Gaming Machines
Patent Information
- Application Number
- JP2023187758
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-11-01
- Publication Date
- 2025-03-27
- Estimated Expiration
- 2041-05-28
AI Technical Summary
【0008】 本発明によれば、表示装置において好適に情報を表示することができる。
Smart Images

Figure 0007652448000001 
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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] Recently, in pachinko gaming machines, the frames have become larger in size in order to enhance decorativeness. In particular, there are some designs in which the decorative body is extended above the frame body to create a visual impact (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Patent Publication No. 2021-58410 Summary of the Invention [Problem to be solved by the invention]
[0004] By the way, while extending the decorative body above the frame body can create a visual impact, it can also cause problems such as making it difficult to see the information (for example, the number of plays) shown on the information display device located on the top of the pachinko machine and attached to the gaming machine island. To solve this problem, there is a trend to display the above information on the display device of the pachinko machine.
[0005] However, there is still room for improvement in terms of optimally displaying information on a display device.
[0006] In view of the above circumstances, an object of the present invention is to display information in a suitable manner on a display device. [Means for solving the problem]
[0007] The gaming machine according to the present invention includes a starting hole into which a gaming ball can enter, and a determination means for determining whether or not to transition to a special game that is advantageous to a player based on the entry of a gaming ball into the starting hole; a game state control means capable of controlling a normal game state and a specific game state which is more advantageous to a player than the normal game state; a pattern change game execution means for executing a pattern change game in which a varying display of identification information is started based on a game ball entering the starting hole, and the varying display is stopped as a variation time elapses to derive the result of the judgment, and a performance control means for controlling a performance display means, wherein the performance control means is capable of displaying the number of times the pattern change game has been executed on the performance display means, is capable of updating the number of times the pattern change game has been executed each time the pattern change game is executed, and is capable of executing a varying performance according to the result of the judgment, In the normal gaming state During the execution of the variable performance, a pseudo consecutive performance suggesting the possibility of the special game being executed can be executed, When executing the pseudo consecutive performance, Execute a suggestion effect that suggests the execution of the pseudo consecutive effect. death, When the variable presentation is not being performed, a customer waiting presentation can be performed, the customer waiting presentation has a first period and a second period that is different from the first period and can display attention-calling information for calling a player to a predetermined attention, the presentation control means can display the number of times of execution in the first period, and can not display the number of times of execution when the attention-calling information in the second period is displayed, and can display the number of times of execution while the suggestive presentation is being performed. hidden The present invention is characterized in that it is possible to Effect of the Invention
[0008] According to the present invention, information can be suitably displayed on a display device. [Brief description of the drawings]
[0009] [Figure 1] 1 is a front view of the appearance of a gaming machine according to an embodiment of the present invention. [Diagram 2] 1 is a rear view showing the appearance of a gaming machine according to an embodiment of the present invention. [Diagram 3] 1 is an external side view of a gaming machine according to an embodiment of the present invention. [Figure 4]FIG. 2 is a front view of a game board according to an embodiment of the present invention. [Diagram 5] 1 is a block diagram of a gaming machine according to an embodiment of the present invention. [Figure 6] 1A is a diagram showing a special symbol winning determination table and (B) a normal symbol winning determination table according to an embodiment of the present invention. FIG. [Figure 7] 1A is a diagram showing a special symbol determination table, (B) a normal symbol determination table, and (C) details of rounds for each winning special symbol according to an embodiment of the present invention. FIG. [Figure 8] FIG. 2 is a game state transition diagram according to an embodiment of the present invention. [Figure 9] A figure showing a special pattern variation pattern table according to an embodiment of the present invention. [Figure 10] 1A is a diagram showing a judgment information storage area in a main RAM, and FIG. 1B is a diagram showing a counter in the main RAM according to an embodiment of the present invention. [Figure 11] FIG. 11 is a diagram showing a command table (1 / 2) according to the embodiment of the present invention. [Figure 12] FIG. 13 is a diagram showing a command table (2 / 2) according to an embodiment of the present invention. [Figure 13] 5 is a flowchart showing a main control board main process according to the embodiment of the present invention. [Figure 14] 5 is a flowchart showing a setting value changing process according to the embodiment of the present invention. [Figure 15] 11 is a flowchart showing a setting value confirmation process according to the embodiment of the present invention. [Figure 16] 5 is a flowchart illustrating a main control board timer interrupt process according to an embodiment of the present invention. [Figure 17] 5 is a flowchart showing an input switch detection process according to the embodiment of the present invention. [Figure 18] A flowchart showing the processing performed when the first starting hole is detected in an embodiment of the present invention. [Figure 19] 11 is a flowchart showing a special symbol-related process according to an embodiment of the present invention. [Figure 20]11 is a flowchart showing the processing at the start of special pattern fluctuation according to an embodiment of the present invention. [Figure 21] 13 is a flowchart showing processing during special pattern fluctuation according to an embodiment of the present invention. [Figure 22] 11 is a flowchart showing processing for each game state according to an embodiment of the present invention. [Figure 23] 13 is a flowchart showing a winning game process according to an embodiment of the present invention. [Figure 24] 4 is a flowchart showing an abnormality determination process according to the embodiment of the present invention. [Diagram 25] 4 is a flowchart showing the main processing of the performance control board according to the embodiment of the present invention. [Figure 26] 10 is a flowchart showing the performance control board timer interrupt processing according to an embodiment of the present invention. [Figure 27] 5 is a flowchart showing an operation device input process according to the embodiment of the present invention. [Figure 28] 13 is a flowchart showing a main command receiving process (1 / 2) according to the embodiment of the present invention. [Figure 29] 13 is a flowchart showing a main command receiving process (2 / 2) according to the embodiment of the present invention. [Diagram 30] 13 is a diagram illustrating the relationship between the winning sound, the change sound, and the starting port light-emitting device (color) for each icon in an embodiment of the present invention. FIG. [Diagram 31] A figure showing an example of the game number display (variation pattern 2) according to an embodiment of the present invention. [Diagram 32] A figure showing an example of game number display (variation pattern 3) according to an embodiment of the present invention. [Diagram 33] A figure showing an example of game number display (variation pattern 4) according to an embodiment of the present invention. [Diagram 34] A figure showing an example of the game number display (variation pattern 10) according to an embodiment of the present invention. [Diagram 35] A figure showing an example of the game number display (variation pattern 6) according to an embodiment of the present invention. [Diagram 36] A figure showing an example of the display mode of the number of games played display according to an embodiment of the present invention. [Figure 37] A figure showing an example of an update mode of the game count display in an embodiment of the present invention. [Figure 38] A figure showing an example of an update mode of the game count display in an embodiment of the present invention. [Figure 39] A figure showing an example of an update mode of the game count display in an embodiment of the present invention. [Diagram 40] A figure showing an example of an update mode of the game count display in an embodiment of the present invention. [Diagram 41] A figure showing an example of the number of games displayed for each production stage in an embodiment of the present invention. [Diagram 42] A figure showing an example of an update mode of the game count display in an embodiment of the present invention. [Diagram 43] A figure showing an example (irregular case) of an update mode of the game count display in an embodiment of the present invention. [Diagram 44] FIG. 43 is a diagram showing an example of an update mode of the game count display according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] Hereinafter, an embodiment of the present invention will be described in detail 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.
[0011] 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 and facing the front side of the game board 6, allowing the game board 6 to be viewed through transparent glass, and a tray member 5 pivotally supported by the middle frame 3 and located below the glass frame 4, 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.
[0012] The middle frame 3 is provided with a launching device for launching 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 is provided. The launching handle 8 is held by a player and can be rotated within a predetermined range, and the launch strength when launching the game ball into the game area 7 can be adjusted depending on the amount of rotation (volume). 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 (the game area 7a shown in FIG. 3) (so-called "left shot" 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 (the game area 7b shown in FIG. 3) (so-called "right shot" is possible).
[0013] A handle touch sensor (not shown) 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.
[0014] 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, in the special symbol winning determination process described below, it is possible to execute a performance that notifies a player that a winning has occurred by emitting light in rainbow colors based on the determination that a winning has occurred.
[0015] In addition, a speaker 10 is provided in the glass frame 4 (above), and music (BGM), voice, and sound effects can be output. For example, when a normal game state described later is controlled, music corresponding to the normal game state can be output, when a time-saving game state (A, B) described later is controlled, music corresponding to the time-saving game state (A, B) can be output, and when a probability-changing game state described later is controlled, music corresponding to the probability-changing game state can be output. In addition, a lower speaker 10 is provided on the glass frame 4 (below), and is capable of outputting voice and sound effects. The lower speaker 10 is provided with a speaker lamp 10a, which is designed to emit light during the flash performance when a prize is won, which will be described later.
[0016] The light emitting device 9 and the speaker 10 can execute an abnormality notification when an abnormality occurs in the pachinko gaming machine 1. For example, the light emitting device 9 can emit light in a light emitting pattern dedicated to abnormality notification, and the speaker 10 can output a voice or a warning sound that notifies the specific contents of the abnormality.
[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 section 12a for displaying the remaining balance of the valuable medium, and a ball lending possible lamp 12b for notifying that ball lending by operating the ball lending button 12 is possible.
[0018] The tray member 5 is provided with an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect that encourages the operation of each operation means (for example, an effect in which an image imitating an operation means and an image saying "Press the operation means!" are displayed) is executed. The effect button 14 and the effect lever 15 may be provided independently of each other, or may be provided integrally.
[0019] In addition, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to vibrate them. For example, they may vibrate as a notice effect, or when announcing a transition to a winning game. Note that only one of the effect button 14 and the effect lever 15 may be provided.
[0020] The tray member 5 is provided with a cross key button 16 that can be operated by the player to adjust the volume of the music (BGM), voice, and sound effects output from the speaker 10, adjust the amount of light emitted from the light-emitting device 9, adjust the amount of light emitted from the image display device 26 described below, and activate a menu screen to perform operations corresponding to each menu. Note that the cross key button 16 may be provided as an operation device for performing operations related to the menu screen, and a dedicated operation device for adjusting the volume and the amount of light may be provided separately and independently.
[0021] In addition, a decorative portion 2a is provided at the upper end of the outer frame 2. This decorative portion 2a extends further upward from the upper end of the outer frame and has a shape that imitates, for example, a character, so as to give a visual impact. On the other hand, the member (for example, the external information display 800) located behind the decorative portion 2a may be difficult for some players to see. The decorative portion 2a may always extend upward from the upper end of the outer frame 2, or may be configured to change from a stored state to an extended state when a specified event occurs.
[0022] 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).
[0023] 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 establishment closes while the game is in the time-saving game state (A or B), the manager (e.g., game establishment clerk) can turn the power ON while pressing the RAM clear switch 105 to clear the game information in the time-saving game state (A or B), and the game can be restarted from the normal game state when the establishment opens the next day.
