Gaming Machines
Patent Information
- Application Number
- JP2023112120
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-07-07
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2039-02-28
AI Technical Summary
【0009】 本発明によれば、更なる遊技興趣の向上を図ることができる。
Smart Images

Figure 0007630851000001 
Figure 0007630851000002 
Figure 0007630851000003
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] In conventional gaming machines, when a gaming ball enters a starting hole provided in the gaming area, a determination is made as to whether or not a jackpot game will be awarded, and if it is determined that a jackpot game will be awarded, the jackpot game is generally awarded.
[0003] There was also a gaming machine that increased interest in the game by retaining and storing judgment information used to determine whether or not a jackpot game has been played, and displaying the retained memory status as a display of the number of reserved balls (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2017-184834 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, there is still room for improvement in terms of further increasing the entertainment value of the game.
[0006] In view of the above circumstances, the present invention aims to further increase interest in games. [Means for solving the problem]
[0007] The gaming machine according to the present invention is provided with a main control means and a presentation control means capable of receiving a predetermined signal from the main control means, the gaming machine comprising: a starting port formed in a gaming area through which a gaming ball can flow down; a reservation storage means for reservation-storing judgment information acquired when a gaming ball enters the starting port; a judgment means for judging whether or not a special game advantageous to a player is to be executed based on the judgment information; and a reservation display means for displaying reservation information according to the number of the reservation memories, the presentation control means being capable of shifting and displaying the reservation information displayed on the reservation display means in response to a decrease in the number of the reservation memories, and in the event that a change occurs within a predetermined period in which the number of the reservation memories increases and then decreases, the reservation information can be updated and displayed without skipping the process of the change, and when a signal indicating that the number of the reservation memories will become a second number that is multiple times less than the first number is received from the main control means while a first number of reservation information is being displayed on the reservation display means, among the first number of reservation information being displayed, Corresponding to the first number Clear pending information without moving it do , By shifting and displaying the pending information corresponding to the number that is one greater than the second number, It is characterized in that pending information corresponding to the second number can be displayed.
[0008] By configuring in this way, when the result of the determination is that the second special game will be played in the specific game state, the player can pay attention to whether the first symbol will be determined and the game will enter the normal game state, or whether the second symbol will be determined and the specific game state will be maintained. Therefore, it is possible to further increase the interest in the game. Effect of the Invention
[0009] According to the present invention, it is possible to further increase interest in games. [Brief description of the drawings]
[0010] [Figure 1] 1 is an external front view of a gaming machine according to a first embodiment of the present invention. [Diagram 2] 1 is an external rear view of the gaming machine according to the first embodiment of the present invention. [Diagram 3]FIG. 2 is a front view of the game board according to the first embodiment of the present invention. [Figure 4] 1 is a block diagram of a gaming machine according to a first embodiment of the present invention. [Diagram 5] FIG. 2 is a diagram showing a special symbol winning determination table according to the first embodiment of the present invention. [Figure 6] 1A to 1C are diagrams showing a big win special pattern determination table, a small win special pattern determination table, and a miss special pattern determination table relating to the first embodiment of the present invention. [Figure 7] FIG. 2 is a diagram showing details of the big win special pattern and details of the small win special pattern in the first embodiment of the present invention. [Figure 8] 3 is a diagram showing a game state control table according to the first embodiment of the present invention. FIG. [Figure 9] 1 is a diagram showing a normal symbol winning judgment table and a normal symbol determination table according to the first embodiment of the present invention. FIG. [Figure 10] This figure shows a special pattern change pattern table for the first starting port in a normal game state, a special pattern change pattern table for the second starting port in a time-saving game state, a special pattern change pattern table for the second starting port in a normal game state, and a normal pattern change pattern table in the first embodiment of the present invention. [Figure 11] 3 is a diagram showing a judgment information storage area of a main RAM according to the first embodiment of the present invention; FIG. [Figure 12] 5 is a flowchart showing a main control board main process according to the first embodiment of the present invention. [Figure 13] 5 is a flowchart showing a setting value changing process according to the first embodiment of the present invention. [Figure 14] 5 is a flowchart showing a setting value confirmation process according to the first embodiment of the present invention. [Figure 15] 4 is a flowchart showing main control board timer interrupt processing according to the first embodiment of the present invention. [Figure 16] 4 is a flowchart showing an input switch detection process according to the first embodiment of the present invention. [Figure 17]A flowchart showing the processing when the first starting hole is detected in the first embodiment of the present invention. [Figure 18] A flowchart showing the processing when a second starting hole is detected in the first embodiment of the present invention. [Figure 19] 11 is a flowchart showing the processing performed when a second large prize opening is detected in the first embodiment of the present invention. [Figure 20] 11 is a flowchart showing a special symbol-related process according to the first embodiment of the present invention. [Figure 21] 11 is a flowchart showing the processing at the start of special pattern variation according to the first embodiment of the present invention. [Figure 22] 11 is a flowchart showing a special symbol winning determination process according to the first embodiment of the present invention. [Figure 23] 11 is a flowchart showing processing during special pattern fluctuation according to the first embodiment of the present invention. [Figure 24] 1 is a flowchart showing the jackpot 1 game processing according to the first embodiment of the present invention. [Diagram 25] 1 is a flowchart showing a small win game processing according to the first embodiment of the present invention. [Figure 26] 1 is a flowchart showing the second type jackpot transition control processing according to the first embodiment of the present invention. [Figure 27] 1 is a flowchart showing the jackpot 2 game processing according to the first embodiment of the present invention. [Figure 28] 1 is a flowchart showing normal pattern related processing according to the first embodiment of the present invention. [Figure 29] 1 is a flowchart showing the processing at the start of normal pattern variation in the first embodiment of the present invention. [Diagram 30] 11 is a flowchart showing processing during normal pattern fluctuation according to the first embodiment of the present invention. [Diagram 31] 11 is a flowchart showing processing during normal symbol wins according to the first embodiment of the present invention. [Diagram 32] 4 is a flowchart showing the main processing of the performance control board according to the first embodiment of the present invention. [Diagram 33]1 is a flowchart showing the performance control board timer interrupt processing according to the first embodiment of the present invention. [Diagram 34] 13 is a flowchart showing a main command receiving process (1 / 2) according to the first embodiment of the present invention. [Diagram 35] 13 is a flowchart showing a main command receiving process (2 / 2) according to the first embodiment of the present invention. [Diagram 36] 5 is a flowchart showing a main process of an image / sound control unit according to the first embodiment of the present invention. [Figure 37] 4 is a flowchart showing an image generation process according to the first embodiment of the present invention. [Figure 38] 5 is a flowchart showing timer interrupt processing of the image / audio control unit according to the first embodiment of the present invention. [Figure 39] 5 is a flowchart showing a main process of a light emission drive control unit according to the first embodiment of the present invention. [Diagram 40] 5 is a flowchart showing a light emission control process according to the first embodiment of the present invention. [Diagram 41] 5 is a flowchart showing a timer interrupt process for a light emission drive control unit according to the first embodiment of the present invention. [Diagram 42] 1 is a time chart 1 according to a first embodiment of the present invention. [Diagram 43] 2 is a time chart 2 according to the first embodiment of the present invention. [Diagram 44] 3 is a time chart 3 according to the first embodiment of the present invention. [Diagram 45] 4 is a time chart 4 according to the first embodiment of the present invention. [Figure 46] 5 is a time chart 5 according to the first embodiment of the present invention. [Figure 47] 6 is a time chart 6 according to the first embodiment of the present invention. [Figure 48] 7 is a time chart 7 according to the first embodiment of the present invention. [Figure 49] 8 is a time chart 8 according to the first embodiment of the present invention. [Figure 50]9 is a time chart 9 according to the first embodiment of the present invention. [Figure 51] 5 is an animation diagram corresponding to time charts 8 and 9 according to the first embodiment of the present invention. FIG. [Figure 52] 1 is a time chart 10 according to a first embodiment of the present invention. [Diagram 53] 1 is a time chart 11 according to a first embodiment of the present invention. [Figure 54] 1 is a time chart 12 according to the first embodiment of the present invention. [Figure 55] FIG. 11 is a front view of a game board according to a second embodiment of the present invention. [Figure 56] 11 is a special pattern big win determination table and a special pattern small win determination table according to a second embodiment of the present invention. [Figure 57] 11 is a big win special symbol determination table and a small win special symbol determination table according to a second embodiment of the present invention. [Figure 58] A diagram showing details of the big win special pattern and details of the small win special pattern in the second embodiment of the present invention. [Figure 59] A figure showing a normal pattern winning judgment table and a normal pattern determination table related to the second embodiment of the present invention. [Figure 60] A figure showing a special pattern change pattern table related to the second embodiment of the present invention. [Figure 61] FIG. 11 is a transition diagram illustrating a feature according to a second embodiment of the present invention. [Figure 62] FIG. 4 is a schematic diagram according to a second embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] (First embodiment) A first embodiment of the present invention will be specifically described below with reference to the drawings. In the following embodiment, a pachinko gaming machine 1 will be described as an example of a gaming machine according to the present invention. In the following description, "front", "back", "left", "right", "upper", and "lower" refer to the pachinko gaming machine 1 shown in FIG. 1 as seen from the player's side.
[0012] (External configuration of pachinko gaming machine 1) As shown in Fig. 1, the pachinko game machine 1 has an outer frame 2 for installation in a game machine installation island (not shown) in a game parlor, a middle frame 3 pivotally supported by the outer frame 2 and removably holding a game board 6 shown in Fig. 3, a glass frame 4 pivotally supported by the middle frame 3, facing the front side of the game board 6, and allowing the game board 6 to be viewed through transparent glass, and a tray member 5 pivotally supported by the middle frame 3, located below the glass frame 4, and capable of storing game balls. The glass frame 4 and the tray member 5 may be configured as separate types or as an integrated type.
[0013] The middle frame 3 is provided with a launching device (not shown) for launching the game balls into the game area 7 of the game board 6, and a launching handle 8 for making the launching device perform a launching operation. The launching handle 8 is held by the player and can be rotated within a predetermined range, and the launch strength when launching the game balls into the game area 7 can be adjusted depending on the amount of rotation. For example, when the launching handle 8 is rotated by a first rotation amount (in the case of a first launch strength), the game ball is launched to the left side of the game area 7 (so-called "left hit" is possible), and when the launching handle 8 is rotated by a second rotation amount larger than the first rotation amount (in the case of a second launch strength), the game ball is launched to the right side of the game area 7 (so-called "right hit" is possible).
[0014] Although not shown, a handle touch sensor is provided on the launch handle 8. This handle touch sensor turns ON when the launch handle 8 is held by a player, and the ON signal is input to the payout control board 300. This makes it possible to know that the launch handle 8 is being held by a player.
[0015] In addition, the glass frame 4 is provided with a light-emitting device 9 (lamp, LED, etc.), which can emit light to decorate the pachinko game machine 1. For example, when a jackpot is determined in the special symbol hit determination process described below, it is possible to execute a performance informing the player of the jackpot by emitting light in rainbow colors.
[0016] In addition, a speaker 10 is provided in the glass frame 4, and is capable of outputting voice and sound effects. For example, when a normal game state described below is controlled, music corresponding to the normal game state can be output, and when a time-saving game state described below is controlled, music corresponding to the time-saving game state can be output.
[0017] The tray member 5 is composed of an upper tray 5a and a lower tray 5b, and when the amount of game balls stored in the upper tray 5a exceeds a certain amount, the game balls are dispensed to the lower tray 5b. The tray member 5 is also provided with a ball removal button 11 for discharging the game balls stored in the upper tray 5a to the lower tray 5b at the end of a game, a ball lending button 12 for requesting the game balls to be dispensed from a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium inserted into the insertion port of the game ball lending device, a balance display unit 12a for displaying the remaining balance of the valuable medium, and a ball lending possible lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0018] The tray member 5 is also provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect is executed, etc. The tray member 5 is also provided with a cross key button 16 that can be operated by the player to adjust the volume of the voice and sound effects output from the speaker 10, the amount of light emitted from the light-emitting device 9, and the amount of light emitted from the image display device 26 described below. The effect button 14 and the effect lever 15 may be provided independently of each other, or may be provided integrally.
[0019] (Configuration of the rear side of the pachinko gaming machine 1) Next, the configuration of the rear side of the pachinko gaming machine 1 will be described with reference to Fig. 2. On the rear side of the pachinko gaming machine 1, various control boards such as a main control board 100, a performance control board 200, a payout control board 300, a payout device 304, and a power supply board 400 are provided (to be precise, these various control boards are attached to the rear side of the inner frame 3).
[0020] The main control board 100 is also provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information that is rewritten as games are played in the area of the main RAM 103. For example, if the game arcade closes while the game is still in the time-saving game mode, the manager can turn the power on while pressing the RAM clear switch 105 to clear the game information in the time-saving game mode, and the game can be restarted from the normal game mode when the arcade opens the next day.
[0021] The RAM clear switch 105 also functions as a switch for switching the set value in a setting change state described later. Details will be described later with reference to a flowchart, but for example, in the case of six set values, when the set value "1" is displayed on the display 104 described later, pressing the RAM clear switch 105 once switches the set value from "1" to "2," and when the RAM clear switch 105 is pressed once again, the set value switches from "2" to "3," and thereafter, each time the RAM clear switch 105 is pressed once, the set value switches to "4," "5," and "6," and when the set value "6" is displayed on the display 104, pressing the RAM clear switch 105 once switches the set value from "6" to "1."
[0022] Although the RAM clear switch 105 is provided on the main control board 100, as long as it can be input to the main control board 100, it may be provided on the power supply board 400 or directly on the inner frame 3, for example.
[0023] The main control board 100 is also provided with a setting change keyhole 31 (also referred to as a setting key SW in this embodiment). The setting change keyhole 31 is used when setting one of a plurality of setting levels described below. Specifically, when a setting change key (not shown) managed by a store clerk is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (rotated from vertical to horizontal), and the power of the pachinko game machine 1 is turned ON (power SW 400a is turned ON) while pressing the above-mentioned RAM clear switch 105, the setting change state is entered in which the setting value can be set. Details of the setting change state will be described later in the flow chart.
[0024] The setting change keyhole 31 is also used to check the currently set values. Specifically, when a setting change key managed by a staff member of the game arcade is inserted into the setting change keyhole 31 and rotated 90 degrees clockwise (from vertical to horizontal), and the power of the pachinko game machine 1 is turned ON (the power switch 400a is turned ON), the setting check state is entered, in which the setting values can be checked. Details of the setting check state will be described later in the flow chart.
[0025] The setting change keyhole 31 can be rotated by a setting change key, and for example, the main CPU 101 can detect three positions (states): a vertical position, a horizontal position, and a diagonal position.
[0026] Although the setting change keyhole 31 is provided on the main control board 100, the location of the setting change keyhole 31 is not limited to this. For example, the setting change keyhole 31 may be provided on the inner frame 3.
[0027] Furthermore, the main control board 100 is provided with a display 104. If the display 104 is in a setting change state or a setting confirmation state, the setting value is displayed, and if the display 104 is not in a setting change state or a setting confirmation state, for example, game performance information calculated by the formula "(number of game balls paid out in normal game state ÷ number of outs in normal game state) × 100" is displayed.
[0028] In addition, when the game performance information is not in a setting change state or a setting confirmation state (for example, when interruption is permitted in step S18 of FIG. 12), a process of calculating the game performance information is performed for each interruption (for example, every 4 ms), and the current section and three previous sections (one section before, two sections before, and three sections before) can be displayed at each predetermined display timing (for example, every 5 seconds). That is, the display is switched as follows: display of the current section → predetermined time lapse (5 seconds lapse) → display of past section (1) → predetermined time lapse (5 seconds lapse) → display of past section (2) → predetermined time lapse (5 seconds lapse) → display of past section (3) → predetermined time lapse (5 seconds lapse) → display of the current section.
[0029] (About the configuration of the game board 6) Next, the configuration of the game board 6 of the pachinko gaming machine 1 will be described with reference to FIG.
[0030] The game board 6 is made of plywood or a transparent synthetic resin material, and has an image display device 26 removably attached to the back side. The game board 6 is also formed with a game area 7 in which game balls can roll, and is also formed with an outer rail member 18 and an inner rail member 19 for guiding the game balls shot out from the launching device to the game area 7. In addition, the game area 7 is provided with a gate member 20 through which game balls can pass, a first starting port 21 through which game balls can enter, a stage 17 for making it easier for game balls to enter the first starting port 21, a second starting port 22 through which game balls can enter, a normal winning port 23 through which game balls can enter, a first large winning port 24 through which game balls can enter when a big win 1 game or a big win 2 game described below is being played, a second large winning port 32 through which game balls can enter when a small win game described below is being played, an outlet 25 for discharging game balls that do not enter any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that can move in the vertical direction, and other game nails, windmills, etc. not shown.
[0031] (Regarding the gate member 20) The gate member 20 is provided in the right center of the game area 7, and allows the game ball to pass when a so-called "right hit" is performed, in which the game ball is shot to the right side of the game area 7. In addition, it is always open upward, and always allows the game ball to pass. When the game ball passes through the gate member 20, a "passing gate detection time process" described later is performed, and a "normal symbol hit determination process" is performed to determine whether or not to project a protruding member (not shown) provided in the second starting hole 22, and a "normal symbol change game" is executed to derive the determination result of the normal symbol hit determination process after the normal symbol change time has elapsed.
[0032] In addition, when a normal pattern change game based on passing through the gate member 20 is being played, if a game ball also passes through the gate member 20, the execution of the normal pattern change game based on said passing is put on hold, and up to a maximum of "4" balls can be put on hold, excluding the normal pattern change game being played. Specifically, a pending memory area for the normal pattern changing game is provided in the main RAM 103, and this pending memory area is composed of a "change memory area" corresponding to the normal pattern changing game currently being changed, a "first memory area" corresponding to the normal pattern changing game that will be played after the currently changing normal pattern changing game has ended, and then a "second memory area", a "third memory area", and a "fourth memory area", as shown in FIG. 11(B). When the currently changing normal pattern changing game has ended its change, the judgment information (random value) stored in the "first memory area" is transferred to the "change memory area", the judgment information (random value) stored in the "second memory area" is transferred to the "first memory area", the judgment information (random value) stored in the "third memory area" is transferred to the "second memory area", the judgment information (random value) stored in the "fourth memory area" is transferred to the "third memory area", and the "fourth memory area" becomes empty.
[0033] (Regarding the first starting port 21) The first starting hole 21 is provided in the center of the game area 7, and is capable of receiving a game ball when a so-called "left shot" is being performed, in which the game ball is shot to the left side of the game area 7. The first starting hole 21 is always open upward, and always allows the game ball to enter. When a game ball enters the first starting hole 21, for example, a "3" game ball is paid out as a prize ball, and if any reserved memory area is empty in addition to the prize ball, a "pattern change game" is executed in which a special symbol hit determination process is performed, a special symbol and a decorative symbol image and a fourth symbol image are displayed in a variable manner, and the result of the special symbol hit determination process (special symbol and decorative symbol) is derived (determined display) after a variable time described later has elapsed.
[0034] In addition, when a pattern change game based on a ball entering the first starting hole 21 is being played, if a game ball further enters the first starting hole 21, the execution of the pattern change game based on that ball entry is put on hold, and up to a maximum of "4" balls can be put on hold, excluding the pattern change game being played.
[0035] Specifically, the main RAM 103 is provided with a reserved memory area for the symbol change game, and the reserved memory area is composed of a "change memory area" corresponding to the currently changing symbol change game, a "first memory area" corresponding to the symbol change game to be played after the currently changing symbol change game ends, and the "second memory area", the "third memory area", and the "fourth memory area" as shown in Fig. 11(A). When the currently changing symbol change game ends its change with the determination information (random number value) stored in all the reserved memory areas, the determination information (random number value) stored in the "first memory area" is transferred to the "change memory area", the determination information (random number value) stored in the "second memory area" is transferred to the "first memory area", the determination information (random number value) stored in the "third memory area" is transferred to the "second memory area", the determination information (random number value) stored in the "fourth memory area" is transferred to the "third memory area", and the "fourth memory area" becomes empty.
[0036] Although the first starting opening 21 is an entrance through which the game ball can enter, it may be configured as a passing area through which the game ball can pass.
[0037] (Regarding the second starting port 22) The second starting hole 22 is provided in the right center of the game area 7, and is capable of receiving a game ball when a so-called "right hit" is performed, in which the game ball is shot to the right side of the game area 7. Unlike the first starting hole 21, the second starting hole 22 is not always open upward, and does not allow game balls to enter in principle (is in a "closed" state). In other words, the second starting hole 22 has a protruding member that can protrude forward, and only when this protruding member protrudes forward (when in an "open" state) can the game ball enter.
[0038] Regarding whether or not the protruding member is protruded forward to allow the game ball to enter, when a normal symbol winning is determined in the normal symbol winning determination process, the protruding member can be opened and closed in the opening and closing manner shown in "Opening and closing manner of the second starting hole" in Fig. 9 described later. When a game ball enters the second starting hole 22, for example, a "2" game ball is paid out as a prize ball, and if any reserved memory area is empty in addition to the prize ball, a symbol variation game is executed.
[0039] When a symbol change game based on a ball entering the second start hole 22 is being played, if a game ball enters the second start hole 22, the execution of the symbol change game based on the ball entry is suspended, and a maximum of "4" can be reserved, excluding the symbol change game being played. The specific configuration of the main RAM 103 related to the reservation is the same as that of the first start hole 21 described above, so a description is omitted.
[0040] Although a protruding member that can move in the front-rear direction is used as the second starting port 22, a so-called "electric tulip" having movable wings may also be used.
[0041] Further, the second starting opening 22 is an entrance opening through which the game ball can enter, but it may be configured as a passing area through which the game ball can pass.
[0042] In this embodiment, a series of steps, such as a game ball entering the first starting hole 21 and the second starting hole 22, a special symbol hit determination process, a special symbol, a decorative symbol image, and a fourth symbol image being displayed in a variable manner, and a determination result of the special symbol hit determination process (special symbol, decorative symbol image, and fourth symbol image) being derived (determined display) after a variable time has elapsed, may be referred to as a "symbol change game" or simply as a "game with one change." Also, the execution of the "symbol change game" may be referred to as a "variable display."
[0043] In addition, when a game ball with a value of "1" enters the first starting hole 21, a "pattern change game" based on the game ball with a value of "1" is executed in the "first special symbol display device 27a" and the "image display device 26", and when a game ball with a value of "1" enters the second starting hole 22, a "pattern change game" based on the game ball with a value of "1" is executed in the "second special symbol display device 27b" and the "image display device 26". Therefore, the "pattern change game" refers to a general term for games played between the "first special symbol display device 27a" and the "image display device 26", and a general term for games played between the "second special symbol display device 27b" and the "image display device 26".
[0044] In this embodiment, after the variation time in the pattern variation game has elapsed, the determination result of the special pattern hit determination process (special pattern, decorative pattern image, and fourth pattern image) is derived, which is referred to as a "confirmed display" (of the special pattern, decorative pattern image, and fourth pattern image). On the other hand, in the pattern variation game, stopping the decorative pattern image once before the variation time has elapsed is referred to as a "provisional stop display" of the decorative pattern image. An example of a "provisional stop display" is a "reach" as described below, or a "swaying change display" before a "confirmed display". The "swaying change display" before a "confirmed display" is, for example, a change display at a branch point where the decorative pattern image is "provisionally stopped" at, for example, "767" and then "confirmedly displayed" at "767", or a display of a miss of "767" is "provisionally stopped" once, and "777" is derived by performing a reversal performance, and then "777" is "confirmedly displayed".
[0045] (Regarding regular prize slot 23) The normal winning openings 23 are provided in a total of four, three at the lower left and one at the lower right of the game area 7. The three normal winning openings 23 at the lower left are capable of receiving game balls when a so-called "left hit" is being performed, and the one normal winning opening 23 at the lower right is capable of receiving game balls when a so-called "right hit" is being performed. The normal winning openings 23 are always open upward like the first starting opening 21, and always allow game balls to enter. When a game ball enters the normal winning opening 23, for example, eight game balls are paid out as prize balls. The position of the normal winning openings 23 can be changed arbitrarily, and the number of the normal winning openings 23 may be less than four. The number of prize balls may be different between the three normal winning openings 23 at the lower left and the one normal winning opening 23 at the lower right.
[0046] (Regarding the first prize slot 24) The first large prize winning hole 24 is provided in the lower right part of the game area 7, and can receive a game ball when a so-called "right hit" is being performed. The first large prize winning hole 24 has an opening and closing door, and when a big win is determined in the special symbol hit determination process, a big win 1 game is executed, and the opening and closing door tilts forward to allow the game ball to enter. When a small win is determined in the special symbol hit determination process and the game ball passes through a specific area provided in the second large prize winning hole 32 described later, a big win 2 game is executed, and the opening and closing door tilts forward to allow the game ball to enter. When a game ball enters the first large prize winning hole 24, for example, a "12" game ball is paid out as a prize ball.
[0047] Here, in one big win game, the opening and closing door of the first big winning opening 24 opens (tilts forward) for the number of awarded rounds shown in FIG. 6. Then, it opens (tilts forward) for 29.5S (S=seconds) per round, and if the entry of 10 game balls is detected by the first big winning opening detection SW24a described later before the 29.5S has elapsed, the opening and closing door is closed and the game proceeds to the next round, and this is repeated for the specified number of rounds. On the other hand, if 29.5S has elapsed before the entry of 10 game balls is detected by the first big winning opening detection SW24a (so-called "attacker full open"), the opening and closing door is closed and the game proceeds to the next round. In this case, the specified number of balls per round, 10 balls, is not reached and one round game ends, which is disadvantageous to the player.
[0048] In this embodiment, a door that tilts forward is used as the first large prize opening 24, but a so-called "electric tulip" may also be used, or a "shutter member" that moves back and forth in the front-to-back direction may also be used.
[0049] (Regarding the second prize slot 32) The second large winning opening 32 is provided in the lower right part of the game area 7, and the game ball can enter when so-called "right hit" is performed. In addition, a specific area through which the game ball can pass is provided inside the second large winning opening 32. When the game ball passes through the specific area, the big win 2 game is executed. That is, when a small win is determined in the special symbol hit determination process, the small win game is executed, and the opening and closing door tilts forward to allow the game ball to enter. When the game ball passes through the specific area while the small win game is being executed (for example, the first round), the small win game ends, and the big win 2 game is executed. In other words, in the case of Big Hit 2 play, the opening and closing door of the first large prize opening 24 opens (tilts forward) for the number of awarded rounds shown in Figure 6, but since the first round is a small prize play, the second large prize opening 32 opens, and from the second round onwards the first large prize opening 24 opens.
[0050] In addition, a cover member (not shown) is provided in the specific area, and when a small win game is being played, the cover member is in an open state. In this embodiment, the special symbols for playing a small win game are special symbols D, E, F, and G (see FIG. 6). In addition, in these special symbols, the cover member is in an open state, allowing the game ball to pass through to the specific area. In other words, in a small win game, as long as a "right hit" is performed, it is possible to pass the game ball through the specific area, and it is possible to play a big win 2 game.
