control output process. In addition, the main control CPU 72 determines the small win stop symbol number for the second special symbol based on the selected winning symbol.

[0284] [Figure 14: See special pattern change pre-processing] Step S2408: Next, the main control CPU 72 executes a process for determining a variation pattern at the time of a small win. In this process, the main control CPU 72 determines the variation pattern (variation time and stop display time) of the first special symbol or the second special symbol by lottery based on the variation pattern determination random number shifted in the previous step S2200 (variation pattern selection means). In addition, the main control CPU 72 sets the determined value of the variation time to the variation timer, and sets the value of the stop display time to the stop symbol display timer.

[0285] In this embodiment, when the result of the internal lottery is a small win, for example, a "reach performance" is generated in the performance to cause a small win. In the "small win time change pattern selection table", change patterns corresponding to multiple types of "reach performance" are specified, and when a small win is obtained, one of the change patterns is selected. Note that the reach performance includes various reach performances such as normal reach performance, long reach performance, and special reach performance. In addition, when a win occurs while the time reduction function is operating, a change pattern with a short change time (a change pattern without a reach performance) is selected, rather than a change pattern with a long change time.

[0286] Step S2409: Next, the main control CPU 72 executes other setting processing at the time of small win. In this processing, the main control CPU 72 determines the display mode of the stop pattern (small win pattern) by the second special pattern display device 35 based on the stop pattern number at the time of small win. In addition, the main control CPU 72 generates a stop pattern command and a lottery result command (at the time of small win) to be sent to the performance control device 124. These stop pattern command and lottery result command are also sent to the performance control device 124 in the performance control output processing.

[0287] Step S2415: Next, the main control CPU 72 executes special symbol variation start processing. In this processing, the main control CPU 72 selects variation pattern data based on the variation pattern number (miss / win). In addition, the main control CPU 72 sets the variation start flag of the special symbol in the flag area of ​​the RAM 76. Also, when the value of the time-saving flag (01H) is set, processing according to the time-saving state is executed. Then, the main control CPU 72 generates a variation start command for the special symbol to be transmitted to the performance control device 124. The variation start command for the special symbol is a command capable of identifying the variation pattern determined in steps S2405, S2408, and S2412. This variation start command for the special symbol is also transmitted to the performance control device 124 in the above-mentioned performance control output processing. After completing the above steps, the main control CPU 72 sets the special symbol variation processing (step S3000) as the next jump destination and returns to the special symbol game processing.

[0288] Step S2416: The main control CPU 72 executes a count-off counter value management process. In this process, the main control CPU 72 executes a process for updating the count-off counter value. Specifically, this process is performed as shown in FIG. 18. In FIG. 18, the main control CPU 72 resets the time-saving flag when the number of times the special symbol variation display has been performed in the time-saving state reaches a specified number of times. Therefore, in the final variation of the time-saving state, the time-saving state ends before the special symbol variation starts. This type of process may also be executed during the process of special symbol stop display.

[0289] [Figure 13: Processing during special symbol fluctuation, processing during special symbol stop display] In the special symbol variable process, the main control CPU 72 loads the variable timer value from the register to the timer counter as described above, and then decrements the timer counter value according to the passage of time (the number of clock pulse counts or the interrupt counter value).Then, while referring to the timer counter value, the main control CPU 72 controls the variable display of the special symbol as described above until the timer counter value becomes 0.When the timer counter value becomes 0, the main control CPU 72 sets the special symbol stop display process (step S4000) as the next jump destination.

[0290] In addition, in the special symbol stop display processing, the main control CPU 72 controls the stop display of the special symbol based on the stop symbol determined in the stop symbol determination processing (steps S2404, S2407, and S2410 in FIG. 14). In addition, the main control CPU 72 generates a symbol stop command to be sent to the performance control device 124. The symbol stop command is sent to the performance control device 124 in the above-mentioned performance control output processing. When the stopped symbol is displayed for a predetermined time in the special symbol stop display processing, the main control CPU 72 erases the symbol change flag.

[0291] [Counter value management process] 18 is a flowchart showing an example of a procedure for managing the number-of-times-cut counter value, which will be described below in accordance with the example procedure.

[0292] Step S2420: The main control CPU 72 executes a process of loading the number of times the first number of times counter (counter for counting the number of times the special symbol changes) or the second number of times counter (counter for counting the number of times the normal symbol changes). The first number of times counter is composed of a number of times counter corresponding to the first special symbol and a number of times counter corresponding to the second special symbol, and can count the number of times the first special symbol changes and the number of times the second special symbol changes separately. The "number of times counter value" is set in the time-saving count area of ​​the RAM 76 in the "time-saving state". In this embodiment, when transitioning to the "low probability time-saving state", the number of times counter related to the high probability state is not set, and the number of times counter related to the time-saving state is set to a predetermined value.

[0293] Step S2422: The main control CPU 72 checks whether the loaded counter value is 0. At this time, if the number of times cut counter value is already 0 (Yes), the main control CPU 72 returns to the special symbol game processing. On the other hand, if the number of times cut counter value is not 0 (No), the main control CPU 72 generates a number of times cut counter value command (time reduction number designation command, etc.), and then executes step S2424.

[0294] Step S2424: The main control CPU 72 decrements (subtracts 1 from) the number-of-times-cut counter value.

[0295] Step S2426: Then, the main control CPU 72 judges whether the subtraction result is 0. If the subtraction result indicates that the value of the number-of-times-off counter is 0 (Yes), the main control CPU 72 executes step S2428. On the other hand, if the value of the number-of-times-off counter is not 0 (No), the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 14).

[0296] Step S2428: The main control CPU 72 executes a process of resetting the flag when the number of times cut function is activated. In this embodiment, when the state is shifted to the "time-shortened state", the number of times cut counter related to the time-shortened state is set to a predetermined value, so that only the time-shortened flag is reset in this case.

[0297] After completing the above process, the main control CPU 72 returns to the special symbol variation pre-processing (FIG. 14). The number-of-times-cut counter value management process may be executed when the variation is stopped.

[0298] [Special pattern stop display processing] Next, Fig. 19 is a flowchart showing an example of a procedure for processing during the stop display of a special symbol. Each procedure will be described below.

[0299] Step S4100: The main control CPU 72 subtracts (decrements by the interrupt period) the value of the stopped symbol display timer.

[0300] Step S4200: Then, the main control CPU 72 judges whether the stopped display time has ended based on the value of the stopped symbol display timer subtracted this time. Specifically, if the value of the stopped symbol display timer is not 0 or less, the main control CPU 72 judges that the stopped display time has not yet ended (No). In this case, the main control CPU 72 returns to the special symbol game processing, and jumps from the execution selection processing (step S1000 in FIG. 13) in the next interruption period to repeatedly execute the special symbol stopped display processing.

[0301] On the other hand, if the value of the stop symbol display timer is 0 or less, the main control CPU 72 It is determined that the time has elapsed (Yes), In this case, the main control CPU 72 next executes step S4250.

[0302] Step S4250: The main control CPU 72 generates a symbol stop command and a stop display time end command. The symbol stop command and the stop display time end command are sent to the performance control device 124 in the performance control output process. The main control CPU 72 also erases the symbol changing flag here. The "stop display time end command" is a command indicating that the stop display time of the special symbol has ended (elapsed).

[0303] Step S4300: Here, the main control CPU 72 checks whether the value of the big win flag (01H) is set. If the value of the big win flag (01H) is set (Yes), the main control CPU 72 next executes step S4350.

[0304] [When elected] Step S4350: The main control CPU 72 sets the jump destination of the jump table to "variable winning device management process". The main control CPU 72 executes a process to set various functions to inactivation in this process. Specifically, the time-saving function is deactivated. As a result, the state is shifted to the normal state (non-time-saving state) before the special game (big role) starts.

[0305] When the above procedure is completed at the time of a big win, the main control CPU 72 returns to the special symbol game processing.

[0306] [If not elected] In contrast, in cases other than a jackpot, the following procedure is executed. That is, if the main control CPU 72 determines in step S4300 that the value of the jackpot flag (01H) is not set (No), it then executes step S4600.

[0307] Step S4600: The main control CPU 72 next checks whether the value of the small hit flag (01H) is set. If the value of the small hit flag (01H) is not set and it is simply a miss (No), the main control CPU 72 next executes step S4602. On the other hand, if the value of the small hit flag (01H) is set (Yes), the main control CPU 72 next executes step S4605.

[0308] Step S4602: The main control CPU 72 sets the address of the special symbol variation pre-processing (step S2000 in FIG. 13) as a jump destination address of the jump table. Then, the main control CPU 72 next executes step S4610.

[0309] Step S4605: If the value of the small win flag (01H) is set (step S4600: Yes), the main control CPU 72 sets the address of the variable winning device management process as the jump destination address of the jump table.

[0310] [Display output management process] Next, Fig. 20 is a flow chart showing an example of the configuration of the display output management process (step S210 in Fig. 9) executed in the interrupt management process. The display output management process includes a subroutine group of a special symbol display setting process (step S1200), a normal symbol display setting process (step S1210), a status display setting process (step S1220), an operation memory display setting process (step S1230), and a continuous operation count display setting process (step S1240).

[0311] Of these, the special pattern display setting process (step S1200), the normal pattern display setting process (step S1210), and the operation memory display setting process (step S1230) are processes which, as already mentioned, generate and output drive signals to be applied to each LED of the first special pattern display device 34, the second special pattern display device 35, the normal pattern display device 33, the normal pattern operation memory lamp 33a, the first special pattern operation memory lamp 34a, and the second special pattern operation memory lamp 35a.

[0312] The state display setting process (step S1220) and the continuous operation count display setting process (step S1240) are processes for generating and outputting drive signals to be applied to each LED of the game state display device 38. First, in the state display setting process, the main control CPU 72 controls the lighting of the time-saving state display lamp 38e according to the value of the time-saving flag. For example, if the value (01H) is set in the time-saving flag when the pachinko machine 1 is powered on, the main control CPU 72 outputs a lighting signal to the LED corresponding to the time-saving state display lamp 38e, regardless of whether the power is turned on or not. Furthermore, the main control CPU 72 controls the lighting of the launch position designation lamp 38f according to the special game management status. For example, when the variable winning device 30 is in an operating state due to a big win game or a small win game, the main control CPU 72 outputs a lighting signal to the LED corresponding to the launch position designation lamp 38f. Furthermore, if the time-saving flag is set to a value (01H), the main control CPU 72 outputs a lighting signal to the LED corresponding to the launch position designation lamp 38f in addition to the time-saving state display lamp 38e. When the game transitions to the "time-saving state" after a jackpot game, the launch position designation lamp 38f is lit from the start of the jackpot game until the "time-saving state" ends, and is turned off when the "time-saving state" ends.

[0313] In addition, the main control CPU 72 controls the lighting of the jackpot type display lamps 38a, 38b in the continuous operation count display setting process. Specifically, the main control CPU 72 outputs a lighting signal to one of the jackpot type display lamps 38a, 38b based on the value of the continuous operation count status. At this time, the target to which the lighting signal is output is one of the display lamps 38a, 38b corresponding to the jackpot pattern specified by the value of the continuous operation count status. For example, if the value of the continuous operation count status specifies "2 rounds", the main control CPU 72 outputs a lighting signal to the lamp 38b representing "2 rounds (2R)". Furthermore, if the value of the continuous operation count status specifies "1 round", the main control CPU 72 outputs a lighting signal to the lamp 38a representing "1 round (1R)".