[0024] 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."
[0025] 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.
[0026] 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 a flowchart.
[0027] 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.
[0028] 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.
[0029] 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.
[0030] 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.
[0031] 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. 13), 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.
[0032] Next, the positional relationship between the decorative part 2a and the external information display 800 will be described with reference to Fig. 3. As described above, the decorative part 2a extends upward from the upper end of the outer frame 2, and a part of it is located in front of the external information display 800. This makes it difficult for some players to see the information displayed on the external information display 800 while seated in their seats. The information displayed on the external information display 800 includes, for example, the number of winning plays, the number of times a game has transitioned to a special play state, and the number of pattern change games from a predetermined timing (for example, the timing when the power supply SW400a is turned ON, for example, the timing when a winning play ends), etc.
[0033] Next, the configuration of the game board 6 of the pachinko game machine 1 will be described with reference to Fig. 4. The game board 6 is made of plywood or transparent synthetic resin, and an image display device 26 is 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 an outer rail member 18 and an inner rail member 19 are formed to guide 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 big winning port 24 through which game balls can enter when a winning 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 components such as game nails (not shown) and a windmill.
[0034] The game area 7 has a first game area 7a (a game area for so-called "left-hand hit") formed to the left of the center, and a second game area 7b (a game area for so-called "right-hand hit") formed to the right of the center.
[0035] The gate member 20 is provided in the right central part of the game area 7, and allows the game ball to pass when a so-called "right shot" 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. Then, when the game ball passes through the gate member 20 and is detected by the gate detection SW 20a, a "passing gate detection time processing" described later is performed, and a "normal symbol hit determination processing" 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 processing after the normal symbol change time has elapsed. The gate member 20 may also be provided in the left central part of the game area 7.
[0036] When a normal symbol variation game based on passage through the gate member 20 is being played, if a game ball passes through the gate member 20, the execution of the normal symbol variation game based on said passage is put on hold, and up to "4" games can be put on hold, excluding the normal symbol variation 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. 10. 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.
[0037] 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 a 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 a game ball to enter. When a game ball enters the first starting hole 21 and is detected by the first starting hole detection SW21a, 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, a decorative symbol image, and a fourth symbol image are displayed in a variable manner, and the determination result of the special symbol hit determination process (special symbol and decorative symbol) is derived (determined display) after the variable time has elapsed.
[0038] When a pattern change game based on a ball entering the first starting hole 21 is being played, if a game ball enters the first starting hole 21, the execution of the pattern change game based on the ball entry is put on hold, and up to "4" balls can be put on hold, excluding the pattern change game being played.
[0039] 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. 10. Then, when the currently changing symbol change game ends its change with the determination information (random value) stored in all the reserved memory areas, the determination information (random value) stored in the "first memory area" is transferred to the "change memory area", the determination information (random value) stored in the "second memory area" is transferred to the "first memory area", the determination information (random value) stored in the "third memory area" is transferred to the "second memory area", the determination information (random value) stored in the "fourth memory area" is transferred to the "third memory area", and the "fourth memory area" becomes empty. 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.
[0040] In addition, a start hole light emitting device 21a is provided around the first start hole 21. The start hole light emitting device 21a can emit light to notify the ball when it enters the first start hole 21, or emit light in the same color as the reserved icon (or the variable icon) that is the target of the reserved pre-reading performance when a reserved pre-reading performance described later is performed. This allows the color of the hidden reserved icon (or the variable icon) to be recognized from the light emitting color of the start hole light emitting device 21a, even if the reserved icon (or the variable icon) is temporarily hidden (for example, during a super reach).
[0041] 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.
[0042] Regarding whether or not to allow the game ball to enter by projecting the protruding member forward, when a normal symbol winning is determined in the normal symbol winning determination process, it is possible to open and close in the opening and closing manner shown in "Opening and closing of the second start hole" in Fig. 7 described later. Then, when a game ball enters the second start hole 22 and is detected by the second start hole detection SW22a, 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.
[0043] 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 up to "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 the explanation will be omitted.
[0044] Although a protruding member movable in the front-rear direction is used as the second starting hole 22, a so-called "electric tulip" having movable wings may be used. Also, although the second starting hole 22 is an entrance hole through which the game ball can enter, it may be configured as a passage area through which the game ball can pass.
[0045] 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."
[0046] In addition, when one game ball enters the first starting hole 21, a "pattern change game" based on the entry of one game ball is executed in the first special symbol display 27a and the image display device 26, and when one game ball enters the second starting hole 22, a "pattern change game" based on the entry of one game ball is executed in the second special symbol display 27b and the image display device 26. Therefore, the "pattern change game" refers to a general term for the games played by the first special symbol display 27a and the image display device 26, and a general term for the games played by the second special symbol display 27b and the image display device 26.
[0047] In addition, in this embodiment, the derivation of the judgment result of the special symbol hit judgment process (special symbol, decorative symbol image, and fourth symbol image) after the fluctuation time in the symbol fluctuation game has elapsed is referred to as the "confirmed display" (of the special symbol, decorative symbol image, and fourth symbol image). The "confirmed display" is a state in which the special symbol, decorative symbol image, and fourth symbol image have completely stopped. On the other hand, in the symbol fluctuation game, stopping the decorative symbol image once before the fluctuation time has elapsed is referred to as the "provisional stop display" of the decorative symbol image. Examples of the "provisional stop display" include the "reach" described below and the "swinging fluctuation display" before the "confirmed display". An example of a "swaying variable display" before a "confirmed display" is a variable display that occurs at a branching point where the decorative pattern image, for example, is "temporarily stopped" at "767" or the like and then "confirmedly displayed" as "767", or a missing display of "767" is "temporarily stopped", a reversal is performed to derive "777", and then "777" is "confirmedly displayed".
[0048] 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 and is detected by the normal winning opening detection SW23a, for example, eight game balls are paid out as prize balls. The arrangement positions of the normal winning openings 23 can be changed arbitrarily, and the number of the normal winning openings 23 may be less than four. In addition, the number of winning balls may be different between the "3" regular winning holes 23 on the lower left and the "1" regular winning hole 23 on the lower right.
[0049] The big prize opening 24 is provided in the lower right part of the game area 7, and is capable of receiving a game ball when a so-called "right hit" is being performed. The big prize opening 24 also has an opening / closing door, and when a win is determined in the special symbol winning determination process, a winning game is executed and the opening / closing door tilts forward to allow the game ball to enter. When a game ball enters the big prize opening 24 and is detected by the big prize opening detection SW 24a, for example, a "12" game ball is paid out as a prize ball.
[0050] Here, in a winning game, the opening and closing door of the big prize opening 24 opens (tilts forward) for the number of rounds (R) shown in FIG. 7. Then, it opens (tilts forward) for 29.5S (S=seconds) per round, and if the big prize opening detection SW24a detects the entry of 10 game balls before 29.5S has elapsed, the opening and closing door closes and the game proceeds to the next round even before 29.5S has elapsed, 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 big prize opening detection SW24a (so-called "attacker full open"), the opening and closing door closes and the game proceeds to the next round. In this case, the specified number of balls per round, 10 balls, is not reached and one round of game ends, which is disadvantageous to the player.
[0051] In this embodiment, a door that tilts forward is used as the big prize opening 24, but a so-called "electric tulip" or a "shutter member" that moves back and forth may be used. Also, the game area 7 may have multiple big prize openings.
[0052] 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).
[0053] Then, within the change time, a performance image is displayed, and when the change time has elapsed, if there is a win, for example, the "7" is stopped on each decorative pattern image, and the decorative pattern combination of "777" is displayed as a confirmed display, thereby informing the player that there is a win. On the other hand, if there is a loss, for example, the decorative pattern combination of "765" is displayed as a confirmed display, thereby informing the player that there is a loss.
[0054] 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 display area 26j (in FIG. 4, 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. 4, simply indicated as "k", "l", "m", and "n") that display the number of reserved balls of the symbol change game in the second start port 22 with reserved ball images. Also, the variable icon display area 26o (in FIG. 4, simply indicated as "o") that displays an icon image corresponding to the currently executed symbol change game can be displayed.
[0055] 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.
[0056] 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. Also, 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. Also, the icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" below. Also, the variable icon and the reserved icon may be collectively referred to simply as "icon".
[0057] 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 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, a so-called "sub-LCD").
[0058] 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 hit, any one of the pattern combinations "111", "222", "333", "444", "555", "666", "777", or "888" can be displayed.
[0059] 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.
[0060] The combination of symbols displayed in the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c is the same as the combination of symbols displayed in the fourth decorative pattern image 26d. For example, when "777" is displayed in the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c, the fourth decorative pattern image 26d also displays "777", and when "767" is displayed in the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c, the fourth decorative pattern image 26d also displays "767".
[0061] "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 displays a varying number image (the pattern images displayed as temporary stops and the pattern images displayed as varying numbers are not limited to this). In this embodiment, if the result of the "special pattern hit determination process" is a hit, 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 winning game.
[0062] 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, a two-digit number, or a symbol or character, or may be able to identify a win, a loss, or the type of pattern by differences in the luminous color.
[0063] 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. 5, 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 7-segment displays, 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 hit, 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.
[0064] 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 referred to as "patterns" or "identification information." Also, the left decorative pattern image 26a, center decorative pattern image 26b, and right decorative pattern image 26c managed by the performance control board 200 may be simply referred to as "decorative patterns." Also, 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 referred to as "sub-patterns."
[0065] In addition, as shown in FIG. 5, 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.
[0066] The first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each composed of two dot LED indicators, and can display the number of reserved balls by turning them off, on, or off. 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".
[0067] In addition, the first special pattern reserved indicator 27c is synchronized in principle 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 or the like occurs), and the second special pattern reserved indicator 27d is synchronized in principle 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 or the like occurs). For example, when both the first special pattern reserved indicators 27c are "blinking" (when there are four reserved balls), "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 the "main reserved indicator."
[0068] In addition, the first special symbol reserved indicator 27c and the second special symbol reserved indicator 27d are each configured with two 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.
[0069] 5, 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 two 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 on 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.
[0070] The symbol display device 27 is also 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 two 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 a detailed description will be omitted.
[0071] The symbol display device 27 is provided with a round indicator 27g, which is display controlled by the main control board 100 and displays the "number of rounds (see FIG. 7)" indicating the number of times the big winning port 24 is opened in the winning game. The round indicator 27g is composed of "4" dot LED indicators, and is provided for 5 rounds and 10 rounds. For example, when a win occurs with the special symbol A, the LED indicator for 10 rounds lights up and the others go off, and when a win occurs with the special symbol B, the LED indicator for 5 rounds lights up and the others go off.
[0072] 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. 4, 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.
[0073] 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, a second special symbol sub-reserved indicator 29b, and a right-hit indicator 29c are provided as one 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 two dot LED indicators, and the number of reserved balls can be displayed by "turning off", "turning on", or "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".