[0051] (Regarding image display device 26) The image display device 26 has a display area covering almost the entire area, is provided to be located above the stage 17, and is capable of displaying a symbol-changing game and a performance image in the display area. That is, based on the game ball entering the first start hole 21 or the second start hole 22 and the special symbol hit determination process being performed, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are changed (vertical scroll) in the variable display area. In addition, whether the game ball enters the first start hole 21 or the second start hole 22, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are changed (vertical scroll) in the variable display area in common (the special symbol display device is different, but the decorative symbol image used in the image display device 26 is common).
[0052] Then, the effect image is displayed within the variation time described below, and when the variation time has elapsed, if it is a big win, for example, the "7" is stopped on each decorative pattern image, and the decorative pattern combination of "777" is displayed as a final display, thereby announcing the big win. Also, if it is a small win, for example, the decorative pattern combination of "111" or "222" is displayed as a final display, thereby announcing the small win. On the other hand, if it is a loss, for example, the decorative pattern combination of "765" is displayed as a final display, thereby announcing the loss.
[0053] In addition to each decorative pattern image, a fourth pattern image 26d (the fourth pattern following the above-mentioned left decorative pattern image 26a, center decorative pattern image 26b, and right decorative pattern image 26c) can be displayed in the lower right of the display area, and a variable display and a fixed display can be performed in synchronization with each decorative pattern image. Also, the image display device 26 displays a first start port reserved ball number image 26e that displays the number of reserved balls for the pattern change game in the first start port 21 with "0" to "4", a second start port reserved ball number image 26f that displays the number of reserved balls for the pattern change game in the second start port 22 with "0" to "4", a first start port first reserved ball image display area 26g, a first start port second reserved ball image display area 26h, and a first start port third reserved ball image display area 26f that displays the number of reserved balls for the pattern change game in the first start port 21 with reserved ball images. i, the first start port fourth reserved ball image 26 display area j (in FIG. 3, simply indicated as "g", "h", "i", and "j"), the second start port first reserved ball image display area 26k, the second start port second reserved ball image display area 26l, the second start port third reserved ball image display area 26m, and the second start port fourth reserved ball image display area 26n (in FIG. 3, simply indicated as "k", "l", "m", and "n") that display the number of reserved balls in the symbol change game in the second start port 22 with reserved ball images. Also, the variable icon display area 26o (in FIG. 3, simply indicated as "o") that displays an icon image corresponding to the symbol change game currently being executed can be displayed.
[0054] In addition, the number of reserved balls displayed in the first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j are synchronized in principle (except when a command error or the like occurs), and the number of reserved balls displayed in the second start port reserved ball number image 26f and the number of reserved balls displayed in the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n are synchronized in principle (except when a command error or the like occurs). For example, when "4" is displayed in the first start port reserved ball number image 26e, "4" reserved ball images will be displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j.
[0055] In addition, the number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed as the second start port reserved ball number image 26f may be referred to as "number reserved balls" below. In addition, the reserved ball images displayed in the first start port first reserved ball image display area 26g, the first start port second reserved ball image display area 26h, the first start port third reserved ball image display area 26i, and the first start port fourth reserved ball image display area 26j, and the reserved ball images displayed in the second start port first reserved ball image display area 26k, the second start port second reserved ball image display area 26l, the second start port third reserved ball image display area 26m, and the second start port fourth reserved ball image display area 26n may be referred to as "reserved icons" below. In addition, the icon image displayed in the variable icon display area 26o may be referred to as the "variable icon" below.
[0056] It should be noted that the variable icon display area 26o, the first start port first reserved ball image display area 26g, the first start port second reserved ball image display area 26h, the first start port third reserved ball image display area 26i, the first start port fourth reserved ball image 26 display area 26j, the second start port first reserved ball image display area 26k, the second start port second reserved ball image display area 26l, the second start port third reserved ball image display area 26m, and the second start port fourth reserved ball image display area 26n are displayed on the image display device 26, but are not limited to this and may be displayed on an LED or lamp, etc., or may be displayed on a display device other than the image display device 26 (for example, a second image display device).
[0057] The left decorative pattern image 26a, the middle decorative pattern image 26b, the right decorative pattern image 26c, and the fourth pattern image 26d can display pattern images from "1" to "8", and if the result of the special pattern hit determination process is a jackpot, any one of the pattern combinations "333", "444", "555", "666", "777", or "888" can be displayed.
[0058] On the other hand, if the result of the special symbol hit determination process is a miss, a combination of symbols other than the above combinations can be displayed. If the result is a miss, in the special symbol variation pattern described below, if a special symbol variation pattern accompanied by a "reach" is determined, for example, a combination of symbols such as "767" is displayed, and if a special symbol variation pattern without a "reach" is determined, for example, a combination of symbols such as "765" is displayed.
[0059] In addition, "reach" refers to a state in which the left decorative pattern image 26a and the right decorative pattern image 26c display the same number image (temporary stop display) and the middle decorative pattern image 26b is displayed in a variable manner. In this embodiment, if the determination result of the "special pattern hit determination process" is a jackpot, the process is configured to always go through "reach," so it can be said that this is a state in which the player can expect a jackpot.
[0060] In addition, the fourth pattern image 26d may not be a combination of the above-mentioned patterns, but may simply display a one-digit number or a two-digit number, or may be able to identify a jackpot, a miss, or the type of pattern by differences in the luminous color.
[0061] (Regarding the graphic display device 27) The symbol display device 27 is provided outside the game area (outside the outer rail member 18), which is an area of the game board 6 different from the game area 7. As shown in FIG. 4, the symbol display device 27 includes a first special symbol display 27a that is display-controlled by the main control board 100 and executes a symbol change game based on a game ball entering the first starting hole 21, and a second special symbol display 27b that executes a symbol change game based on a game ball entering the second starting hole 22. Here, the first special symbol display 27a and the second special symbol display 27b are configured with a "7" segment display, and in the symbol change game, the special symbol is made to flash "-" (horizontal bar pattern) from the start of the change, and when it is time to derive the judgment result of the special symbol hit judgment process, if it is a miss, the "-" (horizontal bar pattern) is turned on (determined display), and if it is a jackpot, for example, "7" is turned on (determined display). In other words, the "special pattern" refers to a pattern whose display is controlled by the main control board 100.
[0062] In this embodiment, the "special pattern" and the above-mentioned left decorative pattern image 26a, center decorative pattern image 26b, right decorative pattern image 26c, and fourth pattern image 26d may be simply called "pattern" or "identification information". In addition, the left decorative pattern image 26a, center decorative pattern image 26b, right decorative pattern image 26c, and fourth pattern image 26d managed by the performance control board 200 may be collectively called "sub-pattern".
[0063] In addition, as shown in FIG. 4, the pattern display device 27 is provided with a first special pattern reserve indicator 27c, which is display controlled by the main control board 100 and displays the number of reserved patterns for the pattern change game based on the game ball entering the first starting hole 21, and a second special pattern reserve indicator 27d, which displays the number of reserved patterns for the pattern change game based on the game ball entering the second starting hole 22.
[0064] The first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each composed of "2" dot LED indicators, and can display the number of reserved balls by "off", "on", and "blinking". For example, when the number of reserved balls is "0", both dot LED indicators are "off", when the number of reserved balls is "1", one is "on" and the other is "off", when the number of reserved balls is "2", both are "on", when the number of reserved balls is "3", one is "on" and the other is "blinking", and when the number of reserved balls is "4", both are "blinking". In the following, the off state of the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d may be indicated by "○", the on state by "●", and the blinking state by "◎".
[0065] In addition, the first special pattern reserved ball display 27c is, in principle, synchronized with the number of reserved balls displayed as the above-mentioned first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (except when a command error, etc. occurs), and the second special pattern reserved ball display 27d is, in principle, synchronized with the number of reserved balls displayed as the above-mentioned second start port reserved ball number image 26f and the number of reserved balls displayed as the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n (except when a command error, etc. occurs). For example, when both the first special symbol reserved indicators 27c are "blinking" (when the number of reserved balls is "4"), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. In the following, the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d may be referred to as "main reserved indicators".
[0066] In addition, the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each configured with "2" dot LED indicators, but are not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided to display the information on the liquid crystal display device.
[0067] 4, the symbol display device 27 is provided with a normal symbol display 27e that is display controlled by the main control board 100 and executes a normal symbol variation game based on the passage of a game ball through the gate member 20. The normal symbol display 27e is composed of "2" dot LED displays, and in the normal symbol variation game, from the start of the variation, it repeatedly executes a mode in which one is turned on and the other is turned off, and a mode in which one is turned off and the other is turned on, and when it is time to derive the judgment result of the normal symbol hit judgment process, if it is a miss, it performs a confirmation display of turning on one and turning off the other, and if it is a normal hit, it performs a confirmation display of turning off one and turning on the other.
[0068] 4, the symbol display device 27 is provided with a normal symbol reserved indicator 27f, which is display controlled by the main control board 100 and displays the number of reserved symbols in the normal symbol variation game based on the passage of the game ball through the gate member 20. The normal symbol reserved indicator 27f is composed of "2" dot LED indicators, similar to the above-mentioned first special symbol reserved indicator 27c and second special symbol reserved indicator 27d, and the display mode of the reserved number is also the same, so detailed description will be omitted.
[0069] In addition, as shown in Fig. 4, the symbol display device 27 is provided with a round indicator 27g that is display controlled by the main control board 100 and displays the "number of rounds (see the number of awarded rounds in Fig. 6)" that indicates the number of times the first big prize winning port 24 is opened in the above-mentioned big prize 1 game and big prize 2 game. The round indicator 27g is composed of "4" dot LED indicators, and is provided with "6" rounds and "10" rounds as shown in Fig. 6. For example, when a big prize is won with the special symbol A, the LED indicator for "6" rounds is turned on and the others are turned off, and when a big prize is won with the special symbol C, the LED indicator for "10" rounds is turned on and the others are turned off.
[0070] In addition, the game board 6 is provided with a plurality of board lighting devices 29 (e.g., full-color LEDs), which, when the power is turned on to the pachinko game machine 1, emit light in a predetermined light-emitting pattern, thereby enhancing the decorativeness of the pachinko game machine 1. For example, as shown by reference numeral 29 in FIG. 3, the board lighting devices 29 can decorate the entire game area 7 of the game board 6. In addition, in order to highlight the display contents of the image display device 26, all of the board lighting devices 29 can be turned off. In addition, the predetermined light-emitting pattern is composed of a plurality of light-emitting patterns that specify the light-emitting speed, light-emitting color, LEDs that emit light and LEDs that do not emit light, etc.
[0071] In addition, on the right side of the image display device 26 (the so-called "center role"), a first special symbol sub-reserved indicator 29a and a second special symbol sub-reserved indicator 29b are provided as an embodiment of the board lighting device 29. The first special symbol sub-reserved indicator 29a and the second special symbol sub-reserved indicator 29b are controlled by the performance control board 200, and each is composed of "2" dot LED indicators, and the number of reserved balls can be displayed by "turning off", "turning on", and "flashing". For example, when the number of reserved balls is "0", both dot LED indicators are "turned off", when the number of reserved balls is "1", one is "turned on" and the other is "turned off", when the number of reserved balls is "2", both are "turned on", when the number of reserved balls is "3", one is "turned on" and the other is "flashing", and when the number of reserved balls is "4", both are "flashing". In the following, the off state of the first special pattern sub-reserve display 29a and the second special pattern sub-reserve display 29b will be indicated with a "○", the lit state will be indicated with a "●", and the flashing state will be indicated with a "◎".
[0072] In addition, the first special pattern sub-reserve display 29a is, in principle, synchronized with the number of reserved balls displayed as the first start port reserved ball number image 26e and the number of reserved balls displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (except when a command error, etc. occurs), and the second special pattern sub-reserve display 29b is, in principle, synchronized with the number of reserved balls displayed as the second start port reserved ball number image 26f and the number of reserved balls displayed as the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n (except when a command error, etc. occurs). For example, when both the first special symbol sub-reserved indicators 29a are "blinking" (when the number of reserved balls is "4"), "4" is displayed as the first start port reserved ball number image 26e, and "4" reserved ball images are displayed in the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. In the following, the first special symbol sub-reserved indicator 29a and the second special symbol sub-reserved indicator 29b may be referred to as "sub-reserved indicators".
[0073] Although the first special symbol sub-reserved display 29a and the second special symbol sub-reserved display 29b are each configured with "2" dot LED displays, this is not limited to this. For example, they may be displayed on a display device (for example, a second image display device) other than the image display device 26.
[0074] (Internal configuration of pachinko gaming machine 1) Next, the internal configuration of the pachinko gaming machine 1 will be described with reference to Fig. 4. Note that the description of the configuration of the game board 6 in Fig. 3 will be omitted as appropriate.
[0075] The pachinko game machine 1 is equipped with a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 on the rear side of the middle frame 3 (see FIG. 2). As shown in FIG. 4, the main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so that only one-way communication from the main control board 100 to the performance control board 200 is possible. The main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. The power supply board 400 is connected so that it can receive external power via a power plug (not shown) and supply the supplied external power to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0076] The main control board 100 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays and drive control for various solenoids. The performance control board 200 is connected via harnesses, relay boards, etc. to enable input from various switches, and is also connected via harnesses, relay boards, etc. to enable display control for various displays.
[0077] (Regarding the main control board 100) The main control board 100 is provided with a main CPU 101 that performs control processing, a main ROM 102 that stores a control program required for the control processing, and a main RAM 103 that can read and write data required for the control processing. Although not shown in the figure, the main control board 100 also includes an interrupt controller circuit that issues an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates random numbers within a certain range, and the like. The control processing in the main CPU 101 will be described in detail later using a flow chart.
[0078] The main RAM 103 is also provided with storage areas for managing various information. For example, there are a set value storage area for storing information on set values, a specific area passing flag storage area for storing the passing status of a specific area, a special symbol status flag storage area for storing the status of a special symbol, a game status storage area for storing the game status, a jackpot 1 status storage area for storing the status in a jackpot 1 game, a small win status storage area for storing the status in a small win game, a jackpot 2 status storage area for storing the status in a jackpot 2 game, a normal symbol status flag storage area for storing the status of a normal symbol, and a normal symbol winning status storage area for storing the status in a normal symbol winning game.
[0079] In addition, the main RAM 103 is provided with counters for managing various information (time and number of times). For example, there are a time management counter for managing various times, a time-saving number counter for managing the number of time-saving times, and a round number counter for managing the number of rounds in the jackpot 1 game and the jackpot 2 game.
[0080] (About the frame opening detection SW3a) The frame open detection SW3a is provided on the inner frame 3, and is capable of detecting an "open" state when the glass frame 4 is open, when the glass frame 4 and the inner frame 3 are open, when the inner frame 3 is open, and the like, and detecting a "closed" state when the glass frame 4 and the inner frame 3 are closed. In other words, the frame open detection SW3a and the main control board 100 are connected via a harness, a relay board, and the like, and when in the above-mentioned "closed" state, information indicating the closed state is input to the main control board 100. On the other hand, when in the above-mentioned "open" state, the above-mentioned information indicating the closed state is not input to the main control board 100, and the main control board 100 (main CPU 101) can detect the above-mentioned "open" state by not being input.
[0081] (Gate detection SW20a) The gate detection SW20a is provided inside the passage opening of the gate member 20 of the game board 6, and is a SW for detecting that the game ball has passed through the gate member 20. That is, the gate detection SW20a and the main control board 100 are connected via a harness, a relay board, or the like, and when the passage of the game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that inputs the detected information controls to immediately execute the normal pattern change game when the normal pattern change game is not being executed in the normal pattern reserve indicator 27f and the number of reserved normal pattern change games is "0", controls to reserve the execution of the normal pattern change game when the number of reserved normal pattern change games is "1" to "3", and controls not to reserve the execution of the normal pattern change game when the number of reserved normal pattern change games is "4".
[0082] (Regarding the first start port detection SW21a) The first start hole detection SW21a is provided inside the winning hole of the first start hole 21 of the game board 6, and is a SW for detecting that a game ball has entered the first start hole 21. In other words, the first start hole detection SW21a and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to make the payout control board 300 pay out a "3" game ball as a prize ball for the game ball entering the first start hole 21.
[0083] In addition, when an input is made from the first start hole detection SW21a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b and the number of reserved symbols in the first special pattern reserve display device 27c and the second special pattern reserve display device 27d is "0", the main control board 100 immediately controls to execute the pattern change game in the first special pattern display device 27a, if the number of reserved symbol change games in the first special pattern reserve display device 27c is "1" to "3", the main control board 100 controls to suspend the execution of the pattern change game, and if the number of reserved symbol change games in the first special pattern reserve display device 27c is "4", the main control board 100 controls not to suspend the execution of the pattern change game.
[0084] In addition, the main control board 100 (main CPU 101) transmits a first start hole winning command indicating that the number of reserved symbol change games in the first special symbol reserve display 27c has been updated (increased) to the performance control board 200, except when the number of reserved symbol change games in the first special symbol reserve display 27c is "4". This allows the performance control board 200 to recognize the number of reserved symbol change games in the first special symbol reserve display 27c. Note that the first start hole winning command may be transmitted to the performance control board 200 when the number of reserved symbol change games in the first special symbol reserve display 27c is "4".
[0085] (Regarding the second start port detection SW22a) The second start hole detection SW22a is provided inside the winning hole of the second start hole 22, and is a SW for detecting that a game ball has entered the second start hole 22. In other words, the second start hole detection SW22a and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to make the payout control board 300 pay out "2" game balls as prize balls for the game ball entering the second start hole 22.
[0086] Furthermore, when an input is made from the second start hole detection SW22a, if the pattern change game is not being executed in either the first special pattern display device 27a or the second special pattern display device 27b and the number of reserved symbols in the second special pattern reserve display device 27d is "0", the main control board 100 (main CPU 101) immediately controls the second special pattern display device 27b to execute the pattern change game, if the number of reserved symbol change games in the second special pattern reserve display device 27d is "1" to "3", the main control board 100 controls the execution of the pattern change game to be suspended, and if the number of reserved symbol change games in the second special pattern reserve display device 27d is "4", the main control board 100 controls not to suspend the execution of the pattern change game.
[0087] In addition, the main control board 100 transmits a second start hole winning command indicating that the number of reserved symbol change games in the second special symbol reserved display 27d has been updated (increased) to the performance control board 200, except when the number of reserved symbol change games in the second special symbol reserved display 27d is "4". This allows the performance control board 200 to recognize the number of reserved symbol change games in the second special symbol reserved display 27d. Note that the second start hole winning command may be transmitted to the performance control board 200 when the number of reserved symbol change games in the second special symbol reserved display 27d is "4".
[0088] (Regarding the second starting port opening / closing solenoid 22b) The second start port opening / closing solenoid 22b is provided behind the second start port 22, and is a solenoid for opening and closing the protruding member provided in the above-mentioned second start port 22. In other words, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) determines that a normal pattern is a hit in the normal pattern hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing manner shown in "Opening / closing manner of the second start port" in Fig. 9.
[0089] (Regarding normal winning gate detection SW23a) The normal winning hole detection SW23a is provided inside the winning hole of the normal winning hole 23 of the game board 6, and is a SW for detecting that a game ball has entered the normal winning hole 23. In other words, the normal winning hole detection SW23a and the main control board 100 are connected via a harness, a relay board, or the like, and when a game ball has entered, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information performs processing to make the payout control board 300 pay out a game ball of "8" as a prize ball for the game ball having entered the normal winning hole 23.
[0090] (About the first big prize gate detection SW24a) The first large prize opening detection SW24a is provided inside the winning opening of the first large prize opening 24, and is a SW for detecting that a game ball has entered the first large prize opening 24. That is, the first large prize opening detection SW24a and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball's entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that inputs the detected information performs processing to make the payout control board 300 pay out the game ball "12" as a prize ball due to the game ball entering the first large prize opening 24. In addition, the main control board 100 (main CPU101) transmits a first large prize opening entry command indicating that the game ball has entered the first large prize opening 24 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the first large winning hole 24.
[0091] (Regarding the first prize opening / closing solenoid 24b) The first large prize opening opening solenoid 24b is provided behind the first large prize opening 24, and is a solenoid for opening and closing the opening door provided in the above-mentioned first large prize opening 24. In other words, the first large prize opening opening solenoid 24b and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) drives and controls the first large prize opening opening solenoid 24b to open and close the opening door for the number of awarded rounds in FIG. 6 in the jackpot 1 game and the jackpot 2 game.
[0092] (About the second large prize-winning port detection SW32a) The second large prize opening detection SW32a is provided inside the prize opening of the second large prize opening 32, and is a SW for detecting that a game ball has entered the second large prize opening 32. That is, the second large prize opening detection SW32a and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball's entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that inputs the detected information performs processing to make the payout control board 300 pay out the game ball "12" as a prize ball due to the game ball entering the second large prize opening 32. In addition, the main control board 100 (main CPU101) transmits a second large prize opening entry command indicating that the game ball has entered the second large prize opening 32 to the performance control board 200. This allows the performance control board 200 to recognize the status of the game ball entering the second large winning port 32.
[0093] (Regarding the second prize opening / closing solenoid 32b) The second large prize opening opening solenoid 32b is provided behind the second large prize opening 32, and is a solenoid for opening and closing the door provided in the above-mentioned second large prize opening 32. In other words, the second large prize opening opening solenoid 32b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the second large prize opening opening solenoid 32b when a small win is determined in the special symbol winning determination process.
[0094] (About specific area detection SW32c) The specific area detection SW32c is provided in a specific area inside the winning port of the second large winning port 32, and is a SW for detecting that a game ball has entered the specific area of the second large winning port 32. That is, the specific area detection SW32c and the main control board 100 are connected via a harness, a relay board, or the like, and when the game ball's entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that inputs the detected information performs processing to end the small win game and shift to the big win 2 game. In addition, the main control board 100 (main CPU101) transmits a specific area passing command indicating that the game ball has entered the specific area of the second large winning port 32 to the performance control board 200. As a result, the performance control board 200 can also recognize the passing status of the game ball to the specific area of the second large winning port 32.
[0095] (Specific area opening and closing solenoid 32d) The specific area opening / closing solenoid 32d is provided behind the specific area, and is a solenoid for opening and closing the lid member provided in the specific area. In other words, the specific area opening / closing solenoid 32d and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) drives and controls the specific area opening / closing solenoid 32d to open and close the lid member when a small win is determined in the special symbol winning determination process. The opening time and closing time of the lid member can be set to any time.
[0096] (About Outlet Detection SW25a) The out-port detection SW 25a is provided inside the entrance of the out-port 25, and is a SW for detecting that a gaming ball has entered the out-port 25. In other words, the out-port detection SW 25a and the main control board 100 are connected via a harness, a relay board, or the like, and when an entry of a gaming ball is detected, the detected information is input to the main control board 100. This allows the main control board 100 to grasp the number of outs.
[0097] (Regarding the first special symbol display 27a) The first special symbol display 27a is provided in the symbol display device 27, and is a display controlled by the main control board 100 to execute a symbol change game based on the entry of a game ball into the first starting hole 21. That is, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the first special symbol display 27a when the execution condition of the symbol change game on the first special symbol display 27a is established. The execution condition of the symbol change game on the first special symbol display 27a is established when a negative judgment is made in the processing of step S105-2-4 in the "special symbol change start processing" (see FIG. 21) described later.
[0098] (Regarding the second special symbol display 27b) The second special symbol display 27b is provided in the symbol display device 27, and is a display controlled by the main control board 100 to execute a symbol change game based on the entry of a game ball into the second starting hole 22. That is, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the symbol change game on the second special symbol display 27b when the execution condition of the symbol change game on the second special symbol display 27b is established. The execution condition of the symbol change game on the second special symbol display 27b is established when a negative judgment is made in the processing of step S105-2-1 in the "special symbol change start processing" (see FIG. 21).
[0099] (Regarding the first special symbol reserved indicator 27c) The first special symbol reserved indicator 27c is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of reserved symbols in the symbol change game based on the game ball entering the first starting hole 21. That is, the first special symbol reserved indicator 27c and the main control board 100 are connected via a harness, a relay board, or the like, and when the main control board 100 receives information that a game ball has been detected by the first starting hole detection SW21a, it controls the display of the first special symbol reserved indicator 27c (from off to on, or from on to blinking) if the upper limit value of reserved symbols ("4") has not been reached. On the other hand, when the symbol change game based on the game ball entering the first starting hole 21 that is currently being changed ends, it controls the display of the first special symbol reserved indicator 27c (from blinking to on, or from on to off).
[0100] (Regarding the second special symbol reserved indicator 27d) The second special symbol reserved indicator 27d is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of reserved symbols in the symbol change game based on the game ball entering the second starting hole 22. That is, the second special symbol reserved indicator 27d and the main control board 100 are connected via a harness, a relay board, or the like, and when the main control board 100 receives information that a game ball has been detected by the second starting hole detection SW22a, it controls the display of the second special symbol reserved indicator 27d (from off to on, or from on to blinking) if the upper limit value of reserved symbols ("4") has not been reached. On the other hand, when the symbol change game based on the game ball entering the second starting hole 22 that is currently being changed ends, it controls the display of the second special symbol reserved indicator 27d (from blinking to on, or from on to off).
[0101] (Regarding the normal pattern display 27e) The normal symbol display 27e is provided in the symbol display device 27, and is a display for executing a normal symbol variation game that is display-controlled by the main control board 100. In other words, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, or the like, and the main control board 100 (main CPU 101) controls the display of the normal symbol variation game in the normal symbol display 27e when the execution condition of the normal symbol variation game in the normal symbol display 27e is satisfied.
[0102] (Regarding the regular pattern reserved indicator 27f) The normal symbol reserved indicator 27f is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of reserved normal symbol variable games based on the passage of game balls through the gate member 20. That is, the normal symbol reserved indicator 27f and the main control board 100 are connected via a harness, a relay board, etc., and when the main control board 100 (main CPU 101) inputs information that game balls have been detected by the gate detection SW20a, it controls the display of the normal symbol reserved indicator 27f (from off to on, or from on to blinking) if the upper limit value of reserved numbers ("4") has not been reached. On the other hand, when the normal symbol variable game currently being changed ends, it controls the display of the normal symbol reserved indicator 27f (from blinking to on, or from on to off).
[0103] (About the round display 27g) The round indicator 27g is provided in the symbol display device 27, and is a display controlled by the main control board 100 to display the number of times the first large winning hole 24 is opened in the above-mentioned big win 1 game and the number of times the first large winning hole 24 is opened in the big win 2 game (including the small win game). That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, or the like, and, for example, when the symbol variable game determined as a big win in the special symbol hit determination process ends and the first special symbol display 27a displays a special symbol (for example, "7") indicating a big win, the round indicator 27g is controlled to light up and the round indicator 27g is controlled to light up and to light up when the big win 1 game or the big win 2 game ends.