[0314] [Variable prize device management processing] Next, the details of the variable winning device management process will be described. Fig. 21 is a flow chart showing an example of the configuration of the variable winning device management process. The variable winning device management process includes a group of subroutines, including a game process selection process (step S5100), a large winning hole opening pattern setting process (step S5200), a large winning hole opening / closing operation process (step S5300), a large winning hole closing process (step S5400), and an end process (step S5500).

[0315] Step S5100: In the game process selection process, the main control CPU 72 selects the jump destination of the process to be executed next (one of steps S5200 to S5500). That is, the main control CPU 72 selects the program address of the process to be executed next from the jump table as the jump destination address, and sets the end of the variable winning device management process as the return address in the stack pointer. Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the operation (opening and closing operation) of the variable winning device 30 has not yet started, the main control CPU 72 selects the large prize opening pattern setting process (step S5200) as the next jump destination. On the other hand, if the large prize opening pattern setting process has already been completed, the main control CPU 72 selects the large prize opening opening and closing operation process (step S5300) as the next jump destination, and if the large prize opening and closing operation process has been completed, the main control CPU 72 selects the large prize opening closing process (step S5400) as the next jump destination. In addition, when the special prize opening / closing process and the special prize opening closing process are repeatedly executed for the set number of consecutive operations (number of rounds), the main control CPU 72 selects the end process (step S5500) as the next jump destination. Each process will be described in more detail below.

[0316] [Big prize opening pattern setting process] Fig. 22 is a flow chart showing an example of a procedure for setting a pattern of the large prize opening. This procedure is for setting conditions such as the number of times the variable prize opening device 30 is opened and closed when a large prize is won or when a small prize is won, and the time for each opening. Each procedure will be explained below.

[0317] Step S5202: The main control CPU 72 checks whether the value of the big win flag (01H) is set. If the result of this check is that the value of the big win flag (01H) is set (Yes), the main control CPU 72 next executes step S5203. On the other hand, if the value of the big win flag (01H) is not set (No), that is, if the value of the small win flag (01H) is set, the main control CPU 72 next executes step S5204.

[0318] Step S5203: The main control CPU 72 executes a process for setting a large prize opening pattern at the time of a big win. In this process, a large prize opening pattern corresponding to a winning symbol at the time of a big win is set based on a large prize opening pattern setting table by symbol at the time of a big win. The specific contents of the process will be described later with reference to another flowchart. The main control CPU 72 then executes step S5205.

[0319] Step S5204: The main control CPU 72 executes a process for setting a large prize opening pattern when a small prize is won. In this process, the opening pattern of the large prize opening is set based on a small prize opening pattern setting table for each symbol. The specific process will be described later with reference to another flowchart. The main control CPU 72 then executes step S5205.

[0320] Step S5205: After completing the above steps, the main control CPU 72 sets the next jump destination to the large prize opening opening / closing operation processing, and returns to the variable prize device management processing.

[0321] [Setting the pattern for opening the big prize hole when hitting the jackpot] 23 is a flowchart showing an example of a procedure for setting a large prize opening pattern when a big win occurs. The contents will be explained below along with the procedure example.

[0322] Step S5210: The main control CPU 72 operates the condition device and the accessory continuous operation device. Here, the "condition device" is a device whose operation is a necessary condition for the operation of the accessory continuous operation device, and the "accessory continuous operation device" is a device that can continuously operate the variable winning device 30. Therefore, unless this condition device is operating, the variable winning device 30 will not operate in a big win game. The main control CPU 72 then executes step S5212.

[0323] Step S5212: The main control CPU72 sets "big role start (during jackpot play)" as an internal state flag for control. The main control CPU72 also sets the value of the continuous operation count status according to the type of jackpot symbol. In this embodiment, a value representing "2 rounds" is set in the continuous operation count status according to the type of jackpot symbol. The main control CPU72 also generates a state command representing a jackpot. The state command representing a jackpot is transmitted to the performance control device 124 in the performance control output process described above. The main control CPU72 then executes step S5214.

[0324] Step S5214: The main control CPU 72 executes a process for selecting an opening pattern for each symbol when a jackpot is hit. In this process, the main control CPU 72 refers to a setting table for setting an opening pattern for each symbol when a jackpot is hit, and selects an opening pattern corresponding to the type of winning symbol related to the special symbol. Here, the opening pattern represents a setting for operating the variable winning device 30, such as the number of rounds to be performed, the opening time, the interval time, and the like. The main control CPU 72 then executes step S5216.

[0325] Step S5216: The main control CPU 72 sets the operation of the variable winning device 30. Specifically, the main control CPU 72 sets the type of the variable winning device to be operated for each round (1st round to final round) during the big win game in the variable winning device 30 based on the opening pattern corresponding to the winning symbol. The main control CPU 72 then executes step S5218.

[0326] Step S5218: The main control CPU 72 sets the number of rounds to be executed. Specifically, the main control CPU 72 sets the number of rounds to be executed during the big win game based on the opening pattern corresponding to the winning symbol. In this embodiment, two rounds are set as the number of rounds to be executed. The main control CPU 72 then executes step S5220.

[0327] Step S5220: The main control CPU 72 sets a jackpot opening timer. Specifically, the main control CPU 72 sets the opening time (opening timer) for each opening of the large prize opening for each round during a jackpot. In this embodiment, the opening time is set for each round based on the opening time of the opening pattern corresponding to the winning symbol during a jackpot. For example, the opening time for opening the large prize opening is set to 29.0 seconds. Therefore, if the value of the opening timer is set to about 29.0 seconds, the opening time will be set to the first large prize during one opening. This is a sufficient time for a winning ball to easily land in the mouth (for example, the time for 10 or more game balls to be shot by the shot control board set 174, preferably 6 seconds or more). The main control CPU 72 then executes step S5222.

[0328] Step S5222: The main control CPU 72 sets an interval timer at the time of a jackpot. Specifically, the main control CPU 72 sets a waiting time (interval timer) between rounds at the time of a jackpot. In this embodiment, the interval timer for the opening pattern is set to 1.0 seconds. For example, after the opening of the jackpot opening between the first and second rounds is completed and the jackpot opening is temporarily closed, an interval timer of about 1.0 seconds is set. The main control CPU 72 then executes step S5224.

[0329] Step S5224: The main control CPU 72 generates a continuous operation count command. The continuous operation count command can be generated based on the number of execution rounds set in the previous process (step S5218). Therefore, based on the number of execution rounds "2R" of the opening pattern corresponding to the winning symbol at the time of the jackpot, the continuous operation count command generates a value representing "2 rounds". The generated continuous operation count command is transmitted to the performance control device 124 in the above-mentioned performance control output process.

[0330] After completing the above steps, the main control CPU 72 returns to the special prize opening pattern setting process (FIG. 22).

[0331] [Setting the large prize opening pattern when hitting a small prize] 24 is a flowchart showing an example of a procedure for setting a large prize opening pattern when a small prize is won. The following describes the procedure.

[0332] Step S5252: The main control CPU 72 sets "small win start (small win game in progress)" as an internal state flag on the control. The main control CPU 72 also generates a state command representing a small win. The state command representing a small win is transmitted to the performance control device 124 in the performance control output process. The main control CPU 72 then executes step S5254.

[0333] Step S5254: The main control CPU 72 executes a small win opening pattern selection process. In this process, the main control CPU 72 refers to a small win opening pattern setting table and selects an opening pattern. Here, the opening pattern represents a setting for operating the variable winning device 30, such as the number of openings, the opening time, the interval time, and the like. The main control CPU 72 then executes step S5256.

[0334] Step S5256: The main control CPU 72 sets the operation of the variable winning device 30. Specifically, the main control CPU 72 sets the type of the variable winning device to be operated during the small win in the variable winning device 30 based on the opening pattern corresponding to the small win. The main control CPU 72 then executes step S5258.

[0335] Step S5258: The main control CPU 72 sets the number of openings. Specifically, the main control CPU 72 sets the number of openings to be performed during a small win based on the opening pattern corresponding to the small win. In this embodiment, the number of openings of the opening pattern corresponding to the small win is set to 1. The main control CPU 72 then executes step S5260.

[0336] Step S5260: The main control CPU 72 sets the small win opening timer. Specifically, the main control CPU 72 sets the opening time (opening timer) per opening of the large prize opening based on the opening pattern corresponding to the small win. In this embodiment, 0.5 seconds or 1.8 seconds is set based on the opening time of the opening pattern corresponding to the small win. The main control CPU 72 then executes step S5262.

[0337] Step S5262: The main control CPU 72 sets an interval timer for a small win. Specifically, the main control CPU 72 sets a waiting time (interval timer) between openings of the large prize opening based on the opening pattern corresponding to the small win. In this embodiment, since the large prize opening is opened once, the interval timer is not set (0.0 seconds is set). The main control CPU 72 then executes step S5264.

[0338] Step S5264: The main control CPU 72 sets the opening timer of the specific area 30d. Specifically, the main control CPU 72 sets the opening time (opening timer) of the specific area 30d based on the opening pattern corresponding to the small win. In this embodiment, since the specific area 30d is always open, this process is omitted.

[0339] After completing the above steps, the main control CPU 72 returns to the special prize opening pattern setting process (FIG. 22).

[0340] [Big prize opening and closing process] 25 is a flow chart showing an example of a procedure for processing the opening and closing operation of the large prize opening. This process is mainly for controlling the opening and closing operation of the variable prize winning device 30. The procedure will be described below.

[0341] Step S5302: The main control CPU 72 checks whether the current internal state is "big role in progress". Specifically, the main control CPU 72 accesses the flag buffer of the RAM 76, and checks whether the current internal state is "big role in progress" based on whether the flag "big role in progress (big win game in progress)" is set as the internal state flag for control. The flag "big role in progress (big win game in progress)" is set by the main control CPU 72 during the previous process (big win time big prize opening opening pattern setting process: step S5212) or during the specific area passing process described later. If the result of this check is that the current internal state is "big role in progress" (Yes), the main control CPU 72 next executes step S5306. On the other hand, if the current internal state is not "big role in progress" (No), the main control CPU 72 next executes step S5304.

[0342] Step S5304: The main control CPU 72 executes the process of opening and closing the large prize opening at the time of a small win. In this process, the main control CPU 72 operates the variable prize winning device 30 to open and close the large prize opening 30b based on the set opening pattern (outputs a drive signal to be applied to the large prize opening solenoid 89). The specific contents of the process will be described later with reference to another flowchart.

[0343] Step S5306: The main control CPU 72 executes the process of opening and closing the large prize opening at the time of the big win. In this process, the main control CPU 72 operates the variable prize winning device 30 to open and close the large prize opening 30b based on the set opening pattern (outputs a drive signal to be applied to the large prize opening solenoid 89). The specific contents of the process will be described later with reference to another flowchart.