[0074] 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 there are four reserved balls), "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."
[0075] Although the first special symbol sub-reserved display 29a and the second special symbol sub-reserved display 29b are each configured with two dot LED displays, this is not limited to this. For example, they may be displayed on a display device other than the image display device 26 (for example, a second image display device, a so-called "sub liquid crystal").
[0076] The right-hit indicator 29c is display-controlled by the performance control board 200, and for example, lights up based on receiving an opening command in a winning game, or lights up based on receiving a game state designation command (probable change) or a game state designation command (time-saving A, B). This can encourage the player to make a right hit. On the other hand, it is turned off in a normal game state (turned off based on receiving a game state designation command (normal)), and this can encourage the player to make a left hit. Note that the right-hit indicator 29c is turned off to encourage the player to make a left hit, but a left-hit indicator may be provided and the left-hit indicator may be turned on to encourage the player to make a left hit.
[0077] Next, the internal configuration of the pachinko gaming machine 1 (block diagram of the control system) will be described with reference to Fig. 5. Note that the description of the configuration of the game board 6 in Fig. 4 will be omitted as appropriate.
[0078] 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. The main control board 100 and the performance control board 200 are connected to each other via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. The main control board 100 and the payout control board 300 are connected to each other via a harness or the like so that two-way communication is possible. The payout control board 300 is connected to each other so that only one-way communication is possible from the payout control board 300 to the performance control board 200. The power supply board 400 is connected to receive external power via a power plug (not shown) and to supply the supplied external power to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0079] 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.
[0080] The main control board 100 is provided with a main CPU 101 which performs control processing related to the progress of the game, a main ROM 102 which stores a control program necessary for the control processing related to the progress of the game, and a main RAM 103 which is capable of reading and writing necessary for the control processing related to the progress of the game. In addition to these, although not shown in the figure, an interrupt controller circuit which gives an interrupt signal to the main CPU 101, a hardware random number generation circuit which generates random numbers within a certain range, etc. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0081] The main RAM 103 is also provided with storage areas (not shown) for managing various information. For example, there are a set value storage area for storing information on set values, a special symbol state flag storage area for storing the state of a special symbol, a game state storage area for storing a game state, a win state storage area for storing the state in a winning game, a normal symbol state flag storage area for storing the state of a normal symbol, and a normal symbol winning state storage area for storing the state in a winning game in a normal symbol.
[0082] Further, the main RAM 103 is provided with counters (see FIG. 10) for managing various information (time and number of times). For example, there are a time-saving game state B activation game number counter for counting (counting and storing) the number of times a symbol-changing game has been played in the normal game state and the time-saving game state A, a time-saving game state game number counter for counting (counting and storing) the number of times a symbol-changing game has been played in the time-saving game state (A, B), a probability-changing game state game number counter for counting (counting and storing) the number of times a symbol-changing game has been played in the probability-changing game state, a time management counter for managing various times, and a round number counter for managing the number of rounds in a winning game.
[0083] The game number counter for activating the time-saving game state B starts counting from the start of the time-saving game state A after the end of a winning game, and continues to carry over the counter value even when the time-saving game state A ends and transitions to the normal game state. For example, when the time-saving game state A starts after the end of a winning game, the counter value is "0", and when the time-saving game state A ends and transitions to the normal game state occurs, the counter value becomes "100". Then, when the counter value is determined to be "898 (time-saving game state 100 + normal game state 798)" in step S105-4-11-8 of the game state-specific processing described later, the processing is affirmative.
[0084] The game number counter for activating the time-saving game state B may be set to count the number of games played only in the normal game state. In other words, when the time-saving game state A ends and the game state transitions to the normal game state, the counter value is "0", and when the counter value is determined to be "798 (normal game state 798)" in step S105-4-11-8 of the game state-specific processing described later, the processing may be set to be affirmative.
[0085] 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 CPU 101) that inputs the detected information controls to immediately execute the normal symbol variation game when the normal symbol reservation indicator 27f is not executing the normal symbol variation game and when the judgment information (random number value) is not stored in any of the variable memory area for normal symbols to the fourth memory area, for example, controls to suspend the execution of the normal symbol variation game when the judgment information (random number value) is stored up to the third memory area, and controls not to suspend the execution of the normal symbol variation game when the judgment information (random number value) is stored up to the fourth memory area.
[0086] 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 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 three game balls as prize balls for the game ball having entered the first start hole 21.
[0087] Furthermore, 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 if no judgment information (random number value) is stored in any of the variable memory areas for the special pattern (first start hole) through the fourth memory area, the main control board 100 immediately controls to execute the pattern change game in the first special pattern display device 27a, and if judgment information (random number value) is stored up to the third memory area, for example, the main control board 100 controls to suspend the execution of the pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, the main control board 100 controls not to suspend the execution of the pattern change game.
[0088] 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's entry is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that inputs the detected information performs processing to make the payout control board 300 pay out two game balls as prize balls for the game ball entering the second start hole 22.
[0089] 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 if no judgment information (random number value) is stored in any of the variable memory areas for the special pattern (second start hole) through the fourth memory area, the main control board 100 (main CPU 101) immediately controls to execute the pattern change game in the second special pattern display device 27b, and if judgment information (random number value) is stored up to the third memory area, for example, the main control board 100 controls to suspend the execution of the pattern change game, and if judgment information (random number value) is stored up to the fourth memory area, the main control board 100 controls not to suspend the execution of the pattern change game.
[0090] 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 the main control board 100 (main CPU 101) drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing manner shown in "Opening and closing the second start port" in Fig. 7 when a normal symbol hit is determined in the normal symbol hit determination process.
[0091] The normal winning opening detection SW23a is provided inside the winning opening of the normal winning opening 23 of the game board 6, and is a SW for detecting that a game ball has entered the normal winning opening 23. In other words, the normal winning opening 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 eight game balls as prize balls for the game ball having entered the normal winning opening 23.
[0092] The large prize opening detection SW24a is provided inside the prize opening of the large prize opening 24, and is a SW for detecting that a game ball has entered the large prize opening 24. That is, the 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 12 game balls as prize balls due to the game ball entering the large prize opening 24. In addition, the main control board 100 (main CPU101) transmits a large prize opening entry command indicating that the game ball has entered the large prize opening 24 to the performance control board 200. As a result, the performance control board 200 can also recognize the ball entry status of the game ball into the large prize opening 24.
[0093] The large prize opening opening solenoid 24b is provided behind or to the side of the large prize opening 24, and is a solenoid for opening and closing the opening door provided in the large prize opening 24. In other words, the 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 large prize opening opening solenoid 24b to open and close the opening door for the number of rounds shown in FIG.
[0094] 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.
[0095] 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. Note that the execution condition of the symbol change game on the first special symbol display 27a corresponds to a case where a positive judgment is made in the processing of step S105-2-4 in the "special symbol change start processing" (see FIG. 20) described later.
[0096] 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 game ball entering 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. Note that the execution condition of the symbol change game on the second special symbol display 27b is established when a positive judgment is made in the processing of step S105-2-1 in the "special symbol change start processing" (see FIG. 20).
[0097] 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 (4) of reserved symbols 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).
[0098] 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 start 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 start 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 (4) of reserved symbols has not been reached. On the other hand, when the symbol change game based on the game ball entering the second start 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).
[0099] 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.
[0100] 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 SW 20a, 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 (4 balls) of the reserved balls has not been reached. On the other hand, when the currently variable normal symbol variable game ends, it controls the display of the normal symbol reserved indicator 27f (from blinking to on, or from on to off).
[0101] 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 large prize opening 24 is opened in the winning game described above. 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 variation game determined as a winning in the special symbol winning determination process ends and a special symbol (for example, "7") indicating a winning is displayed on the first special symbol display 27a, the round indicator 27g controls to light up the LED display of the number of rounds corresponding to the determined winning game. Then, when the winning game is being executed, the round indicator 27g is controlled to light up continuously, and when the winning game ends, the round indicator 27g is controlled to turn off.
[0102] The magnetic sensor 27h is provided at a plurality of locations on the game board 6, and is a sensor for detecting magnetism. That is, the magnetic sensor 27h and the main control board 100 are connected via a harness, a relay board, or the like, and when an abnormal magnetism exceeding a predetermined specified value is detected, for example, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal magnetism. Then, when the abnormal magnetism is detected, information indicating that the abnormal magnetism has been detected (magnetic abnormality error designation command) is transmitted to the performance control board 200. This allows a notification that the abnormal magnetism has been detected to be executed.
[0103] The radio wave sensors 27i are provided at multiple locations on the game board 6, and are sensors for detecting radio waves. That is, the radio wave sensors 27i and the main control board 100 are connected via a harness, a relay board, or the like, and when an abnormal radio wave exceeding a predetermined specified value is detected, for example, the detected information is input to the main control board 100. This allows the main control board 100 to detect the abnormal radio wave. When an abnormal radio wave is detected, information indicating that the abnormal radio wave has been detected (a radio wave abnormality error designation command) is transmitted to the performance control board 200. This allows a notification that the abnormal radio wave has been detected.
[0104] 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] 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 change 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] 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] 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, the amount of light emitted from the image display device 26, and the volume emitted from the speaker 10. Specifically, by pressing the up button on the cross key button 16, the amount of light can be increased (in stages), by pressing the down button on the cross key button 16, the amount of light can be decreased (in stages), by pressing the right button on the cross key button 16, the volume can be increased (in stages), and by pressing the left button on the cross key button 16, the volume can be decreased (in stages).
[0110] The light amount may be set in three stages, namely, "strong", "medium" and "weak", or may be set in five stages further subdivided. The volume may be set in three stages, namely, "high", "medium" and "low", or may be set in five stages further subdivided. The image display device 26 may display a level gauge image showing the degree of adjustment of the light amount or volume, and the speaker 10 may emit an adjustment sound according to the stage. For example, when the degree of volume adjustment is configured in five stages, the adjustment sound corresponding to the minimum volume value level 1 may be "Do♪", the adjustment sound corresponding to the volume value level 2 may be "Re♪", the adjustment sound corresponding to the volume value level 3 may be "Mi♪", the adjustment sound corresponding to the volume value level 4 may be "Fa♪", and the adjustment sound corresponding to the maximum volume value level 5 may be "So♪". The adjustment sound may be output at a volume value according to the volume value level. For example, "Re♪" may be output at a volume value larger than "Do♪".
[0111] The level gauge image may be displayed in a manner that corresponds to the level of light intensity or volume, or in a constant manner regardless of the level of light intensity or volume. Specifically, the display manner that corresponds to the level of light intensity or volume is assumed to be, for example, a manner in which the size (display area) of a level gauge image indicating volume level 2, which has a volume value greater than volume level 1, is displayed larger than the size (display area) of a level gauge image indicating volume level 1. On the other hand, the constant display manner regardless of the level of light intensity or volume is assumed to be a manner in which the size (display area) of the level gauge image remains the same whether the volume level is 1 or 2.