[0104] (Regarding the performance control board 200) As shown in Fig. 4, the performance control board 200 is provided with a performance control section 200a, which has a sub-CPU 201 that performs performance control processing, a sub-ROM 202 that stores a control program required for the performance control processing, and a sub-RAM 203 that can read and write data required for the performance control processing. Also provided is an image / sound control section 200b that is connected to the performance control section 200a via a harness or the like so as to enable two-way communication, and the image / sound control section 200b has an image / sound CPU 204 that performs image / sound control processing, a sound ROM 205 that stores sound data, a CGROM 206 that stores image data, and a VRAM 207 equipped with a frame buffer that stores image generation data, etc. In addition, there is provided a light emission drive control unit 200c which is connected to the performance control unit 200a via a harness or the like so as to enable two-way communication. The light emission drive control unit 200c has a light emission drive CPU 208 which performs light emission control processing and drive control processing, a light emission drive ROM 209 which stores the control programs necessary for the light emission control processing and drive control processing, and a light emission drive RAM 210 which is capable of reading and writing necessary for the light emission control processing and drive control processing.
[0105] The performance control unit 200a is also connected so that operation information from a performance button detection SW14a, operation information from a performance lever detection SW15a, and operation information from a cross key detection SW16a can be input thereto.
[0106] (About the performance button detection SW14a) The effect button detection SW14a is provided on the effect button 14, and is a SW for detecting that the effect button 14 is pressed by a player when the effect button 14 is in an operation valid period. That is, the effect button detection SW14a and the effect control board 200 are connected via a harness, a relay board, or the like, and information indicating that the effect button 14 has been pressed is input to the effect control board 200. Then, the effect control board 200 that has input the information indicating that the effect button 14 has been pressed controls the effect corresponding to the pressing of the effect button 14 via the image display device 26 and the speaker 10. Here, for example, in a symbol variation game, the effect button 14 is set to an operation valid period for a predetermined time, and the effect button detection SW14a detects only pressing when the operation valid period is set.
[0107] (About the performance lever detection SW15a) The effect lever detection SW15a is provided on the effect lever 15, and is a SW for detecting that the effect lever 15 is operated by the player when the effect lever 15 is in the operation effective period. That is, the effect lever detection SW15a and the effect control board 200 are connected via a harness, a relay board, etc., and information indicating that the effect lever 15 has been operated is input to the effect control board 200. Then, the effect control board 200 that has input the information indicating that the effect lever 15 has been operated controls the effect according to the operation of the effect lever 15 via the image display device 26 and the speaker 10. Here, for example, in a symbol variation game, the effect lever 15 is set to an operation effective period for a predetermined time, and the effect lever detection SW15a detects only the operation when the operation effective period is set.
[0108] (About the cross key detection SW16a) The cross key detection SW16a is provided on the cross key button 16, and is a switch for detecting that the player has pressed the cross key button 16. In other words, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, or the like, and information indicating that the cross key button 16 has been operated is input to the performance control board 200.
[0109] As described above, by operating the cross key button 16, it is possible to adjust the amount of light emitted from the light emitting device 9 and the amount of light emitted from the image display device 26. Specifically, by pressing the up button of the cross key button 16, the amount of light can be increased (in stages), by pressing the down button of the cross key button 16, the amount of light can be decreased (in stages), by pressing the right button of the cross key button 16, the volume can be increased (in stages), and by pressing the left button of the cross key button 16, the volume can be decreased (in stages).
[0110] The light intensity may be set in three stages, namely, "strong," "medium," and "weak," or may be further subdivided into five stages. The volume may be set in three stages, namely, "high," "medium," and "low," or may be further subdivided into five stages. A level gauge image showing the degree of adjustment of the light intensity or volume, or an adjustment sound may be emitted.
[0111] The light intensity adjustment and the sound volume adjustment can be performed when the symbol change game is not being played, but may be performed even when the symbol change game is being played. In this case, it is preferable to adjust the level gauge image and sound volume without emitting the adjustment sound or by displaying the level gauge image and sound volume in a small size and at a low volume. In this way, it is possible to prevent the effect image and sound volume corresponding to the symbol change game from being obstructed by the level gauge image and sound volume.
[0112] Moreover, the image / sound control unit 200b is connected to an image display device 26, which allows the image information generated by the image / sound control unit 200b to be displayed. Also, the image / sound control unit 200b is connected to a speaker 10, which allows the sound information generated by the image / sound control unit 200b to be output.
[0113] (About speaker 10) The speaker 10 is capable of outputting voice and sound effects, as described in Fig. 1. For example, if information indicating the closed state is not input from the frame open detection SW 3a described above, the speaker 10 outputs a sound notifying the user that the inner frame 3 is in the open state. In other words, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, or the like, and the above-mentioned sounds are output from the speaker 10 under the control of the image / sound control unit 200b.
[0114] The light-emitting device 9 and the board lighting device 29 are connected to the light-emitting drive control unit 200c, and light emission can be controlled by the light-emitting drive control unit 200c. The light-emitting drive control unit 200c is also connected to the board drive device 30, and the movable body 28 can be driven and controlled via the board drive device 30.
[0115] (Regarding the movable body 28) The movable body 28 is provided on the game board 6 and is capable of performing actions such as "dropping," "swinging," and "rotating." By performing these actions, the possibility of a big win being awarded is suggested.
[0116] In addition to these, although not shown in the figure, it also includes an interrupt controller circuit that issues an interrupt signal to the sub CPU 201, a hardware random number generation circuit that generates random numbers within a certain range, and the like.
[0117] (Regarding the dispensing control board 300) 4, the payout control board 300 is provided with a payout CPU 301 that performs payout control processing, a payout ROM 302 that stores a control program required for the payout control processing, and a payout RAM 303 that can read and write required for the payout control processing. In addition, a payout device 304 is connected to the payout control board 300 via a harness or the like, and game balls are paid out to the upper tray 5a by controlling the payout device 304.
[0118] Specifically, in the main control board 100, for example, when information that a game ball is detected is input from the first start hole detection SW21a described later, a payout command signal is sent from the main control board 100 to the payout control board 300 to pay out the prize ball "3", and the payout control board 300 that receives this sends out the prize ball "3" to the upper tray 5a by controlling the payout device 304. Then, when the payout of the prize ball "3" is completed, a payout completion signal is sent from the payout control board 300 to the main control board 100, and the payout of the game ball in response to the input of the information that a game ball is detected from the first start hole detection SW21a is completed.
[0119] In addition, the launch handle 8 is connected to the payout control board 300 via a harness or the like, and when the player touches the above-mentioned handle touch sensor provided on the launch handle 8, information that the launch handle 8 is being held is input, and the amount of rotation of the launch handle 8 is input based on the amount of launch volume (not shown) provided on the launch handle 8.
[0120] Further, a launching device 305 is connected to the payout control board 300 via a harness or the like, and by controlling the launching device 305, game balls are launched into the game area 7. Specifically, when the player holds the launching handle 8 through the launching handle 8 and the amount of rotation of the launching handle 8 is input, the payout control board 300 controls the launching device 305 with a launch strength according to the amount of rotation of the launching handle 8 to launch the game balls.
[0121] Also, although not shown in Figure 4, the payout control board 300 is connected so as to receive an input signal from the ball lending button 12 shown in Figure 1 via a ball lending unit, etc., and when the ball lending button 12 is operated by a player, the payout control board 300 controls the payout device 304 to pay out a number of game balls corresponding to one operation of the ball lending button 12 (for example, 125 balls) into the upper tray 5a.
[0122] (About the power supply board 400) As shown in Fig. 4, the main control board 100, the performance control board 200, and the dispensing control board 300 are connected to the power supply board 400 via harnesses, etc., and as described above, the power supply board 400 receives external power via a power plug (not shown) and supplies the supplied external power to the main control board 100, the performance control board 200, and the dispensing control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit that converts external power (AC 100 volts) to DC 24 volts, etc.
[0123] (About the special pattern winning judgment table) Next, the special symbol winning determination table will be described with reference to FIG.
[0124] The special symbol hit determination table is stored in the main ROM 102, and includes (1) to be used when the game ball enters the first starting hole 21, and (2) to be used when the game ball enters the second starting hole 22. In this embodiment, the setting value can be set in "6" stages, and although not shown, the special symbol hit determination tables (1) and (2) corresponding to the respective setting values of the "6" stages are stored. The setting value is not limited to "6" stages, and can be any value. For example, it may be "4" stages or "2" stages. Also, it is not necessary to include a setting value.
[0125] In the special symbol hit determination table (first starting slot 21) of (1), when the game state is the normal game state and when the time-saving game state, the probability of a big hit being determined in the special symbol hit determination process is "1 / 319". Also, when the game state is the normal game state and when the time-saving game state, the probability of a small hit being determined in the special symbol hit determination process is "-" (no small hit).
[0126] In addition, not winning a small win may mean not performing the small win determination itself. For example, in the special symbol winning determination process described later, the processes of steps S105-2-9-4 to S105-2-9-6 may be not performed. Also, the random number value for winning a small win may be not included in the random number value for winning determination to be acquired (see FIG. 17) so that a small win is not won. For example, the range of the random number value for winning determination to be acquired may be set to "0 to 637" and the random number value for winning a small win may be set to "638" so that a small win is not won. On the other hand, there is no problem even if a small win is won.
[0127] In the special symbol hit determination table (second starting slot 22) of (2), when the game state is the normal game state and when the game state is the time-saving game state, the probability of being determined as a big hit in the special symbol hit determination process is "1 / 319". Also, when the game state is the time-saving game state, the probability of being determined as a small hit in the special symbol hit determination process is "1 / 7.9".
[0128] Although not shown in the figure, when the setting value is "6", the probability of being determined as a big win in the special symbol hit determination process in both (1) and (2) is, for example, "1 / 280", making it easier to win a big win than the special symbol hit determination table shown in FIG. 5. In other words, the probability of being determined as a big win is different depending on the setting value. On the other hand, when the setting value is "6", the probability of being determined as a small win in the special symbol hit determination process in (2) is, for example, "1 / 7.9", which is the same probability as the special symbol hit determination table shown in FIG. In other words, the probability of being determined as a small win is not different depending on the setting value.
[0129] (About the big win special symbol determination table, small win special symbol determination table, and loss special symbol determination table) Next, each special symbol determination table will be described with reference to FIG. 6A, the big win special symbol determination table, the small win special symbol determination table, and the loss special symbol determination table are stored in the main ROM 102. In FIG.
[0130] When the main CPU 101 determines a jackpot in the special symbol hit determination process based on the entry of the game ball into the first starting hole 21, (A) it uses a jackpot special symbol determination table to determine "special symbol A" with a 50% chance and "special symbol B" with a 50% chance. "Special symbol A" is a special symbol that is determined to control the normal game state when "6" rounds of jackpot one game are awarded and the jackpot one game is completed. On the other hand, "special symbol B" is a special symbol that is determined to control the time-saving game state when "6" rounds of jackpot one game are awarded and the time-saving game state is completed.
[0131] In addition, when the main CPU 101 determines a jackpot in the special symbol hit determination process based on the entry of the game ball into the second starting hole 22, it uses (A) the jackpot special symbol determination table to determine the "special symbol C" with 100% accuracy. The "special symbol C" is a special symbol that is determined to control the time-saving game state when "10" rounds of jackpot one game are awarded and the jackpot one game is finished.
[0132] Thus, in this embodiment, the game machine has a normal game state and a time-saving game state. The normal game state is a game state where the player is not given an opportunity to put a game ball into the second starting hole 22 (a game state where the player hits the left side), whereas the time-saving game state is a game state where the player is given an opportunity to put a game ball into the second starting hole 22 (a game state where the player hits the right side). When the game ball is put into the second starting hole 22, the player is given an opportunity to win a small prize, and two big prizes may be awarded. Therefore, the time-saving game state is more advantageous to the player than the normal game state. In other words, the "special symbol B" and the "special symbol C" are more advantageous to the player than the "special symbol A".
[0133] In addition, in the normal game state, since no opportunity is given to cause the game ball to enter the second start hole 22, it can be said that there is no support for opening the second start hole 22. On the other hand, in the time-saving game state, since an opportunity is given to cause the game ball to enter the second start hole 22, it can be said that there is support for opening the second start hole 22.
[0134] In addition, the game state after the winning can be set arbitrarily for both the first start hole 21 and the second start hole 22. For example, the game state after the winning for both the first start hole 21 and the second start hole 22 may be a time-saving game state, or a special pattern may be provided in the second start hole 22, in which a "10" round of jackpot 1 game is awarded and the normal game state is controlled when the jackpot 1 game is finished.
[0135] In this embodiment, the game machine is configured to have a normal game mode and a time-saving game mode, but may further have a probability-varying game mode. The probability-varying game mode is a game mode in which the probability of winning is higher than that of the normal game mode. For example, if the probability of winning in the normal game mode is "1 / 319", the probability of winning in the probability-varying game mode will be higher, such as "1 / 32".
[0136] In addition, although not shown in the figure, there is no difference in the setting value for the selection ratio of the special symbol. For example, even if the setting value is "1" or "6", the special symbol is determined using (A) the jackpot special symbol determination table.
[0137] In addition, when the main CPU 101 determines a small win in the special pattern hit determination process based on the entry of the game ball into the second starting hole 22, (B) it uses a small win special pattern determination table to determine "special pattern D" with "25%", "special pattern E" with "25%", "special pattern F" with "25%", and "special pattern G" with "25%".
[0138] The "special pattern D" is a special pattern that is determined to control the normal game state when "6" rounds of small win games and big win 2 games (which are broken down into "1" round of small win games and "5" rounds of big win 2 games) are awarded and the big win 2 games are finished. In addition, if the game ball does not pass through a specific area during the small win game and the small win game ends without transitioning to the big win 2 game, the game state after the win becomes the normal game state. Therefore, the "special pattern D" is a special pattern that ends the time-saving game state, and a small win with the "special pattern D" constitutes the end condition of the time-saving game state (the end condition of the opening support state of the second starting hole 22).
[0139] "Special pattern E" is a special pattern that is determined to control the time-saving game state when "6" rounds of small win game and big win 2 game (details are "1" round of small win game and "5" round of big win 2 game) are awarded and the big win 2 game ends. In addition, if the game ball does not pass through a specific area during the small win game and the small win game ends without transitioning to the big win 2 game, the game state after the win will be the normal game state.
[0140] The "special symbol F" is a special symbol that is determined to control the normal game state when "10" rounds of small win games and big win 2 games (which are broken down into "1" round of small win games and "9" rounds of big win 2 games) are awarded and the big win 2 games are finished. In addition, if the game ball does not pass through a specific area in the small win game and the small win game ends without transitioning to the big win 2 game, the game state after the win becomes the normal game state. Therefore, the "special symbol F" is a special symbol that ends the time-saving game state, and a small win with the "special symbol F" constitutes the end condition of the time-saving game state (the end condition of the opening support state of the second starting hole 22).
[0141] The "Special Pattern G" is a special pattern that is set to control the time-saving game state when "10" rounds of small win game and big win 2 game (breakdown is "1" round of small win game and "9" round of big win 2 game) are awarded and the big win 2 game ends. In addition, if the game ball does not pass through a specific area during the small win game and the small win game ends without transitioning to the big win 2 game, the game state after the win will be the normal game state.
[0142] In addition, for the "Special Pattern D", after "6" rounds of small win play and two big win play (breaking down to "1" round of small win play and "5" rounds of two big win play), the normal game state is then entered; however, it is also possible to enter only the small win play in an opening and closing mode that prevents the game ball from passing through a specific area, and then enter the normal game state after the small win play ends. Similarly, for the "special pattern F," a small win game of "10" rounds and two big win games (breaking down to a small win game of "1" round and two big win games of "9" rounds) are executed, and then the normal game state is resumed; however, it is also possible to execute only the small win game in an opening and closing mode that prevents the game ball from passing through a specific area, and then resume the normal game state after the small win game ends. With this configuration, the game balls that a player can obtain are more likely to vary, and the advantage or disadvantage can be more clearly defined.
[0143] Although not shown in the figure, there is no difference in the setting value for the selection ratio of the special symbol. For example, even if the setting value is "1" or "6", the special symbol is determined using the (B) small win special symbol determination table.
[0144] In addition, when the main CPU 101 determines that the special symbol hit determination process based on the game ball entering the first starting hole 21 is a miss, it uses (C) a miss special symbol determination table to determine the "special symbol H" with 100% certainty.
[0145] In addition, when the main CPU 101 determines that the special symbol hit determination process based on the game ball entering the second starting hole 22 is a miss, it uses (C) a miss special symbol determination table to determine the "special symbol I" with 100% certainty.
[0146] (Details of the special big win pattern and the special small win pattern) Next, based on FIG. 7, the details of the big win special symbol and the small win special symbol will be explained.
[0147] (A) In the details of the special jackpot patterns, "special pattern A" (Type 1 jackpot 1) and "special pattern B" (Type 1 jackpot 2) open the door of the first big prize winning opening 24 for 29.5 seconds per round, and when the entry of "10" game balls is detected or 29.5 seconds have passed before the entry of "10" game balls is detected, the door of the first big prize winning opening 24 closes. Then, when the closing interval time has elapsed, the game moves to the next round, and this is done for "6" rounds. After the "6" rounds are finished, the game moves to the jackpot ending (for example, 10S). In addition, for "Special Pattern C" (Type 1 Big Win 3), the door of the first big winning opening 24 opens for 29.5S per round, and when the entry of "10" game balls is detected, or when 29.5S has elapsed before the entry of "10" game balls is detected, the door of the first big winning opening 24 closes. Then, when the closing interval time has elapsed, the game moves to the next round, and this is done for "10" rounds. After the "10" rounds are finished, the game moves to the big winning ending (for example, 10S).
[0148] (B) In the details of the small win special symbols, for "special symbol D" (type 2 big win 1) and "special symbol E" (type 2 big win 2), the door of the second big winning opening 32 opens for 1.8 seconds in the first round, and when the entry of a "10" game ball is detected or 1.8 seconds have passed before the entry of a "10" game ball is detected, the door of the second big winning opening 32 closes. Then, when the transition interval time of 3 seconds has passed from the small win game to the big win 2 game, the game moves to the second round, and from the second round, the door of the first big winning opening 24 opens for 29.5 seconds per round, and when the entry of a "10" game ball is detected or 29.5 seconds have passed before the entry of a "10" game ball is detected, the door of the first big winning opening 24 closes. Then, when the closure interval time has elapsed, the next round begins, and this is repeated for "5" rounds.
[0149] In addition, for the "special pattern F" (type 2 jackpot 3) and "special pattern G" (type 2 jackpot 4) in the small win special pattern details, the second large prize opening 32 opens for 1.8 seconds in the first round, and when the "10" game ball is detected or 1.8 seconds have passed before the "10" game ball is detected, the second large prize opening 32 closes. Then, when the transition interval time of 3 seconds has passed from the small win game to the jackpot 2 game, the game moves to the second round, and from the second round, the first large prize opening 24 opens for 29.5 seconds per round, and when the "10" game ball is detected or 29.5 seconds have passed before the "10" game ball is detected, the first large prize opening 24 closes. Then, when the closure interval time has elapsed, the next round begins, and this is repeated for "9" rounds.
[0150] Although not shown in the figure, no difference in set values is provided for the round opening / closing manner. Also, the round details (opening / closing manner) shown in Fig. 7 are merely an example and can be changed as appropriate.
[0151] (Regarding the game state control table) Next, the game state control table will be described with reference to FIG.
[0152] The game state control table is stored in the main ROM 102, and is a table that determines the upper limit number of times of the time-saving game state for each special symbol. For example, when the jackpot 1 game is completed with either the "special symbol B" or the "special symbol C", or when the jackpot 2 game is completed with either the "special symbol E" or the "special symbol G", if the symbol change game is performed "100" times in the first start hole 21 and the second start hole 22 in the subsequent time-saving game state, the time-saving game state is terminated and the game transitions to the normal game state. Note that the pattern change game being performed "100" times in the first start hole 21 and the second start hole 22 constitutes the termination condition of the time-saving game state (the termination condition of the opening support state of the second start hole 22).
[0153] In this embodiment, the termination condition of the time-saving game state (the termination condition of the opening support state of the second start hole 22) is that the pattern change game is played "100" times in the first start hole 21 and the second start hole 22, but a specified upper limit number of changes may be set only in the first start hole 21, or a specified upper limit number of changes may be set only in the second start hole 22. For example, when the pattern change game is played "10" times in the first start hole 21, the time-saving game state may be terminated and the game state may be switched to the normal game state. Also, when the pattern change game is played "10" times in the second start hole 22, the time-saving game state may be terminated and the game state may be switched to the normal game state.
[0154] (Regarding the normal symbol hit judgment table and normal symbol determination table) Next, the normal symbol related table will be described with reference to FIG. (1) the normal symbol winning judgment table and (2) the normal symbol determination table in FIG.
[0155] In the normal symbol hit determination table (1), the probability that a normal symbol will be determined to be a hit in the normal symbol hit determination process when the game state is in the normal game state is "-" (no normal hit), and the probability that a normal symbol will be determined to be a hit in the normal symbol hit determination process when the game state is in the time-saving game state is "250 / 251."
[0156] Not winning a normal symbol may mean not performing a normal symbol winning judgment itself. For example, in the passing gate detection process in FIG. 16, even if it is detected that the game ball has passed through the gate member 20, the random number value for normal symbol winning judgment may not be extracted, or the normal symbol winning judgment process may not be performed. Also, the random number value for normal symbol winning may not be included in the random number value for normal symbol winning judgment to be acquired, so that a normal symbol winning is not performed. For example, the range of the random number value for normal symbol winning judgment to be acquired can be set to "0 to 250", and the random number value for normal symbol winning can be set to "251" to prevent a normal symbol winning. On the other hand, there is no problem in having a normal symbol winning.
[0157] Although not specifically shown, there is no difference in the setting value for the probability of winning a normal pattern, and whether the setting value is "1" or "6", the probability of winning a normal pattern in the time-saving play state is "250 / 251".
[0158] When the main CPU 101 judges that the normal symbol is a hit in the normal symbol hit judgment process, (2) it uses the normal symbol decision table to decide "normal symbol A", opens the protruding member of the second start hole 22 for 1.3S, closes it, waits the closing interval time, opens the protruding member of the second start hole 22 again for 1.3S, closes it, waits the closing interval time, opens the protruding member of the second start hole 22 again for 1.3S, closes it, waits the closing interval time, opens the protruding member of the second start hole 22 again for 1.3S, and opens the protruding member of the second start hole 22 again for 1.3S. On the other hand, when it judges that the normal symbol is a miss in the normal symbol hit judgment process, (2) it uses the normal symbol decision table to decide "normal symbol B", and decides not to open the protruding member of the second start hole 22.
[0159] In addition, in the normal game state, since the normal symbol does not win, the normal symbol and the opening and closing mode of the second start hole 22 are not determined. Also, although not shown in particular, there is no difference in the setting value for the opening and closing mode of the second start hole 22, and whether the setting value is "1" or "6", "1.3S opening x 4 times" is determined.
[0160] Although no set value is provided for the normal symbols, a set value may be provided. For example, the probability of being determined as a win in the "normal symbol winning determination process" may be different for each set value, and a set value of "1" may be easier to win than a set value of "6", or vice versa. Also, the opening and closing manner of the second starting hole 22 may be different for each set value. For example, a set value of "1" may be opened and closed in a more advantageous manner than a set value of "6", or vice versa.
[0161] (Special pattern change pattern table, normal pattern change pattern table) Next, each fluctuation pattern table will be explained based on FIG.
[0162] (A) Special symbol fluctuation pattern table (for normal game state_first start port), (B) Special symbol fluctuation pattern table (for time-saving game state_second start port), (C) Special symbol fluctuation pattern table (for normal game state_second start port), (D) Regular symbol fluctuation pattern table are stored in the main ROM 102. Note that the special symbol fluctuation pattern tables are only partially excerpted, and some tables, such as the table for the first start port in the time-saving game state, are omitted.
[0163] (A) The special pattern fluctuation pattern table (for normal game state_first starting port) has "fluctuation pattern 1" to "fluctuation pattern 6" which can be selected when the result of the special pattern hit determination process is a miss, and "fluctuation pattern 7" to "fluctuation pattern 11" which can be selected when the result of the special pattern hit determination process is a jackpot.
[0164] In "Fluctuation Pattern 1," "Shortened Fluctuation (Miss)" is executed, and the fluctuation time is "3S." In "Fluctuation Pattern 2," "Normal Fluctuation (Miss)" is executed, and the fluctuation time is "6S." In "Fluctuation Pattern 3," "Normal Reach (Miss)" is executed, and the fluctuation time is "12S." In "Fluctuation Pattern 4," "Super Reach (Miss)" is executed, and the fluctuation time is "30S." In "Fluctuation Pattern 5," "Pseudo Consecutive 2 Normal Reach (Miss)" is executed, and the fluctuation time is "50S." In "Fluctuation Pattern 6," "Pseudo Consecutive 3 Super Reach (Miss)" is executed, and the fluctuation time is "70S."
[0165] In addition, "Fluctuation pattern 7" is composed of "Super Reach (1st type jackpot 1 or 1st type jackpot 2)" and the fluctuation time is "30S". In addition, "Fluctuation pattern 8" is composed of "Pseudo-continuous 2 normal reach (1st type jackpot 1 or 1st type jackpot 2)" and the fluctuation time is "50S". In addition, "Fluctuation pattern 9" is composed of "Pseudo-continuous 3 super reach (1st type jackpot 1 or 1st type jackpot 2)" and the fluctuation time is "70S". In addition, "Fluctuation pattern 10" is composed of "Pseudo-continuous 4 super reach (1st type jackpot 1 or 1st type jackpot 2)" and the fluctuation time is "90S". In addition, "Fluctuation pattern 11" is composed of "Full rotation reach (1st type jackpot 2)" and the fluctuation time is "120S".
[0166] When the result of the special symbol hit determination process in the normal game state is a miss, the main CPU 101 determines one of the variation patterns from "variation pattern 1" to "variation pattern 6". Specifically, when the game ball enters the first start hole 21, a random number for determining the variation pattern is acquired, and one of the variation patterns is determined by referring to the acquired random number for determining the variation pattern. Although not shown, when the game ball enters the first start hole 21, a random number for reach determination is acquired, and if the random number for reach determination corresponds to a random number for executing a reach, one of the variation patterns is determined from "variation pattern 3" to "variation pattern 6", and if the random number for reach determination does not correspond to a random number for executing a reach, one of "variation pattern 1" and "variation pattern 2" may be determined.
[0167] In addition, when the main CPU 101 performs the special pattern hit determination process in the normal game state, if the result is a jackpot (Type 1 jackpot 1), it determines one of the fluctuation patterns from "Fluctuation Pattern 7" to "Fluctuation Pattern 10", and if the result is Type 1 jackpot 2, it determines one of the fluctuation patterns from "Fluctuation Pattern 7" to "Fluctuation Pattern 11".