[0344] After completing the above steps, the main control CPU 72 returns to the variable winning device management process (FIG. 21).

[0345] [Processing the opening and closing of the large prize winning hole when a small win occurs] 26 is a flowchart showing an example of the procedure for processing the opening and closing operation of the large prize winning port when a small prize is won. The contents will be explained below along with the procedure example.

[0346] Step S5310: The main control CPU 72 opens the special prize opening 30b. Specifically, a drive signal is output to be applied to the special prize opening solenoid 89. This activates the variable prize winning device 30 and transitions from a closed state to an open state. The main control CPU 72 then executes step S5310b. If the special prize opening 30b has already been opened, the main control CPU 72 executes step S5316.

[0347] Step S5312: The main control CPU 72 executes an opening timer countdown process. Specifically, the main control CPU 72 executes the countdown of the timer set in the previous process (step S5260, step S5264, and step S5266 of the small win large prize opening pattern setting process (in FIG. 24)). The main control CPU 72 then executes step S5313.

[0348] Step S5314: The main control CPU 72 executes a specific area opening / closing operation process. In this process, the main control CPU 72 executes a process of outputting a drive signal to be applied to the inlet opening solenoid 86 to open or close the specific area 30d based on the set opening pattern. The main control CPU 72 then executes step S5316. In this embodiment, the specific area 0d is always open, so this process is omitted.

[0349] Step S5316: The main control CPU 72 checks whether the opening time of the large prize opening 30b has ended. Specifically, it checks whether the value of the opening timer for the large prize opening 30b after the countdown process is equal to or less than 0. If the result of this check is that the opening time of the large prize opening 30b has ended (Yes), the main control CPU 72 then executes step S5322. On the other hand, if the opening time of the large prize opening 30b has not ended (No), the main control CPU 72 then executes step S5317a.

[0350] Step S5317a: The main control CPU 72 checks whether or not a game ball has entered the large prize opening 30b. Specifically, it checks whether or not a winning detection signal has been input from the count switch 84. If the result of this check is that a game ball has entered the large prize opening 30b (Yes), the main control CPU 72 then executes step S5318. On the other hand, if a game ball has not entered the large prize opening 30b (No), the main control CPU 72 returns to the variable prize opening device management process. Then, when the variable prize opening device management process is next executed, the jump destination is currently set to the large prize opening opening opening operation process (FIG. 25), so the main control CPU 72 repeatedly executes the above steps S5310 to S5316.

[0351] Step S5318: The main control CPU 72 executes a winning ball count process. In this process, the number of game balls that have won in the variable winning device 30 (the large winning port that is open) during the opening time is counted. Specifically, the main control CPU 72 increments the value of the count number based on the winning detection signal input from the count switch 84 during the opening time. The main control CPU 72 then executes step S5320.

[0352] Step S5320: The main control CPU72 checks whether the current count is less than a predetermined number (10). This predetermined number, as described above, determines the upper limit of the number of winning balls (upper limit of the number of winning balls) permitted per opening (per small win). If the count has not yet reached the predetermined number (Yes), the main control CPU72 returns to the variable winning device management process. Then, when the variable winning device management process is next executed, the jump destination is currently set to the large winning opening opening and closing operation process (FIG. 25), so the main control CPU72 repeatedly executes the above steps S5310 to S5320.

[0353] When it is determined in step S5316 above that the open time has elapsed (Yes), or when it is confirmed in step S5320 that the count has reached a predetermined number (No), the main control CPU 72 then executes step S5322.

[0354] Step S5322: The main control CPU 72 closes the special prize opening 30b. Specifically, the output of the drive signal applied to the special prize opening solenoid 89 is stopped. This causes the variable prize device 30 to return from the open state to the closed state. The main control CPU 72 then executes step S5324.

[0355] Step S5324: The main control CPU72 checks whether the specific area passing flag is ON. Specifically, the main control CPU72 accesses the flag buffer area of ​​the RAM76 and checks whether the specific area passing flag is ON based on whether the value of the specific area passing flag is 01H. If the result of this check is that the specific area passing flag is ON (Yes), that is, if the game ball passes through the specific area 30d while the big prize opening is open during the small win, the main control CPU72 next executes step S5326. On the other hand, if the specific area passing flag is not ON (No), that is, if the game ball does not pass through the specific area 30d while the big prize opening is open during the small win, the main control CPU72 next executes step S5328.

[0356] Step S5326: The main control CPU72 executes a process when passing through a specific area. In this process, the main control CPU72 executes a process of operating the condition device and the accessory continuous operation device and continuously operating the variable winning device 30, that is, a process of starting a big win game, based on the game ball passing through the specific area 30d during a small win. The specific contents of the process will be described later with reference to another flowchart. The main control CPU72 then executes step S5328.

[0357] Step S5328: The main control CPU 72 sets the next jump destination to the large prize opening closing process and returns to the large prize opening opening opening operation process (FIG. 25). Then, when the variable prize device management process is executed next, the main control CPU 72 executes the large prize opening closing process next.

[0358] [Processing when passing through a specific area] 27 is a flowchart showing an example of a procedure for processing when passing through a specific area. The contents will be described below along with the example of the procedure.

[0359] Step S5350: The main control CPU 72 resets the small win flag. Specifically, the main control CPU 72 accesses the flag buffer area of ​​the RAM 76 and resets the value of the small win flag to 00H. The main control CPU 72 then executes step S5352.

[0360] Step S5352: The main control CPU 72 declares the end of the small win. Specifically, the main control CPU 72 erases "small win in progress" from the internal state flag, and declares the end of the small win as the internal state in the control process. The main control CPU 72 then executes step S5354.

[0361] Step S5354: The main control CPU 72 operates the condition device and the accessory continuous operation device. This allows the variable winning device 30 to be continuously operated, and the big win game can be started. The main control CPU 72 then executes step S5356.

[0362] Step S5356: The main control CPU 72 sets "big role start (during jackpot play)" as an internal state flag for control. The main control CPU 72 also sets the value of the continuous operation count status according to the type of jackpot symbol. In this embodiment, a value representing "10 rounds" is set in the continuous operation count status according to the type of jackpot symbol. The main control CPU 72 also generates a state command representing a jackpot. The state command representing a jackpot is transmitted to the performance control device 124 in the performance control output process described above. The main control CPU 72 then executes step S5358.

[0363] Step S5358: The main control CPU72 executes a process for selecting an opening pattern for each symbol when passing through a specific area. In this process, the main control CPU72 refers to a table for setting an opening pattern for each symbol when passing through a specific area, and selects an opening pattern corresponding to the type of winning symbol for the special symbol when a small win occurs. For example, for the second special symbol, an opening pattern is selected in which the type of variable winning device to be operated is only the variable winning device 30, and the number of execution rounds is 10 rounds. Note that this number of execution rounds includes the operation of the variable winning device 30 that was opened in a small win, so in the big win game that will start from now, 9 rounds, which is 10 rounds minus 1 round, represents the number of rounds in the actual big win game. Then, an opening pattern is selected in which the opening time for opening the big win port per round is 29.0 seconds, and the interval time provided between each round is 1.0 second. The main control CPU72 then executes step S5350.

[0364] Step S5360: The main control CPU72 sets the operation of the variable winning device 30. Specifically, the main control CPU72 sets the type of the variable winning device to be operated for each round (2nd round to final round) during the big win game based on the opening pattern corresponding to the winning pattern related to the special pattern when the small win is hit, in the variable winning device 30. In this embodiment, the opening pattern corresponding to the winning pattern related to the special pattern when all small wins are hit opens the big win port in the 2nd round to the final round, so the operation of the variable winning device 30 is set. The main control CPU72 then executes step S5362.

[0365] Step S5362: The main control CPU72 sets the number of rounds to be executed. Specifically, the main control CPU72 sets the number of rounds to be executed during the big win game based on the opening pattern corresponding to the winning symbol related to the special symbol when the small win is hit. In this embodiment, the number of rounds to be executed for the opening pattern corresponding to the winning symbol related to the special symbol when all small wins are hit is set to 2 rounds for the first special symbol and 2 rounds for the second special symbol. The main control CPU72 then executes step S5364.

[0366] Step S5364: The main control CPU72 sets a big win opening timer. Specifically, the main control CPU72 sets an opening time (opening timer) for each opening of the big win opening for each round at the time of the big win. In this embodiment, the opening time is set for each round based on the opening time of the opening pattern corresponding to the winning symbol for the special symbol when a small win occurs. For example, the opening time for opening the big win opening is set to 29.0 seconds. The main control CPU72 then executes step S5366.

[0367] Step S5366: The main control CPU 72 sets an interval timer at the time of a big win. Specifically, the main control CPU 72 sets a waiting time (interval timer) between rounds at the time of a big win. In this embodiment, 1.0 seconds is set as the interval timer of the opening pattern corresponding to the winning pattern for the special pattern when a small win occurs. For example, after the opening of the big prize winning port between the second and third rounds is completed and the port is temporarily closed, an interval timer of about 1.0 seconds is set. The main control CPU 72 then executes step S5368. In addition, the waiting period (interval period) from the end of the small win to the start of the big win is also set in the interval timer.

[0368] Step S5368: The main control CPU 72 generates a continuous operation count command. The continuous operation count command can be generated based on the number of execution rounds set in the previous process (step S5362). Therefore, based on the number of execution rounds "10R" of the opening pattern corresponding to the winning pattern related to the special pattern when a small win occurs, the continuous operation count command generates a value representing "10 rounds". The generated continuous operation count command is transmitted to the performance control device 124 in the above-mentioned performance control output process.

[0369] Step S5370: The main control CPU 72 executes a process for setting the time-saving function for each symbol when passing through a specific area. In this process, the value of the time-saving function activation flag (01H) is set in the flag area of ​​the RAM 76 as a game state flag corresponding to the winning symbol for the special symbol when the small win occurs (time-saving state transition means, time-saving function activation means).

[0370] After completing the above steps, the main control CPU 72 returns to the process of opening and closing the large prize opening when a small prize is won (FIGS. 26 and 21).

[0371] [Big prize opening and closing process at the time of big win] 28 is a flow chart showing an example of the procedure for processing the opening and closing operation of the big winning hole when a big win occurs. The following describes the procedure.

[0372] Step S5380: The main control CPU 72 opens the special prize opening 30b. Specifically, the main control CPU 72 outputs a drive signal to be applied to the special prize opening solenoid 89. This activates the variable prize device 30 and transitions from a closed state to an open state. The main control CPU 72 then executes step S5382.

[0373] Step S5382: The main control CPU 72 executes an open timer countdown process. Specifically, the main control CPU 72 executes the countdown of the open timer set in the previous process. The main control CPU 72 then executes step S5386.

[0374] Step S5386: The main control CPU72 checks whether the opening time of the large prize opening 30b has ended. Specifically, it checks whether the value of the opening timer for the large prize opening 30b after the countdown process is 0 or less. If the result of this check is that the opening time of the large prize opening 30b has ended (Yes), the main control CPU72 next executes step S5392. On the other hand, if the opening time of the large prize opening has not ended (No), the main control CPU72 next executes step S5388.