[0112] The adjustment sound corresponding to the volume level may be set to a different volume value for each level, for example, by emitting a "beep" sound at any level. Specifically, it is assumed that when the volume level is 1, a "beep" sound is emitted at a volume value corresponding to the volume level 1, and when the volume level is 2, a "beep" sound is emitted at a volume value corresponding to the volume level 2 (a volume value larger than the volume level 1).
[0113] In this embodiment, the light intensity adjustment and the sound volume adjustment can be performed when the symbol variation game is not being played, but they may be performed even when the symbol variation game is being played. In this case, it is preferable to adjust the level gauge image without displaying it and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a low volume. In this way, it is possible to prevent the effect image and effect sound corresponding to the symbol variation game from being obstructed by the level gauge image and the adjustment sound.
[0114] In addition, the light amount and the sound volume may be adjusted during the execution of a winning game. In this case, the display control of the level gauge image and the output control of the adjusted sound may be performed in the same manner as when the light amount and the sound volume are adjusted when the symbol variation game is not being played, or the display control of the level gauge image and the output control of the adjusted sound may be performed in the same manner as when the light amount and the sound volume are adjusted when the symbol variation game is being played.
[0115] Although the above-mentioned level gauge image is displayed on the image display device 26, when a display device is provided in addition to the image display device 26, the image may be displayed on the other display device. In this way, it is possible to prevent the display content displayed on the image display device 26 from being obstructed by the display of the level gauge image.
[0116] When the light amount is adjusted, the level gauge image may be displayed but no adjustment sound may be output.
[0117] 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.
[0118] The speaker 10 is capable of outputting music (BGM), voice, and sound effects. For example, if information indicating a closed state is not input from a frame open detection SW 3a described later, the speaker 10 outputs a sound notifying the user that the inner frame 3 is in an 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.
[0119] The light emitting device 9, the starting port light emitting device 21a, and the board lighting device 29 are connected to the light emission drive control unit 200c, and light emission can be controlled by the light emission drive control unit 200c. The light emission 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.
[0120] 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 winning game being awarded is suggested.
[0121] Furthermore, when the movable body 28 receives a power-related subcommand, it performs an initial operation to check whether the above-mentioned operations such as "drop", "swing", and "rotation" are performed normally in front of the display area of the image display device 26. Since the initial operation involves the movable body 28 moving to the front of the display area of the image display device 26, the display contents displayed in the display area become difficult to see for a certain period of time due to the movable body 28. Note that even if the display contents displayed in the display area become difficult to see due to the initial operation, other members (for example, the starting hole light emitting device 21a, the first special pattern reserved indicator 27c, the second special pattern reserved indicator 27d, the board lighting device 29, etc.) do not become difficult to see due to the initial operation of the movable body 28.
[0122] 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.
[0123] The payout control board 300 is equipped 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 necessary 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.
[0124] 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, a payout command signal is sent from the main control board 100 to the payout control board 300 to pay out three prize balls, and the payout control board 300 that receives this sends out three prize balls to the upper tray 5a by controlling the payout device 304. Then, when the payout of the three prize balls 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 balls in response to the input of information that a game ball is detected from the first start hole detection SW21a is completed.
[0125] 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.
[0126] 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.
[0127] Also, although not shown in Figure 5, 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.
[0128] The frame open detection SW3a is provided in the middle frame 3, and is capable of detecting an "open" state when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, when the middle frame 3 is open, and the "closed" state when the glass frame 4 and the middle frame 3 are closed. In other words, the frame open detection SW3a and the dispensing control board 300 are connected via a harness, a relay board, etc., and when the above-mentioned "closed" state is in place, information indicating the closed state is input to the dispensing control board 300. On the other hand, when the above-mentioned "open" state is in place, the above-mentioned information indicating the closed state is not input to the dispensing control board 300, and the dispensing control board 300 (dispensing CPU 301) can detect the above-mentioned "open" state by not being input. The dispensing control board 300 (dispensing CPU 301) can transmit information detected as being in the "closed" state and information detected as being in the "open" state to the performance control board 200.
[0129] Between the upper tray 5a and the lower tray 5b, a passage is formed to guide the game balls that cannot be stored in the upper tray 5a to the lower tray 5b, and the full tank detection SW300a is provided in the passage. If the game balls guided to the lower tray 5b are stored without being discharged (outside the gaming machine), the game balls will stop in the passage, and when a certain amount of game balls are stopped, the full tank detection SW300a turns ON. This makes it possible to detect that the game balls are full in the lower tray 5b as well. Then, when the full tank detection SW300a turns ON, the payout CPU301 stops the payout of the game balls by the payout device 304 and transmits information that the full tank detection SW300a is ON to the performance control board 200. This makes it possible for the performance control board 200 to execute a notification that prompts the game balls stored in the lower tray 5b to be discharged.
[0130] The power supply board 400 is connected to the main control board 100, the performance control board 200, and the dispensing control board 300 via harnesses, etc., and as described above, 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.
[0131] Next, the special symbol hit determination table and the normal symbol hit determination table will be described with reference to FIG. 6. The special symbol hit determination table in FIG. 6(A) is stored in the main ROM 102. Here, in this embodiment, six levels of set values can be set, and FIG. 6(A) shows an example of a special symbol hit determination table for a set value of 1, with other set values omitted. For example, when the set value is set to 1, the main CPU 101 performs a special symbol hit determination process by referring to the special symbol hit determination table for a set value of 1 shown in (A), and when the set value is set to 6, the main CPU 101 performs a special symbol hit determination process by referring to a special symbol hit determination table for a set value of 6 (not shown). In addition, the first start hole and the second start hole are common, which means that the special symbol hit determination table to be referred to is common whether the game ball enters the first start hole 21 or the second start hole 22. The set value is not limited to "6" levels, and can be any value. For example, it may be "4" levels or "2" levels.
[0132] Also, the machine may not have the setting value and may only have the special symbol winning determination table of FIG. 6(A) (may be a machine without a setting). Also, although a set value is provided, only the special symbol winning judgment table of FIG. 6(A) may be provided. That is, there is no problem if only one set value is provided, and the contents of the main control board main processing shown in FIG. 13 are the same as those of a gaming machine with multiple set values. Even if only one set value is provided, there is no problem if the set value change processing shown in FIG. 14 and the set value confirmation processing shown in FIG. 15 are performed. In this way, the processing can be shared between a gaming machine with multiple set values (a setting-equipped machine) and a gaming machine with only one set value (effectively a setting-unequipped machine), thereby reducing the developer's efforts. In addition, when the machine has only one set value, there is no problem in using the same main control board 100 as in a gaming machine having multiple set values (the hardware may also be common). In this way, the components can be common, which reduces costs.
[0133] In the special symbol hit determination table in Fig. 6(A), when the game state is the normal game state and when the time-saving game state A or B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 319", and the probability of being determined as a miss is "318 / 319", and when the game state is the probability-changing game state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 32", and the probability of being determined as a miss is "31 / 32". In other words, when the game state is the probability-changing game state, the probability of being determined as a hit varies about 10 times more than in the normal game state or the time-saving game state A or B, so it can be said that the probability-changing game state is a game state that is more advantageous to the player than the normal game state or the time-saving game state A or B.
[0134] In the special symbol hit determination table for the setting value "6" (not shown), when the game state is the normal game state and when the time-saving game state A or B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 280" and the probability of being determined as a miss is "279 / 280", and when the game state is the probability-changing game state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 28" and the probability of being determined as a miss is "27 / 28". In this way, by being able to set different hit probabilities for each setting value, it becomes easier for the gaming establishment to manage the balls dispensed.
[0135] In the time-saving game states A and B and the probability-changing game state, as shown in Fig. 6(B) and Fig. 7(B), in the normal pattern winning judgment process, it is easier to win a normal pattern, and an advantageous opening and closing mode is selected as the opening and closing mode of the protruding member of the second starting hole 22 when a normal pattern winning is won, so the probability-changing game state is the most advantageous game state for the player, followed by the time-saving game states A and B, and the normal game state is the least advantageous game state for the player. Note that, as shown in Fig. 8, the upper limit of the time-saving game state A is 100 times, and the upper limit of the time-saving game state B is 1212 times, so the time-saving game state B is a more advantageous game state for the player than the time-saving game state A.
[0136] In this embodiment, as shown in FIG. 4, the gate member 20 is provided on the right side of the game area 7, but not on the left side of the game area 7. If a right-handed hit is performed in a normal game state and a game ball passes through the gate member 20, as shown in FIG. 6, a normal win occurs at "4 / 256", so the protruding member of the second start hole 22 can be opened. However, since the opening time is "0.9S", it is difficult to make the game ball enter the second start hole 22, and most of the shot game balls pass through the out hole 25. Therefore, in a normal game state, it is optimal for a player to hit a left-handed ball to make the game ball enter the first start hole 21. For this reason, when the gate detection SW 20a detects a game ball in a normal game state, a left-handed hit notification is issued to encourage the player to play the game optimally.
[0137] In the following, the normal game state and time-saving game states A and B may be collectively referred to as the low probability state, and the probability-changing game state may be collectively referred to as the high probability state. The normal game state may be collectively referred to as the non-variable-changing state or the non-variable-changing state, and the probability-changing game state and time-saving game states A and B may be collectively referred to as the variable-changing state, the variable-changing state, or the winning rate improvement state.
[0138] Next, the normal symbol hit determination table of FIG. 6(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of being determined as a normal hit in the normal symbol hit determination process is "4 / 256", and the probability of being determined as a normal miss is "252 / 256". When the time-saving game state A or B or the probability-changing game state is in the normal symbol hit determination process, the probability of being determined as a normal hit is "251 / 256", and the probability of being determined as a normal miss is "5 / 256". Therefore, it can be said that the time-saving game state A or B or the probability-changing game state is more likely to be determined as a normal hit in the normal symbol hit determination process than in the normal game state, and is a game state that is advantageous to the player. Note that no set value is set in the normal symbol hit determination table (although the set value is common), but a set value may be set in the same way as in the special symbol hit determination table. For example, the setting value "6" may make it easier to hit a normal symbol in the normal symbol hit judgment compared to the setting value "1." Also, in the normal game state, the probability of a normal symbol hit being judged as a normal symbol hit in the normal symbol hit judgment process is set to "4 / 256," and the probability of a normal symbol miss being judged as "252 / 256," but this is not limited thereto, and the probability of a normal symbol miss may be set to "256 / 256."