[0168] Then, when the variation pattern is determined, the "contents of the performance" and the "variation time" (number of seconds S) are determined univocally. Here, "shortened variation" and "normal variation" refer to variations that do not result in a reach. Also, a "normal reach" refers to a reach that does a reach but does not include a development performance (for example, a performance in which the middle decorative pattern image 26b is varied after a temporary stop display due to a miss), and is positioned as a reach with a low expectation of a jackpot because it is configured with a low selection rate for a jackpot and a high selection rate for a miss.
[0169] In addition, a "super reach" refers to a reach that develops during the execution of a reach (normal reach) and develops into a live-action image, for example, displayed on image display device 26.The selection rate in the event of a jackpot is higher than that of a "normal reach" and the selection rate in the event of a miss is lower than that of a "normal reach", so it is positioned as a reach with a higher expectation of a jackpot than a "normal reach".
[0170] In addition, as will be explained in detail later, "pseudo consecutive" is a production that makes it look as if multiple pattern change games are being played in one pattern change game, and "pseudo consecutive 4 super reach" is positioned as a reach with a higher expectation of a jackpot than "pseudo consecutive 3 super reach". In addition, since "pseudo consecutive 4 super reach" of "variation pattern 10" is a variation pattern in which only a jackpot (first type jackpot 1 or first type jackpot 2) can be selected, when "pseudo consecutive" is played four times, a jackpot (first type jackpot 1 or first type jackpot 2) is confirmed at that point.
[0171] (B) The special pattern change pattern table (for time-saving play state_second starting port) has "change pattern 12" to "change pattern 14" which can be selected when the result of the special pattern hit determination process is a miss, "change pattern 15" to "change pattern 17" which can be selected when the result of the special pattern hit determination process is a jackpot (Type 1 jackpot 3), and "change pattern 18" to "change pattern 20" which can be selected when the result of the special pattern hit determination process is a small jackpot (Type 2 jackpot 1 to Type 2 jackpot 4).
[0172] In "variation pattern 12", "miss variation 1" is executed and the variation time is "10S". In "variation pattern 13", "miss variation 2" is executed and the variation time is "20S". In "variation pattern 14", "miss variation 3" is executed and the variation time is "30S".
[0173] In addition, "variation pattern 15" is configured with a "10S" variation time by executing "hit variation 1" (first type jackpot 3). In addition, "variation pattern 16" is configured with a "20S" variation time by executing "hit variation 2" (first type jackpot 3). In addition, "variation pattern 17" is configured with a "30S" variation time by executing "hit variation 3" (first type jackpot 3).
[0174] In addition, "variation pattern 18" is configured with "hit variation 4" (2nd type jackpot 1 to 2nd type jackpot 4) being executed and the variation time being "10S". In addition, "variation pattern 19" is configured with "hit variation 5" (2nd type jackpot 1 to 2nd type jackpot 4) being executed and the variation time being "20S". In addition, "variation pattern 20" is configured with "hit variation 6" (2nd type jackpot 1 to 2nd type jackpot 4) being executed and the variation time being "30S".
[0175] (C) The special pattern change pattern table (for normal game play state_second starting port) has a "change pattern 21" that can be selected when the result of the special pattern hit determination process is a miss, a "change pattern 22" that can be selected when the result of the special pattern hit determination process is a jackpot (Type 1 jackpot 3), and a "change pattern 23" that can be selected when the result of the special pattern hit determination process is a small jackpot (Type 2 jackpot 1 to Type 2 jackpot 4).
[0176] In "variation pattern 21", "miss variation" is executed and the variation time is "10S". In "variation pattern 22", "hit variation" (first type jackpot 3) is executed and the variation time is "10S". In "variation pattern 23", "hit variation" (second type jackpot 1 to second type jackpot 4) is executed and the variation time is "10S".
[0177] (D) The normal symbol fluctuation pattern table has "normal symbol fluctuation pattern 1" (normal symbol winning fluctuation) and "normal symbol fluctuation pattern 2" (normal symbol losing fluctuation), and both of the fluctuation times are composed of "3S".
[0178] (Regarding the judgment information storage area in main RAM) FIG. 11 is a schematic diagram showing a determination information storage area (reserved storage area) provided in main RAM 103. As shown in FIG.
[0179] As described above, the main RAM 103 is provided with (A) a reserved memory area corresponding to a special pattern and (B) a reserved memory area corresponding to a normal pattern, and in the first starting port 21, judgment information (random number value) relating to the special pattern can be stored in the "variable memory area", the "first memory area", the "second memory area", the "third memory area", and the "fourth memory area", respectively; in the second starting port 22, judgment information (random number value) relating to the special pattern can be stored in the "variable memory area", the "first memory area", the "second memory area", the "third memory area", and the "fourth memory area", respectively; and in the gate member 20, judgment information (random number value) relating to the normal pattern can be stored in the "variable memory area", the "first memory area", the "second memory area", the "third memory area", and the "fourth memory area", respectively.
[0180] (Regarding control processing performed by the main CPU 101) The control processing performed by the main CPU 101 will be described with reference to FIGS.
[0181] (Main control board main processing) 11 is a flowchart showing main processing performed in the main control board 100. This processing is started by the main CPU 101 of the main control board 100 when the power is turned on to the pachinko game machine 1 and voltage is supplied from the power supply board 400 to each control board.
[0182] (Step S1) In step S1, the main CPU 101 judges whether the pachinko game machine 1 is in a power outage state. If the pachinko game machine 1 is in a power outage state, the process of step S1 is repeated, and if the pachinko game machine 1 is not in a power outage state, the process proceeds to step S2. If the pachinko game machine 1 is in a power outage state, the process can be executed using a backup power source (not shown).
[0183] (Step S2) In step S2, the main CPU 101 prohibits interrupts. As a result, the main CPU 101 executes only the process in Fig. 12 until interrupts are permitted in S18 described below. Then, when interrupts are prohibited, the process proceeds to step S3.
[0184] (Step S3) In step S3, the main CPU 101 judges whether the RAM clear switch 105 is ON (whether it is pressed). That is, it judges whether the power supply of the pachinko gaming machine 1 is ON (the power supply SW 400a is ON) with the RAM clear switch 105 pressed. If the RAM clear switch 105 is ON, the process proceeds to step S4, and if the RAM clear switch 105 is not ON, the process proceeds to step S9.
[0185] (Step S4) In step S4, main CPU 101 judges whether the setting change key is in the setting change position. For example, if it detects that the setting change key is inserted into setting change keyhole 31 and that the setting change key has been rotated 90 degrees, it judges that the setting change key is in the setting change position, and if it does not detect this, it judges that the setting change key is not in the setting change position. If the result is that the setting change key is in the setting change position, it shifts the process to step S5, and if the setting change key is not in the setting change position, it shifts the process to step S7.
[0186] (Step S5) In step S5, the main CPU 101 performs a set value change process shown in Fig. 13. This process will be described in detail later with reference to Fig. 13. Then, when the set value change process ends, the process proceeds to step S6.
[0187] (Step S6) In step S6, the main CPU 101 transmits a power-on command. The power-on command is a command indicating that the power has been turned on, and when the performance control board 200 receives this command, it causes, for example, the image display device 26 to display "Power on" via the image / sound control unit 200b, and causes the speaker 10 to output the sound "Power on". Then, after transmitting the power-on command, the process proceeds to step S17.
[0188] (Step S7) In step S7, when the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. This allows, for example, if the game is in a time-saving game state when the gaming establishment closes, to resume normal game mode when the gaming establishment opens the next day. After initializing areas 1 and 2 (excluding the setting value storage area) of the main RAM 103, the process proceeds to step S8.
[0189] (Step S8) In step S8, the main CPU 101 transmits a power-on command. After transmitting the power-on command, the process proceeds to step S17.
[0190] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is in the setting change position. If the setting change key is in the setting change position, the process proceeds to step S10. If the setting change key is not in the setting change position, the process proceeds to step S11.
[0191] (Step S10) In step S10, the main CPU 101 performs a setting value confirmation process shown in Fig. 14. This process will be described in detail later with reference to Fig. 14. Then, when the setting value confirmation process ends, the process proceeds to step S11.
[0192] (Step S11) In step S11, the main CPU 101 judges whether there is backed up data. For example, when the power supply of the pachinko game machine 1 is turned off, a backup process (not shown) is performed, data is retained, a checksum is stored, and a backup flag is turned ON. If the backup flag is ON, it is judged that there is backed up data, and if the backup flag is not ON, it is judged that there is no backed up data. As a result, if there is backed up data, the process proceeds to step S12, and if there is no backed up data, it is judged that this is the first power-on and the process proceeds to step S17.
[0193] (Step S12) In step S12, main CPU 101 calculates a checksum of an area of main RAM 103. Then, after calculating the checksum of the area of main RAM 103, the process proceeds to step S13.
[0194] (Step S13) In step S13, main CPU 101 judges whether the checksum of the area of main RAM 103 is normal. For example, it judges whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12, and if they match, it judges that the checksum is normal, and if they do not match, it judges that the checksum is not normal. If the checksum is normal, the process proceeds to step S15, and if the checksum is not normal, the process proceeds to step S14.
[0195] (Step S14) In step S14, the main CPU 101 performs a game stop process (error setting). Specifically, it transmits an error command to the performance control board 200 to notify an error using the light emitting device 9, the speaker 10, the image display device 26, etc., and performs a process that makes it impossible to release the error unless the setting value change process of Fig. 13 is performed. Then, it remains in that process unless the setting value change process of Fig. 13 is performed.
[0196] (Step S15) In step S15, the main CPU 101 performs a recovery process. That is, the main CPU 101 restores the state before the power outage to normal. Then, when the state before the power outage is restored to normal, the main CPU 101 proceeds to step S16.
[0197] (Step S16) In step S16, the main CPU 101 transmits a power restoration command. The power restoration command is a command indicating that the power has been restored, and when the performance control board 200 receives the command, it displays, for example, "power restoration in progress" on the image display device 26 via the image / sound control unit 200b, and outputs the sound "power restoration in progress" from the speaker 10. Then, when the power restoration command is transmitted, the process proceeds to step S17.
[0198] (Step S17) In step S17, the main CPU 101 sets the CTC. That is, it sets the CTC (Counter Timer Circuit) that has a function of generating a pulse output at a constant period and a function of measuring time, and sets the time constant register of the CTC so that the main control board timer interrupt process described later is performed periodically every 4 ms. Then, after setting the CTC, the process proceeds to step S18.
[0199] (Step S18) In step S18, main CPU 101 permits the interrupt. Then, when the interrupt is permitted, the system goes on standby, and thereafter, a main control board timer interrupt process, which will be described later, is performed every 4 ms.
[0200] (Regarding setting value change processing) Fig. 13 is a flowchart showing the setting value change processing (subroutine of step S5 of the main control board main processing) performed in the main control board 100. The state in which the processing in Fig. 13 is being performed corresponds to the above-mentioned "setting change state."
[0201] (Step S5-1) In step S5-1, main CPU 101 initializes the areas (excluding the setting value storage area) of main RAM 103. Then, after initializing the areas (excluding the setting value storage area) of main RAM 103, the process proceeds to step S5-2.
[0202] (Step S5-2) In step S5-2, the main CPU 101 transmits a setting value changing command. The setting value changing command is a command indicating that a setting value change process is being performed, and when the performance control board 200 receives this command, it displays "setting changing" on the image display device 26 via the image / sound control unit 200b, for example, and outputs a sound saying "setting changing" from the speaker 10. Then, when the setting value changing command is transmitted, the process proceeds to step S5-3.
[0203] (Step S5-3) In step S5-3, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of main RAM 103 is "1", "1" is displayed on display 104. Then, after reading out the current setting value and displaying it on display 104, processing proceeds to step S5-4.
[0204] (Step S5-4) In step S5-4, main CPU 101 determines whether a setting value change operation has been performed. Specifically, it determines whether RAM clear switch 105 has been turned ON. If RAM clear switch 105 has been turned ON, the process proceeds to step S5-5. If RAM clear switch 105 has not been turned ON, the process proceeds to step S5-7.
[0205] (Step S5-5) In step S5-5, the main CPU 101 performs a process of changing the set value. For example, when the set value is "1", if the RAM clear switch 105 is turned ON, the set value is changed to "2", when the set value is "2", when the set value is "2", the set value is changed to "3", when the set value is "3", the set value is changed to "4", when the set value is "4", when the RAM clear switch 105 is turned ON, the set value is changed to "5", when the set value is "5", the set value is changed to "6", and when the set value is "6", the set value is changed to "1". After changing the set value, the process proceeds to step S5-6.
[0206] (Step S5-6) In step S5-6, the main CPU 101 displays the changed set value on the display 104 (for example, the rightmost segment). For example, when the set value "1" is displayed and the RAM clear switch 105 is turned ON, the set value "2" is displayed, when the set value "2" is displayed and the set value "3" is displayed, when the set value "3" is displayed and the RAM clear switch 105 is turned ON, the set value "4" is displayed, when the set value "4" is displayed and the RAM clear switch 105 is turned ON, when the set value "5" is displayed and the set value "6" is displayed, when the set value "6" is displayed and the RAM clear switch 105 is turned ON, the set value "1" is displayed. Then, when the changed set value is displayed on the display 104, the process proceeds to step S5-7.
[0207] (Step S5-7) In step S5-7, main CPU 101 determines whether a setting value confirmation operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal direction) to a position rotated 90 degrees counterclockwise (vertical direction). If a setting value confirmation operation has been performed, the process proceeds to step S5-8, and if a setting value confirmation operation has not been performed, the process proceeds to step S5-4.
[0208] (Step S5-8) In step S5-8, the main CPU 101 stores the setting value in the setting value storage area of the main RAM 103. That is, when the desired setting value is displayed on the display 104, the setting change key is rotated 90 degrees counterclockwise (vertical direction) to fix the setting value of the pachinko game machine 1. Thereby, the subsequent game is performed based on the stored setting value. Then, when the setting value is stored in the setting value storage area of the main RAM 103, the process proceeds to step S5-9.
[0209] (Step S5-9) In step S5-9, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S5-6 above. Then, after display 104 is hidden, the process proceeds to step S5-10.
[0210] (Step S5-10) In step S5-10, the main CPU 101 transmits a setting value information command. The setting value information command is a command that indicates information on the setting value, and when the performance control board 200 receives this command, it stores the setting value information in the sub-RAM 203, and when executing the setting value suggestion performance described below, it refers to the setting value information stored in the sub-RAM 203. Also, when the performance control board 200 receives this command, it ends the notification such as "settings are being changed" described above. Then, when the setting value information command is transmitted, the process proceeds to step S6 of the main control board main process.
[0211] (Regarding setting value confirmation process) Fig. 14 is a flowchart showing the setting value confirmation process (a subroutine of step S10 of the main control board main process) performed in the main control board 100. The state in which the process of Fig. 14 is being performed corresponds to the above-mentioned "setting confirmation state".
[0212] (Step S10-1) In step S10-1, the main CPU 101 transmits a setting value checking command. The setting value checking command is a command indicating that a setting value checking process is being performed, and when the performance control board 200 receives this command, it causes, for example, the image display device 26 to display "setting checking in progress" via the image / sound control unit 200b, and causes the speaker 10 to output a sound saying "setting checking in progress." Then, when the setting value checking command is transmitted, the process proceeds to step S10-2.
[0213] (Step S10-2) In step S10-2, main CPU 101 reads out the current setting value and displays it on display 104. For example, if the setting value stored in the setting value storage area of main RAM 103 is "1", "1" is displayed on display 104. Then, after reading out the current setting value and displaying it on display 104, the process proceeds to step S10-3.
[0214] (Step S10-3) In step S10-3, main CPU 101 determines whether an end operation has been performed. Specifically, it determines whether the setting change key is in a position rotated 90 degrees clockwise (horizontal direction) to a position rotated 90 degrees counterclockwise (vertical direction). If an end operation has been performed, the process proceeds to step S10-4, and if an end operation has not been performed, the process loops until an end operation is performed.
[0215] (Step S10-4) In step S10-4, main CPU 101 hides display 104. That is, it hides the setting value that was displayed on display 104 in step S10-2 above. Then, after display 104 is hidden, the process proceeds to step S10-5.
[0216] (Step S10-5) In step S10-5, the main CPU 101 transmits a setting value check end command. The setting value check end command is a command indicating that the setting value check process has ended, and when the performance control board 200 receives this command, it terminates the notification such as "Settings are being checked" described above. Then, when the setting value check end command is transmitted, the process proceeds to step S11 of the main control board main process.
[0217] (Main control board timer interrupt processing) 15 is a flowchart showing main control board timer interrupt processing performed in the main control board 100. This processing is executed by periodically (for example, every 4 ms) interrupting the above-mentioned main control board main processing.
[0218] (Step S101) In step S101, the main CPU 101 saves information stored in a register. After saving the information stored in the register, the process proceeds to step S102.
[0219] (Step S102) In step S102, the main CPU 101 performs a time management process to update a timer used in a game (for example, the opening time of the first big winning port 24, etc.). Then, after updating the timer used in a game, the process proceeds to step S103.
[0220] (Step S103) In step S103, the main CPU 101 updates the initial value random numbers such as the random numbers for winning judgment, the random numbers for determining special symbols, the random numbers for determining variable patterns, etc. Then, when the various random number update processes are completed, the process proceeds to step S104.
[0221] (Step S104) In step S104, the main CPU 101 detects an input from each SW shown in Fig. 4. This process will be described in detail later with reference to Fig. 16. Then, when an input from each SW is detected, the process proceeds to step S105.
[0222] (Step S105) In step S105, the main CPU 101 performs a process related to the special symbol. This process will be described in detail later with reference to Fig. 20. Then, when the process related to the special symbol is completed, the process proceeds to step S106.
[0223] (Step S106) In step S106, the main CPU 101 performs processing related to the normal symbols. This processing will be described in detail later with reference to Fig. 28. Then, when the processing related to the normal symbols is completed, the process proceeds to step S107.
[0224] (Step S107) In step S107, the main CPU 101 performs processing related to the payout of game balls. For example, when the entry of a game ball is detected in the input SW detection processing in step S104, a payout command signal is set in a payout command transmission area in order to send a payout command signal to the payout control board 300 to pay out the corresponding prize ball, and a payout completion signal is received from the payout control board 300. Then, when the processing related to the payout of game balls is completed, the processing proceeds to step S108.
[0225] (Step S108) In step S108, the main CPU 101 performs a process of transmitting various commands to the performance control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area, and if a command is set, transmits the set command to the performance control board 200 or the payout control board 300. Then, when the command transmission process ends, the process proceeds to step S109.
[0226] (Step S109) In step S109, the main CPU 101 performs display control (variable display and fixed display) of special symbols on the first special symbol display 27a in the case of a symbol change game based on a game ball entering the first start hole 21, and performs display control (variable display and fixed display) of special symbols on the second special symbol display 27b in the case of a symbol change game based on a game ball entering the second start hole 22. In addition, based on the game ball entering each start hole and the symbol change game at each start hole being completed, the main CPU 101 also performs display control of the first special symbol reserved display 27c and the second special symbol reserved display 27d. Then, when the display control of the special symbols is completed, the process proceeds to step S110.
[0227] (Step S110) In step S110, the main CPU 101 performs display control (variable display and fixed display) of the normal symbol on the normal symbol display 27e. In addition, based on the fact that the game ball has passed through the gate member 20 and the normal symbol variable game has ended, the main CPU 101 also performs display control of the normal symbol reserved display 27f. Then, when the display control of the normal symbol is ended, the process proceeds to step S111.
[0228] (Step S111) In step S111, the main CPU 101 performs a game performance information management process. Specifically, the main CPU 101 calculates game performance information using the above-mentioned formula of "(number of paid-out game balls in normal game state ÷ number of outs in normal game state) × 100" and performs a process of displaying the calculated game performance information on the display 104. Then, when the game performance information management process ends, the process proceeds to step S112.
[0229] (Step S112) In step S112, main CPU 101 restores the information saved in step S101 to the register, and then ends the main control board timer interrupt process.
[0230] (Input switch detection process) FIG. 16 is a flowchart showing the input SW detection process performed in the main control board 100 (a subroutine of step S104 of the main control board timer interrupt process).
[0231] (Step S104-1) In step S104-1, the main CPU 101 performs a process when the first start hole is detected. This process will be described in detail later with reference to Fig. 17. Then, when the process when the first start hole is detected is completed, the process proceeds to step S104-2.
[0232] (Step S104-2) In step S104-2, the main CPU 101 performs a process when the second start hole is detected. This process will be described in detail later with reference to Fig. 18. Then, when the process when the second start hole is detected is completed, the process proceeds to step S104-3.
[0233] (Step S104-3) In step S104-3, when the main CPU 101 receives information that a game ball has been detected from the normal winning hole detection SW 23a, the main CPU 101 performs processing to set a payout command signal in a payout command transmission area in order to have the payout control board 300 pay out a game ball of "8" as a prize ball. Then, when the normal winning hole detection processing is completed, the processing proceeds to step S104-4.
[0234] (Step S104-4) In step S104-4, when the main CPU 101 receives information that a game ball has been detected from the first large prize opening detection SW 24a, the main CPU 101 performs processing to set a payout command signal in a payout command transmission area in order to make the payout control board 300 pay out "12" game balls as prize balls. In addition, in order to notify the fact that a game ball has entered the first large prize opening 24 using the image display device 26 or the like, a first large prize opening ball entry detection signal is set in the command transmission area. For example, when more than 10 game balls are detected by the first large prize opening detection SW 24a per round (also called over entry), the fact may be notified by displaying the fact using the image display device 26 or by sound using the speaker 10. Then, when the first large prize opening detection processing is completed, the processing proceeds to step S104-5.
[0235] In step S104-5, the main CPU 101 performs a process when the second large prize opening is detected. This process will be described in detail later with reference to Fig. 19. Then, when the process when the second large prize opening is detected is completed, the process proceeds to step S104-6.
[0236] (Step S104-6) In step S104-6, when the main CPU 101 receives information that the game ball has passed from the gate detection SW 20a, if the number of reserved balls in the normal symbol variation game is less than "4", it adds "1" to the number of reserved balls in the normal symbol variation game, obtains a random number value to be used in the normal symbol winning determination process, and stores it in the reserved memory area for the normal symbol variation game provided in the main RAM 103. Also, in order to perform an effect corresponding to the game ball having passed through the gate member 20, it performs a process to set a gate passing command in the command transmission area. Then, when the passing gate detection process is completed, the process proceeds to step S104-7.
[0237] (Step S104-7) In step S104-7, the main CPU 101 performs processing when it receives information that a game ball has entered from the OUT detection SW 25a. For example, in order to transmit an OUT passage command to the performance control board 200, the OUT passage command is set in a command transmission area. Then, when the OUT detection processing is completed, the processing proceeds to step S105 of the main control board timer interrupt processing.
[0238] (Processing when the first starting port is detected) FIG. 17 is a flowchart showing the first start hole detection process carried out in the main control board 100 (a subroutine of step S104-1 of the input SW detection process).
[0239] (Step S104-1-1) In step S104-1-1, the main CPU 101 judges whether the first start hole detection SW 21a has input information indicating that a game ball has entered the game hole. If the first start hole detection SW 21a has input information indicating that a game ball has entered the game hole, the process proceeds to step S104-1-2. If the first start hole detection SW 21a has not input information indicating that a game ball has entered the game hole, the process proceeds to step S104-2 of the input SW detection process.
[0240] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out three game balls as prize balls for the game ball entering the first start hole 21. Then, after setting the prize ball command, the process proceeds to step S104-1-3.
[0241] (Step S104-1-3) In step S104-1-3, the main CPU 101 judges whether the above-mentioned "fourth storage area" has been stored. In other words, it judges whether the number of reserved symbol variation games in the first start hole 21 is "4". If the "fourth storage area" has been stored, the process proceeds to step S104-2 of the input switch detection process, and if the "fourth storage area" has not been stored, the process proceeds to step S104-1-4.
[0242] (Step S104-1-4) In step S104-1-4, the main CPU 101 acquires a random number value for winning judgment. The random number value acquired in this process will be used in the winning judgment process (step S104-1-8) and the special symbol variation start process (see FIG. 21) described later. Then, when the random number value for winning judgment is acquired, the process proceeds to step S104-1-5.
[0243] The random number value for winning judgment may be obtained before step S104-1-3. If it is determined in step S104-1-3 that the value has been stored up to the "fourth storage area", the obtained random number value may be discarded.
[0244] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for determining a special symbol. The random number value acquired in this process is used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 21) described later. After acquiring the random number value for determining a special symbol, the process proceeds to step S104-1-6.
[0245] The random number value for determining the special symbol may be obtained before step S104-1-3. If it is determined in step S104-1-3 that the random number value is stored in the "fourth storage area", the obtained random number value may be discarded.
[0246] (Step S104-1-6) In step S104-1-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. The random number value acquired in this process will be used in the winning determination process (step S104-1-8) and the special symbol variation start process (see FIG. 21) described later. Then, when the random number value for determining a special symbol variation pattern is acquired, the process proceeds to step S104-1-7.
[0247] The random number value for determining the special symbol variation pattern may be acquired before step S104-1-3. If it is determined in step S104-1-3 that the "fourth storage area" is stored, the acquired random number value may be discarded.
[0248] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores the random number value for winning judgment, the random number value for determining the special symbol, and the random number value for determining the special symbol variation pattern as judgment information in an empty memory area. For example, if the "third memory area" is stored and the "fourth memory area" is empty, each random number value is stored in the "fourth memory area". Then, when each random number value is stored in an empty memory area, the process proceeds to step S104-1-8.
[0249] (Step S104-1-8) In step S104-1-8, the main CPU 101 performs a winning time determination process. This winning time determination process is a process for determining whether the random number value acquired in step S104-1-4 is a big win, prior to the special symbol winning determination process in the special symbol variation start process (see FIG. 21). This allows, for example, when the winning time determination random number value stored in the "fourth storage area" in step S104-1-7 is a big win, a notice performance ("pre-reading performance" described later) to be executed across multiple variations. Then, when the winning time determination process is completed, the process proceeds to step S104-1-9.
[0250] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning command in the command transmission area in order to send the first start port winning command to the performance control board 200. The first start port winning command also includes information on the result of the winning time judgment process in step S104-1-8, and the performance control board 200 can recognize whether the result of the winning time judgment process is a jackpot or a miss by receiving the command. Then, after setting the first start port winning command, the process proceeds to step S104-1-10.