[0375] Step S5388: The main control CPU 72 executes a winning ball count process. In this process, the number of game balls that have won in the variable winning device 30 (the large winning port that is open) during the opening time is counted. Specifically, the main control CPU 72 increments the value of the count number based on the winning detection signal input from the count switch 84 during the opening time. The main control CPU 72 then executes step S5390.

[0376] Step S5390: The main control CPU72 checks whether the current count is less than a predetermined number (9 balls). This predetermined number, as described above, determines the upper limit of the number of winning balls (upper limit of the number of winning balls) permitted per opening (one round during a big win). If the count has not yet reached the predetermined number (Yes), the main control CPU72 returns to the variable winning device management process. Then, when the variable winning device management process is next executed, the jump destination is currently set to the big winning opening opening and closing operation process, so the main control CPU72 repeatedly executes the above steps S5380 to S5390.

[0377] When it is determined in step S5386 above that the open time has elapsed (Yes), or when it is confirmed in step S5390 that the count has reached a predetermined number (No), the main control CPU 72 then executes step S5392.

[0378] Step S5392: The main control CPU 72 closes the special prize opening. Specifically, the output of the drive signal applied to the special prize opening solenoid 89 is stopped. This causes the variable prize device 30 to return from the open state to the closed state. The main control CPU 72 then executes step S5324.

[0379] Step S5394: The main control CPU 72 executes interval waiting processing. Specifically, the main control CPU 72 executes countdown of the interval timer set in the previous processing (step S5222 of the large prize opening pattern setting processing at the time of big win (in FIG. 23) or step S5366 of the processing at the time of passing a specific area (in FIG. 27)). The main control CPU 72 then executes step S5314. Then, when the value of the interval timer becomes 0 or less, the main control CPU 72 proceeds to step S5395. Although not shown here, the main control CPU 72 returns to the end address of the variable prize device management processing (FIG. 21) that is the call source from step S5394 at each interruption until the interval time has elapsed (until the interval timer value becomes 0). Then, when the large prize opening / closing operation processing is executed at the next call, step S5394 is executed directly, not from the first step S5380.

[0380] Step S5395: The main control CPU 72 increments the value of the opening number counter. Note that the value of the opening number counter is stored in the count area of ​​the RAM 76, for example, with the initial value set to 0.

[0381] Step S5396: The main control CPU 72 checks whether the value of the opening count counter after increment has reached the number of times set in the current round. Here, the reason why the "number of times set in the current round" is judged is to correspond to an opening pattern of, for example, "opening the variable winning device 30 multiple times in one round during a big win". In this embodiment, since such an opening pattern is not adopted in particular, the "number of times set in the current round" is set to one time for each round. Therefore, since the counter value usually reaches the number of times set in one opening and closing operation (Yes), the main control CPU 72 proceeds to step S5398.

[0382] In addition, when a pattern in which multiple opening and closing operations are repeated within one round as described above is adopted, the counter value has not yet reached the set number of times at the end of one opening (No). In this case, when the main control CPU72 returns to the variable prize winning device management process, the jump destination is currently set to the large prize opening opening and closing operation process, so the above steps S5380 to S5390 are repeatedly executed. As a result, the opening count counter is incremented in step S5395, and when the counter value reaches the set number of times (Yes), the main control CPU72 next proceeds to step S5398.

[0383] Step S5398: The main control CPU 72 sets the next jump destination to the large prize opening closing process and returns to the large prize opening opening opening operation process (FIG. 25). Then, when the variable prize device management process is executed next, the main control CPU 72 executes the large prize opening closing process next.

[0384] [Big prize gate closure process] Fig. 29 is a flow chart showing an example of the procedure of the large prize opening closing process. This large prize opening closing process is for continuing or terminating the operation of the variable prize winning device 30. The procedure will be explained below.

[0385] Step S5401: First, the main control CPU 72 checks whether or not the current game is a big win (big win game), and if it is (Yes), the main control CPU 72 next executes step S5402.

[0386] Step S5402: The main control CPU 72 increments the round number counter. As a result, for example, when the first round ends and the second round starts, the value of the round number counter is "1". If the game ball passes through the specific area 30d during a small win and a big win game starts after the small win ends, the opening of the big win opening at the time of the small win is treated as the first round, and the first round in which the big win game starts is treated as the second round.

[0387] Step S5404: The main control CPU 72 checks whether the incremented value of the round number counter has reached the set number of rounds to be executed. Specifically, the main control CPU 72 refers to the incremented value of the round number counter (1 to 7, 1 to 10), and if the value is less than the set number of rounds to be executed (6 after subtracting 1, or 9) (No), it then executes step S5405.

[0388] Step S5405: The main control CPU 72 generates a round number command from the current value of the round number counter. This command is transmitted to the performance control device 124 in the performance control output process as described above. The performance control device 124 can check the current number of rounds based on the received round number command.

[0389] Step S5406: The main control CPU 72 sets the next jump destination to the big prize opening opening / closing operation processing.

[0390] Step S5408: Then, the main control CPU 72 resets the winning ball number counter, and returns to the variable winning device management process.

[0391] When the main control CPU72 next executes the variable prize device management process, in the game process selection process (step S5100 in FIG. 21), the main control CPU72 executes the next jump destination, the special prize opening opening / closing operation process. After the special prize opening opening / closing operation process is executed, the main control CPU72 executes the special prize opening closing process again, and repeats the above steps S5402 to S5408. As a result, the actual number of rounds is set. The opening and closing operation of the variable winning device 30 is continuously performed until the number of executed rounds (15 or 16) is reached.

[0392] If the actual number of rounds reaches the set number of rounds to be executed (step S5404: Yes), the main control CPU 72 then executes step S5410.

[0393] Step S5410, Step S5412: In this case, the main control CPU 72 resets the round number counter (=0) and sets the next jump destination to the end process.

[0394] Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process. As a result, when the main control CPU 72 executes the variable winning device management process next time, the end process will be selected this time.

[0395] [Small hit] In contrast, in the case of a small hit, the following procedure is followed (special operation execution means). Step S5411: When the main control CPU 72 confirms that the current game is not a big win (step S5401: No), it increments the value of the opening number counter.

[0396] Step S5413: Next, the main control CPU72 checks whether the value of the opening count counter after increment has reached the set opening count. The opening count is set in the previous process of setting the large prize opening opening pattern at the time of a small win (step S5258 in FIG. 24). If the value of the opening count counter has not yet reached the set opening count (No), the main control CPU72 executes step S5416.

[0397] Step S5416: The main control CPU 72 sets the next jump destination to the large prize opening opening / closing operation process. Then, the main control CPU 72 resets the winning ball number counter, and returns to the variable prize device management process (step S5408).

[0398] When the main control CPU72 next executes the variable winning device management process, the main control CPU72 executes the large prize opening opening / closing operation process, which is the next jump destination, in the game process selection process (step S5100 in FIG. 21). After executing the large prize opening opening / closing operation process, the main control CPU72 executes the large prize opening closing process again, and repeats steps S5401 to S5413 (No) and steps S5416 and S5408. As a result, the opening and closing operation of the variable winning device 30 is repeatedly executed until the actual number of openings reaches the set number of openings. In this embodiment, since the number of openings is set to one, the opening and closing operation of the variable winning device 30 is not repeatedly executed and ends.

[0399] If the actual number of times that the reels are opened when a small win occurs reaches the set number of times that the reels are opened (step S5413: Yes), the main control CPU72 next executes step S5414.

[0400] Step S5414, Step S5412: In this case, the main control CPU 72 resets the opening number counter (=0) and sets the next jump destination to the end process.

[0401] Step S5408: Then, the main control CPU 72 resets the winning ball counter and returns to the variable winning device management process. As a result, when the main control CPU 72 executes the variable winning device management process next time, the end process will be selected this time.

[0402] [Termination process] 30 is a flow chart showing an example of the procedure of the termination process. This termination process is for preparing the conditions for terminating the operation of the variable winning device 30. The following is an explanation of the procedure.

[0403] Step S5502: The main control CPU 72 checks whether the value of the jackpot flag (01H) is set or not, and if the value of the jackpot flag is set (Yes), the main control CPU 72 then executes step S5503.

[0404] Step S5503, Step S5504: In this case, the main control CPU 72 resets the big win flag (00H). This ends the big win game state in the control process of the main control CPU 72. The main control CPU 72 also erases "Big Win" from the internal state flag here, and declares the end of the big win as an internal state in the control process. The main control CPU 72 also resets the value of the continuous operation count status.

[0405] Step S5510: Next, the main control CPU 72 checks whether the value of the time-saving function operation flag (01H) is set. This flag is also set in the jackpot other setting process during the previous special symbol variation pre-processing (step S2414 in FIG. 14) or the specific area passing symbol time-saving function setting process during the previous specific area passing process (step S5370 in FIG. 27).

[0406] Step S5512: If the value of the time-saving function activation flag (hereinafter, sometimes referred to as the time-saving flag) is set (step S5510: Yes), the main control CPU 72 sets the number of time-saving times. In this embodiment, the time-saving state is terminated when the number of times the normal symbol changes or the number of times the special symbol changes reaches a predetermined number (see FIG. 16 and FIG. 17). A first number-of-time-cut counter for counting the number of times the special symbol changes in the time-saving state and a second number-of-time-cut counter for counting the number of times the normal symbol changes in the time-saving state are provided in the time-saving count area of ​​the RAM 76. In this process, values ​​according to the type of the time-saving state are set in the first number-of-time-cut counter and the second number-of-time-cut counter as the number of time-saving times (hereinafter, sometimes abbreviated as the time-saving times). If the value of the time-saving function activation flag is not set (step S5510: No), the main control CPU 72 does not execute step S5512 and proceeds to step S5514.

[0407] Step S5514: Then, the main control CPU 72 generates a state designation command based on the flag. Specifically, when the big win flag is reset or the big role ends, a state designation command is generated that indicates the "normal" game state. Also, if the time-saving flag is set, a state designation command is generated that indicates the "time-saving (time-saving state)" as the internal state according to the type of time-saving state. These state designation commands are transmitted to the performance control device 124 in the performance control output process.

[0408] The above steps are for a big win, but in the case of a small win (step S5502: No), the following steps are executed.

[0409] Step S5520, step S5522: In the case of a small win, the main control CPU 72 resets the value of the small win flag (00H) and also erases "small win in progress" from the internal state flag. Note that in the case of a small win, the internal condition device does not operate, so this procedure is simply for the purpose of erasing the flag. The main control CPU 72 then executes step S5524.

[0410] Step S5516: After the above steps, the main control CPU 72 sets the next jump destination to the special prize opening pattern setting process.

[0411] Step S5518: Then, the main control CPU 72 sets the jump destination in the execution selection process (step S1000 in FIG. 13) in the special symbol game process to the special symbol variation pre-processing. After completing the above procedure, the main control CPU 72 returns to the variable winning device management process.

[0412] [Normal symbol game processing] Next, the details of the normal symbol game process executed in the interruption management process (FIG. 9) will be described. FIG. 31 is a flow chart showing an example of the configuration of the normal symbol game process. The normal symbol game process includes a group of subroutines (program modules) of execution selection process (step S1001), normal symbol pre-change process (step S2001), normal symbol change process (step S3001), normal symbol stop display process (step S4001), and variable start winning device management process (step S5001). First, the basic flow of the normal symbol game process will be described along with each process.