[0139] Next, the special symbol determination table and the normal symbol determination table will be described with reference to FIG. 7. First, the special symbol determination table in FIG. 7(A) has two tables, namely, (1) a table for the first start hole 21, which is referred to when determining the special symbol to be displayed on the first special symbol display device 27a in the case of a win or a miss as a result of the special symbol hit determination process based on the game ball entering the first start hole 21, and (2) a table for the second start hole 22, which is referred to when determining the special symbol to be displayed on the second special symbol display device 27b in the case of a win or a miss as a result of the special symbol hit determination process based on the game ball entering the second start hole 22, and these are stored in the main ROM 102. Then, the main CPU 101 refers to the table corresponding to the start hole into which the game ball entered, and determines the special symbol based on the determination result of the special symbol hit determination process.
[0140] In the special symbol determination table of FIG. 7(A) (1), if the result of the special symbol winning judgment process is a win, the main CPU 101 determines one of the special symbols from among "special symbol A", "special symbol B", and "special symbol C". Specifically, when the game ball enters the first starting hole 21, a random number for determining the special symbol is acquired, and one of the special symbols is determined by referring to the acquired random number for determining the special symbol. For example, if the acquired random number for determining the special symbol is "0 to 9", "special symbol A" is determined, if the acquired random number for determining the special symbol is "10 to 64", "special symbol B" is determined, and if the acquired random number for determining the special symbol is "65 to 99", "special symbol C" is determined. Then, when the special symbol is determined, the "number of rounds" and the "game state after winning" are determined univocally. If "special symbol A" is determined, 10 rounds are granted as the "number of rounds", and a probability-change game state is granted as the "game state after winning". Moreover, when "special symbol B" is determined, 5 rounds are given as the "number of rounds", and the "post-win game state" is a sure-win game state. Moreover, when "special symbol C" is determined, 10 rounds are given as the "number of rounds", and the "post-win game state" is a time-saving game state A. On the other hand, when the result of the special symbol win determination process is a miss, the main CPU 101 determines "special symbol D", and since the "number of rounds" and the "post-win game state" are not defined for "special symbol D", a win game is not given.
[0141] In the special symbol determination table of FIG. 7(A)(2), if the result of the special symbol hit determination process is a hit, the main CPU101 determines one of the special symbols from "special symbol E" and "special symbol F". The specific determination method is the same as that of FIG. 7(A)(1) above, so the description is omitted. For example, if the acquired random number for determining the special symbol is "0 to 64", the "special symbol E" is determined, and if the acquired random number for determining the special symbol is "65 to 99", the "special symbol F" is determined. If the "special symbol E" is determined, 10 rounds are given as the "number of rounds", and the "post-win game state" is given as the "probable win game state". If the "special symbol F" is determined, 10 rounds are given as the "number of rounds", and the "post-win game state" is given as the "time-saving game state A". On the other hand, if the result of the special symbol hit determination process is a miss, the main CPU101 determines the "special symbol G".
[0142] In this way, the probability of being awarded the special game state is "65%" for the first start port 21 and "65%" for the second start port 22, so there is no difference in the rate of entry into the special game state between the first start port 21 and the second start port 22. On the other hand, the "number of rounds" is always 10 rounds for the second start port 22, and 5 rounds are never awarded, so it can be said that it is more advantageous for the player to be awarded a winning game based on a ball entering the second start port 22 than to be awarded a winning game based on a ball entering the first start port 21. In this embodiment, no set value is set in the special symbol determination table, but a set value may be set. For example, the determination rate of the special symbol may be different when the set value is "1" and when the set value is "6". In that case, the rate of entry into the special game state is common to all set values, but the "number of rounds" may be set to a different rate for each set value. For example, the higher the set value is "6", the more likely it is that a more advantageous number of rounds will be awarded, or the higher the set value is "1", the more likely it is that a more advantageous number of rounds will be awarded.
[0143] In this way, since it is more advantageous for the player to be awarded a winning game based on a ball entering the second starting hole 22 than to be awarded a winning game based on a ball entering the first starting hole 21, in the time-saving game states A and B or the probability variable game state in which the second starting hole 22 can be opened in "1.8S x 3 times", the optimal game for the player is to hit the right and make the game ball enter the second starting hole 22. For this reason, when the first starting hole detection SW21a detects a game ball in the time-saving game states A and B or the probability variable game state, a right hit notification is issued to encourage the player to play the optimal game.
[0144] Next, the normal symbol determination table in FIG. 7(B) is stored in the main ROM 102, and is a table to be referred to when determining the normal symbol to be displayed on the normal symbol display 27e in the case of a normal symbol win or a normal symbol miss as a result of the normal symbol hit determination process based on the game ball passing through the gate member 20. When the game state is the normal game state, if the normal symbol hit determination process results in a normal symbol win, the main CPU 101 determines "normal symbol A" in the normal symbol determination process performed in the normal symbol related process, and determines "normal symbol B" in the case of a normal symbol miss. Also, when the game state is the time-saving game state A or B, or the probability game state, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol related process, and determines "normal symbol D" in the case of a normal symbol miss as a result of the normal symbol hit determination process.
[0145] In addition, the contents to be given are uniquely determined for normal symbols as well as the special symbols described above. When "normal symbol A" is determined, the protruding member of the second start hole 22 opens "1" time in "0.9S", and when "normal symbol B" is determined, the protruding member of the second start hole 22 does not open. When "normal symbol C" is determined, the protruding member of the second start hole 22 opens "3" times in "1.8S", and when "normal symbol D" is determined, the protruding member of the second start hole 22 does not open. Therefore, it can be said that the time-saving game state A, B, or the probability game state is more advantageous for the player when the normal symbol is hit, because the opening and closing mode of the protruding member of the second start hole 22 is more advantageous than in the normal game state.
[0146] Although no set value is provided in the normal symbol determination table, a set value may be provided in the same manner as in the special symbol determination table. For example, the probability of being determined as a normal symbol win in the normal symbol win determination process may be different for each set value, and the set value "6" may be easier to win than the set value "1", or vice versa. Also, the opening and closing manner of the second starting hole 22 may be different for each set value. For example, the set value "6" may be opened and closed in a more advantageous manner than the set value "1", or vice versa.
[0147] Next, Fig. 7(C) shows the details of the rounds for each special winning symbol, and when the number of rounds is "10" (special symbols A, C, E, F), the big prize opening 24 opens for "29.5 seconds" per round, and this is repeated 10 times. When the number of rounds is "5" (special symbol B), the big prize opening 24 opens for "29.5 seconds" per round, and this is repeated 5 times.
[0148] Next, the game state transition (game flow) in this embodiment will be described with reference to Fig. 8. As described above, this embodiment has a normal game state, a time-saving game state, and a probability-changing game state. Strictly speaking, the time-saving game state includes a time-saving game state A and a time-saving game state B.
[0149] The normal game state is a low probability state managed by the main control board, and there is no normal power support. Normal power support means that it is easy to hit a normal symbol in the normal symbol hit determination process, and when it hits, the opening and closing of the second start hole shown in Figure 7 becomes "1.8S x 3 times". In addition, the performance control board can execute performance modes A to E as performance modes (also called performance stages).
[0150] The time-saving game state A is a low probability state managed by the main control board, and normal power support is available. The time-saving game state A has an upper limit of 100 times. In other words, one of the end conditions is that 100 pattern change games have been played, and while 100 pattern change games are being played, normal power support is available. In addition, the presentation control board can execute presentation mode F as a presentation mode.
[0151] The time-saving game state B is a low probability state managed by the main control board, and normal power support is available. The time-saving game state B has an upper limit of 1212 times. In other words, one of the end conditions is that 1212 pattern change games have been played, and normal power support is available while 1212 pattern change games are being played. In addition, the presentation control board can execute presentation mode G as a presentation mode.
[0152] The probability of a game being played is a high probability state managed by the main control board, and normal power support is available. The probability of a game being played is limited to 10,000 times. In other words, one of the conditions for ending the game is that 10,000 symbol variation games have been played, and normal power support is available while 10,000 symbol variation games are being played. In addition, the performance control board can execute the performance mode H as a performance mode.
[0153] The winning game is managed by the main control board in a low probability state, and there is no normal power support.
[0154] In the time-saving gaming state A, the upper limit number of times is set to 100 times, but it may be set to less than 100 times or more than 100 times. In addition, in the time-saving gaming state B, the upper limit number of times is set to 1212 times, but it may be any number of times as long as it is 3.8 times or less the denominator (for example, 319) of the winning probability in the special symbol winning determination table.
[0155] In addition, a time-saving game state C may be provided in addition to the time-saving game states A and B described above, or instead of the time-saving game states A and B described above. This time-saving game state C is a time-saving game state that can be transitioned to in some cases where a special symbol hit determination process in a normal game state does not determine a hit. For example, the time-saving game state C may be transitioned to at about 1 / 500. The combination of the time-saving game states A, B, and C may be any combination. For example, the time-saving game states A and B may be provided and the time-saving game state C may not be provided, or the time-saving game states A and C may be provided and the time-saving game state B may not be provided, or the time-saving game states B and C may be provided and the time-saving game state A may not be provided, or all of the time-saving game states A, B, and C may be provided.
[0156] In addition, in the probability variation game state, the upper limit number of times is set, but the upper limit number of times may not be set. In addition, in this embodiment, as shown in Figure 7, it is a so-called probability variation loop type, but it may be a so-called ST type or a falling lottery type.
[0157] In addition, in the case of the ST type, it may have a special symbol (e.g., ST 100 times) that gives a high probability game state, and a special symbol (e.g., ST 100 times + time reduction 100 times) that gives a time-saving game state after the high probability game state and the end of the high probability game state.
[0158] Next, the transition of the game state will be described. a: This is the transition that occurs when a win is determined in the special pattern win determination process. b: This is the transition when one of the special patterns A, B, or E is determined. c: This is the transition when a win is determined in the special pattern win determination process. d: This is the transition when either the special pattern C or F is determined. e: This is the transition when a win is determined in the special pattern win determination process. f: This is the transition when the symbol change game is executed 100 times in succession without winning. g: This is the transition when 898 pattern change games are played consecutively without winning in the time-saving game state A and the normal game state. h: This is the transition when the symbol change game is played 1212 times in succession without winning. i: This is the transition when a win is determined in the special pattern win determination process. j: This is the transition when the symbol change game is played 10,000 times in succession without winning.
[0159] In g, the number of times is set to 898, but the number of times may be any number between 2.5 and 3.0 times the denominator (for example, 319) of the winning probability in the special symbol winning determination table. Furthermore, the number of times in g is an immutable value that cannot be changed, but it may be possible to allow an arbitrary value to be set by the gaming facility's gaming staff.
[0160] Next, the special symbol variation pattern table will be described with reference to FIG. The special symbol variation pattern table in FIG. 9 is stored in the main ROM 102, and is a table to be referred to when determining the variation time in the symbol variation game.