[0251] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the reserved memory area designation command in the command transmission area in order to transmit the reserved memory area designation command to the performance control board 200. The reserved memory area designation command is a command that indicates the storage status of the judgment information storage area (reserved memory area) of the main RAM 103, and is a command that includes information such as "-" if not stored in any reserved memory area, "0" if only the variable memory area is stored, "1" if stored up to the first memory area, "2" if stored up to the second memory area, "3" if stored up to the third memory area, and "4" if stored up to the fourth memory area. This allows the performance control board 200 to recognize the storage status of the judgment information storage area (reserved memory area) of the main RAM 103. Then, when the reserved memory area designation command is set, the process moves to step S104-2 of the input SW detection process.
[0252] (Regarding processing when the second starting port is detected) Figure 18 is a flowchart showing the process at the time of detecting the second start port (a subroutine of step S104-2 of the input SW detection process) performed in the main control board 100. Note that Figure 18 is the same as Figure 17 except for the start port, and therefore the explanation will be omitted as appropriate.
[0253] (Step S104-2-1) In step S104-2-1, the main CPU 101 judges whether the information on the detection of the game ball entering has been input from the second start hole detection SW 22a. If the information on the detection of the game ball entering has been input from the second start hole detection SW 22a, the process proceeds to step S104-2-2. If the information on the detection of the game ball entering has not been input from the second start hole detection SW 22a, the process proceeds to step S104-3 of the input SW detection process.
[0254] (Step S104-2-2) In step S104-2-2, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out two game balls as prize balls for the game ball entering the second start hole 22. Then, after setting the prize ball command, the process proceeds to step S104-2-3.
[0255] (Step S104-2-3) In step S104-2-3, the main CPU 101 judges whether or not the above-mentioned "fourth storage area" has been stored. In other words, it judges whether or not the number of reserved symbol variation games in the second start hole 22 is "4". Then, if the "fourth storage area" has been stored, the process proceeds to step S104-3 of the input switch detection process, and if the "fourth storage area" has not been stored, the process proceeds to step S104-2-4.
[0256] (Step S104-2-4) In step S104-2-4, the main CPU 101 obtains a random number value for determining whether or not a win has been determined. After obtaining the random number value for determining whether or not a win has been determined, the process proceeds to step S104-2-5.
[0257] (Step S104-2-5) In step S104-2-5, the main CPU 101 obtains a random number value for determining a special symbol. Then, when the random number value for determining a special symbol is obtained, the process proceeds to step S104-2-6.
[0258] (Step S104-2-6) In step S104-2-6, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. Then, when the random number value for determining a special symbol variation pattern is acquired, the process proceeds to step S104-2-7.
[0259] (Step S104-2-7) In step S104-2-7, the main CPU 101 stores the random number value for winning judgment, the random number value for determining the special symbol, and the random number value for determining the special symbol variation pattern as judgment information in an available memory area. Then, after storing each random number value in an available memory area, the process proceeds to step S104-2-8.
[0260] (Step S104-2-8) In step S104-2-8, the main CPU 101 performs a prize-winning determination process. Then, when the prize-winning determination process ends, the process proceeds to step S104-2-9.
[0261] (Step S104-2-9) In step S104-2-9, the main CPU 101 sets the second start hole winning command in the command transmission area in order to transmit the second start hole winning command to the performance control board 200. Then, when the second start hole winning command is set, the process proceeds to step S104-2-10.
[0262] (Step S104-2-10) In step S104-2-10, the main CPU 101 sets the reserved memory area designation command in the command transmission area in order to transmit the reserved memory area designation command to the performance control board 200. Then, when the reserved memory area designation command is set, the process proceeds to step S104-3 of the input switch detection process.
[0263] (Processing when the second big winning slot is detected) FIG. 19 is a flow chart showing the process performed in the main control board 100 when the second big winning port is detected (a subroutine of step S104-5 of the input switch detection process).
[0264] (Step S104-5-1) In step S104-5-1, the main CPU 101 judges whether or not the information on the detection of a game ball entering the specific area detection SW 32c has been input. If the information on the detection of a game ball entering the specific area detection SW 32c has been input, the process proceeds to step S104-5-2, and if the information on the detection of a game ball entering the specific area detection SW 32c has not been input, the process proceeds to step S104-5-4.
[0265] (Step S104-5-2) In step S104-5-2, the main CPU 101 turns on the specific area passage flag in the specific area passage flag storage area of the main RAM 103. Then, after turning on the specific area passage flag, the process proceeds to step S104-5-3.
[0266] (Step S104-5-3) In step S104-5-3, the main CPU 101 sets the specific area passing command in the command transmission area in order to transmit the specific area passing command to the performance control board 200. The performance control board 200 that receives the command performs a performance (for example, "V win!") to notify that the game ball has passed through the specific area via the image / sound control unit 200b. Then, when the specific area passing command is set, the process proceeds to step S104-6 of the input switch detection process.
[0267] (Step S104-5-4) In step S104-5-4, the main CPU 101 judges whether the second large prize opening detection SW 32a has input information indicating that a game ball has entered the game slot. If the second large prize opening detection SW 32a has input information indicating that a game ball has entered the game slot, the process proceeds to step S104-5-5. If the second large prize opening detection SW 32a has not input information indicating that a game ball has entered the game slot, the process proceeds to step S104-6 of the input switch detection process.
[0268] (Step S104-5-5) In step S104-5-5, the main CPU 101 sets a prize ball command in the payout command transmission area to cause the payout control board 300 to pay out 12 game balls as prize balls for the game ball entering the second large winning port 32. Then, when the prize ball command is set, the process proceeds to step S104-6 of the input switch detection process.
[0269] (Regarding special pattern related processing) FIG. 20 is a flowchart showing the special symbol-related processing performed in the main control board 100 (a subroutine of step S105 of the main control board timer interrupt processing).
[0270] (Step S105-1) In step S105-1, the main CPU 101 judges whether a flag indicating a stopped state is stored in the special symbol state flag storage area of the main RAM 103. For example, when the main CPU 101 starts the variation of the special symbol, it sets the value "1" indicating the variation in the special symbol state flag storage area (step S105-2-13 in FIG. 22 described later), and when it stops the variation of the special symbol, it sets the value "0" indicating the stopped state in the special symbol state flag storage area (step S105-4-3 in FIG. 23 described later). After setting the value "0" indicating the stopped state, if it is a big win, the value "2" indicating the big win 1 game is set. Also, after setting the value "0" indicating the stopped state, if it is a small win, the value "3" indicating the small win game is set. Also, when the value "3" indicating a small win game is set and the game ball passes through a specific area, the value "4" indicating a big win 2 game is set. If the value "0" indicating a stopped state is set, the process proceeds to step S105-2, and if the value "0" indicating a stopped state is not set, the process proceeds to step S105-3.
[0271] (Step S105-2) In step S105-2, the main CPU 101 performs the special symbol variation start time process shown in Fig. 21. This process will be described in detail later with reference to Fig. 21. Then, when the special symbol variation start time process is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0272] (Step S105-3) In step S105-3, the main CPU 101 judges whether or not a flag indicating that the symbol is changing is stored in the special symbol state flag storage area of the main RAM 103. If the value "1" indicating that the symbol is changing is set, the process proceeds to step S105-4, and if the value "1" indicating that the symbol is changing is not set, the process proceeds to step S105-5.
[0273] (Step S105-4) In step S105-4, the main CPU 101 performs the special symbol variation process shown in Fig. 23. This process will be described in detail later with reference to Fig. 23. Then, when the special symbol variation process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0274] (Step S105-5) In step S105-5, the main CPU 101 judges whether or not a flag indicating a jackpot 1 game is stored in the special symbol state flag storage area of the main RAM 103. If the value "2" indicating a jackpot 1 game is set, the process proceeds to step S105-6, and if the value "2" indicating a jackpot 1 game is not set, the process proceeds to step S105-7.
[0275] (Step S105-6) In step S105-6, the main CPU 101 performs the big win 1 game process shown in Fig. 24. This process will be described in detail later with reference to Fig. 24. Then, when the big win 1 game process is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0276] (Step S105-7) In step S105-7, the main CPU 101 judges whether or not a flag indicating a small win game is stored in the special symbol state flag storage area of the main RAM 103. If the value "3" indicating a small win game is set, the process proceeds to step S105-8, and if the value "3" indicating a small win game is not set, the process proceeds to step S105-9.
[0277] (Step S105-8) In step S105-8, the main CPU 101 performs the small win game processing shown in Fig. 25. This processing will be described in detail later with reference to Fig. 25. Then, when the small win game processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.
[0278] (Step S105-9) In step S105-9, when the main CPU101 determines that the value "0" indicating the stopped state is not set, and that the value "1" indicating the fluctuating state is not set, and that the value "2" indicating the jackpot 1 game is not set, and that the value "3" indicating the small win game is not set, it determines that the value "4" indicating the jackpot 2 game is set, and performs the jackpot 2 game processing shown in Fig. 27. This processing will be described in detail later with reference to Fig. 27. Then, when the jackpot 2 game processing is completed, the processing is shifted to step S106 of the main control board timer interrupt processing.
[0279] (Regarding the processing at the start of special pattern fluctuations) FIG. 21 is a flow chart showing the special symbol variation start processing performed in the main control board 100 (a subroutine of step S105-2 of the special symbol related processing).
[0280] (Step S105-2-1) In step S105-2-1, the main CPU 101 judges whether the reserved memory area of the symbol variation game corresponding to the second start hole 22 provided in the main RAM 103 is in a state "-" where no reserved balls are in any of the "relevant variable memory area" to the "fourth memory area". If the number of reserved balls corresponding to the second start hole 22 is not "-", the process proceeds to step S105-2-2, and if the number of reserved balls corresponding to the second start hole 22 is "-", the process proceeds to step S105-2-4.
[0281] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of reserved balls in the second start hole 22. As described above in the section "Regarding the second start hole 22," the subtraction corresponds to sliding the judgment information (random value) in the "variable memory area" to the "fourth memory area" and then emptying the memory area of "1." Accordingly, the display of the second special symbol reserved indicator 27d also changes to a display mode (from "blinking" to "lit," or from "lit" to "off") according to the number of reserved balls. Then, after subtracting "1" from the number of reserved balls in the second start hole 22, the process proceeds to step S105-2-3.
[0282] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets the second start port subtraction command in the command transmission area described above in order to subtract the reserved number managed by the performance control board 200. Then, when the second start port subtraction command is set, the process proceeds to step S105-2-8.
[0283] (Step S105-2-4) In step S105-2-4, main CPU 101 determines whether the pending memory area corresponding to first start port 21 provided in main RAM 103 is in a state "-" where there are no pending entries in any of the "variable memory area" through "fourth memory area". If the number of pending entries corresponding to first start port 21 is not "-", processing proceeds to step S105-2-5, and if the number of pending entries corresponding to first start port 21 is "-", processing proceeds to step S105-2-7.
[0284] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of reserved balls in the first start hole 21. As described above in the section "Regarding the first start hole 21," the subtraction corresponds to sliding the judgment information (random value) in the "variable memory area" to the "fourth memory area" and then emptying the memory area of "1." Accordingly, the display of the first special symbol reserved indicator 27c also changes to a display mode (from "blinking" to "lit," or from "lit" to "off") according to the number of reserved balls. Then, after subtracting "1" from the number of reserved balls in the first start hole 21, the process proceeds to step S105-2-6.
[0285] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets the first start port subtraction command in the command transmission area described above in order to subtract the reserved number managed by the performance control board 200. Then, when the first start port subtraction command is set, the process proceeds to step S105-2-8.
[0286] (Step S105-2-7) In step S105-2-7, if the symbol variation game is not played for a predetermined time, the main CPU 101 determines that the player is not playing, and sets a demo command in the command transmission area to display a demo screen (demo performance) showing the model name and manufacturer name on the image display device 26. Then, when the demo command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0287] Although details are omitted, when the symbol change game is ended and the symbol is "-" which is not stored in any reserved memory area, it becomes "waiting for customers". "Waiting for customers" means, for example, a state in which the sub-symbols confirmed and displayed in the symbol change game that ended immediately before, the background image displayed in the symbol change game that ended immediately before, the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (the reserved ball image display area of the second start port may also be included) are displayed, and, for example, an image that notifies that the volume adjustment or the light amount adjustment is possible is further added and displayed. Then, when a predetermined time has elapsed in "waiting for customers", a "demo performance" is executed. In the "demo performance", the sub-patterns and background images displayed in "Waiting for customers", the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (which may also include the reserved ball image display area of the second start port) are not displayed, and for example, the model name and manufacturer name are displayed using the entire display area. Then, when a predetermined time has elapsed in the "demo performance", it will again become "Waiting for customers".
[0288] (Step S105-2-8) In step S105-2-8, the main CPU 101 sets the reserved memory area designation command in the command transmission area in order to transmit the reserved memory area designation command to the performance control board 200. Then, when the reserved memory area designation command is set, the process proceeds to step S105-2-9.
[0289] (Step S105-2-9) In step S105-2-9, the main CPU 101, when the process is reached after performing step S105-2-2, uses the determination information (random number value) acquired and stored in the process at the time of detecting the second start hole, and when the process is reached after performing step S105-2-5, uses the determination information (random number value) acquired and stored in the process at the time of detecting the first start hole to determine whether the determination information (random number value) is a big win or a small win. This process will be described in detail later using FIG. 22. Then, when the special symbol hit determination process is completed, the process proceeds to step S105-2-10.
[0290] (Step S105-2-10) In step S105-2-10, the main CPU 101 determines the variation pattern of the special symbol in the symbol variation game. For example, when the ball enters the first start hole 21 in the normal game state and is determined to be a miss, one of the variation patterns is determined from "variation pattern 1" to "variation pattern 6". When the ball enters the first start hole 21 in the normal game state and is determined to be a jackpot, one of the variation patterns is determined from "variation pattern 7" to "variation pattern 11". When the ball enters the second start hole 22 in the time-saving game state and is determined to be a miss, one of the variation patterns is determined from "variation pattern 12" to "variation pattern 14". When the ball enters the second start hole 22 in the time-saving game state and is determined to be a jackpot, one of the variation patterns is determined from "variation pattern 15". In the time-saving game state, if the ball enters the second starting hole 22 and is determined to be a small win, one of the variation patterns is determined from "variation pattern 18" to "variation pattern 20". In the normal game state, if the ball enters the second starting hole 22 and is determined to be a miss, "variation pattern 21" is determined. In the normal game state, if the ball enters the second starting hole 22 and is determined to be a big win, "variation pattern 22" is determined. In the normal game state, if the ball enters the second starting hole 22 and is determined to be a small win, "variation pattern 23" is determined. Then, when the variation pattern of the special symbol is determined, the process proceeds to step S105-2-11.
[0291] (Step S105-2-11) In step S105-2-11, the main CPU 101 sets a special symbol variation pattern designation command in the command transmission area in order to transmit a command indicating the special symbol variation pattern determined in step S105-2-10 to the performance control board 200. For example, if "variation pattern 9" is determined in step S105-2-10, a special symbol variation pattern designation command indicating "variation pattern 9" is set. Then, when the special symbol variation pattern designation command is set, the process proceeds to step S105-2-12.
[0292] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets the change time (see FIG. 10) corresponding to the special symbol change pattern determined in step S105-2-10 in the time management counter of the main RAM 103. For example, if "change pattern 9" is determined, the change time "70S" is set. Then, after setting the change time, the process proceeds to step S105-2-13.
[0293] (Step S105-2-13) In step S105-2-13, the main CPU 101 sets the value "1" indicating that the special symbol is changing in the special symbol state flag storage area of the main RAM 103. This allows the user to recognize that the special symbol is changing. In addition, in this process, the subtraction of the change time set in step S105-2-12 is started. Then, when the value "1" indicating that the special symbol is changing is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0294] In the above explanation of Figure 21, if there is judgment information for the second starting hole 22 in step S105-2-1, the special pattern hit judgment process is executed in priority to the first starting hole 21, but the special pattern hit judgment process may also be executed in the order in which the balls enter the first starting hole 21 and the second starting hole 22.
[0295] (Regarding the special pattern winning judgment process) FIG. 22 is a flow chart showing the special symbol winning determination process carried out in the main control board 100 (a subroutine of step S105-2-9 of the special symbol variation start process).
[0296] (Step S105-2-9-1) In step S105-2-9-1, the main CPU 101 judges whether or not it is a jackpot. That is, it judges whether or not the random number value for jackpot judgment in the judgment information (random number value) matches the random number value for jackpot winning. Then, if it is a jackpot, the process proceeds to step S105-2-9-2, and if it is not a jackpot, the process proceeds to step S105-2-9-4.
[0297] (Step S105-2-9-2) In step S105-2-9-2, the main CPU 101 determines the jackpot special symbol. That is, the jackpot special symbol is determined using the random number value for determining the special symbol and the jackpot special symbol determination table. For example, if a jackpot is determined by a ball entering the first starting hole 21 and the random number value for determining the special symbol is equivalent to any of "0 to 49", the special symbol A is determined, and if a jackpot is determined by a ball entering the first starting hole 21 and the random number value for determining the special symbol is equivalent to any of "50 to 99", the special symbol B is determined. Then, when the jackpot special symbol is determined, the process proceeds to step S105-2-9-3.
[0298] (Step S105-2-9-3) In step S105-2-9-3, the main CPU 101 sets a special jackpot symbol designation command in the command transmission area in order to make the performance control board 200 recognize the determined special jackpot symbol. Then, when the special jackpot symbol designation command is set, the process proceeds to step S105-2-10.
[0299] (Step S105-2-9-4) In step S105-2-9-4, the main CPU 101 judges whether it is a small win. That is, it judges whether the random number value for winning judgment in the judgment information (random number value) matches the random number value for winning the small win. Then, if it is a small win, the process moves to step S105-2-9-5, and if it is not a small win, the process moves to step S105-2-9-7.
[0300] (Step S105-2-9-5) In step S105-2-9-5, the main CPU 101 determines the small win special symbol. That is, the small win special symbol is determined using the random number value for determining the special symbol and the small win special symbol determination table. For example, if a small win is determined by a ball entering the second starting hole 22 and the random number value for determining the special symbol corresponds to any of "0 to 24", the special symbol D is determined; if a small win is determined by a ball entering the second starting hole 22 and the random number value for determining the special symbol corresponds to any of "25 to 49", the special symbol E is determined; if a small win is determined by a ball entering the second starting hole 22 and the random number value for determining the special symbol corresponds to any of "50 to 74", the special symbol F is determined; if a small win is determined by a ball entering the second starting hole 22 and the random number value for determining the special symbol corresponds to any of "75 to 99", the special symbol G is determined. Then, when the small win special symbol is determined, the process proceeds to step S105-2-9-6.
[0301] (Step S105-2-9-6) In step S105-2-9-6, the main CPU 101 sets a small win special symbol designation command in the command transmission area in order to make the performance control board 200 recognize the determined small win special symbol. Then, when the small win special symbol designation command is set, the process proceeds to step S105-2-10.
[0302] (Step S105-2-9-7) In step S105-2-9-7, the main CPU 101 determines the special losing symbol. That is, the random number for determining the special symbol and the special losing symbol determination table are used to determine the special losing symbol. For example, if the ball lands in the first starting hole 21 and is determined to be a losing symbol, the special symbol H is determined, and if the ball lands in the second starting hole 22 and is determined to be a losing symbol, the special symbol I is determined. Then, when the special losing symbol is determined, the process proceeds to step S105-2-9-8.
[0303] (Step S105-2-9-8) In step S105-2-9-8, the main CPU 101 sets a losing special symbol designation command in the command transmission area in order to make the performance control board 200 recognize the determined losing special symbol. Then, when the losing special symbol designation command is set, the process proceeds to step S105-2-10.
[0304] (Regarding processing during special pattern changes) FIG. 23 is a flow chart showing the special symbol variable process performed in the main control board 100 (a subroutine of step S105-4 of the special symbol related process).
[0305] (Step S105-4-1) In step S105-4-1, the main CPU 101 judges whether the set variation time has elapsed in the time management counter of the main RAM 103. For example, when "variation pattern 9" is determined and "70S" is set, it judges whether "70S" has elapsed. In addition, the timing at which it is judged that the timer has elapsed may be brought forward for the convenience of transmitting a symbol stop command to the performance control board 200, which will be described later. For example, in the case of "variation pattern 9", the timing at which it is judged that the timer has elapsed may be the point at which "69S" has elapsed. In this way, it is possible to prevent a significant difference from occurring between the timing at which the special symbol is determined and displayed on the first special symbol display device 27a or the second special symbol display device 27b and the timing at which the sub-symbol is determined and displayed on the image display device 26. Then, if the variation time of the special symbol has elapsed, the process moves to step S105-4-2, and if the variation time of the special symbol has not elapsed, the process moves to step S106 of the main control board timer interrupt process.
[0306] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a symbol stop command in the command transmission area in order to transmit a symbol stop command for stopping the sub-symbols variably displayed on the image display device 26 to the performance control board 200. Then, when the symbol stop command is set, the process proceeds to step S105-4-3.
[0307] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" indicating that the special symbol is stopped in the special symbol state flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that the special symbol is stopped. Then, when the value "0" indicating that the special symbol is stopped is set in the special symbol state flag storage area, the process proceeds to step S105-4-4.
[0308] (Step S105-4-4) In step S105-4-4, the main CPU 101 judges whether a value is set in the time-saving counter provided in the main RAM 103. The time-saving counter is set in the jackpot 1 game process or the jackpot 2 game process described later. If a value is set in the time-saving counter, the process proceeds to step S105-4-5, and if a value is not set in the time-saving counter, the process proceeds to step S105-4-9.
[0309] (Step S105-4-5) In step S105-4-5, the main CPU 101 decrements the value of the time-saving count counter (decrements "1"). After decrementing the value of the time-saving count counter (decrements "1"), the process proceeds to step S105-4-6.
[0310] (Step S105-4-6) In step S105-4-6, the main CPU 101 judges whether the value of the time-saving counter after subtraction is "0". If the value of the time-saving counter after subtraction is "0", the process proceeds to step S105-4-7, and if the value of the time-saving counter after subtraction is not "0", the process proceeds to step S105-4-9.
[0311] (Step S105-4-7) In step S105-4-7, the main CPU 101 sets the game state to the normal game state. For example, in the game state storage area of the main RAM 103, "0" is stored when the game state is the normal game state, and "1" is stored when the game state is the time-saving game state. Therefore, in this process, "0" is set in the game state storage area of the main RAM 103. Then, when the game state is set to the normal game state, the process proceeds to step S105-4-8.
[0312] (Step S105-4-8) In step S105-4-8, the main CPU 101 sets a game state command (normal) in the command transmission area in order to transmit a game state command indicating that the game is in a normal game state to the performance control board 200. Then, when the game state command indicating that the game is in a normal game state is set, the process proceeds to step S105-4-9.
[0313] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets the value "0" indicating that the reels are stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the reels are stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0314] (Step S105-4-10) In step S105-4-10, the main CPU 101 judges whether the judgment result in step S105-2-9-1 in Fig. 23 is a jackpot. If it is a jackpot, the process proceeds to step S105-4-11, and if it is not a jackpot, the process proceeds to step S105-4-16.
[0315] (Step S105-4-11) In step S105-4-11, the main CPU 101 sets the value "2" indicating jackpot 1 play (jackpot 1) in the special symbol state flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that it is jackpot 1 play (jackpot 1). Then, when the value "2" indicating jackpot 1 play (jackpot 1) is set in the special symbol state flag storage area, the process proceeds to step S105-4-12.
[0316] (Step S105-4-12) In step S105-4-12, the main CPU 101 shifts to a jackpot opening that notifies that the jackpot 1 game has started. For example, the jackpot 1 state storage area of the main RAM 103 stores the state in the jackpot 1 game, and if it is a jackpot opening, "0" is set, if the first big prize winning port 24 is open, "1" is set, if it is an interval between rounds, "2" is set, and if it is an ending, "3" is set. Although not shown, for example, whether the game state at the time of the jackpot is a normal game state or a time-saving game state, the game state is temporarily set to the normal game state in this process. Then, when the jackpot opening is shifted to, the process shifts to step S105-4-13.
[0317] (Step S105-4-13) In step S105-4-13, the main CPU 101 sets a jackpot opening command in the command transmission area in order to transmit the jackpot opening command for executing the performance corresponding to the opening of the jackpot 1 game to the performance control board 200. Then, when the jackpot opening command is set, the process proceeds to step S105-4-14.
[0318] (Step S105-4-14) In step S105-4-14, the main CPU 101 sets the time corresponding to the opening of the big win 1 game (for example, "10S") in the time management counter of the main RAM 103. Then, when the time corresponding to the big win opening is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0319] (Step S105-4-15) In step S105-4-15, the main CPU 101 judges whether the judgment result in step S105-2-9-4 in Fig. 23 is a small win. If it is a small win, the process proceeds to step S105-4-16. If it is not a small win, the process proceeds to step S106 of the main control board timer interrupt process.
[0320] (Step S105-4-16) In step S105-4-16, the main CPU 101 sets the value "3" indicating a small win game (small win in progress) in the special symbol state flag storage area of the main RAM 103. This allows the player to recognize that the game is a small win game (small win in progress). Then, when the value "3" indicating a small win game (small win in progress) is set in the special symbol state flag storage area, the process proceeds to step S105-4-16.
[0321] (Step S105-4-17) In step S105-4-17, the main CPU 101 shifts to a small win opening that notifies that a small win game has started. For example, the small win state storage area of the main RAM 103 stores the state in a small win game, and if it is a small win opening, "0" is set, and if the second large winning port 32 is open, "1" is set. Although not shown, for example, whether the game state when a small win occurs is a normal game state or a time-saving game state, the game state is temporarily set to a normal game state in this process. Then, when the small win opening is shifted to, the process shifts to step S105-4-18.
[0322] (Step S105-4-18) In step S105-4-18, the main CPU 101 sets a small win opening command in the command transmission area in order to transmit a small win opening command for executing a performance corresponding to the opening of the small win game to the performance control board 200. Then, when the small win opening command is set, the process proceeds to step S105-4-19.
[0323] (Step S105-4-19) In step S105-4-19, the main CPU 101 sets the time corresponding to the opening of the small win game (for example, "10S") in the time management counter of the main RAM 103. Then, when the time corresponding to the small win opening is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0324] In this embodiment, the termination conditions of the time-saving game state (termination conditions of the opening support state of the second start port 22) are, as described above, a small win with the "special symbol D", a small win with the "special symbol F", and the pattern change game being played "100" times at the first start port 21 and the second start port 22. However, it is also assumed that a small win with the "special symbol D" or the "special symbol F" will occur in the "100" pattern change game in the time-saving game state. In other words, there are cases where multiple termination conditions of the time-saving game state are met at the same time. In this case, as described in the flowchart of FIG. 23, in order to determine whether the number of time-saving times is 0, it is first recognized that the pattern change game has been played "100" times at the first start port 21 and the second start port 22 (without determining whether the termination conditions with the special symbol D or the special symbol F are met), and the time-saving game state is terminated. This makes it possible to omit the process of determining whether the termination condition due to the special pattern D or the special pattern F is met, thereby simplifying the control flow.