[0413] Step S1001: In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any of steps S2001 to S5001) from the "jump table". For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and also sets the end of the normal symbol game process as the return address in the stack pointer.

[0414] Which process is selected as the next jump destination depends on the progress status (normal symbol game management status) of the process performed so far. For example, if the normal symbol has not yet started to change (normal symbol game management status: 00H), the main control CPU 72 selects normal symbol change pre-processing (step S2001) as the next jump destination. On the other hand, if the normal symbol change pre-processing has already been completed (normal symbol game management status: 01H), the main control CPU 72 selects normal symbol change processing (step S3001) as the next jump destination, and if the normal symbol change processing has been completed (normal symbol game management status: 02H), the main control CPU 72 selects normal symbol stop display processing (step S4001) as the next jump destination. In this embodiment, the address of the jump destination is specified in the "jump table" to select the process, but there are also known programming examples in which the CPU selects the process to be executed next using a "process flag" or a "process selection flag" in addition to such a selection method. In such a programming example, the CPU calls each process and then refers to a flag at the first step to perform conditional branching (continue / return). However, with the selection method of this embodiment, the main control CPU 72 does not need to go through the trouble of calling each process one by one.

[0415] In step S2001: normal symbol variation pre-processing, the main control CPU 72 performs a task of preparing the conditions for starting the variable display of normal symbols. The specific processing content will be described later using another flowchart.

[0416] In step S3001: normal pattern variation processing, the main control CPU 72 performs drive control of the normal pattern display device 33 while counting the variation timer. Specifically, it outputs an ON or OFF drive signal (1 byte data) to each dot of the 7-segment LED. The pattern of the drive signal changes over time, thereby causing the normal pattern to vary.

[0417] In step S4001: normal symbol stop display processing, the main control CPU 72 performs drive control of the normal symbol display device 33. Here, too, an ON or OFF drive signal is output to each dot of the 7-segment LED, but the pattern of the drive signal is constant, and the normal symbol is stopped and displayed.

[0418] Step S5001: The variable start winning device management process is selected when the normal symbol is displayed in a winning state (a state other than a non-winning state) in the previous normal symbol display process.

[0419] [Examples of changing display patterns] Next, a specific description will be given of the variable display of the performance symbols performed by the liquid crystal display 42. When an internal lottery for special symbols is performed in the pachinko machine 1, a variable pattern (in other words, a variable time) is determined under the control of the main control CPU 72, and a variable display of the first special symbol and the second special symbol is performed.

[0420] In addition, when a regular symbol lottery is performed in the pachinko machine 1, a variation pattern (in other words, a variation time) is determined under the control of the main control CPU 72, and a variation display using regular symbols is performed.

[0421] However, as described above, the first special symbol, the second special symbol, and the normal symbol are displayed by 7-segment LEDs that light up or blink, so they lack visual appeal. Therefore, in the pachinko machine 1, a variable display effect using the effect symbols is used as described above.

[0422] As shown in FIG. 32, the performance symbols 43 include three symbols, for example, a left performance symbol 43L, a center performance symbol 43C, and a right performance symbol 43R, which are displayed in a line on the left, center, and right on the screen of the liquid crystal display 42. Each performance symbol represents, for example, the numbers "1" to "9." Here, the left performance symbol 43L, the center performance symbol 43C, and the right performance symbol 43R all form a pattern row in which the numbers are arranged in descending order from "9" to "1." Such a pattern row is displayed in a changing manner, flowing (scrolling) vertically in the left, center, and right areas of the screen, respectively.

[0423] In this embodiment, the performance patterns include performance patterns corresponding to special patterns (hereinafter, sometimes referred to as special pattern performance patterns).

[0424] In addition, in FIG. 32, an example in which the variable display of the special pattern corresponding to the first special pattern is performed is described, but the variable display of the special pattern corresponding to the second special pattern and the variable display of the normal pattern are also performed in the same manner. In addition, the display mode of the special pattern and the display mode of the normal pattern do not have to be the same as long as they are difficult to distinguish. For example, there can be ones with slightly deformed shapes, ones with slightly different colors, ones with slightly different transparency, and ones with slightly different sizes.

[0425] FIG. 32 and FIG. 33 are sequential diagrams showing examples of performance images corresponding to the variable display and stop display of the special symbol. Here, an example of the variable display performance and the stop display performance (result display performance) performed using the performance pattern for the variation of the special symbol when it is not a winning (miss) is shown. This variable display performance corresponds to a series of performances performed from the start of the variable display of the special symbol (here, the first special symbol, but it may be the second special symbol.) to the stop display (including the fixed stop). In addition, the stop display performance is a performance that shows the stop display of the special symbol and the result of the internal lottery at that time as a combination of performance patterns. Here, first, before explaining the specific contents of the control process, the basic flow of the variable display performance and the stop display performance for each variation adopted in this embodiment will be explained. Note that the background image is omitted in FIG. 32 and FIG. 33.

[0426] [Before change display] In Fig. 32(a): For example, before the first special symbol starts to change (when the demo effect is not in progress), three lines of effect symbols 43L, 43C, and 43R are displayed large on the screen of the liquid crystal display 42. At this time, the effect symbols are also displayed in a stopped state in accordance with the stopped display of the first special symbol or the second special symbol.

[0427] In addition, the bottom of the screen of the liquid crystal display 42 displays hold indicators (reference symbols M1 and M2 in the figure) that indicate the number of operation memories (also called hold memory number) of the first special symbol and the second special symbol. These hold indicators M1 and M2 can be displayed when the special symbol performance symbol is subject to change, and the number displayed indicates the number of operation memories of the corresponding first special symbol and second special symbol (the number displayed by the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a), and the number displayed increases or decreases in conjunction with the change in the number of operation memories during play. In addition, for the hold indicators M1 and M2, the hold indicator M1 corresponding to the first special symbol is displayed, for example, as a circle (○) shape, and the hold indicator M2 corresponding to the second special symbol is displayed, for example, as a heart shape, in order to make it easier to visually distinguish them. In the example of (a) in Figure 32, all four pending indicators M1 are lit, indicating that the number of activated memories of the first special pattern is four, and all pending indicators M2 are hidden (shown by dashed lines), indicating that the number of activated memories of the second special pattern is zero (memory number display performance execution means).

[0428] The number of times the first special symbol has been activated is displayed in the special symbol 1 reserved display area Z1 at the top right of the screen of the liquid crystal display 42. The number of times the second special symbol has been activated is displayed in the special symbol 2 reserved display area Z2. Furthermore, a mini symbol is displayed in the mini symbol display area Z3. This mini symbol is the "fourth performance symbol" following the left, center, and right performance symbols, and is displayed in a synchronized manner with the display of the special symbol changes.

[0429] In FIG. 32(b): For example, in synchronization with the start of the first special pattern, three pattern rows scroll on the display screen of the liquid crystal display 42 to start the variable display performance (performance execution means). That is, in synchronization with the start of the first special pattern, the variable display performance is started by vertically scrolling (flowing) the left performance pattern 43L, the center performance pattern 43C, and the right performance pattern 43R within the display screen of the liquid crystal display 42. Also, the pending displays M1 and M2 are displayed in the pre-variation display area X1 in the band-shaped portion at the bottom of the liquid crystal display 42 before the start of the variation, but after the start of the variation, they move to the variable display area X2 by the pedestal image displayed at the bottom left of the liquid crystal display 42, and continue to be displayed until the variation of the special pattern (performance pattern) is stopped (the variable memory display performance). In the figure, the variable display of the performance pattern is simply indicated by a downward arrow. In addition, during the changing display, each performance pattern is displayed in a transparent state (transparent display), so that the image (background image) that forms the background of the performance pattern is displayed on the display screen in an easily visible manner.

[0430] In addition, in synchronization with the start of the change in the first special pattern, the number of operation memories of the first special pattern in the special pattern 1 pending display area Z1 is decremented by "1", and the change display of the mini pattern in the mini pattern display area Z3 is started.

[0431] In FIG. 32 (c): For example, after a certain amount of time (about half the change time) has passed, the left performance pattern 43L stops changing first. In this example, it is shown that the performance pattern representing the number "8" has stopped at the left side of the screen. Note that the background image has been omitted from the illustration here (this will also be the case hereafter). At this time, the mini pattern in the mini pattern display area Z3 also stops at the same pattern as the left performance pattern 8L.

[0432] Here, as shown in FIG. 32(b), the number of working memories for the first special symbol is decreased by one as the variation starts, and the number of displayed reserved symbols M1 is decreased by one accordingly. For example, if there were four working memories up until that point, the oldest one in the reserved symbol M1 is moved to the variable display area X2, and a performance in which the number of memories is consumed by an internal lottery is performed. This makes it possible to inform the player through the performance that the number of working memories for the first special symbol has been consumed.

[0433] In the example of Fig. 32(c), the reserved display M1, which was at the top of the memory order, moves to the changing display area X2, so that only three are left in the pre-change display area X1, and the three reserved displays M1 remaining on the screen are shifted in one direction (here, to the left) by one. This allows the context of the change in the number of working memories to be accurately expressed in the presentation, and also makes it easy for the player to intuitively understand that "the working memory has been consumed and reduced by one" or "the working memory has been consumed and the special pattern is changing."

[0434] In FIG. 33(d): Following the left performance pattern 43L, the right performance pattern 43R stops changing. In this example, it shows that the performance pattern representing the number "3" has stopped in the center of the screen. At this point, it is already confirmed that the reach state will not occur, so it is almost clear from the outside that this change is a non-reach (normal) change. At this time, the mini pattern in the mini pattern display area Z3 also stops with the same pattern as the right performance pattern 8R. Note that this does not include reach changes due to slip patterns, etc. A "slip pattern" is, for example, a performance pattern representing the number "7" stops once, then the pattern row slides by one pattern and the performance pattern representing the number "8" stops, which develops into a reach. Alternatively, there is also a pattern in which a performance pattern representing the number "9" stops once, then the pattern row slides by one pattern in the opposite direction and the performance pattern representing the number "8" stops, which develops into a reach. There are also other patterns, such as when a symbol representing a completely different number, such as "5," stops for a moment, and then a character appears on the screen and moves the right-hand symbol row again, causing a symbol representing the number "8" to stop and develop into a reach.

[0435] In FIG. 33 (e): In synchronization with the display of the first special symbol, the last middle performance symbol 43C stops. If the result of the internal lottery this time is a non-winning one and the first special symbol is displayed in a non-winning (missing) manner, the performance symbol is also displayed in a non-winning (missing) manner. That is, in the illustrated example, the performance symbol representing the number "1" has stopped in the middle position of the screen, and in this case, since the combination of performance symbols is "8"-"1"-"3", which is a miss, the performance shows that the current change corresponds to a normal "miss". At this time, the mini symbol in the mini symbol display area Z3 also stops with the same pattern as the middle performance symbol 8C, and the mini symbol is also displayed in a manner corresponding to a miss.