[0161] When the game state is the normal game state, and the result of the special symbol hit determination process is a miss, the main CPU 101 determines one of the variation patterns from "variation pattern 1" to "variation pattern 8". Specifically, when the game ball enters the first start hole 21 or the second start hole 22, 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 or the second start hole 22, 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 8", and if the random number for reach determination does not correspond to a random number for executing a reach, "variation pattern 1" or "variation pattern 2" may be determined. On the other hand, when the game state is the normal game state and the special pattern hit determination process results in a hit, the main CPU 101 refers to the random number for determining the fluctuation pattern and determines one of the fluctuation patterns from "Fluctuation Pattern 9" to "Fluctuation Pattern 15."
[0162] Then, when the fluctuation pattern is determined, the "performance content" and the "fluctuation time" (number of seconds S) are determined univocally. When the "fluctuation pattern 1" is determined, the "performance content" is determined as "shortened fluctuation" and the "fluctuation time" is determined as "2S". Here, the "shortened fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c simultaneously. When the "fluctuation pattern 2" is determined, the "performance content" is determined as "normal fluctuation" and the "fluctuation time" is determined as "7S". Here, the "normal fluctuation" refers to a fluctuation that does not result in a reach and stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c in order. When the "fluctuation pattern 3" is determined, the "performance content" is determined as "normal reach" and the "fluctuation time" is determined as "15S". Here, a "normal reach" refers to a reach that involves a reach but does not involve any particular development effect (for example, a momentary stop display indicating a miss, followed by a change in the middle decorative pattern image 26b). Since the selection rate for a hit is low and the selection rate for a miss is high, this reach is positioned as one with a low expectation of a hit.
[0163] Also, when "variation pattern 4" is determined, "Super Reach 1" is determined as the "performance content" and "variation time" is determined as "40S". Here, "Super Reach 1" refers to a reach that performs a development performance during the execution of a reach (normal reach) and displays a live-action image on the image display device 26, for example, at the development destination, and is positioned as a reach with a higher expectation of winning than the "normal reach" because it is configured such that the selection rate at the time of winning is higher than that of the "normal reach" and the selection rate at the time of losing is lower than that of the "normal reach". Also, when "variation pattern 5" is determined, "Super Reach 2" is determined as the "performance content" and "variation time" is determined as "50S". Here, "Super Reach 2" refers to a reach that develops during the execution of a reach (normal reach) and develops to display, for example, a live-action image on the image display device 26, and is positioned as a reach with a higher expectation of winning than a "normal reach" because it is configured with a higher selection rate when it hits than a "normal reach" and a lower selection rate when it misses than a "normal reach". Note that the expectation of winning may be the same as that of a "Super Reach 1", or it may be positioned as a reach with a higher expectation of winning than a "Super Reach 1".
[0164] Also, when "variation pattern 6" is determined, "pseudo consecutive 2 normal reach" is determined as the "performance content" and "variation time" is determined as "30S". Although "pseudo consecutive" will be described in detail later, "pseudo consecutive 2 normal reach" is positioned as a reach with a higher expectation of winning than "normal reach" alone and a lower expectation of winning than "super reach 1, 2". Also, when "variation pattern 7" is determined, "pseudo consecutive 3 super reach 1" is determined as the "performance content" and "variation time" is determined as "70S". "pseudo consecutive 3 super reach 1" is positioned as a reach with a higher expectation of winning than "super reach 1" alone. Also, when "variation pattern 8" is determined, "pseudo consecutive 3 super reach 2" is determined as the "performance content" and "variation time" is determined as "80S". "pseudo consecutive 3 super reach 2" is positioned as a reach with a higher expectation of winning than "super reach 2" alone. In addition, since "Variation Pattern 9" to "Variation Pattern 14" are the same as "Variation Pattern 3" to "Variation Pattern 8" in that they are either a win or a miss, and the presentation content and variation time are the same, explanations will be omitted.
[0165] In addition, when "variation pattern 15" is determined, "full rotation reach" is determined as the "performance content" and "variation time" is determined as "120S". Here, "full rotation reach" is a reach in which the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c are scrolled (variably displayed) at a low speed while aligned with "111", "222", "333", "444", "555", "666", "777", and "888", and finally displayed as "777".
[0166] In addition, the selectable variation patterns in the case of a win may be determined by the determined special symbol. For example, variation patterns 9 to 14 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined, and variation pattern 15 may be selected only when special symbol A is determined. Also, variation patterns 9 to 15 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined.
[0167] In addition, when the game state is the time-saving game state A or B, or when the game state is the probability game state, if the result of the special symbol hit determination process is a miss, the main CPU 101 determines one of the fluctuation patterns from "fluctuation pattern 16" to "fluctuation pattern 21". When "fluctuation pattern 16" is determined, "ultra-shortened fluctuation" is determined as the "presentation content", and "1S" is determined as the "fluctuation time". When "fluctuation pattern 17" is determined, "shortened fluctuation" is determined as the "presentation content", and "2S" is determined as the "fluctuation time". Here, when the game state is the time-saving game state A or B, or when the game state is the probability game state, if the result of the special symbol hit determination process is a miss and the number of reserved balls is 1 to 3, this "ultra-shortened fluctuation" or "shortened fluctuation" is likely to be selected, so that the time-saving game state A or B or the probability game state can be efficiently consumed. In addition, the "variable pattern 16" may be executed only in the time-saving game state B. This allows the time-saving game state B, which has a higher upper limit than the time-saving game state A, to be consumed efficiently.
[0168] In addition, when "variation pattern 18" is determined, "normal variation" is determined as the "performance content", and "7S" is determined as the "variation time". In addition, when "variation pattern 19" is determined, "reach teasing" is determined as the "performance content", and "10S" is determined as the "variation time". Here, "reach teasing" is a performance that teases whether or not a reach will be formed by, for example, temporarily displaying a "7" symbol as the left decorative pattern image 26a and teasing whether or not to temporarily display a 7 symbol as the right decorative pattern image 26c. As a result of performing "reach teasing", for example, if an 8 symbol is temporarily displayed as the right decorative pattern image 26c, a reach will not be formed, and for example, if a 7 symbol is temporarily displayed as the right decorative pattern image 26c, a reach will be formed, and it will develop into a "variable short medium super reach" in "variation pattern 20" to "variation pattern 23" described later.
[0169] In addition, when "variation pattern 20" is determined, "variation short-time super reach 1" is determined as the "performance content" and "variation time" is determined as "30S". Here, "variation short-time super reach 1" is a "super reach" exclusive to the time-saving game state and the probability-changing game state, and is different from "super reach 1, 2" performed in the normal game state.
[0170] In addition, when "variation pattern 21" is determined, "super reach 2 during variable short time" is determined as the "performance content", and "40S" is determined as the "variation time". Incidentally, "super reach 2 during variable short time" may have the same expectation of winning as "super reach 1 during variable short time", or may be positioned as a reach with a higher expectation of winning than "super reach 1 during variable short time". Regarding "variation pattern 22" and "variation pattern 23", the only difference between "variation pattern 20" and "variation pattern 21" is whether they are hit or miss, and the performance content and the fluctuation time are the same, so the explanation is omitted. In addition, when "variation pattern 24" is determined, "sudden hit" is determined as the "performance content", and "20S" is determined as the "variation time". Here, "sudden hit" refers to a situation where, for example, "777" is temporarily stopped and displayed suddenly without going through a reach. Incidentally, "variation pattern 24" may be executed only in the time-saving game state B. This allows the time-saving gaming state B, which has a higher upper limit than the time-saving gaming state A, to be used efficiently.
[0171] The above-mentioned special symbol variation patterns are not limited to those shown in FIG. 9, and may further include a plurality of special symbol variation patterns. Also, the special symbol variation pattern table to be referred to may be different depending on the setting value. For example, a special symbol variation pattern that is easy to select for each setting value may be provided, or a special symbol variation pattern that can only be selected with that setting value may be provided. This allows the player to guess (or understand) what the setting value is from the performance content of the executed special symbol variation pattern, which leads to increased interest in the game.
[0172] In addition, the time-saving game state A and the time-saving game state B refer to the same special symbol variation pattern table, but they may be different. This allows the player to feel as if different game states are being played, even though the game state is the same time-saving game state.
[0173] Next, (A) the judgment information storage area of the main RAM, and (B) the counter of the main RAM will be described with reference to FIG. FIG. 10(A) is a schematic diagram showing the judgment information storage area (reserved storage area) provided in the main RAM 103 and the counter of the main RAM. The main RAM 103 is provided with (A) a reserved storage area corresponding to a special symbol, and (B) a reserved storage area corresponding to a normal symbol. In the first start hole 21, judgment information (random number value) related to the special symbol can be stored in the "variable storage area", the "first storage area", the "second storage area", the "third storage area", and the "fourth storage area" can be stored in the "variable storage area", the "first storage area", the "second storage area", the "third storage area", and the "fourth storage area" can be stored in the "variable storage area", the "first storage area", the "second storage area", the "third storage area", and the "fourth storage area" can be stored in the "variable storage area", the "first storage area", the "second storage area", the "third storage area", and the "fourth storage area". The counter of the main RAM is as described above, so the explanation here is omitted.
[0174] Next, the commands transmitted from the main control board 100 to the performance control board 200 will be described with reference to Figures 11 and 12. Note that Figures 11 and 12 only show main commands, and some commands are omitted.
[0175] The "first special symbol storage designation command" indicates the number of reserved first special symbols, and is set in the main RAM 103 and transmitted to the performance control board 200 when the number of reserved first special symbols increases or decreases.
[0176] The "second special symbol storage designation command" indicates the number of reserved second special symbols, and is set in the main RAM 103 and transmitted to the performance control board 200 when the number of reserved second special symbols increases or decreases.
[0177] The "performance pattern designation command" indicates the type of special pattern to be displayed in a stopped state, and is set in the main RAM 103 and transmitted to the performance control board 200 when various special patterns are determined and the varying display of the special patterns begins.
[0178] The "special pattern change pattern designation command" indicates the change time of the special pattern on the first special pattern display device 27a or the second special pattern display device 27b, and is set in the main RAM 103 when the display of the special pattern change starts on the first special pattern display device 27a or the second special pattern display device 27b, and is transmitted to the performance control board 200.
[0179] The "special pattern confirmation command" indicates that a special pattern has been stopped and displayed, and is set in the main RAM 103 when a special pattern is stopped and displayed on the first special pattern display device 27a or the second special pattern display device 27b, and is transmitted to the performance control board 200.
[0180] The “normal pattern confirmation command” indicates that the normal pattern has been stopped and displayed, and is set in the main RAM 103 when the normal pattern is stopped and displayed on the normal pattern display 27e, and is transmitted to the performance control board 200.