[0325] (About the jackpot 1 game process) FIG. 24 is a flow chart showing the big win 1 game process carried out in the main control board 100 (a subroutine of step S105-6 of the special symbol related process).
[0326] (Step S105-6-1) In step S105-6-1, the main CPU 101 judges whether or not the jackpot opening is in progress. In other words, it judges whether or not "0", which indicates the jackpot opening, is set in the jackpot 1 state storage area of the main RAM 103. When the first big prize opening is opened in step S105-6-3 described later, the value of the jackpot 1 state storage area changes from "0" to "1". Then, if the jackpot opening is in progress, the process proceeds to step S105-6-2, and if the jackpot opening is not in progress, the process proceeds to step S105-6-4.
[0327] (Step S105-6-2) In step S105-6-2, the main CPU 101 judges whether the time (for example, "10S") corresponding to the big win opening set in step S105-4-13 of Fig. 23 described above has elapsed. If the time corresponding to the big win opening has elapsed, the process proceeds to step S105-6-3, and if the time corresponding to the big win opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0328] (Step S105-6-3) In step S105-6-3, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. Also, the time management counter in the main RAM 103 is set to 29.5S as the opening time. This starts the first round of the first large prize game. In this process, the value in the first large prize opening state storage area is changed from "0" to "1". Then, when the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0329] (Step S105-6-4) In step S105-6-4, the main CPU 101 judges whether the first large prize opening is being opened. It judges whether "1" indicating that the first large prize opening is being opened is set in the big win 1 state storage area of the main RAM 103. If the first large prize opening is being opened, the process proceeds to step S105-6-5. If the first large prize opening is not being opened, the process proceeds to step S105-6-7.
[0330] (Step S105-6-5) In step S105-6-5, the main CPU 101 judges whether the first large prize opening 24 has remained open for 29.5 seconds without the first large prize opening detection SW 24a detecting 10 balls entering, or whether the first large prize opening closure condition has been met. If the first large prize opening closure condition is met, the process proceeds to step S105-6-6, and if the first large prize opening closure condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.
[0331] (Step S105-6-6) In step S105-6-6, the main CPU 101 transitions to the inter-round interval that constitutes the time between when the first big prize opening 24 closes and when it opens again. In this process, the value of the big win 1 state storage area is changed from "1" to "2." Then, when the transition is made to the inter-round interval, the process transitions to step S106 of the main control board timer interrupt process.
[0332] (Step S105-6-7) In step S105-6-7, the main CPU 101 judges whether or not it is in the inter-round interval. That is, it judges whether or not "2" indicating the inter-round interval is set in the jackpot 1 state storage area of the main RAM 103. Then, if it is in the inter-round interval, the process proceeds to step S105-6-8, and if it is not in the inter-round interval, the process proceeds to step S105-6-12.
[0333] (Step S105-6-8) In step S105-6-8, the main CPU 101 judges whether it is the end of the final round. For example, in step S105-6-10 described below, if the number of remaining rounds is "0" as a result of updating (incrementing or decrementing) the number of rounds, the main CPU 101 judges that it is the end of the final round in this process. If it is the end of the final round, the process proceeds to step S105-6-9, and if it is not the end of the final round, the process proceeds to step S105-6-10.
[0334] (Step S105-6-9) In step S105-6-9, the main CPU 101 transitions to a jackpot ending that notifies the end of the jackpot 1 game. In this process, the value of the jackpot 1 state storage area is changed from "2" to "3." In addition, the time corresponding to the ending of the jackpot 1 game (for example, "10S") is set in the time management counter of the main RAM 103. Then, when the transition to the jackpot ending is made, the process transitions to step S106 of the main control board timer interrupt process.
[0335] (Step S105-6-10) In step S105-6-10, the main CPU 101 updates the value of the round number counter in the main RAM 103. The updating method may be increment or decrement. For example, if a "6 round" jackpot is awarded, the round number counter in the main RAM 103 may be set to "6" and decremented by 1 each time a round is played, or the round number counter in the main RAM 103 may not be set to "6" and may be incremented by 1 each time a round is played. After updating the round number, the process proceeds to step S105-6-11.
[0336] (Step S105-6-11) In step S105-6-11, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. Also, the time management counter in the main RAM 103 is set to 29.5S as the opening time. This starts the second round and onward of the first large prize game. In this process, the value in the first large prize opening state storage area is changed from "0" to "1". Then, when the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0337] (Step S105-6-12) In step S105-6-12, the main CPU 101 judges whether the time (for example, "10S") corresponding to the big win ending set in the above-mentioned step S105-6-9 has elapsed. If the time corresponding to the big win ending has elapsed, the process proceeds to step S105-6-13, and if the time corresponding to the big win ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0338] (Step S105-6-13) In step S105-6-13, the main CPU 101 judges whether the special symbol is either "special symbol B" or "special symbol C." In other words, it judges whether the symbol determined in the jackpot special symbol determination process is either "special symbol B" or "special symbol C." If the special symbol is either "special symbol B" or "special symbol C," the process proceeds to step S105-6-14, and if the special symbol is neither "special symbol B" nor "special symbol C," the process proceeds to step S105-6-18.
[0339] (Step S105-6-14) In step S105-6-14, the main CPU 101 sets the game state to the time-saving game state. Therefore, in this process, the main CPU 101 sets "1" to the game state storage area of the main RAM 103. Then, after setting "1" to the game state storage area of the main RAM 103, the process proceeds to step S105-6-15.
[0340] (Step S105-6-15) In step S105-6-15, the main CPU 101 sets the time-saving count counter provided in the main RAM 103 to "100". This will start a "100" time-saving game state from the next variation. Then, after setting the time-saving count counter provided in the main RAM 103 to "100", the process proceeds to step S105-6-16.
[0341] (Step S105-6-16) In step S105-6-16, the main CPU 101 sets a game state command (time reduction) in the command transmission area in order to transmit a game state command indicating that the game is in a time-reduction game state to the performance control board 200. Then, when the game state command indicating that the game is in a time-reduction game state is set, the process proceeds to step S105-6-17.
[0342] (Step S105-6-17) In step S105-6-17, the main CPU 101 sets the value "0" indicating that the reels are stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the reels are stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0343] (Step S105-6-18) In step S105-6-18, the main CPU 101 sets the game state to the normal game state. Therefore, in this process, the main CPU 101 sets "0" to the game state storage area of the main RAM 103. Then, after setting "0" to the game state storage area of the main RAM 103, the process proceeds to step S105-6-19.
[0344] (Step S105-6-19) In step S105-6-19, the main CPU 101 sets a game state command (normal) in the command transmission area in order to transmit a game state command indicating that the game is in a normal game state to the performance control board 200. Then, when the game state command indicating that the game is in a normal game state is set, the process proceeds to step S105-6-20.
[0345] (Step S105-6-20) In step S105-6-20, the main CPU 101 sets the value "0" indicating that the reels are stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the reels are stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0346] (About small hit game processing) FIG. 25 is a flow chart showing the small win game process carried out in the main control board 100 (a subroutine of step S105-8 of the special symbol related process).
[0347] (Step S105-8-1) In step S105-8-1, the main CPU 101 judges whether a small win opening is in progress. That is, it judges whether "0", which indicates a small win opening, is set in the small win status storage area of the main RAM 103. When the second large prize opening is opened in step S105-8-3 described later, the value of the small win status storage area changes from "0" to "1". Then, if a small win opening is in progress, the process proceeds to step S105-8-2, and if a small win opening is not in progress, the process proceeds to step S105-8-5.
[0348] (Step S105-8-2) In step S105-8-2, the main CPU 101 judges whether the time (for example, "10S") corresponding to the small winning opening set in step S105-4-18 of Fig. 23 described above has elapsed. If the time corresponding to the small winning opening has elapsed, the process proceeds to step S105-8-3, and if the time corresponding to the small winning opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0349] (Step S105-8-3) In step S105-8-3, the main CPU 101 drives the second large prize opening opening solenoid 32b to open the second large prize opening 32. Also, the time management counter in the main RAM 103 is set to an opening time of 1.8S. This starts the first round of the small prize game. In this process, the value in the small prize status storage area is changed from "0" to "1". Then, when the second large prize opening 32 is opened, the process proceeds to step S105-8-4.
[0350] (Step S105-8-4) In step S105-8-4, the main CPU 101 drives the specific area opening / closing solenoid 32d to control the cover member provided in the specific area from a closed state to an open state. The cover member is opened in conjunction with the opening of the second large prize opening 32, and the cover member is closed in conjunction with the closing of the second large prize opening 32. After controlling the opening and closing of the cover member in the specific area, the process proceeds to step S106 of the main control board timer interrupt process.
[0351] (Step S105-8-5) In step S105-8-5, the main CPU 101 determines whether the specific area passage flag is ON by referring to the specific area passage flag storage area in the main RAM 103. If the specific area passage flag is ON, the process proceeds to step S105-8-6, and if the specific area passage flag is not ON, the process proceeds to step S105-8-7.
[0352] (Step S105-8-6) In step S105-8-6, the main CPU 101 performs the second type big win transition control process shown in Fig. 26. This process will be described in detail later with reference to Fig. 26. Then, when the second type big win transition control process is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0353] (Step S105-8-7) In step S105-8-7, the main CPU 101 judges whether the second large prize opening is being opened. That is, it judges whether "1" indicating that the second large prize opening is being opened is set in the small win status storage area of the main RAM 103. If the second large prize opening is being opened, the process proceeds to step S105-8-8. If the second large prize opening is not being opened, the process proceeds to step S105-8-11.
[0354] (Step S105-8-8) In step S105-8-8, the main CPU 101 judges whether the second large prize opening 32 has been opened for 1.8 seconds, or whether the second large prize opening detection SW 32a has detected 10 balls, and whether one of the second large prize opening closing conditions has been met. If the second large prize opening closing condition is met, the process proceeds to step S105-8-9, and if the second large prize opening closing condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.
[0355] (Step S105-8-9) In step S105-8-9, the main CPU 101 closes the second big prize opening 32 to end the small win game. Then, when the small win game ends, the process proceeds to step S105-8-10.
[0356] (Step S105-8-10) In step S105-8-10, the main CPU 101 transitions to a small win ending that notifies the end of the small win game. In this process, the value of the small win state storage area is changed from "1" to "2". Also, the time corresponding to the ending of the small win game (for example, "5S") is set in the time management counter of the main RAM 103. Then, when the transition to the small win ending is made, the process transitions to step S106 of the main control board timer interrupt process.
[0357] (Step S105-8-11) In step S105-8-11, the main CPU 101 judges whether the time (for example, "5S") corresponding to the small winning ending set in the above-mentioned step S105-8-10 has elapsed. If the time corresponding to the small winning ending has elapsed, the process proceeds to step S105-8-12, and if the time corresponding to the small winning ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0358] (Step S105-8-12) In step S105-8-12, the main CPU 101 sets the game state to the normal game state. Therefore, in this process, the main CPU 101 sets "0" to the game state storage area of the main RAM 103. Then, after setting "0" to the game state storage area of the main RAM 103, the process proceeds to step S105-8-13.
[0359] (Step S105-8-13) In step S105-8-13, the main CPU 101 sets a game state command (normal) in the command transmission area in order to transmit a game state command indicating that the game is in a normal game state to the performance control board 200. Then, when the game state command indicating that the game is in a normal game state is set, the process proceeds to step S105-8-14.
[0360] (Step S105-8-14) In step S105-8-14, the main CPU 101 sets the value "0" indicating that the reels are stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the reels are stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0361] (Regarding the second type jackpot transition control process) FIG. 26 is a flow chart showing the second type big win transition control process carried out in the main control board 100 (a subroutine of step S105-8-6 of the small win game process).
[0362] (Step S105-8-6-1) In step S105-8-6-1, the main CPU 101 closes the second big prize opening 32 to end the small win game. Then, when the small win game ends, the process proceeds to step S105-8-6-2.
[0363] (Step S105-8-6-2) In step S105-8-6-2, the main CPU 101 turns OFF the specific area passage flag in the specific area passage flag storage area of the main RAM 103. Then, after turning OFF the specific area passage flag, the process proceeds to step S105-8-6-3.
[0364] (Step S105-8-6-3) In step S105-8-6-3, the main CPU 101 sets the number of rounds corresponding to the small win special symbol in the round number counter of the main RAM 103. The small win special symbols are 6 rounds for "special symbol D" and "special symbol E", and 10 rounds for "special symbol F" and "special symbol G". Since the first round has already been played in the small win game, the number of rounds set in this process is set to "5" corresponding to 5 rounds for "special symbol D" and "special symbol E", and "9" corresponding to 9 rounds for "special symbol F" and "special symbol G". Then, when the number of rounds corresponding to the small win special symbol is set in the round number counter of the main RAM 103, the process proceeds to step S105-8-6-4.
[0365] (Step S105-8-6-4) In step S105-8-6-4, the main CPU 101 sets the value "4" indicating the jackpot 2 game (jackpot 2) in the special symbol state flag storage area of the main RAM 103. Then, when the value "4" indicating the jackpot 2 game (jackpot 2) is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0366] (About the jackpot 2 game process) FIG. 27 is a flow chart showing the big win 2 game process carried out in the main control board 100 (a subroutine of step S105-9 of the special symbol related process).
[0367] (Step S105-9-1) In step S105-9-1, the main CPU 101 judges whether the start condition of the second round is satisfied. Note that a predetermined interval time (for example, "5S") is provided from the end of the small win game to the start of the big win 2 game, and when the interval time has elapsed, it is judged that the start condition of the second round is satisfied. Then, if the start condition of the second round is satisfied, the process proceeds to step S105-9-2, and if the start condition of the second round is not satisfied, the process proceeds to step S105-9-3.
[0368] (Step S105-9-2) In step S105-9-2, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. Also, the time management counter of the main RAM 103 is set to 29.5S as the opening time. This starts the first round of the big prize 2 game (the second round if the small prize game is included). In this process, the value of the big prize 2 state storage area is changed from "0" to "1". Then, when the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0369] (Step S105-9-3) In step S105-9-3, the main CPU 101 judges whether the first large prize opening is being opened. That is, it judges whether "1" indicating that the first large prize opening is being opened is set in the big win 2 state storage area of the main RAM 103. If the first large prize opening is being opened, the process proceeds to step S105-9-4, and if the first large prize opening is not being opened, the process proceeds to step S105-9-6.
[0370] (Step S105-9-4) In step S105-9-4, the main CPU 101 judges whether the first large prize opening 24 has remained open for 29.5 seconds without the first large prize opening detection SW 24a detecting 10 balls entering, or whether the first large prize opening closure condition has been met. If the first large prize opening closure condition is met, the process proceeds to step S105-9-5, and if the first large prize opening closure condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.
[0371] (Step S105-9-5) In step S105-9-5, the main CPU 101 transitions to the inter-round interval that constitutes the time between when the first big prize winning port 24 closes and when it opens again. In this process, the value of the big win 2 state storage area is changed from "1" to "2." Then, when the transition is made to the inter-round interval, the process transitions to step S106 of the main control board timer interrupt process.
[0372] (Step S105-9-6) In step S105-9-6, the main CPU 101 judges whether or not it is during the inter-round interval. That is, it judges whether or not "2" indicating the inter-round interval is set in the jackpot 2 state storage area of the main RAM 103. Then, if it is during the inter-round interval, the process proceeds to step S105-9-7, and if it is not during the inter-round interval, the process proceeds to step S105-9-11.
[0373] (Step S105-9-7) In step S105-9-7, the main CPU 101 judges whether it is the end of the final round. For example, in step S105-9-9 described below, if the number of remaining rounds is "0" as a result of updating (incrementing or decrementing) the number of rounds, the main CPU 101 judges that it is the end of the final round in this process. If it is the end of the final round, the process proceeds to step S105-9-8, and if it is not the end of the final round, the process proceeds to step S105-9-9.
[0374] (Step S105-9-8) In step S105-9-8, the main CPU 101 transitions to a jackpot ending that notifies the user that the jackpot 2 game has ended. In this process, the value of the jackpot 2 state storage area is changed from "2" to "3." In addition, the time corresponding to the ending of the jackpot 2 game (for example, "10S") is set in the time management counter of the main RAM 103. Then, when the transition to the jackpot ending has been made, the process transitions to step S106 of the main control board timer interrupt process.
[0375] (Step S105-9-9) In step S105-9-9, the main CPU 101 updates the value of the round number counter in the main RAM 103. The updating method is the same as the processing during one big win game described above. Then, after updating the round number, the process proceeds to step S105-9-10.
[0376] (Step S105-9-10) In step S105-9-10, the main CPU 101 drives the first large prize opening opening solenoid 24b to open the first large prize opening 24. In addition, the time management counter in the main RAM 103 is set to 29.5 seconds as the opening time. This starts the second round and onward of the big prize 2 game. In this process, the value in the big prize 2 state storage area is changed from "0" to "1". Then, when the first large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0377] (Step S105-9-11) In step S105-9-11, the main CPU 101 judges whether the time (for example, "10S") corresponding to the big win ending set in the above-mentioned step S105-9-8 has elapsed. If the time corresponding to the big win ending has elapsed, the process proceeds to step S105-9-12, and if the time corresponding to the big win ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0378] (Step S105-9-12) In step S105-9-12, the main CPU 101 judges whether the special symbol is either "special symbol E" or "special symbol G." In other words, it judges whether the symbol determined in the jackpot special symbol determination process is either "special symbol E" or "special symbol G." If the special symbol is either "special symbol E" or "special symbol G," the process proceeds to step S105-9-13, and if the special symbol is neither "special symbol E" nor "special symbol G," the process proceeds to step S105-9-17.
[0379] (Step S105-9-13) In step S105-9-13, the main CPU 101 sets the game state to the time-saving game state. Therefore, in this process, the main CPU 101 sets "1" to the game state storage area of the main RAM 103. Then, after setting "1" to the game state storage area of the main RAM 103, the process proceeds to step S105-9-14.
[0380] (Step S105-9-14) In step S105-9-14, the main CPU 101 sets the time-saving count counter provided in the main RAM 103 to "100". This will start a "100" time-saving game state from the next variation. Then, after setting the time-saving count counter provided in the main RAM 103 to "100", the process proceeds to step S105-9-15.
[0381] (Step S105-9-15) In step S105-9-15, the main CPU 101 sets a game state command (time reduction) in the command transmission area in order to transmit a game state command indicating that the game is in a time-reduction game state to the performance control board 200. Then, when the game state command indicating that the game is in a time-reduction game state is set, the process proceeds to step S105-9-16.
[0382] (Step S105-9-16) In step S105-9-16, the main CPU 101 sets the value "0" indicating that the reels are stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the reels are stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0383] (Step S105-9-17) In step S105-9-17, the main CPU 101 sets the game state to the normal game state. Therefore, in this process, the main CPU 101 sets "0" to the game state storage area of the main RAM 103. Then, after setting "0" to the game state storage area of the main RAM 103, the process proceeds to step S105-9-18.
[0384] (Step S105-9-18) In step S105-9-18, the main CPU 101 sets a game state command (normal) in the command transmission area in order to transmit a game state command indicating that the game is in a normal game state to the performance control board 200. Then, when the game state command indicating that the game is in a normal game state is set, the process proceeds to step S105-9-19.
[0385] (Step S105-6-19) In step S105-6-19, the main CPU 101 sets the value "0" indicating that the reels are stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating that the reels are stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0386] (Regarding normal pattern related processing) FIG. 28 is a flowchart showing the normal symbol-related processing performed in the main control board 100 (a subroutine of step S106 of the main control board timer interrupt processing).
[0387] (Step S106-1) In step S106-1, the main CPU 101 judges whether a flag indicating a stopped state is stored in the normal symbol state flag storage area of the main RAM 103. For example, when the main CPU 101 starts the fluctuation of the normal symbol, it sets the value "1" indicating a changing state in the normal symbol state flag storage area (step S106-2-12 in FIG. 29 described later), and when it stops the fluctuation of the normal symbol, it sets the value "0" indicating a stopped state in the normal symbol state flag storage area (step S106-4-2 in FIG. 30 described later). Note that after setting the value "0" indicating a stopped state, if the normal symbol is a winning symbol, the value "2" indicating a winning symbol is set. Then, if the value "0" indicating a stopped state is set, the process proceeds to step S106-2, and if the value "0" indicating a stopped state is not set, the process proceeds to step S106-3.
[0388] (Step S106-2) In step S106-2, the main CPU 101 performs the normal pattern variation start processing shown in Fig. 29. This processing will be described in detail later with reference to Fig. 29. Then, when the normal pattern variation start processing is completed, the processing is shifted to step S107 of the main control board timer interrupt processing.
[0389] (Step S106-3) In step S106-3, the main CPU 101 judges whether a flag indicating that the symbol is changing is stored in the normal symbol state flag storage area of the main RAM 103. If the value "1" indicating that the symbol is changing is set, the process proceeds to step S106-4, and if the value "1" indicating that the symbol is changing is not set, the process proceeds to step S106-5.
[0390] (Step S106-4) In step S106-4, the main CPU 101 performs the normal pattern variation process shown in Fig. 30. This process will be described in detail later with reference to Fig. 30. Then, when the normal pattern variation process is completed, the process proceeds to step S107 of the main control board timer interrupt process.
[0391] (Step S106-5) In step S106-5, when the main CPU 101 determines that the value "0" indicating the stopped state is not set and that the value "1" indicating the variable state is not set, it determines that the value "2" indicating the normal winning state is set and performs the normal winning state process shown in Fig. 31. This process will be described later in detail with reference to Fig. 31. Then, when the normal winning state process is completed, the process proceeds to step S107 of the main control board timer interrupt process.
[0392] (Regarding normal pattern change start processing) FIG. 29 is a flow chart showing the normal symbol variation start processing performed in the main control board 100 (a subroutine of step S106-2 of the normal symbol related processing).
[0393] (Step S106-2-1) In step S106-2-1, the main CPU 101 judges whether there is judgment information in the normal symbol storage area (see FIG. 11) provided in the main RAM 103. If there is judgment information in the normal symbol storage area, the process proceeds to step S106-2-2. If there is no judgment information in the normal symbol storage area, the process proceeds to step S107 of the main control board timer interrupt process.
[0394] (Step S106-2-2) In step S106-2-2, the main CPU 101 subtracts "1" from the number of reserved balls related to the normal symbol variation game. As with the special symbols, the subtraction corresponds to sliding the judgment information (random value) in the "relevant variable memory area" to the "fourth memory area" and then emptying the memory area of "1". Accordingly, the display of the normal symbol reserved indicator 27f also changes to a display mode (from "blinking" to "on" or from "on" to "off") according to the number of reserved balls. Then, after subtracting "1" from the number of reserved balls related to the normal symbol variation game, the process proceeds to step S106-2-3.
[0395] (Step S106-2-3) In step S106-2-3, the main CPU 101 judges whether the judgment information (random number value) is winning judgment information (random number value) by using the judgment information (random number value) extracted in the above-mentioned passing gate detection process and the normal symbol winning judgment table of Fig. 9. Then, when it is judged that the judgment information (random number value) is winning judgment information (random number value), the process proceeds to step S106-2-4.
[0396] (Step S106-2-4) In step S106-2-4, the main CPU 101 judges whether the result of the normal symbol winning judgment process is a normal winning. If the result of the normal symbol winning judgment process is a normal winning, the process proceeds to step S106-2-5, and if the result of the normal symbol winning judgment process is not a normal winning, the process proceeds to step S106-2-7.
[0397] (Step S106-2-5) In step S106-2-5, the main CPU 101 determines "normal symbol A" as the normal symbol for the normal winning combination. Then, when the "normal symbol A" is determined, the process proceeds to step S106-2-6.
[0398] (Step S106-2-6) In step S106-2-6, the main CPU 101 sets a normal symbol A designation command in the command transmission area in order to make the performance control board 200 recognize the determined normal symbol A. Then, when the normal symbol A designation command is set, the process proceeds to step S106-2-9.
[0399] (Step S106-2-7) In step S106-2-7, the main CPU 101 determines "normal symbol B" as the normal symbol for the normal miss. Then, when the "normal symbol B" is determined, the process proceeds to step S106-2-8.
[0400] (Step S106-2-8) In step S106-2-8, the main CPU 101 sets a normal symbol B designation command in the command transmission area in order to make the performance control board 200 recognize the determined normal symbol B. Then, when the normal symbol B designation command is set, the process proceeds to step S106-2-9.
[0401] (Step S106-2-9) In step S106-2-9, if the main CPU 101 determines the normal symbol A in step S106-2-5, it determines the normal symbol variation pattern 1 from the normal symbol variation pattern table in Fig. 10(D), and if the main CPU 101 determines the normal symbol B in step S106-2-7, it determines the normal symbol variation pattern 2 from the normal symbol variation pattern table in Fig. 10(D). Then, when the normal symbol variation pattern is determined, the process proceeds to step S106-2-10.
[0402] (Step S106-2-10) In step S106-2-10, the main CPU 101 sets a normal pattern variation pattern designation command in the command transmission area in order to send a command indicating the normal pattern variation pattern determined in step S106-2-9 to the performance control board 200. For example, if "normal pattern variation pattern 1" is determined in step S106-2-9, a normal pattern variation pattern designation command indicating "normal pattern variation pattern 1" is set. Then, when the normal pattern variation pattern designation command is set, the process proceeds to step S106-2-11.
[0403] (Step S106-2-11) In step S106-2-11, the main CPU 101 sets the fluctuation time (see FIG. 10) corresponding to the normal symbol fluctuation pattern determined in step S106-2-9 in the time management counter of the main RAM 103. For example, if "normal symbol fluctuation pattern 1" is determined, the fluctuation time "3S" is set. Then, after setting the fluctuation time, the process proceeds to step S106-2-12.
[0404] (Step S106-2-12) In step S106-2-12, the main CPU 101 sets the value "1" indicating that the normal symbol state flag is changing in the normal symbol state flag storage area of the main RAM 103. Then, when the value "1" indicating that the normal symbol state flag is changing is set in the normal symbol state flag storage area, the process proceeds to step S107 of the main control board timer interrupt process.
[0405] (Regarding normal pattern change processing) FIG. 30 is a flow chart showing the normal symbol variable process performed in the main control board 100 (a subroutine of step S106-4 of the normal symbol related process).
[0406] (Step S106-4-1) In step S106-4-1, the main CPU 101 judges whether the set variation time has elapsed in the time management counter of the main RAM 103. For example, when "normal symbol variation pattern 1" is determined and "3S" is set, it judges whether "3S" has elapsed. Then, if the normal symbol variation time has elapsed, the process moves to step S106-4-2, and if the normal symbol variation time has not elapsed, the process moves to step S107 of the main control board timer interrupt process.
[0407] (Step S106-4-2) In step S106-4-2, the main CPU 101 sets the value "0" indicating that the normal symbol is stopped in the normal symbol status flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that the normal symbol is stopped. Then, when the value "0" indicating that the normal symbol is stopped is set in the normal symbol status flag storage area, the process proceeds to step S106-4-3.