[0436] In addition, when the stop display effect is performed, the reserved display M1 that had been moved to the changing display area X2 and continued to be displayed is also hidden. Therefore, it is possible to teach the player intuitively and easily that "the change of the special pattern has ended."

[0437] The above is an example of the variable display effect and the stop display effect (when not winning) that are performed using the performance pattern for each variation. Through such effects, the player can have a sense of expectation of winning, and finally, the result of the internal lottery can be clearly informed through the performance.

[0438] In addition, the above-mentioned example is for non-winning cases, but in the case of a big win (winning), after a reach effect is executed during the variable display effect, the effect symbols are stopped and displayed in a big win mode (for example, a mode in which the same numbers are lined up, such as "7"-"7"-"7") in the stop display effect. At this time, the stop display mode of the effect symbols is basically selected in correspondence with the winning pattern (the stop display mode of the first special pattern display device 34 or the second special pattern display device 35) selected internally by the main control CPU 72. In addition, in the case of a small win (winning), the effect symbols are stopped and displayed in a small win mode (for example, a mode that suggests a small win according to a certain rule, such as "1"-"3"-"5") in the stop display effect.

[0439] [Reset start process (sub)] 34 is a flow chart showing an example of the procedure of the reset start process (sub). Below, the process performed by the performance control CPU 126 will be explained step by step.

[0440] Step S301: The performance control CPU 126 releases the reset of the CPU. In order to ensure normal operation of the performance control device 124, the performance control CPU 126 resets the CPU after power is applied to the performance control device 124, and maintains the reset state until the output voltage rises normally to an operation guarantee level and the peripheral circuits stabilize. This makes it possible to prevent the program from running when the performance control device 124 is not stable. When the CPU reset is released, this triggers the execution of the control program in the performance control device 124 to begin.

[0441] Step S302: The performance control CPU 126 executes a system initialization process. In the system initialization process, the initial settings related to the hardware and the operation settings of the system are performed as the initial settings required before the start of various interrupt processes corresponding to the actual performance control. In the system initialization process, for example, in addition to the settings related to the access to each register and I / O port of the performance control CPU 126 and each device connected to the performance control CPU 126, the RAM 130 (main memory) and the command buffer are cleared.

[0442] Step S303: The performance control CPU 126 executes task pre-execution processing. Here, a "task" refers to an individual process executed due to the occurrence of an interrupt. In the task pre-execution processing, advance preparations for executing a task are made. For example, the performance control device 124 is provided with a plurality of LED lamps (hereinafter referred to as "status LEDs") visible from the back side of the pachinko machine 1, and the internal state of the performance control device 124 is notified by a plurality of lighting patterns using these LED lamps, and the initial state of this status LED is set in the task pre-execution processing. In addition, the frequency setting for the command input / output port required for receiving the performance command transmitted from the main control device 70, the setup of the RTC 184, the permission of interrupts, etc. are performed. When the task pre-execution processing is completed, the status LED lights up in a manner indicating the completion of the initialization processing, and the state transitions to a state in which various performance commands can be received and various interrupts can occur.

[0443] In addition, in the performance control device 124, various different types of interrupts can occur, such as timer interrupts that occur at preset time intervals and event interrupts that occur due to the occurrence of a specified event on the performance control device 124. In the following explanation, interrupts that occur periodically at fixed intervals (for example, timer interrupts and event interrupts that occur at fixed cycles) are referred to as "periodic interrupts." Priorities are preset for each interrupt, and when an interrupt occurs, the performance control CPU 126 will execute the corresponding interrupt process while controlling it according to the priority.

[0444] Step S304: The performance control CPU 126 sets the control state of the performance control device 124 to "recovery in progress." Specifically, the recovery in progress flag is turned on.

[0445] Step S305: The performance control CPU 126 draws on the liquid crystal display 42 a recovery image indicating that the performance control device 124 is recovering.

[0446] Step S306: The performance control CPU 126 executes a performance control main process. In the performance control main process, among the controls executed as the game progresses, other processes that are not executed in the various tasks are executed.

[0447] The performance control main process is incorporated in an infinite loop, and the performance control CPU 126 starts the next performance control main process after a predetermined execution interval after completing one execution of the performance control main process. Therefore, unless the power supply to the pachinko machine 1 is maintained and the performance control device 124 is restarted, the performance control CPU 126 continues to repeatedly execute the performance control main process. In addition, during the execution of the performance control main process, various interrupts occur due to various factors, and the performance control CPU 126 executes processing according to each interrupt that occurs. In these processes, display control on the liquid crystal display 42, sound output control on the speakers 54a to 54d, drive control of various lamps and the movable body motor 57, etc. are performed, and each device connected to the performance control device 124 is controlled, thereby constructing the performance content and realizing the performance.

[0448] In this way, the infinite loop corresponds to the main loop in the performance control device 124, and the performance control main processing is positioned as the main processing executed in the performance control device 124.

[0449] During the main loop of the CPU initialization process in the performance control device 124, the performance control CPU 126 executes a voltage control monitoring process. In the voltage control monitoring process, the performance control CPU 126 performs a monitoring process to release the cutoff of the 5V signal supplied to the external driver at a fixed time. If voltage is applied to the lamps, movable objects, etc. at the same time, the lamps, movable objects, etc. may overheat due to the inrush current, leading to malfunctions or breakdowns. Therefore, the timing of applying the voltage (timing of releasing the signal) is shifted to disperse the inrush current and protect the lamps, movable objects, etc. from overheating.

[0450] Furthermore, the performance control CPU 126 executes a watchdog clear process. For example, the performance control device 124 can be equipped with a watchdog timer connected to the performance control CPU 126, a watchdog timer using the built-in function of the performance control CPU 126, or a watchdog timer implemented by a control program. In this case, three types of watchdog timers are operating in the performance control device 124, and each watchdog timer can monitor whether a periodic interrupt is occurring normally (whether the periodic interrupt process executed in response to the occurrence of a periodic interrupt is being executed normally) using different monitoring times. In the watchdog clear process, the performance control CPU 126 executes the clearing of all the watchdog timers when the periodic interrupt process is executed normally. The number of types of watchdog timers may be less than three, or may be four or more.

[0451] After completing the above steps, the performance control CPU 126 returns to the main loop of the CPU initialization process and executes the performance control main process again. The performance control main process is executed at approximately regular intervals when the performance control device 124 is in a normal state. For example, during normal operation, the performance control main process is called every 33.3 ms (every two frame interrupts occur at 16.6 ms intervals) triggered by a frame interrupt while returning from a separately executed interrupt process, and the processing of each step is completed during that time. Therefore, when each step of the performance control main process is completed without delay, the performance control CPU 126 performs standby processing for the remaining time until the next performance control main process is called, and during that time, the start processing is transitioned to a standby (sleep) state. As the remaining time is consumed, the performance control CPU 126 ends the standby processing and returns to the main loop, and calls the next performance control main process.

[0452] [Performance control processing] Fig. 35 is a flowchart showing an example of the procedure of the performance control processing executed by the performance control CPU 126. This performance control processing is executed in the timer interrupt processing (interrupt management processing) that occurs during the execution of the performance control main processing of the reset start processing (sub). Note that the performance control CPU 126 generates a timer interrupt at a predetermined interrupt period (for example, a period of several tens of μs to several ms) during the execution of the reset start processing, and executes the timer interrupt processing.

[0453] The performance control process includes subroutines for command reception process (step S400a), image restoration process (step S400b), volume and light adjustment process (step S400c), working memory performance management process (step S401), performance pattern management process (step S402), display output process (step S404), lamp drive process (step S406), sound drive process (step S408), performance random number update process (step S410), and other processes (step S412). Below, the basic flow of the performance control process will be explained along with each process.

[0454] In step S400a: command reception processing, the performance control CPU 126 receives commands for performance transmitted from the main control CPU 72. In addition, the performance control CPU 126 analyzes the received commands and stores them in the command buffer area of ​​the RAM 130 by type.

[0455] In addition, the commands for the performance transmitted from the main control CPU 72 include, for example, a performance command when the number of (special symbol, normal symbol) operation memories increases, a performance command when the number of (special symbol, normal symbol) operation memories decreases, a start port winning sound control command indicating that a prize has been won at the start winning port, a demo performance command indicating that a demo state has been entered, a lottery result command indicating the result of an internal lottery or a normal symbol lottery, a variation pattern command indicating a variation pattern, a variation start command indicating that a special symbol or normal symbol has started to vary, a variation display designation command indicating that a special symbol or normal symbol is being displayed in a variable manner, a stop symbol command indicating a stop symbol of a special symbol or normal symbol, a symbol stop time command indicating that a special symbol or normal symbol will stop after varying, a symbol stop display designation command indicating that a special symbol or normal symbol is being displayed in a stopped manner, and a state designation command indicating a game state. command, a round number command indicating the number of rounds in a jackpot, a launch position designation command, an error notification command indicating the occurrence of an error and the type of error, a small win opening designation command indicating that it is the opening period for a small win, a small win large prize opening designation command indicating that the large prize opening 30b is open during a small win, a jackpot opening designation command indicating that it is the opening period for a jackpot, a jackpot large prize opening designation command indicating that the large prize opening 30b is open during a jackpot, a jackpot end presentation command indicating that an ending period presentation will be performed at the end of a jackpot, a number cut counter value command indicating the remaining number of time-saving episodes, a fluctuation pattern destination determination command indicating the determination result of the fluctuation pattern of the reserved fluctuation display, and a stop display time end command indicating that the stop display time at the end of the pattern fluctuation has ended.

[0456] In step S400b: image restoration processing, the performance control CPU 126 executes processing to restore the image before the power failure.

[0457] In step S400c: volume / light intensity adjustment processing, the performance control CPU 126 displays a volume adjustment image on the liquid crystal display 42 in response to the operation of the volume adjustment button 13a, and sets the volume data of the sound output from the speakers 54a to 54d. As a result, in the sound output processing of step S408, sound output control is performed at a volume based on the set volume data. Also, in response to the operation of the light intensity adjustment button 13b, the performance control CPU 126 displays a light intensity adjustment image on the liquid crystal display 42, and sets the light intensity data of the frame lamps 46, 50 and the panel lamp 53. As a result, in the lamp drive processing of step S406, the lamp lighting control is performed at a light intensity based on the set light intensity data.

[0458] In step S401: the operating memory performance management process, the performance control CPU 126 controls the execution of the above-mentioned memory number display performance and the pre-reading notice performance using the reserved display M1, M2. The contents of the operating memory performance management process will be described further below with reference to another drawing.

[0459] Step S402: In the performance symbol management process, the performance control CPU 126 controls the contents of the variable display performance and the stop display performance using the performance symbols, and controls the performance contents during the opening and closing operation of the variable winning device 30. Also, in this process, the performance control CPU 126 initially sets the display mode of the performance symbols (material setting means), and changes the initial setting (material setting change means). Also, in this process, the performance control CPU 126 selects the performance pattern of various advance notice performances (advance notice performance before the reach occurs, advance notice performance after the reach occurs, etc.). The contents of the performance symbol management process will be described further below with reference to another drawing.