[0181] The "game count display update command" indicates the number of pattern change games from the specified timing mentioned above, and is set in the main RAM 103 when the special pattern is stopped and displayed on the first special pattern display device 27a or the second special pattern display device 27b, and is transmitted to the performance control board 200.
[0182] In this embodiment, in the normal game state, the image display device 26 displays the game number image 26q (see FIG. 31, etc.). For example, when the performance control board 200 receives a power-on command, a power-restoration command, or a winning game ending command, it performs processing to display "0" as the game number image 26q, and thereafter, when one symbol-changing game is executed and a "game number display update command" is received, it performs processing to update and display the game number image 26q (increase the number by 1). This makes it possible to recognize the number of times the pattern change game has been played from the above-mentioned specified timing by visually checking the game number image 26q displayed on the image display device 26 without visually checking the external information display device 800.
[0183] In addition, in the time-saving game states A, B, and the probability variation game state, the game number image 26q is difficult to see. In particular, in the time-saving game states A and B, the remaining number image 26s (see FIG. 37) indicating the number of times playable in the time-saving game state is displayed, so if the game number image 26q is also displayed, it becomes difficult to understand.
[0184] In addition, being difficult to see may mean that the game number image 26q is not displayed on any display layer, or may be displayed on a display layer but the display layer is difficult to see. In the latter case, although it cannot be seen by the player, the game number image 26q is updated every time a symbol variation game is executed.
[0185] The "number of plays counter command" indicates the number of times the pattern changing game has been played in the normal play state and the time-saving play state A, and is set in the main RAM 103 and transmitted to the performance control board 200 when a special pattern is stopped and displayed on the first special pattern display device 27a or the second special pattern display device 27b.
[0186] In this embodiment, when the normal game state is in effect and the number of symbol variation games remaining until the time-saving game state B is activated reaches 100, a game number counter image 26p is displayed on the image display device 26 (see FIG. 31, etc.). In other words, when the received "game number counter command" (counter value) indicates "798", the performance control board 200 performs processing to display the game number counter image 26p (for example, 100 remaining times). Then, thereafter, each time a "game number counter command" is received, processing is performed to update and display the game number counter image 26p (decrement by 1).
[0187] In other words, the number of plays counter image 26p is not displayed until the number of remaining pattern change games until the time-saving game state B is activated reaches 100, and is displayed when the number of remaining pattern change games until the time-saving game state B is activated reaches 100. This prevents the player from becoming more absorbed in playing games than necessary if the game number counter image 26p is constantly displayed.
[0188] In this embodiment, the number of plays counter image 26p is displayed when 100 plays remain, but it may be displayed all the time from 898 remaining, or from 10 remaining, or it may be displayed every predetermined number of plays (100 remaining, 50 remaining, 10 remaining, etc.). In addition, in the following description, the displays of the game number image 26q, the number-of-plays counter image 26p, and the remaining number-of-plays image 26s may be collectively referred to simply as "game number display."
[0189] The "start hole winning designation command" is intended to notify the performance control board 200 in advance of the result of the winning determination, and is set in the main RAM 103 and transmitted to the performance control board 200 when the game ball wins the first start hole 21 or the second start hole 22.
[0190] The “opening designation command for winning game” indicates that a winning game is about to start, and is set in the main RAM 103 and transmitted to the performance control board 200 when various winning games start.
[0191] The “round designation command” indicates the number of rounds of a winning game, and is set in the main RAM 103 and transmitted to the performance control board 200 when a round of a winning game is started.
[0192] The "winning game ending designation command" indicates that the winning game is to end, and is set in the main RAM 103 and transmitted to the performance control board 200 when various winning games end.
[0193] The "normal pattern storage designation command" indicates the number of reserved normal patterns, and is set in the main RAM 103 and transmitted to the performance control board 200 when the value stored in the reserved normal pattern number storage area increases or decreases.
[0194] The "normal symbol designation command" indicates the type of normal symbol to be displayed in a stopped state on the normal symbol display 27e, and is set in the main RAM 103 and transmitted to the performance control board 200 when various normal symbols are determined and the variable display of the normal symbols begins.
[0195] The “normal symbol change designation command” indicates the time for the normal symbol to change on the normal symbol display 27e, and is set in the main RAM 103 when the display of the normal symbol changes begins, and is transmitted to the performance control board 200.
[0196] The "opening designation command for normal winning" indicates that a normal winning game is about to start, and is set in the main RAM 103 when a normal winning game is about to start, and is sent to the performance control board 200.
[0197] The "normal winning ending designation command" indicates that various normal winning games have ended, and is set in the main RAM 103 when the normal winning game ends, and is sent to the performance control board 200.
[0198] The "game state designation command" indicates whether or not the game is in a time-saving game state, whether or not the game is in a high probability game state, and if the game is in a time-saving game state, whether the game is in time-saving game state A or time-saving game state B. Depending on each game state designation command, the command is set in the main RAM 103 at the start of the variation of the special symbols, the end of the variation of the special symbols (the start of the winning game), and the end of the winning game, and is transmitted to the performance control board 200. Each game state designation command will also be described in detail in the flowchart.
[0199] The "power on command" and "power restoration command" indicate whether or not powering on the pachinko gaming machine 1 involves initialization of the main RAM 103, and when the power of the pachinko gaming machine 1 is turned on, a power on command or power restoration command corresponding to whether or not the main RAM 103 has been initialized and the game status is sent to the performance control board 200.
[0200] In this embodiment, when either the "power-on command" or the "power-restore command" is received, a process is performed to display "0" as the game count image 26q. This makes it possible to prevent the number of times the symbol variation game has been played until the time-saving game state B is entered from being easily discovered, for example, when the game establishment opens.
[0201] In addition, when a "power restoration designation command" is received (when the main RAM 103 is not initialized), when the game count image 26q displays a number earlier (a number less) than the above-mentioned "898", a transition to the time-saving game state B may occur. For example, when the number of executions of the symbol change game at the time of closing on the previous day is "100" and the main RAM 103 is not initialized, a transition to the time-saving game state B may occur when the game count image 26q displays "798".
[0202] The "customer waiting state designation command" indicates that the machine is in a customer waiting state in which the variable display of special patterns is not performed, and is set in the main RAM 103 when the machine is in a customer waiting state and transmitted to the performance control board 200.
[0203] The "error designation command" indicates that an error has occurred in the pachinko game machine 1 and the type of error, and is set in the main RAM 103 when it is determined that any type of abnormality has occurred and is sent to the performance control board 200.
[0204] The "error removal command" indicates that an error that occurred in the pachinko game machine 1 has been resolved, and is set in the main RAM 103 and sent to the performance control board 200 when the elimination of various abnormalities is detected.
[0205] The "setting value designation command" indicates the setting value set in the pachinko gaming machine 1, and is sent to the performance control board 200 after the power to the pachinko gaming machine 1 is turned on, specifically after a power-on designation command or a power-restoration designation command has been sent, while a setting change process is being executed, or while a setting confirmation process is being executed.
[0206] The "setting value changing command" indicates that the setting change process is being executed, and is sent to the performance control board 200 while the setting change process is being executed (Figure 14). The "setting value checking command" indicates that the setting check process is being executed, and is sent to the performance control board 200 while the setting check process is being executed (Figure 15).
[0207] The "setting value confirmation end command" indicates that the setting confirmation process has ended, and is sent to the performance control board 200 while the setting confirmation process is being executed (Figure 15).
[0208] Next, the control process performed by the main CPU 101 of the main control board 100 will be described.
[0209] (Main control board main processing) 13 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.
[0210] (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).
[0211] (Step S2) In step S2, the main CPU 101 prohibits interrupts (main control board timer interrupt processing). As a result, the main CPU 101 executes only this processing until an interrupt is permitted in S18 described later. Then, when the interrupt is prohibited, the processing proceeds to step S3.
[0212] After the process of step S2 is completed, a signal to stop firing may be output to set the firing permission signal to a prohibited state. This prevents balls from being fired while the interrupt is prohibited. Then, in the first main control board timer interrupt process after the interrupt is permitted in step S18 described below, the firing permission signal may be set to an allowed state.
[0213] (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.
[0214] (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.
[0215] (Step S5) In step S5, the main CPU 101 performs a set value change process shown in Fig. 14. This process will be described in detail later with reference to Fig. 14. Then, when the set value change process ends, the process proceeds to step S6.
[0216] (Step S6) In step S6, the main CPU 101 transmits a power-on command. The power-on command is a command indicating that the RAM clear switch 105 is ON and power is turned on. When the performance control board 200 receives this command, it displays "Power on" on the image display device 26 via the image / sound control unit 200b, and outputs the sound "Power on" from the speaker 10. Then, when the power-on command is transmitted, the process proceeds to step S17.
[0217] (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 time-saving game state (A or B) is in effect when the gaming establishment closes, the game state can be restarted from the normal game state when the gaming establishment opens the next day. In this process, each game number counter shown in FIG. 10 is also cleared (counter value is set to 0). Then, after initializing areas 1 and 2 (excluding the setting value storage area) of the main RAM 103, the process proceeds to step S8.
[0218] (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.
[0219] (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.
[0220] (Step S10) In step S10, the main CPU 101 performs a setting value confirmation process shown in Fig. 15. This process will be described in detail later with reference to Fig. 15. Then, when the setting value confirmation process ends, the process proceeds to step S11.
[0221] (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.
[0222] (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.
[0223] (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.
[0224] (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. 14 is performed. Then, it remains in that process unless the setting value change process of Fig. 14 is performed.
[0225] (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.
[0226] (Step S16) In step S16, the main CPU 101 transmits a power restoration command. The power restoration command is a command indicating that the RAM clear switch 105 is OFF and power has been restored. When the performance control board 200 receives this 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, after transmitting the power restoration command, the process proceeds to step S17.
[0227] (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.
[0228] (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.
[0229] (Regarding setting value change processing) Fig. 14 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. 14 is being performed corresponds to the above-mentioned "setting change state."
[0230] (Step S5-1) In step S5-1, the main CPU 101 initializes the areas of the main RAM 103 (excluding the setting value storage area). In this process, each game number counter shown in Fig. 10 is also cleared (counter value is set to 0). Then, after initializing the areas of the main RAM 103 (excluding the setting value storage area), the process proceeds to step S5-2.
[0231] In step S5-1, each game number counter shown in Fig. 10 is also cleared (counter value is set to 0), but each game number counter may not be cleared. This meets the needs of those who want to change the set value but do not want to clear each game number counter.
[0232] (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.
[0233] (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.
[0234] (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.
[0235] (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" and the RAM clear switch 105 is turned ON, the set value is changed to "2", when the set value is "2" and the RAM clear switch 105 is turned ON, the set value is changed to "3", when the set value is "3" and the RAM clear switch 105 is turned ON, the set value is changed to "4", when the set value is "4" and the RAM clear switch 105 is turned ON, the set value is changed to "5", when the set value is "5" and the RAM clear switch 105 is turned ON, the set value is changed to "6", and when the set value is "6" and the RAM clear switch 105 is turned ON, the set value is changed to "1". After changing the set value, the process proceeds to step S5-6.