[0408] (Step S106-4-3) In step S106-4-3, the main CPU 101 judges whether the result of the judgment in step S106-2-3 in Fig. 29 is a normal winning. If it is a normal winning, the process proceeds to step S106-4-4. If it is not a normal winning, the process proceeds to step S107 of the main control board timer interrupt process.
[0409] (Step S106-4-4) In step S106-4-4, the main CPU 101 sets the value "2" indicating a normal winning combination in the normal symbol status flag storage area of the main RAM 103. Then, when the value "2" indicating a normal winning combination is set in the normal symbol status flag storage area, the process proceeds to step S106-4-5.
[0410] (Step S106-4-5) In step S106-4-5, main CPU 101 sets the second start port opening count counter in main RAM 103 to "4". This causes second start port 22 to open in the open / close manner shown in Fig. 9. Then, after setting the second start port opening count counter to "4", processing proceeds to step S106-4-6.
[0411] (Step S106-4-6) In step S106-4-6, the main CPU 101 shifts to the normal symbol winning opening. For example, the normal symbol winning state storage area of the main RAM 103 stores the state in the normal symbol winning game, and if it is a normal symbol winning opening, "0" is set, if the second start hole 22 is opening, "1" is set, if it is an interval between openings, "2" is set, and if it is a normal symbol winning ending, "3" is set. Then, when the normal symbol winning opening is shifted, the process shifts to step S106-4-7.
[0412] (Step S106-4-7) In step S106-4-7, the main CPU 101 sets the time corresponding to the opening of the normal symbol win (for example, "3S") in the time management counter of the main RAM 103. Then, when the time corresponding to the opening of the normal symbol win is set, the process proceeds to step S107 of the main control board timer interrupt process.
[0413] (Regarding normal pattern winning process) FIG. 31 is a flow chart showing the normal symbol winning process performed in the main control board 100 (a subroutine of step S106-5 of the normal symbol related process).
[0414] (Step S106-5-1) In step S106-5-1, the main CPU 101 judges whether a normal symbol winning opening is in progress. That is, it judges whether "0" indicating a normal symbol winning opening is set in the normal symbol winning status storage area of the main RAM 103. When the second start opening is performed in step S106-5-4 described later, the value of the normal symbol winning status storage area changes from "0" to "1". Then, if a normal symbol winning opening is in progress, the process proceeds to step S106-5-2, and if a normal symbol winning opening is not in progress, the process proceeds to step S106-5-5.
[0415] (Step S106-5-2) In step S106-5-2, the main CPU 101 refers to the time management counter of the main RAM 103 and judges whether the time (for example, "3S") corresponding to the normal symbol winning opening set in step S106-4-7 of Fig. 30 has elapsed. If the time corresponding to the normal symbol winning opening has elapsed, the process proceeds to step S106-5-3, and if the time corresponding to the normal symbol winning opening has not elapsed, the process proceeds to step S107 of the main control board timer interrupt process.
[0416] (Step S106-5-3) In step S106-5-3, the main CPU 101 sets the opening time of one time of the second start port 22 to "1.3 S" in the time management counter of the main RAM 103. Then, after setting the opening time of one time of the second start port 22 to "1.3 S", the process proceeds to step S106-5-4.
[0417] (Step S106-5-4) In step S106-5-4, the main CPU 101 sets "1" indicating that the second start hole 22 is open in the normal symbol winning status storage area of the main RAM 103, and opens the second start hole 22 for 1.3S. Then, after setting "1" indicating that the second start hole 22 is open and opening the second start hole 22 for 1.3S, the process proceeds to step S107 of the main control board timer interrupt process.
[0418] (Step S106-5-5) In step S106-5-5, the main CPU 101 determines whether "1" indicating that the second start hole 22 is open is set in the normal symbol winning state storage area of the main RAM 103, that is, whether the second start hole 22 is open. If the second start hole 22 is open, the process proceeds to step S106-5-6, and if the second start hole 22 is not open, the process proceeds to step S106-5-12.
[0419] (Step S106-5-6) In step S106-5-6, main CPU 101 refers to the time management counter in main RAM 103 to determine whether the opening time "1.3 S" of second start port 22 has elapsed. If the opening time "1.3 S" of second start port 22 has elapsed, processing proceeds to step S106-5-7, and if the opening time "1.3 S" of second start port 22 has not elapsed, processing proceeds to step S107 of the main control board timer interrupt processing.
[0420] (Step S106-5-7) In step S106-5-7, the main CPU 101 subtracts "1" from the value of the second start port opening count counter provided in the main RAM 103. Then, after subtracting "1" from the value of the second start port opening count counter, the process proceeds to step S106-5-8.
[0421] (Step S106-5-8) In step S106-5-8, main CPU 101 determines whether the value of the second start port opening counter after subtracting "1" in step S106-5-7 is "0". If the value after subtraction is "0", processing proceeds to step S106-5-9, and if the value after subtraction is not "0", processing proceeds to step S106-5-10.
[0422] (Step S106-5-9) In step S106-5-9, the main CPU 101 sets "3" indicating the normal symbol winning ending in the normal symbol winning state storage area of the main RAM 103, and transitions to the normal symbol winning ending. Furthermore, the main CPU 101 sets the time corresponding to the normal symbol winning ending (for example, "2S") in the time management counter of the main RAM 103. Then, after performing the process related to the normal symbol ending, the process transitions to step S107 of the main control board timer interrupt process.
[0423] (Step S106-5-10) In step S106-5-10, the main CPU 101 sets "2" indicating the interval between releases in the normal symbol winning state storage area of the main RAM 103, and transitions to the interval between releases. Then, after setting "2" indicating the interval between releases and transitioning to the interval between releases, the process transitions to step S107 of the main control board timer interrupt process.
[0424] (Step S106-5-11) In step S106-5-11, the main CPU 101 judges whether or not "2", which indicates the interval between openings, is set in the normal symbol winning state storage area of the main RAM 103. If "2", which indicates the interval between openings, is set, the process proceeds to step S106-5-13, and if "2", which indicates the interval between openings, is not set, the process proceeds to step S106-5-16.
[0425] (Step S106-5-12) In step S106-5-12, main CPU 101 refers to the time management counter of main RAM 103 to determine whether the interval time between openings of second start port 22 has elapsed. If the interval time between openings of second start port 22 has elapsed, processing proceeds to step S106-5-14, and if the interval time between openings of second start port 22 has not elapsed, processing proceeds to step S107 of the main control board timer interrupt processing.
[0426] (Step S106-5-13) In step S106-5-13, the main CPU 101 sets the opening time of one time of the second start port 22 to "1.3 S" in the time management counter of the main RAM 103. Then, after setting the opening time of one time of the second start port 22 to "1.3 S", the process proceeds to step S106-5-15.
[0427] (Step S106-5-14) In step S106-5-14, the main CPU 101 sets "1" indicating that the second start hole 22 is open in the normal symbol winning status storage area of the main RAM 103, and opens the second start hole 22 for 1.3S. Then, after setting "1" indicating that the second start hole 22 is open and opening the second start hole 22 for 1.3S, the process proceeds to step S107 of the main control board timer interrupt process.
[0428] (Step S106-5-15) In step S106-5-15, the main CPU 101 refers to the time management counter of the main RAM 103 and judges whether the time (e.g., "2S") corresponding to the normal symbol winning ending set in the above-mentioned step S106-5-9 has elapsed. If the time (e.g., "2S") corresponding to the normal symbol winning ending has elapsed, the process proceeds to step S106-5-16, and if the time (e.g., "2S") corresponding to the normal symbol winning ending has not elapsed, the process proceeds to step S107 of the main control board timer interrupt process.
[0429] (Step S106-5-16) In step S106-5-16, the main CPU 101 sets the value "0" indicating that the reels are stopped in the normal symbol status flag storage area of the main RAM 103. Then, when the value "0" indicating that the reels are stopped is set in the normal symbol status flag storage area, the process proceeds to step S107 of the main control board timer interrupt process.
[0430] (Regarding control processing performed by sub-CPU 201) The control processing performed by the sub-CPU 201 will be described with reference to Fig. 32 to Fig. 35. The control programs shown in the flowcharts of Fig. 32 to Fig. 35 are stored in the sub-ROM 202, and the sub-CPU 201 reads the control programs from the sub-ROM 202 and performs the control processing according to the read control programs.
[0431] (Step S200) In step S200, the sub-CPU 201 judges whether the pachinko gaming machine 1 is in a power outage state. If the pachinko gaming machine 1 is in a power outage state, the sub-CPU 201 repeatedly executes the process of step S200, and if the pachinko gaming machine 1 is not in a power outage state, the sub-CPU 201 proceeds to step S201. If the pachinko gaming machine 1 is in a power outage state, the sub-CPU 201 can execute the process by using a backup power source (not shown).
[0432] (Step S201) In step S201, the sub CPU 201 performs an initial setting process to initialize the values of internally provided registers, etc. Then, when the initial setting process ends, the process proceeds to step S202.
[0433] (Step S202) In step S202, the sub-CPU 201 sets the CTC. That is, it sets the CTC (counter timer circuit) that has a function of generating a pulse output at a constant period and a function of measuring time, and sets the time constant register of the CTC so that the performance control board timer interrupt processing described later is performed periodically every 4 ms. Then, after setting the CTC, the process proceeds to step S203.
[0434] (Step S203) In step S203, the sub-CPU 201 inhibits the interruption of the performance control board timer interruption process that periodically interrupts the performance control board main process and is executed. Then, when the interruption is inhibited, the process proceeds to step S204.
[0435] (Step S204) In step S204, the sub CPU 201 updates the random numbers for effect. Then, when the update process of the random numbers for effect is completed, the process proceeds to step S205.
[0436] (Step S205) In step S205, the sub-CPU 201 allows an interruption of the performance control board timer interruption process that is executed by periodically interrupting the performance control board main process. Then, when the interruption is allowed, the process shifts to step S203 again, and thereafter, steps S203 to S205 are looped.
[0437] (Regarding the performance control board timer interrupt processing) 33 is a flowchart showing the performance control board timer interrupt processing performed in the performance control board 200. This processing is executed by periodically (for example, every 4 ms) interrupting the performance control board main processing described above.
[0438] (Step S300) In step S300, the sub CPU 201 saves the contents of the registers in the stack area. Then, after saving the contents of the registers in the stack area, the process proceeds to step S301.
[0439] (Step S301) In step S301, the sub CPU 201 performs a process of updating a timer managed by the performance control board 200. Then, after updating the timer, the process proceeds to step S302.
[0440] (Step S302) In step S302, the sub CPU 201 performs input processing of the operation device. For example, when the effect button 14 is operated, operation information is input from the effect button detection SW 14a, when the effect lever 15 is operated, operation information is input from the effect lever detection SW 15a, and when the cross key button 16 is operated, operation information is input from the cross key detection SW 16a. When the sub CPU 201 receives this operation information, it controls the image display device 26, the speaker 10, etc. to execute the effect. Then, when the input processing of the operation device is completed, the process proceeds to step S303.
[0441] (Step S303) In step S303, the sub CPU 201 performs a main command receiving process shown in Fig. 34 and Fig. 35. This process will be described in detail later with reference to Fig. 34 and Fig. 35. Then, when the main command receiving process ends, the process proceeds to step S304.
[0442] (Step S304) In step S304, the sub-CPU 201 performs a process of transmitting a sub-command. The sub-command is a command set in the main command receiving process of Figs. 34 and 35 described later, and in this process, the sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, the image / sound control unit 200b and the light emission drive control unit 200c that have received the sub-command control the display, sound, light emission, and drive performances corresponding to the sub-command. Then, after transmitting the sub-command, the process proceeds to step S305.
[0443] (Step S305) In step S305, the sub CPU 201 restores the contents saved in the stack area in step S300 to the register. Then, when the contents saved in the stack area are restored to the register, the performance control board timer interrupt process is terminated.
[0444] (Regarding main command reception processing) FIG. 34 is a flowchart showing main command receiving process 1 / 2 carried out in performance control board 200 (a subroutine of step S301 of performance control board timer interrupt process).
[0445] (Step S301-1) In step S301-1, the sub CPU 201 determines whether a power-related information command has been received. Examples of power-related information commands include the power-on command and the power-restore command described above. If any of these commands has been received, the process proceeds to step S301-2. If any of these commands has not been received, the process proceeds to step S301-4.
[0446] (Step S301-2) In step S301-2, the sub-CPU 201 performs processing when a power-related information command is received. For example, when a power-on command is received, a corresponding sub-command is set to notify "power on" via the light-emitting device 9, the speaker 10, and the image display device 26, and when a power restoration command is received, a corresponding sub-command is set to notify "power restoration" via the light-emitting device 9, the speaker 10, and the image display device 26. Then, when this processing is completed, the process proceeds to step S301-3.
[0447] (Step S301-3) In step S301-3, the sub-CPU 201 sets a power-related sub-command in a sub-command transmission area in order to transmit the power-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.
[0448] (Step S301-4) In step S301-4, the sub-CPU 201 judges whether an error-related information command has been received. Examples of error-related information commands include a magnetic sensor error (major error) that is sent when an illegal magnetism is detected, and a tray full error (minor error) that is sent when more than a predetermined amount of game balls are stored in the lower tray 5b. If an error-related information command has been received, the process proceeds to step S301-5. If any of these commands has not been received, the process proceeds to step S301-7.
[0449] (Step S301-5) In step S301-5, the sub-CPU 201 performs processing when receiving an error-related information command. For example, if a serious error is received, a corresponding sub-command is set to notify the error using the entire display area of the image display device 26, and if a minor error is received, a corresponding sub-command is set to notify the error using a part of the display area of the image display device 26. After completing this processing, the process proceeds to step S301-6.
[0450] (Step S301-6) In step S301-6, the sub-CPU 201 sets an error-related sub-command in a sub-command transmission area to transmit the error-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.
[0451] (Step S301-7) In step S301-7, the sub-CPU 201 judges whether a start port related information command has been received. The start port related information command includes the above-mentioned first start port winning command, second start port winning command, first start port subtraction command, second start port subtraction command, and reserved memory area designation command. If any of these commands have been received, the process proceeds to step S301-8, and if any of these commands have not been received, the process proceeds to step S301-10.
[0452] (Step S301-8) In step S301-8, the sub-CPU 201 performs processing when receiving the start-hole related information command. For example, when a command indicating a win is received, a corresponding sub-command is set to update (add) the "number reservation" or "reserved icon", and when a command indicating subtraction is received, a corresponding sub-command is set to update (subtract) the "number reservation", the "relevant variable icon" and the "reserved icon". In addition, a corresponding sub-command is set to make the image / sound control unit 200b and the light emission drive control unit 200c recognize the current storage status of the judgment information storage area (reserved storage area) of the main RAM 103. Then, when the processing is completed, the processing proceeds to step S301-9.
[0453] (Step S301-9) In step S301-9, the sub-CPU 201 sets the start hole related sub-command in the sub-command transmission area in order to transmit the start hole related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.
[0454] (Step S301-10) In step S301-10, the sub-CPU 201 judges whether or not a variation pattern related information command has been received. The variation pattern related information command may be the special symbol variation pattern designation command. If the command has been received, the process proceeds to step S301-11, and if the command has not been received, the process proceeds to step S301-13.
[0455] (Step S301-11) In step S301-11, the sub-CPU 201 performs processing when receiving a variation pattern related information command. For example, when a special symbol variation pattern designation command is received, a variation performance pattern is determined from a variation performance pattern determination table (not shown). In the variation performance pattern determination table, one or more variation performance patterns are associated with one special symbol variation pattern. For example, for "normal variation" (6S) of "variation pattern 2", one corresponding variation performance pattern (6S) is prepared, and for "super reach" (30S) of "variation pattern 4", multiple corresponding variation performance patterns (30S) are prepared. Then, when "variation pattern 4" is received, any one of the multiple prepared variation performance patterns is determined. Note that the multiple prepared variation performance patterns each have different performance contents, so multiple performances can be executed for one variation pattern. Then, when the processing is completed, the processing is shifted to step S301-12.
[0456] (Step S301-12) In step S301-12, the sub-CPU 201 sets the change pattern related sub-command in the sub-command transmission area in order to transmit the change pattern related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.
[0457] (Step S301-13) In step S301-13, the sub-CPU 201 judges whether a symbol designation related information command has been received. Symbol designation related information commands include a special symbol designation command for a big win, a special symbol designation command for a small win, and a special symbol designation command for a loss. If any of these commands have been received, the process proceeds to step S301-14, and if any of these commands have not been received, the process proceeds to step S301-16.
[0458] (Step S301-14) In step S301-14, the sub CPU 201 performs processing when receiving a symbol designation related information command. For example, when a symbol designation related information command for a big win is received, a symbol combination (e.g., "777") for the sub symbols corresponding to the big win is determined, when a symbol designation related information command for a small win is received, a symbol combination (e.g., "111" or "222") for the sub symbols corresponding to the small win is determined, and when a symbol designation related information command for a loss is received, a symbol combination (e.g., "524") for the sub symbols corresponding to a loss is determined. In addition, when the symbol is a special symbol A, one of "444", "666", and "888" is determined for the sub symbols, when the symbol is a special symbol B, one of "333", "444", "555", "666", and "888" is determined for the sub symbols, and when the symbol is a special symbol C, "777" is determined for the sub symbols. In addition, if the special symbol D is selected, the sub-symbol is set to "222", if the special symbol E is selected, either "111" or "222", if the special symbol F is selected, either "222", if the special symbol G is selected, either "111" or "222". After completing this process, the process proceeds to step S301-15.
[0459] (Step S301-15) In step S301-15, the sub-CPU 201 sets the sub-command related to designation in the sub-command transmission area in order to transmit the sub-command related to designation to the image / sound control unit 200b and the light emission drive control unit 200c. Then, when the process is completed, the process proceeds to step S302 of the performance control board timer interrupt process.
[0460] (Step S301-16) In step S301-16, the sub-CPU 201 judges whether or not the symbol stop related information command has been received. If the symbol stop related information command has been received, the process proceeds to step S301-17. If the symbol stop related information command has not been received, the process proceeds to step S301-19.
[0461] (Step S301-17) In step S301-17, the sub CPU 201 performs processing when receiving the symbol stop related information command. Specifically, the sub CPU 201 performs processing for stopping the sub symbols being variably displayed. Then, when the processing is completed, the process proceeds to step S301-18.
[0462] (Step S301-18) In step S301-18, the sub-CPU 201 sets a symbol stop related sub-command in a sub-command transmission area in order to transmit the symbol stop related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.
[0463] (Regarding main command reception processing) FIG. 35 is a flowchart showing main command receiving process 2 / 2 carried out in performance control board 200 (a subroutine of step S301 of performance control board timer interrupt process).
[0464] (Step S301-19) In step S301-19, the sub-CPU 201 judges whether a game status related information command has been received. The game status related information command includes a game status command (normal) and a game status command (time-saving). If any of these commands have been received, the process proceeds to step S301-20. If any of these commands have not been received, the process proceeds to step S301-22.
[0465] (Step S301-20) In step S301-20, the sub-CPU201 performs processing when receiving a game state related information command. Specifically, when a game state command (normal) is received, the sub-CPU201 performs processing to determine a presentation (background, etc.) corresponding to the normal game state, and when a game state command (time-saving) is received, the sub-CPU201 performs processing to determine a presentation (background, etc.) corresponding to the time-saving game state. Then, when the processing is completed, the process proceeds to step S301-21.
[0466] (Step S301-21) In step S301-21, the sub-CPU 201 sets a game status related sub-command in a sub-command transmission area in order to transmit the game status related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.
[0467] (Step S301-22) In step S301-22, the sub CPU 201 determines whether or not a demo command has been received, and if so, proceeds to step S301-23, and if not, proceeds to step S301-25.
[0468] (Step S301-23) In step S301-23, the sub CPU 201 performs a process for receiving a demo command. Specifically, the sub CPU 201 performs a process for starting a demo effect. Then, when the process ends, the process proceeds to step S301-24.
[0469] (Step S301-24) In step S301-24, the sub-CPU 201 sets a demo-related sub-command in a sub-command transmission area in order to transmit the demo-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. As a result, the image / sound control unit 200b that receives the sub-command displays a demo movie image (such as a company logo) on the image display device 26, and the light emission drive control unit 200c causes the light-emitting device 9 to emit light in the light emission pattern during the demonstration. Then, when this process is completed, the process proceeds to step S302 of the performance control board timer interrupt process.
[0470] (Step S301-25) In step S301-25, the sub-CPU 201 judges whether a jackpot-related information command has been received. The jackpot-related information command may be a jackpot opening command, a jackpot ending command, or other commands related to the jackpot. If any of these commands have been received, the process proceeds to step S301-26. If any of these commands have not been received, the process proceeds to step S301-28.
[0471] (Step S301-26) In step S301-26, the sub-CPU 201 performs processing when receiving a jackpot related information command. Specifically, when a jackpot opening command is received, the sub-CPU 201 performs processing to determine the presentation (background, etc.) corresponding to the jackpot opening, and when a jackpot ending command is received, the sub-CPU 201 performs processing to determine the presentation (background, etc.) corresponding to the jackpot ending. Then, when the processing is completed, the process proceeds to step S301-27.
[0472] (Step S301-27) In step S301-27, the sub-CPU 201 sets the big win related sub-command in the sub-command transmission area in order to transmit the big win related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after completing this process, the process proceeds to step S302 of the performance control board timer interrupt process.
[0473] (Step S301-28) In step S301-28, the sub-CPU201 judges whether a small win related information (including a specific area passing command) command has been received. Examples of small win related information commands include a small win opening command, a small win ending command, and other commands related to small wins. In addition, a specific area passing command indicating that the specific area detection SW32c has detected the passage of the game ball in a small win is also included. If any of these commands have been received, the process proceeds to step S301-29, and if any of these commands have not been received, the process proceeds to step S301-31.
[0474] (Step S301-29) In step S301-29, the sub-CPU 201 performs processing when receiving a small win related information command. Specifically, when a small win opening command is received, a process is performed to determine the effect (background, etc.) corresponding to the small win opening, and when a small win ending command is received, a process is performed to determine the effect (background, etc.) corresponding to the small win ending. Also, when a specific area passing command is received, a process is performed to determine the effect such as "V win!". Then, when the process is completed, the process is shifted to step S301-30.
[0475] (Step S301-30) In step S301-30, the sub-CPU 201 sets a small win related sub-command in the sub-command transmission area to transmit the small win related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, when the process is completed, the process proceeds to step S302 of the performance control board timer interrupt process.
[0476] (Step S301-31) In step S301-31, the sub-CPU 201 performs processing corresponding to other received commands. For example, when a setting value change command, a setting value information command, a setting value confirmation command, or a setting value confirmation end command is received, the sub-CPU 201 performs processing corresponding to these received commands. Then, when the processing is completed, the processing proceeds to step S302 of the performance control board timer interrupt processing.
[0477] Here, examples of various effects that can be executed by the pachinko gaming machine 1 in this embodiment will be described below.
[0478] (Preview performance) The pre-reading performance is a performance that is executed based on the result of the pre-reading performance, which is executed prior to the special symbol hit determination process in the special symbol change start process at the timing when the game ball enters the first start hole 21 or the second start hole 22 and performs a pre-determination process (a prize winning determination process in FIG. 17 and FIG. 18). If the pre-reading performance is not installed, for example, when the game ball enters the first start hole 21, the determination information (random number value) is acquired and stored, and then the special symbol hit determination process is executed in the special symbol change start process, so even if the determination information (random number value) is stored in the "fourth memory area", it is not determined whether or not it is a big hit until the determination information (random number value) is transferred to the "change memory area". Therefore, even if the "big hit" determination information (random number value) is acquired, it is not possible to execute a performance that increases the expectation of a big hit at a stage before the determination information (random number value) is transferred to the "change memory area". However, if a pre-reading effect is installed, for example, a "pre-judgment process (judgment process at the time of winning)" can be performed to determine whether it is a "hit" or a "miss," and then continuous effects can be executed over multiple fluctuations (including the fluctuations transferred to the variable memory area) until the judgment information (random number value) is transferred to the "variable memory area." This makes it possible to increase the anticipation of a "jackpot" from a stage before the judgment information (random number value) is transferred to the "variable memory area."
[0479] A specific example of the above-mentioned look-ahead performance is a "reserved ball look-ahead performance." The "reserved ball look-ahead performance" is a performance that mainly uses the reserved ball image displayed in the variable icon display area 26o and the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j, and the variable icon display area 26o and the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n. For example, when the judgment information (random number value) is stored up to the above-mentioned "third memory area," if a game ball enters the first start port 21, the judgment information (random number value) is stored in the "fourth memory area," and then a pre-judgment process is performed. Then, when it is judged that the reserved ball look-ahead performance is to be performed based on the judgment result of the pre-judgment process, a pre-read reserved ball image different from the normal reserved image is displayed in the first start port fourth reserved ball image display area 26j. The pre-read reserved ball image can be displayed in multiple types and multiple stages, such as "white flashing", "blue", "green", "red", "gold", and "rainbow". When the result of the pre-judgment process is a "jackpot", any of "white flashing", "blue", "green", "red", "gold", and "rainbow" can be displayed. When the result of the pre-judgment process is a "miss", any of "white flashing", "blue", "green", "red", and "gold" can be displayed. The "rainbow" can be selected only in the case of a "jackpot", and "red" and "gold" are easily selected in the case of a "jackpot", while "white flashing" and "blue" are easily selected in the case of a "miss", thereby increasing the expectation of a jackpot for "red" and "gold". When the ball enters the ball, it is "white flashing", but it can be changed to a reserved ball image with a high expectation of a jackpot, such as "blue" or "green", each time "one-variation play" is performed, and "gold" can be displayed from the time the ball enters the ball.
[0480] Another specific example of the above-mentioned look-ahead performance is a "zone performance". The "zone performance" is a performance that mainly uses the image display device 26. For example, when the judgment information (random number value) is stored up to the above-mentioned "third memory area", if a game ball enters the first starting hole 21, the judgment information (random number value) is stored in the "fourth memory area", and then a pre-judgment process is performed. Then, if it is judged based on the judgment result of the pre-judgment process that a zone performance is to be performed, for example, in the next symbol change game, the image display device 26 performs a performance encouraging the player to enter, such as "Enter the XX zone when the special symbols are lined up!", and then the special symbols are lined up to enter the "XX zone", and the "XX zone" performance is performed until the judgment information (random number value) stored in the above-mentioned "fourth memory area" is transferred to the "change memory area". During the execution of this "XX zone" performance, the image display device 26 displays a caption such as "In the XX zone". Furthermore, the "zone effect" is likely to be executed when a "jackpot" is determined in the pre-determination process, and is unlikely to be executed when a "miss" is determined, so that if it is executed, there can be high hopes of one jackpot play being awarded.