[0460] Step S404: In the display output process, the performance control CPU 126 instructs the performance display control device 144 (display control CPU 146) on basic control information of the performance contents (for example, the number of activation memories for each of the first and second special symbols, the activation memory performance pattern number, the look-ahead notice performance pattern number, the variable performance pattern number, the notice performance number during the change, the background pattern number, etc.). As a result, the performance display control device 144 (display control CPU 146 and VDP 152) controls the display operation by the liquid crystal display 42 based on the instructed performance contents (performance execution means).

[0461] In step S406: lamp drive processing, the performance control CPU 126 outputs a control signal to the lamp drive circuit 132. In response to this, the lamp drive circuit 132 drives (turns on or off, blinks, changes brightness gradation, etc.) the various frame lamps 46, 50 and the panel lamp 53 based on the control signal.

[0462] Step S408: In the next sound drive process, the performance control CPU 126 instructs the sound drive circuit 134 on the performance contents (for example, BGM and audio data during the variable display performance, reach performance, mode transition performance, and big win performance) to the sound drive circuit 134. As a result, sounds according to the performance contents are output from the speakers 54a to 54d. Note that, if audio data was set in step S405, the performance control CPU 126 controls the output of audio according to the audio data in this process.

[0463] In step S410: performance random number update processing, the performance control CPU 126 updates various performance random numbers in the counter area of ​​the RAM 130. The performance random numbers include, for example, random numbers used for advance notice selection and random numbers used for normal background change lottery (performance lottery).

[0464] Step S412: In other processes, for example, the performance control CPU 126 outputs a control signal to the driving IC of the movable body for performance. The movable body for performance operates with the corresponding solenoid as a driving source, and performs a performance in synchronization with the display of an image by the liquid crystal display 42 or independently.

[0465] Through the above-mentioned performance control process, the performance control CPU 126 can comprehensively control the performance contents in the pachinko machine 1. Next, the contents of the performance symbol management process executed in the performance control process will be described.

[0466] [Image restoration process] 36 is a flowchart showing an example of the procedure for image restoration processing. The contents will be described below along with the example procedure.

[0467] Step S800: First, the performance control CPU 126 checks whether or not it has received a command indicating the state before the power failure from the main control CPU 72. The command indicating the state before the power failure is sent in step S111 of Fig. 6, and includes a variable display designation command indicating that the special or normal pattern is being displayed in a variable manner, a pattern stop display designation command indicating that the special or normal pattern is being displayed in a stopped manner, a small win opening designation command indicating that it is the opening period of a small win, a small win large prize opening opening designation command indicating that the large prize opening 30b is being opened by a small win, a large win opening designation command indicating that it is the opening period of a large win, and a large prize opening opening designation command indicating that the large prize opening 30b is being opened by a large win.

[0468] Then, if it is confirmed that a command indicating the state before the power failure has been received (step S800: Yes), the performance control CPU 126 executes step S802. On the other hand, if it is not confirmed that a command indicating the state before the power failure has been received (step S800: No), the performance control CPU 126 returns to the performance control process (FIG. 35).

[0469] Step S802: The performance control CPU 126 checks whether the control state of the performance control device 124 is recovering (i.e., checks whether the recovering flag was turned on in step S304 of FIG. 34). If it is confirmed that the control state of the performance control device 124 is recovering (step S802: Yes), the performance control CPU 126 executes step S804. On the other hand, if it is not confirmed that the control state of the performance control device 124 is recovering (step S802: No), the performance control CPU 126 returns to the performance control process (FIG. 35).

[0470] Step S804: The performance control CPU 126 draws the image before the power failure based on the command confirmed in step S800. This switches the image during recovery to the image before the power failure.

[0471] Step S806: The performance control CPU 126 updates the control state of the performance control device 124 to the state before the power failure. Specifically, the recovery flag is turned off, and a flag corresponding to the state before the power failure is turned on. Then, the performance control CPU 126 returns to the performance control process (FIG. 35).

[0472] In addition, if the command indicating the state before the power failure, which is sent based on the presentation control recovery process when the power is turned on (step S111 in Figure 6), is a specific command (a command to specify that the pattern is stopped during display, a command to specify that a small win is opening, or a command to specify that a large prize opening is opened on a small win), the presentation control CPU 126 draws the image before the power failure upon receiving that command.However, if the command indicating the state before the power failure is other than a specific command, an image is drawn from the recovery image in response to a command (a customer waiting command, a fluctuation pattern specification command) sent based on the interrupt management process (timer interrupt process) shown in Figure 9.

[0473] [Operating memory production management processing] 37 is a flowchart showing an example of a procedure for the working memory performance management process. The contents will be described below along with the example procedure.

[0474] Step S700: First, the performance control CPU 126 checks whether or not it has received the performance command when the number of operating memories increases, which is transmitted from the main control CPU 72 when the game ball enters the first start winning port 26, the start gate 20, or the second start winning port 28b. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether or not the performance command when the number of operating memories increases is stored. If it is confirmed that the performance command when the number of operating memories increases is stored (step S700: Yes), the performance control CPU 126 executes steps S702 and S703. Note that if it is not confirmed that the performance command when the number of operating memories increases is stored (step S700: No), the performance control CPU 126 does not execute steps S702 and S703.

[0475] Step S702: The performance control CPU 126 executes a performance selection process when the number of active memories increases. In this process, the performance control CPU 126 selects a performance that displays the reserved display M1, M2 corresponding to the first special symbol, the normal symbol, and the second special symbol.

[0476] Step S703: When the performance control CPU 126 displays the reserved display M1 or M2, it executes a look-ahead performance management process. In this process, the performance control CPU 126 executes a process to determine whether or not to execute a look-ahead performance by lottery, and when it is determined to execute a look-ahead performance, executes a process to determine what kind of look-ahead performance to execute.

[0477] The lottery probability is set so that the probability of the pre-reading performance being executed is high when a special symbol results in a big win or a small win, and when a normal symbol results in a long opening. Then, when it is determined that the pre-reading performance is executed, the performance control CPU 126 executes the pre-reading performance in steps S404 to S408 in FIG.

[0478] As mentioned above, when a stop pattern corresponding to a long opening is selected in the normal pattern, it becomes easier to win the second start winning hole 28b when the long opening is performed. And, the probability of a small win in the second start winning hole 28b is about 1 / 1, and if it becomes a small win, there is a possibility that it will develop from a small win to a big win, and even if it does not become a small win, it will become a big win, so by suggesting that a stop pattern that will be a long opening has been selected by the pre-reading performance, it suggests the expectation of a big win.

[0479] The pre-reading performance may take various forms, such as changing the state of the reserved display, cutting in a performance image, changing the state of the background display on the liquid crystal display 42, or making a character corresponding to the pre-reading performance appear. When the state of the reserved display changes, the color of the reserved display may change each time a reserved memory stored before the reserved display to be pre-read is consumed, suggesting the likelihood of a jackpot, or the shape of the reserved display may change to a different shape, suggesting the likelihood of a jackpot.

[0480] Step S704: The performance control CPU 126 checks whether or not it has received a performance command for when the number of operating memories is reduced from the main control CPU 72. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether or not the performance command for when the number of operating memories is reduced is saved. If it is confirmed that the performance command for when the number of operating memories is reduced is saved (step S704: Yes), the performance control CPU 126 executes step S706. Note that if it is not confirmed that the performance command for when the number of operating memories is reduced is saved (step S704: No), the performance control CPU 126 does not execute step S706.

[0481] Step S706: The performance control CPU 126 executes a performance selection process when the number of active memories is reduced. In this process, the performance control CPU 126 executes a performance in which the reserved displays M1 and M2 corresponding to the first special symbol and the second special symbol are slid. The performance control CPU 126 also selects a performance in which the reserved display corresponding to the lottery element consumed by the internal lottery is moved from the pre-change display area X1 to the changing display area X2. The memory reserved display moved to the changing display area X2 is erased when the change ends.

[0482] When the above procedure is completed, the performance control CPU 126 returns to the performance control process (FIG. 35).

[0483] [Performance design management processing] Fig. 38 is a flow chart showing an example of the procedure of the performance symbol management process. The performance symbol management process includes a subroutine group of execution selection process (step S500), performance symbol pre-change process (step S502), performance symbol change process (step S504), performance symbol stop display process (step S506), and variable winning device operation time process (step S508). Below, the basic flow of the performance symbol management process will be explained along with each process.

[0484] Step S500: In the execution selection process, the performance control CPU 126 selects the jump destination of the process to be executed next (one of steps S502 to S508). For example, the performance control CPU 126 sets the program address of the process to be executed next as the jump destination address, and also sets the end of the performance pattern management process as the return address in the "jump table". Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the variable display performance has not yet started, the performance control CPU 126 selects the performance pattern change pre-processing (step S502) as the next jump destination. On the other hand, if the performance pattern change pre-processing has already been completed, the performance control CPU 126 selects the performance pattern change in progress process (step S504) as the next jump destination, and if the performance pattern change in progress process has been completed, the performance pattern stop display in progress process (step S506) as the next jump destination. Also, the variable winning device operation time process (step S508) is selected as a jump destination when the variable winning device management process (step S5000 in FIG. 13) is selected in the main control CPU 72. In this case, steps S502 to S506 are not executed.

[0485] In step S502: Pre-processing of the performance symbols, the performance control CPU 126 prepares the conditions for starting the performance of the variable display using the performance symbols. In this process, the performance control CPU 126 selects the content of the reach performance according to various conditions (lottery results, winning type, variation pattern, etc.), and selects the performance pattern for the advance notice performance (a pre-reach notice pattern other than the pre-reading advance notice performance pattern, a post-reach notice pattern, etc.). In addition, the performance control CPU 126 also controls the demo performance when the pachinko machine 1 is in a so-called customer waiting state. The specific processing content will be described later using another flowchart.

[0486] Step S504: In the processing during the change of the performance symbols, the performance control CPU 126 generates control information to instruct the performance display control device 144 (display control CPU 146) as necessary. For example, when performing a performance using the performance button 45 while a change display performance using the performance symbols is being performed, the performance control CPU 126 monitors whether or not the player operates the performance button, and instructs the display control CPU 146 on control information of the performance content (button performance) according to the result. Also, in the processing during the change of the performance symbols, the performance control CPU 126 also executes processing to execute pseudo-change (pseudo continuous notice).

[0487] In step S506: the process of displaying the stop symbols, the performance control CPU 126 controls the content of the stop display performance using the performance symbols and moving images in a manner according to the result of the internal lottery. That is, the performance control CPU 126 instructs the performance display control device 144 (display control CPU 146) to end the variable display performance and execute the stop display performance. In response to this, the performance display control device 144 (display control CPU 146) actually ends the variable display performance that has been executed up until that point on the display screen of the liquid crystal display 42, and executes the stop display performance. As a result, the stop display performance is executed in approximately synchronization with the stop display of the special symbols, and the result of the internal lottery can be instructed to the player in a performance manner (disclosure, announcement, notification, etc.) (performance execution means). In addition, in the case of a small win, the stop display performance can be executed in the same manner as or similar to a loss.

[0488] Step S508: In the process when the variable winning device is activated, the performance control CPU 126 controls the performance contents during a small win or a big win (special game performance execution means). In this process, the performance control CPU 126 selects the content of the big win performance according to various conditions (e.g., the type of win). For example, in the case of a 10-round big win, the performance control CPU 126 selects a 10-round big win performance pattern as the performance content to be displayed on the liquid crystal display 42, and instructs this to the performance display control device 144 (display control CPU 146). As a result, an image of the big win performance is displayed on the display screen of the liquid crystal display 42, and the performance content changes as the round progresses.

[0489] [Pre-processing for changing the performance pattern] 39 is a flowchart showing an example of a procedure for the pre-processing of the effect symbol variation. The following describes the procedure.

[0490] Step S600: The performance control CPU 126 checks whether or not it has received a demo performance command from the main control CPU 72. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether or not a demo performance command has been saved. As a result, if it is confirmed that a demo performance command has been saved (Yes), the performance control CPU 126 executes step S602.

[0491] Step S602: The performance control CPU 126 executes demo selection processing. In this processing, the performance control CPU 126 selects a demo performance pattern. The demo performance pattern specifies the content of the performance that indicates that the pachinko machine 1 is in a so-called customer waiting state. Note that, in a situation where a recovery image is displayed after power recovery, if a command other than a specific command is received, the image may be restored from the recovery image (a demo performance may be displayed) upon receiving a demo performance command.

[0492] After completing the above steps, the performance control CPU 126 returns to the address at the end of the performance symbol management process. The performance control CPU 126 then returns to the performance control process, and controls the content of the demo performance based on the demo performance pattern in the subsequent display output process (step S404 in FIG. 35) and lamp drive process (step S406 in FIG. 35).

[0493] On the other hand, if it is determined in step S600 that no demo performance commands have been saved (No), then the performance control CPU 126 executes step S604.

[0494] Step S604: The performance control CPU 126 checks whether the current change is a miss (non-winning) or not. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether the lottery result command for non-winning is saved or not. As a result, if it is confirmed that the lottery result command for non-winning is saved (Yes), the performance control CPU 126 executes step S612. Conversely, if it is confirmed that the lottery result command for non-winning is not saved (No), the performance control CPU 126 executes step S606. It should be noted that the confirmation of whether the current change is a miss or not can be performed based on the change pattern command or the stop symbol command in addition to the lottery result command. That is, if the current change pattern command corresponds to a miss normal change or a miss reach change, it can be determined that the current change is a miss. Alternatively, if the current stop symbol command specifies a non-winning symbol, it can be determined that the current change is a miss.

[0495] Step S606: If the lottery result command is other than non-winning (miss) (Step S604: No), then the performance control CPU 126 checks whether the current variation is a jackpot. Specifically, the performance control CPU 126 accesses the command buffer area of ​​the RAM 130 and checks whether the lottery result command at the time of the jackpot is saved. As a result, if it is confirmed that the lottery result command at the time of the jackpot is saved (Yes), the performance control CPU 126 executes step S610. Conversely, if it is confirmed that the lottery result command at the time of the jackpot is not saved (No), only the lottery result command at the time of the small win remains, so in this case, the performance control CPU 126 executes step S608. It is also possible to check whether the current variation is a jackpot based on the variation pattern command or the stop pattern command. In other words, if the current variation pattern command corresponds to a jackpot variation, it can be determined that the current variation is a jackpot. Furthermore, if the current stop symbol command corresponds to a big win symbol, it can be determined that the current change is a big win.

[0496] Step S608: The performance control CPU 126 executes a variable performance pattern selection process at the time of a small win. In this process, the performance control CPU 126 determines the performance pattern number at that time based on the variable pattern command (for example, "C0H00H" to "D0H7FH") received from the main control CPU 72. The performance pattern number is prepared in advance in correspondence with the variable pattern command, and the performance control CPU 126 can select the performance pattern number corresponding to the variable pattern command at that time by referring to a performance pattern selection table not shown. Note that the performance pattern number may be prepared in pairs with the variable pattern command, or multiple numbers may be prepared for one variable pattern command.

[0497] In addition, when a performance pattern number is selected, the performance control CPU 126 refers to a performance table (not shown) and determines the variation schedule (variation time, reach type, and reach occurrence timing) of the performance pattern corresponding to the variable performance pattern number at that time, the mode of the stop display, etc. The types of performance patterns determined here are all those that correspond to "combinations of patterns at the time of a small win."

[0498] As described above, the presentation for a small win may be the same as that for a miss, or it may be a presentation specifically for a small win that clearly indicates that a small win has been won.

[0499] The above procedure is for the case where the "small hit" occurs, but if the "big hit" occurs, the performance control CPU 126 confirms that it is a "big hit" in step S606 (Yes). In this case, the performance control CPU 126 executes step S610.

[0500] Step S610: The performance control CPU 126 executes a process for selecting a variable performance pattern at the time of a big win. In this process, the performance control CPU 126 determines the performance pattern number at that time based on the variable pattern command (for example, "E0H00H" to "F0H7FH") received from the main control CPU 72. In the process for selecting a performance pattern at the time of a big win, the process may be branched according to the symbols stopped at the time of a big win. In addition, if the variable pattern is a variable pattern corresponding to the pseudo continuous notice performance, the performance control CPU 126 executes a process for selecting a performance pattern for executing the pseudo continuous notice performance during the execution of the variable display performance (the same applies when there is a miss). In the pseudo continuous notice performance, when the performance symbols are temporarily stopped and then changed again, the pseudo consecutive symbols can be stopped in the middle performance symbol.

[0501] In addition, in the case of a non-winning lottery, the following procedure is executed: That is, when the performance control CPU 126 confirms that the lottery has not been won in step S604 (Yes), it next executes step S612.

[0502] Step S612: The performance control CPU 126 executes a process for selecting a variation performance pattern at the time of a miss. In this process, the performance control CPU 126 determines the performance pattern number at the time of a miss based on the variation pattern command (for example, "A0H00H" to "A6H7FH") received from the main control CPU 72. The performance pattern numbers at the time of a miss are classified into "normal miss variation", "time-saving miss variation", "miss reach variation", etc., and furthermore, detailed reach variation patterns are defined for "miss reach variation". Note that which performance pattern number the performance control CPU 126 selects is determined by the variation pattern command sent from the main control CPU 72.

[0503] When the presentation pattern number for the event of a miss is selected, the presentation control CPU 126 refers to a presentation table (not shown) and determines the presentation pattern change schedule (change time, whether or not a reach will occur, and if a reach occurs, the type of reach and the timing of the reach occurrence) corresponding to the changing presentation pattern number at that time, and the mode of the stop display (for example, ``7''-``2''-``4'', etc.).

[0504] After executing any one of the processes of steps S608, S610, and S612, the performance control CPU 126 next executes step S614.

[0505] Step S614: The performance control CPU 126 executes a performance selection process. In this process, the performance control CPU 126 selects the contents of the advance notice performance to be executed during the current variable display performance by lottery. The contents of the advance notice performance are determined, for example, based on the result of an internal lottery (win or no win) or the current internal state (normal state, high probability state, time-shortened state). As described above, the advance notice performance notifies the player of the possibility of a reach state occurring during the variable display performance, or of the possibility of a jackpot being ultimately reached. Therefore, the selection ratio of the advance notice performance is set low when no win occurs, but the selection ratio of the advance notice performance is set relatively high when a win occurs in order to heighten the player's sense of expectation.

[0506] In this way, if the performance control CPU 126 wins the lottery on whether or not to execute a preview performance (if the specified performance execution conditions are met), it executes a preview performance (related to the specified performance, indicating whether the specified performance will be successful) that suggests that the performance pattern will be displayed stationary in a winning manner during the execution of the variable display performance (specified performance).

[0507] Furthermore, when it is decided in this notice selection process that a notice performance is to be executed, the performance control CPU 126 executes a process for deciding at what timing during the variable display to start the notice performance. Note that notice performance includes not only various notice performances executed during the variable display (step-up notice performance, conversation notice performance, cut-in notice performance, group notice performance, role object drop performance, next notice performance, title color change performance), but also pseudo continuous notice performance, look-ahead notice performance, memory marker change notice performance, etc.

[0508] In addition, in this embodiment, as a notice performance, a background switching performance can be executed to switch the background display being displayed during the variable display of the pattern. Then, by switching the background display by the background switching performance, the expectation of a big win or a small win is suggested.

[0509] Step S616: The performance control CPU 126 executes a mode performance management process. In this process, the performance control CPU 126 executes a process of selecting a performance according to the game state. For example, the CPU 126 executes a process of selecting a performance according to the normal state, the big win game state, the small win game state, and the time-saving state.

[0510] Therefore, for example, the performance control CPU 126 controls the performance state to the time-saving state when the time-saving state is in effect. As a result, the background displayed on the liquid crystal display 42 and the performance sound output from the speakers 54a to 54d correspond to the time-saving state. Also, the performance control CPU 126 displays a remaining number of fluctuations display on the liquid crystal display 42, which indicates the remaining number of fluctuations in the time-saving state, but when the second special symbol fluctuation display is performed, this remaining number of fluctuations display is displayed with a subtraction.

[0511] Then, in the time-saving state, when the first special symbol is displayed, the performance control CPU 126 hides the performance symbols 43L to 43R and displays only the mini symbol. Also, the reserved display M1 and M2 are hidden, and the subtraction of the remaining number of changes in the time-saving state is stopped until the eighth first special symbol is displayed. Therefore, in the time-saving state, only the display of the performance symbol corresponding to the second special symbol is displayed, and only the reserved display M2 corresponding to the second special symbol is displayed in the display area X2 during the change. The remaining number of changes is always subtracted when the second special symbol is displayed, but when the first special symbol is displayed, the display of the remaining number of changes is subtracted when the ninth or later first special symbol is displayed, and is not subtracted until the eighth first special symbol is displayed.

[0512] Also, for example, in a small win game state or a big win game state, the background displayed on the liquid crystal display 42 and the performance sound output from the speakers 54a to 54d correspond to the small win game state or the big win game state. In the small win game state or the big win game state, the performance control CPU 126 selects a performance that displays a right hit suggestion image that encourages the player to shoot a game ball into the big prize opening 30b.

[0513] After completing the above steps, the performance control CPU 126 returns to the performance symbol management process (end address). As a result, in the subsequent perform...

Claims

[Claim 1] A gaming machine having a plurality of game states, capable of executing background effects capable of displaying background images suggesting the likelihood of a lottery result of a game played in any of the plurality of game states, and capable of executing any of a plurality of types of background effects based on the progress of a game according to the lottery result, wherein the background effects do not have a function for concealing which of the plurality of game states the game is in; the plurality of types of background effects include a first background effect capable of displaying a first background image, a second background effect capable of displaying a second background image, and a third background effect capable of displaying a third background image; the third background effect is more advantageous than the first background effect and the second background effect, The presentation pattern of the background presentation includes a first presentation pattern for executing a background transition presentation in which a part of the second background image is displayed while the first background presentation is being executed, and for executing the second background presentation, and a second presentation pattern for executing a background transition presentation in which a part of the second background image is displayed while the first background presentation is being executed, and for executing the third background presentation. A gaming machine characterized by:

Citation Information

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