[0481] Also, as a specific example of another effect of the above-mentioned pre-reading effect, there is a "chance eye consecutive announcement". The "chance eye consecutive announcement" is an effect mainly using the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c displayed on the image display device 26. For example, when the judgment information (random number value) is stored up to the above-mentioned "third memory area", if a game ball enters the first starting hole 21, the judgment information (random number value) is stored in the "fourth memory area" and then a pre-judgment process is performed. Then, when it is judged based on the judgment result of the pre-judgment process that the chance eye consecutive effect is to be performed, for example, a combination of decorative pattern images of the same color is stopped in the confirmation display of the pattern change game corresponding to the judgment information (random number value) stored in the "first memory area", the confirmation display of the pattern change game corresponding to the judgment information (random number value) stored in the "second memory area", and the confirmation display of the pattern change game corresponding to the judgment information (random number value) stored in the "third memory area". For example, the decorative pattern image is composed of "333" and "777" in red, "111" and "555" in green, and "222", "444", "666", and "888" in blue, and the combinations of only red, such as "337" and "773", combinations of only green, such as "115" and "551", and combinations of only blue, such as "246" and "628", are displayed in multiple variations to create a sense of expectation that a jackpot will be awarded in the subsequent pattern variation game. In the case of a "jackpot", it is easy to select a combination of only red, and in the case of a "miss", it is easy to select a combination of only blue, increasing the expectation of a jackpot when a combination of only red is displayed in a confirmed manner.
[0482] (Pseudo consecutive announcement) The pseudo consecutive announcement is a presentation that mainly uses the left decorative pattern image 26a, the center decorative pattern image 26b, the right decorative pattern image 26c, and the pseudo consecutive exclusive pattern displayed on the image display device 26, and is a presentation that makes it look as if multiple variations are occurring by repeatedly displaying the decorative patterns temporarily stopped in a "one variation game." For example, as shown in FIG. 10, the pseudo consecutive can be performed "2," "3," or "4" times, and the more times it is performed, the higher the expectation of a "big win" (in this embodiment, "4" times is a "big win"). As a specific example of the performance, for example, "5" is temporarily displayed as the left decorative pattern image 26a, "6" is temporarily displayed as the right decorative pattern image 26c, and a "pseudo consecutive exclusive pattern (e.g., "NEXT")" is temporarily displayed as the center decorative pattern image 26b, and all decorative pattern images are displayed in a variable manner again (at this point, pseudo consecutive "2" times), and again "5" is temporarily displayed as the left decorative pattern image 26a, "6" is temporarily displayed as the right decorative pattern image 26c, and a "pseudo consecutive exclusive pattern (e.g., "NEXT")" is temporarily displayed as the center decorative pattern image 26b, and again and all decorative pattern images are displayed in a varying manner (at this point, pseudo consecutive "3" times. The same applies for pseudo consecutive "4" times thereafter). For example, if, in the "2nd" temporary stop display, a "5" is temporarily displayed as the left decorative pattern image 26a and a "5" is temporarily displayed as the right decorative pattern image 26c, this will be pseudo consecutive "2" times; and if, in the "2nd" temporary stop display, a "5" is temporarily displayed as the left decorative pattern image 26a and a "6" is temporarily displayed as the right decorative pattern image 26c, this will be pseudo consecutive "3" times (the same applies for pseudo consecutive "4" times thereafter). In addition, once a reach has been reached, a so-called "pseudo-consecutive streak" can be displayed as a temporary stop as the middle decorative pattern image 26b, or, for example, when the fluctuation starts after the "1st" temporary stop display, a notice (pattern stop notice) can be given that a "pseudo-consecutive streak exclusive pattern (e.g., "NEXT")" will be temporarily stopped and displayed in the middle decorative pattern image 26b, and at that point, a pseudo-consecutive "3" or more times can be confirmed.
[0483] (Regarding control processing performed by the image / sound CPU 204) Next, the control processing performed by the image / sound CPU 204 will be described with reference to Fig. 36 to Fig. 38. Fig. 36 and Fig. 37 show the image / sound control unit main processing performed by the image / sound CPU 204, and Fig. 38 shows the image / sound control unit timer interrupt processing which is performed by periodically (every 33 ms) interrupting the image / sound control unit main processing.
[0484] (Step S400-1) In step S400-1, the image / sound CPU 204 judges whether various subcommands have been received. In other words, it judges whether any subcommand has been received from the performance control unit 200a. The subcommands are received in the image / sound control unit timer interrupt process of FIG. 38. Then, if various subcommands have been received, the process proceeds to step S400-2, and if various subcommands have not been received, the process proceeds to step S400-5.
[0485] (Step S400-2) In step S400-2, image / sound CPU 204 performs image / sound setting processing. Specifically, processing is performed to set an image and sound corresponding to the received subcommand. When an image and sound corresponding to the subcommand are set, the set image is generated in image generation processing in step S400-7 described later, and the set sound is generated in sound generation processing in step S400-8, and is output from image display device 26 and speaker 10 in step S400-9. Then, when the image / sound setting processing is completed, the process proceeds to step S400-3.
[0486] (Step S400-3) In step S400-3, the image / sound CPU 204 determines whether or not a start port related subcommand has been received. If a start port related subcommand has been received, the process proceeds to step S400-4. If a start port related subcommand has not been received, the process proceeds to step S400-5.
[0487] (Step S400-4) In step S400-4, the image / sound CPU 204 performs a process of updating a reserved number counter (not shown) provided in the image / sound control unit 200b. That is, the image / sound control unit 200b can also recognize the storage status of the judgment information storage area (reserved storage area) of the main RAM 103 by the start-hole related subcommand transmitted from the performance control unit 200a. That is, the reserved number counter provided in the image / sound control unit 200b can also recognize "-" which is not stored in any reserved storage area, "0" which is stored only in the variable storage area, "1" which is stored up to the first storage area, "2" which is stored up to the second storage area, "3" which is stored up to the third storage area, and "4" which is stored up to the fourth storage area. Note that the reserved number counter may be provided with a dedicated RAM or may use the VRAM 207. Then, when the reserved number counter is updated, the process proceeds to step S400-5.
[0488] (Step S400-5) In step S400-5, the image / sound CPU 204 judges whether the frame switch flag is ON in a flag management area (not shown) provided in the image / sound control unit 200b. The frame switch flag is turned ON in the image / sound control unit timer interrupt process of FIG. 38, so that it is turned ON every 33 ms. That is, one frame of image is displayed every 33 ms in the image display device 26. Note that the management area for managing the frame switch flag may be a dedicated RAM or may use the VRAM 207. If the frame switch flag is ON, the process proceeds to step S400-6, and if the frame switch flag is not ON, the process proceeds to step S400-1.
[0489] (Step S400-6) In step S400-6, the image / sound CPU 204 performs processing to turn OFF the frame switch flag. Then, after turning OFF the frame switch flag, the process proceeds to step S400-7.
[0490] (Step S400-7) In step S400-7, the image / sound CPU 204 performs the image generation process shown in Fig. 37. This process will be described in detail later with reference to Fig. 37. Then, when the image generation process ends, the process proceeds to step S400-8.
[0491] (Step S400-8) In step S400-8, image / sound CPU 204 performs sound generation processing. Specifically, sound information for one frame is generated based on the contents set in step S400-2. In this way, image and sound for one frame are generated. Then, when the sound generation processing is completed, the process proceeds to step S400-9.
[0492] (Step S400-9) In step S400-9, the image / sound CPU 204 performs processing to output the image and sound in the generated one frame. As a result, the image in the generated one frame is displayed on the image display device 26, and the sound in the generated one frame is output from the speaker 10. Then, when the output processing is completed, the process proceeds to step S400-1.
[0493] (About image generation processing) FIG. 37 is a flowchart showing the image generation processing performed in the image / sound control unit 200b (a subroutine of step S400-7 of the main processing of the image / sound control unit).
[0494] (Step S400-7-1) In step S400-7-1, the image / sound CPU 204 performs a process of incrementing a frame update counter (not shown) provided in the image / sound control unit 200b by "1". The frame update counter is a counter that is incremented by "1" every 33 ms. The frame update counter may be provided in a dedicated RAM, or the VRAM 207 may be used. After incrementing the frame update counter by "1", the process proceeds to step S400-7-2.
[0495] (Step S400-7-2) In step S400-7-2, the image / sound CPU 204 judges whether the value of the frame update counter is "3". In other words, it judges whether 3 frames, 99 ms have passed. If the value of the frame update counter is "3", the process proceeds to step S400-7-3, and if the value of the frame update counter is not "3", the process proceeds to step S400-7-9.
[0496] (Step S400-7-3) In step S400-7-3, the image / sound CPU 204 performs a process of reading the reserved number counter. That is, it reads out whether the reserved number counter is "-" which is not stored in any reserved memory area, "0" which is stored only in the variable memory area, "1" which is stored up to the first memory area, "2" which is stored up to the second memory area, "3" which is stored up to the third memory area, or "4" which is stored up to the fourth memory area. Then, after reading the reserved number counter, the process proceeds to step S400-7-4.
[0497] (Step S400-7-4) In step S400-7-4, the image / sound CPU 204 judges whether the pending number counter has been updated. That is, it judges whether the pending number counter has been updated in 99 ms. Here, "update" includes not only the pending number counter value being changed, but also the pending number counter value not being changed, but both "increase" and "decrease" occurring, resulting in "±0". That is, the pending number counter can also store an update history, and the image / sound CPU 204 can recognize that the pending number counter has been updated if there is an update history, and can recognize that the pending number counter has not been updated if there is no update history. Then, if the pending number counter has been updated, the process proceeds to step S400-7-5, and if the pending number counter has not been updated, the process proceeds to step S400-7-8.
[0498] (Step S400-7-5) In step S400-7-5, the image / sound CPU 204 judges whether the value of the pending number counter has changed since the last time it was read. That is, it judges whether the value of the pending number counter has changed in 99 ms, or whether the value of the pending number counter has not changed but both "increases" and "decreases" have occurred, resulting in "±0". If the value of the pending number counter has changed, the process proceeds to step S400-7-6, and if the value of the pending number counter has not changed, the process proceeds to step S400-7-7.
[0499] (Step S400-7-6) In step S400-7-6, the image / sound CPU 204 determines the display contents of the "number reserved" based on the changed value without skipping the change process. Also, the display contents of the "reserved icon" based on the changed value without skipping the change process. Here, the "change process" refers to the change process of the reserved number counter over 99 ms. For example, if the reserved number counter changes from "1" to "2" over 99 ms, the change process is not skipped and the "number reserved" is updated from "1" to "2" and displayed, and one new "reserved icon" is displayed. Then, once the display contents have been determined based on the changed value, the process proceeds to step S400-7-8.
[0500] (Step S400-7-7) In step S400-7-7, the image / sound CPU 204 skips the change process for the "number reservation" and determines the display content with the value at the time of the previous read. Also, for the "reserved icon", the change process is not skipped and the display content is determined with the value after the change. For example, if the reserved number counter changes from "1" to "2" in 99 ms and then changes from "2" to "1" (when both the start hole winning and the start of the pattern change game occur), the "number reservation" does not display "1" → "2" → "1", but maintains the display of "1" (omitting the change process), and the "reserved icon" increases by one and decreases by one (not skipping the change process). Then, when the display content is determined with the value at the time of the previous read, the process proceeds to step S400-7-8.
[0501] (Step S400-7-8) In step S400-7-8, the image / sound CPU 204 performs a process of clearing the frame update counter. That is, after completing the determination of the display contents related to the hold, which is performed every 99 ms, the image / sound CPU 204 performs a process of setting the frame update counter to "0." Then, after clearing the frame update counter, the process proceeds to step S400-7-9.
[0502] (Step S400-7-9) In step S400-7-9, the image / sound CPU 204 performs image generation processing. That is, when the processing of steps S400-7-3 to S400-7-8 is completed and the processing reaches this step, the image generation processing reflects the processing contents of the steps. Then, when the image generation processing is completed, the processing proceeds to step S400-8.
[0503] In FIG. 37, when the frame update counter reaches "3", the display contents for the number hold and hold icon are determined, but the value of the frame update counter for determining the display contents can be set arbitrarily. For example, it may be greater than "3" or less than "3". For example, when the frame update counter reaches "1", the display contents for the number hold and hold icon may be determined. In other words, the display contents for the number hold and hold icon may be determined every 33 ms.
[0504] (Image and sound control unit timer interrupt processing) 38 is a flowchart showing the image / audio control unit timer interrupt process performed in the image / audio CPU 204. This process is executed by periodically (for example, every 33 ms) interrupting the above-mentioned image / audio control unit main process.
[0505] (Step S500) In step S500, the image / sound CPU 204 performs a process of receiving various sub-commands. That is, the image / sound CPU 204 performs a process of receiving various sub-commands from the performance control unit 200a. Then, when the image / sound CPU 204 receives various sub-commands, the process proceeds to step S501.
[0506] (Step S501) In step S501, the image / sound CPU 204 performs processing to update the frame counter, etc. Then, after updating the frame counter, etc., the process proceeds to step S502.
[0507] (Step S502) In step S502, the image / audio CPU 204 turns on the frame switch flag, and when the frame switch flag is turned on, ends the image / audio control unit timer interrupt process.
[0508] (Regarding control processing performed by the light emission drive CPU 208) Next, the control processing performed by the light emission drive CPU 208 will be described with reference to Fig. 39 to Fig. 41. Fig. 39 and Fig. 40 show the light emission drive control unit main processing performed by the light emission drive CPU 208, and Fig. 41 shows the light emission drive control unit timer interrupt processing that is performed by periodically (every 33 ms) interrupting the light emission drive control unit main processing.
[0509] (Step S600-1) In step S600-1, the light emission drive CPU 208 determines whether various subcommands have been received. In other words, it determines whether any subcommands have been received from the performance control unit 200a. The subcommands are received in the light emission drive control unit timer interrupt process of Fig. 41. Then, if various subcommands have been received, the process proceeds to step S600-2, and if various subcommands have not been received, the process proceeds to step S600-5.
[0510] (Step S600-2) In step S600-2, the light emission drive CPU 208 performs light emission and drive setting processing. Specifically, it sets the light emission pattern of the light emitting device 9 etc. corresponding to the received subcommand, and sets the drive pattern of the movable body 28. When the light emission pattern of the light emitting device 9 etc. corresponding to the subcommand is set, light emission is controlled according to the light emission pattern set in step S600-7 described below, and when the drive pattern of the movable body 28 corresponding to the subcommand is set, drive is controlled according to the drive pattern set in step S600-8 described below. Then, when the light emission and drive setting processing is completed, the process proceeds to step S600-3.
[0511] (Step S600-3) In step S600-3, the light emission drive CPU 208 determines whether or not a start port related subcommand has been received. If a start port related subcommand has been received, the process proceeds to step S600-4. If a start port related subcommand has not been received, the process proceeds to step S600-5.
[0512] (Step S600-4) In step S600-4, the light emission drive CPU 208 performs a process of updating a reserved number counter (not shown) provided in the light emission drive control unit 200c. That is, the light emission drive control unit 200c can also recognize the storage status of the judgment information storage area (reserved storage area) of the main RAM 103 by the start port related subcommand transmitted from the performance control unit 200a. That is, the reserved number counter provided in the light emission drive control unit 200c can also recognize "-" which is not stored in any reserved storage area, "0" which is stored only in the variable storage area, "1" which is stored up to the first storage area, "2" which is stored up to the second storage area, "3" which is stored up to the third storage area, and "4" which is stored up to the fourth storage area. Note that the reserved number counter may be provided with a dedicated RAM or may use the light emission drive RAM 210. Then, when the reserved number counter is updated, the process proceeds to step S600-5.
[0513] (Step S600-5) In step S600-5, the light emission drive CPU 208 determines whether a frame switching flag is ON in a flag management area (not shown) provided in the light emission drive control unit 200c. The frame switching flag is turned ON by the light emission drive control unit timer interrupt process of FIG. 41, and is therefore turned ON every 33 ms. As a result, for example, in a sub-reservation display, a display update is performed every 33 ms. Note that the management area for managing the frame switching flag may be provided as a dedicated RAM, or the light emission drive RAM 210 may be used. If the frame switching flag is ON, the process proceeds to step S600-6, and if the frame switching flag is not ON, the process proceeds to step S600-1.
[0514] (Step S600-6) In step S600-6, the light emission drive CPU 208 performs processing to turn off the frame switch flag. Then, after turning off the frame switch flag, the process proceeds to step S600-7.
[0515] (Step S600-7) In step S600-7, the light emission drive CPU 208 performs the light emission control process shown in Fig. 40. This process will be described in detail later with reference to Fig. 40. Then, when the light emission control process ends, the process proceeds to step S600-8.
[0516] (Step S600-8) In step S600-8, the light emission drive CPU 208 performs drive control processing. Specifically, if a drive pattern for the movable body 28 is set in step S600-2, the light emission drive CPU 208 performs drive control for the movable body 28. Then, when the drive control processing ends, the process proceeds to step S600-1.
[0517] (About light emission control processing) FIG. 40 is a flowchart showing the light emission control process performed in the light emission drive control unit 200c (a subroutine of step S600-7 of the light emission drive control unit main process).
[0518] (Step S600-7-1) In step S60-7-1, the light emission drive CPU 208 performs a process of incrementing a frame update counter (not shown) provided in the light emission drive control unit 200c by "1". The frame update counter is a counter that is incremented by "1" every 33 ms. Note that the frame update counter may be provided with a dedicated RAM, or the light emission drive RAM 210 may be used. Then, after incrementing the frame update counter by "1", the process proceeds to step S600-7-2.
[0519] (Step S600-7-2) In step S600-7-2, the light emission driving CPU 208 determines whether the value of the frame update counter is "3". That is, it determines whether 3 frames, or 99 ms, have passed. If the value of the frame update counter is "3", the process proceeds to step S600-7-3, and if the value of the frame update counter is not "3", the process proceeds to step S600-7-9.
[0520] (Step S600-7-3) In step S600-7-3, the light emission driving CPU 208 performs a process of reading the reserved number counter. That is, it reads out whether the reserved number counter is "-" which is not stored in any reserved memory area, "0" which is stored only in the variable memory area, "1" which is stored up to the first memory area, "2" which is stored up to the second memory area, "3" which is stored up to the third memory area, or "4" which is stored up to the fourth memory area. Then, after reading the reserved number counter, the process proceeds to step S600-7-4.
[0521] (Step S600-7-4) In step S600-7-4, the light emission driving CPU 208 judges whether the pending number counter has been updated. That is, it judges whether the pending number counter has been updated in 99 ms. Here, "updated" includes not only the pending number counter value changing, but also the pending number counter value not changing but both "increasing" and "decreasing" occurring, resulting in "±0". That is, the pending number counter can also store an update history, and the light emission driving CPU 208 can recognize that the pending number counter has been updated if there is an update history, and can recognize that the pending number counter has not been updated if there is no update history. Then, if the pending number counter has been updated, the process proceeds to step S600-7-5, and if the pending number counter has not been updated, the process proceeds to step S600-7-8.
[0522] (Step S600-7-5) In step S600-7-5, the light emission driving CPU 208 judges whether the value of the pending number counter has changed since the previous read. That is, it judges whether the value of the pending number counter has changed in 99 ms, or whether the value of the pending number counter has not changed but both "increases" and "decreases" have occurred, resulting in "±0". If the value of the pending number counter has changed, the process proceeds to step S600-7-6, and if the value of the pending number counter has not changed, the process proceeds to step S600-7-7.
[0523] (Step S600-7-6) In step S600-7-6, the light emission drive CPU 208 determines the light emission content of the "sub-hold indicator" based on the changed value without skipping the change process. Here, the "change process" refers to the change process of the hold number counter over 99 ms. For example, if the hold number counter changes from "1" to "2" over 99 ms, the change process is not skipped and the "sub-hold indicator" is updated from "1" to "2" and displayed. Then, once the light emission content has been determined based on the changed value, processing proceeds to step S600-7-8.
[0524] (Step S600-7-7) In step S600-7-7, the light emission drive CPU 208 skips the change process for the "sub-reserved indicator" and determines the light emission content with the value at the time of the previous read. For example, if the reserved number counter changes from "1" to "2" within 99 ms and then changes from "2" to "1" (when both the start hole winning and the start of the pattern change game occur), the "sub-reserved indicator" does not emit light from "●○" (one is lit, the other is off) → "●●" (both are lit) → "●○" (one is lit, the other is off), but maintains the light emission of "●○" (one is lit, the other is off) (omitting the change process). Then, when the light emission content is determined with the value at the time of the previous read, the process proceeds to step S600-7-8.
[0525] (Step S600-7-8) In step S600-7-8, the light emission drive CPU 208 performs a process of clearing the frame update counter. That is, when the determination of the light emission content related to the hold, which is performed every 99 ms, is finished, the frame update counter is set to "0." Then, after the frame update counter is cleared, the process proceeds to step S600-7-9.
[0526] (Step S600-7-9) In step S600-7-9, the light emission drive CPU 208 performs light emission control processing. That is, if the processing of steps S600-7-3 to S600-7-8 is completed and the processing reaches this step, the light emission control processing reflects the processing contents of the steps. Then, when the light emission control processing is completed, the processing proceeds to step S600-8.
[0527] In FIG. 40, the light-emitting content for the sub-hold indicator is determined when the frame update counter reaches "3", but the value of the frame update counter for determining the light-emitting content can be set arbitrarily. For example, it may be greater than "3" or less than "3". For example, the light-emitting content for the sub-hold indicator may be determined when the frame update counter reaches "1". In other words, the light-emitting content for the sub-hold indicator may be determined every 33 ms.
[0528] (Light Emitting Drive Control Unit Timer Interrupt Processing) 41 is a flowchart showing light emission drive control unit timer interrupt processing performed in the light emission drive CPU 208. This processing is executed by periodically (for example, every 33 ms) interrupting the above-mentioned light emission drive control unit main processing.
[0529] (Step S700) In step S700, the light emission drive CPU 208 performs a process of receiving various sub-commands. That is, the light emission drive CPU 208 performs a process of receiving various sub-commands from the performance control unit 200a. Then, when various sub-commands are received, the process proceeds to step S701.
[0530] (Step S701) In step S701, the light emission drive CPU 208 performs processing to update the frame counter, etc. Then, after updating the frame counter, etc., the process proceeds to step S702.
[0531] (Step S702) In step S702, the light emission drive CPU 208 turns on the frame switch flag. Then, when the frame switch flag is turned on, the light emission drive control unit timer interrupt process ends.
[0532] Next, the characteristic parts according to this embodiment will be described with reference to Fig. 42 to Fig. 54. Specifically, Fig. 42 to Fig. 54 are diagrams showing the characteristics of updates related to the "main hold indicator", "sub hold indicator", "number hold", "relevant hold icon" and "hold icon".
[0533] The "frame update counter" in the figure corresponds to the contents described in the explanation of step S400-7-1 in Fig. 37 and step S600-7-1 in Fig. 40. In other words, it indicates that one frame of image is displayed every 33 ms. Also, in the figure, a "pending number counter" corresponds to the pending number counter provided in the image / sound control unit 200b and the pending number counter provided in the light emission drive control unit 200c described above. In addition, the "main reserved indicator" in the figure corresponds to the first special symbol reserved indicator 27c described above. Of course, the second special symbol reserved indicator 27d may also be included. In addition, the "sub-reserved indicator" in the figure corresponds to the first special symbol sub-reserved indicator 29a described above. Of course, the second special symbol sub-reserved indicator 29b may also be included. In addition, in the figure, "number reserved" corresponds to the number of reserved items displayed as the first start port reserved item number image 26e described above. Of course, the number of reserved items displayed as the second start port reserved item number image 26f may be included. In addition, the "variable reserved icon" and the "reserved icon" in the figure correspond to the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j. Of course, the second start port first reserved ball image display area 26k to the second start port fourth reserved ball image display area 26n may also be included.
[0534] (Regarding Time Chart 1) 42 is a time chart 1 according to an embodiment of the present invention. Time chart 1 shows an example in which the pending number counter does not increase or decrease within 99 ms. First, "1F" is the timing when the frame update counter becomes "3" (for example, step S400-7-2 in FIG. 37 or step S600-7-2 in FIG. 40 is affirmative). At this timing, the hold memory area for the first start port in main RAM 103 has stored data up to the "second memory area" (see FIG. 11), and accordingly the "hold number counter" is "2" and two LEDs of the "main hold indicator" are lit. Note that the "main hold indicator" is updated every 4 ms in step S109 in FIG. 15.
[0535] Also, since the frame update counter has reached "3", the "sub-hold indicator" will update the "number hold", "corresponding variable icon" and "hold icon" according to the value of the "hold number counter" (here "2") in the process shown in Figure 40, and the "sub-hold indicator" will update the "number hold", "corresponding variable icon" and "hold icon" in the process shown in Figure 37, according to the value of the "hold number counter" (here "2"). That is, two LEDs of the "sub-reserve indicator" are lit, "2" is displayed as the "number reserve", reserve icon A is displayed in the variable icon display area 26o, reserve icon B is displayed in the first start port first reserved ball image display area 26g, and reserve icon C is displayed in the first start port second reserved ball image display area 26h. Then, the "sub-reserve indicator", "number reserve", "variable icon" and "reserve icon" continue to display the corresponding contents until the frame update counter next becomes "3" (until 99 ms has elapsed).
[0536] Next, "2F" is the timing when the frame update counter becomes "1" (for example, step S400-7-2 in FIG. 37 or step S600-7-2 in FIG. 40 is negated). At this timing, the "sub-reservation indicator", "number reserve", "corresponding variable icon" and "reservation icon" are not updated.
[0537] Next, "3F" is the timing when the frame update counter becomes "2" (for example, step S400-7-2 in FIG. 37 or step S600-7-2 in FIG. 40 is negated). At this timing, the "sub-reservation indicator", "number reserve", "corresponding variable icon" and "reservation icon" are not updated.
[0538] Next, "4F" is the timing when the frame update counter becomes "3" (for example, step S400-7-2 in FIG. 37 or step S600-7-2 in FIG. 40 is affirmative). At this timing, the reserved ...
Claims
[Claim 1] A gaming machine including a main control means and a performance control means capable of receiving a predetermined signal from the main control means, A starting port formed in a game area through which game balls can flow down; A reserve storage means for reserve-storing judgment information acquired by the entry of the game ball into the starting hole; a determination means for determining whether or not a special game advantageous to a player is to be executed based on the determination information; a hold display means for displaying hold information according to the number of hold memories; The performance control means includes: The hold information displayed on the hold display means can be moved and displayed in response to a decrease in the number of the hold memories, If the number of reserved memories increases and then decreases within a predetermined period of time, the reserved information can be updated and displayed without skipping the process of the change; When a first number of reserved information is displayed on the reserved display means, if a signal indicating that the number of reserved memories becomes a second number that is several numbers less than the first number is received from the main control means, Among the displayed pending information of the first number, the pending information corresponding to the first number is erased without being moved and displayed, and the pending information corresponding to a number one larger than the second number is moved and displayed, thereby making it possible to display the pending information corresponding to the second number. A gaming machine characterized by:
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