[0236] (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 RAM clear switch 105 is turned ON while the set value "1" is displayed, the set value "2" is displayed, when the RAM clear switch 105 is turned ON while the set value "2" is displayed, the set value "3" is displayed, when the RAM clear switch 105 is turned ON while the set value "3" is displayed, the set value "4" is displayed, when the RAM clear switch 105 is turned ON while the set value "4" is displayed, the set value "5" is displayed, when the RAM clear switch 105 is turned ON while the set value "5" is displayed, the set value "6" is displayed, and when the RAM clear switch 105 is turned ON while the set value "6" is displayed, 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.
[0237] (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.
[0238] (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.
[0239] (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.
[0240] (Step S5-10) In step S5-10, the main CPU 101 transmits a setting value designation command. The setting value designation command is a command that indicates information on a setting value, and when the performance control board 200 receives this command, it stores the setting value information in the sub-RAM 203, and refers to the setting value information stored in the sub-RAM 203 when executing a setting value suggestion performance described later. 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 designation command is transmitted, the process proceeds to step S6 of the main control board main process.
[0241] As described above, even when there is one set value, the set value change process may be performed, and in step S5-5, for example, the set value may be changed from "1" to "1", and in step S5-6, for example, when the RAM clear switch 105 is turned ON while the set value "1" is being displayed, the set value "1" may be displayed. Also, in step S5-8, the set value "1" has already been stored, but may be newly stored as an update.
[0242] (Regarding setting value confirmation process) Fig. 15 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. 15 is being performed corresponds to the above-mentioned "setting confirmation state."
[0243] (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.
[0244] (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.
[0245] (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.
[0246] (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.
[0247] (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.
[0248] As described above, the setting value confirmation process may be performed even when a single setting value is provided. Also, when no setting value is provided and the device is a setting-free device, the processes in Figs. 14 and 15 may be omitted.
[0249] (Main control board timer interrupt processing) 16 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.
[0250] (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.
[0251] (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 special prize opening 24, etc.). Then, after updating the timer used in a game, the process proceeds to step S103.
[0252] (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.
[0253] (Step S104) In step S104, the main CPU 101 detects an input from each SW shown in Fig. 5. This process will be described in detail later with reference to Fig. 17. Then, when an input from each SW is detected, the process proceeds to step S105.
[0254] (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. 19. Then, when the process related to the special symbol is completed, the process proceeds to step S106.
[0255] (Step S106) In step S106, the main CPU 101 performs processing related to the normal symbol. For example, when the game ball passes through the gate member 20, the main CPU 101 performs "normal symbol hit determination processing" to determine the normal symbol and the normal symbol variation time. Then, when the processing related to the normal symbol is completed, the processing proceeds to step S107.
[0256] (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.
[0257] (Step S108) In step S108, the main CPU 101 performs an abnormality determination process. This process will be described in detail later with reference to Fig. 24. Then, when the abnormality determination process ends, the process proceeds to step S109.
[0258] (Step S109) In step S109, 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 a command transmission area provided in the main control board 100, 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 is completed, the process proceeds to step S110.
[0259] (Step S110) In step S110, 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 S111.
[0260] (Step S111) In step S111, 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 S112.
[0261] (Step S112) In step S112, 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 S113.
[0262] (Step S113) In step S113, main CPU 101 restores the information saved in step S101 to the register, and then ends the main control board timer interrupt process.
[0263] (Input switch detection process) FIG. 17 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).
[0264] (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. 18. Then, when the process when the first start hole is detected is completed, the process proceeds to step S104-2.
[0265] (Step S104-2) In step S104-2, when the main CPU 101 receives information that a game ball has been detected from the second start hole detection SW 22a, the main CPU 101 executes the second start hole detection process. Then, when the second start hole detection process is completed, the process proceeds to step S104-3.
[0266] (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 8 game balls as prize balls. Also, as described above, when a game ball enters the normal winning hole 23 in a winning game, a normal winning hole ball entry detection signal is set in the command transmission area in order to notify the ball entry using the speaker 10 and the image display device 26. Then, when the normal winning hole detection processing is completed, the processing proceeds to step S104-4.
[0267] (Step S104-4) In step S104-4, when the main CPU 101 receives information that game balls have been detected from the big 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 have the payout control board 300 pay out 12 game balls as prize balls. In addition, a big prize opening ball entry detection signal is set in the command transmission area in order to notify the fact that game balls have entered the big prize opening 24 using the image display device 26 or the like. An example of a notification using the image display device 26 or the like is a notification using a display by the image display device 26 or a sound (for example, a "pirorin♪" sound) by the speaker 10 when more than 10 game balls are detected by the big prize opening detection SW 24a per round (also called over-entry). Then, when the big prize opening detection processing is completed, the processing proceeds to step S104-5. In addition, the notification of an over win is not limited to a sound from the speaker 10, but may also be made by the light-emitting device 9, or by displaying a specific character on the image display device 26, or by vibrating the effect button 14 or the effect lever 15 with a vibration device.
[0268] (Step S104-5) In step S104-5, when the main CPU 101 receives information that a game ball has entered the game ball detection area 20a, the main CPU 101 performs a pass gate detection process. Then, when the pass gate detection process ends, the process proceeds to step S104-6.
[0269] (Step S104-6) In step S104-6, 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.
[0270] (Processing when the first starting port is detected) FIG. 18 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).
[0271] (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.
[0272] (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.
[0273] (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.
[0274] (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. 20) described later. Then, when the random number value for winning judgment is acquired, the process proceeds to step S104-1-5.
[0275] 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.
[0276] (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. 20) described later. After acquiring the random number value for determining a special symbol, the process proceeds to step S104-1-6.
[0277] 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.
[0278] (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. 20) described later. Then, when the random number value for determining the special symbol variation pattern is acquired, the process proceeds to step S104-1-7.
[0279] 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.
[0280] (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.
[0281] (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 winning number, prior to the special symbol winning time determination process in the special symbol variation start time process (see FIG. 20). As a result, for example, if the winning time determination random number value stored in the "fourth storage area" in step S104-1-7 is a winning number, a preview performance ("pre-reading performance" described later) can be executed across multiple variations. Then, when the winning time determination process ends, the process proceeds to step S104-1-9.
[0282] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning designation command in the command transmission area in order to send the first start port winning designation command to the performance control board 200. The first start port winning designation command also includes information on the result of the winning time determination process in step S104-1-8, and the performance control board 200 can recognize whether the result of the winning time determination process is a win or a miss by receiving the command. Then, after setting the first start port winning designation command, the process proceeds to step S104-1-10.
[0283] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the special symbol storage designation command in the command transmission area in order to transmit the special symbol storage designation command to the performance control board 200. Then, when the special symbol storage designation command is set, the process proceeds to step S104-2 of the input switch detection process. Note that the second start hole detection process in step S104-2 is the same as the process described in FIG. 18 except for the start hole, and therefore the description is omitted.
[0284] (Regarding special pattern related processing) FIG. 19 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).
[0285] (Step S105-1) In step S105-1, the main CPU 101 judges whether or not 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. 20 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. 21 described later). After setting the value "0" indicating the stopped state, if there is a win, the value "2" indicating a win game is set. Then, if the value "0" indicating the stopped state is set, the process proceeds to step S105-2, and if the value "0" indicating the stopped state is not set, the process proceeds to step S105-3.
[0286] (Step S105-2) In step S105-2, the main CPU 101 performs the special symbol variation start time process shown in Fig. 20. This process will be described in detail later with reference to Fig. 20. 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.
[0287] (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.
[0288] (Step S105-4) In step S105-4, the main CPU 101 performs the special symbol variation process shown in Fig. 21. This process will be described in detail later with reference to Fig. 21. Then, when the special symbol variation process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0289] (Step S105-5) In step S105-5, when the main CPU 101 determines that the value "0" indicating a stopped state is not set and that the value "1" indicating a fluctuating state is not set, it determines that the value "2" indicating a winning game is set and performs the winning game process shown in Fig. 23. This process will be described in detail later with reference to Fig. 23. Then, when the winning game process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0290] (Regarding the processing at the start of special pattern fluctuations) FIG. 20 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).
[0291] (Step S105-2-1) In step S105-2-1, the main CPU 101 judges whether there is a reserved ball in the reserved memory area of the symbol variation game corresponding to the second start hole 22 provided in the main RAM 103. If there is a reserved ball corresponding to the second start hole 22, the process proceeds to step S105-2-2, and if there is no reserved ball corresponding to the second start hole 22, the process proceeds to step S105-2-4.
[0292] (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. The subtraction corresponds to sliding the judgment information (random value) in the "corresponding 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 corresponding to the number of reserved balls (from "blinking" to "lit", or from "lit" to "off"). Then, after subtracting "1" from the number of reserved balls in the second start hole 22, the process proceeds to step S105-2-3.
[0293] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a special symbol storage designation command (second special symbol storage designation command) in the command transmission area in order to subtract the reserved number managed by the performance control board 200. Then, when the special symbol storage designation command (second special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0294] (Step S105-2-4) In step S105-2-4, main CPU 101 determines whether there is a reservation in the reservation memory area corresponding to first start port 21 provided in main RAM 103. If there is a reservation corresponding to first start port 21, the process proceeds to step S105-2-5, and if there is no reservation corresponding to first start port 21, the process proceeds to step S105-2-7.
[0295] (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. The subtraction corresponds to sliding the judgment information (random value) in the "corresponding 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 corresponding to the number of reserved balls (from "blinking" to "lit", or from "lit" to "off"). Then, after subtracting "1" from the number of reserved balls in the first start hole 21, the process proceeds to step S105-2-6.
[0296] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets a special symbol storage designation command (first special symbol storage designation command) in the command transmission area in order to subtract the reserved number managed by the performance control board 200. Then, when the special symbol storage designation command (first special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0297] (Step S105-2-7) In step S105-2-7, when there is neither a hold corresponding to the second start port 22 nor a hold corresponding to the first start port 21, the main CPU 101 sets a customer waiting state designation command in the command transmission area in order to display a "Waiting for Customers" screen on the image display device 26. Then, after setting the customer waiting state designation command, the process proceeds to step S106 of the main control board timer interrupt process.
[0298] The "Waiting for Customers" screen is, for example, a state in which the sub-patterns confirmed and displayed in the most recently ended pattern change game, the background image displayed in the most recently ended pattern change game, the change 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), and an image that notifies that the volume and light intensity can be adjusted (for example, an image of a level gauge or an image imitating a cross key button) is further added and displayed. Then, when a predetermined time has elapsed in the "Waiting for Customers" state, 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 (the reserved ball image display area of the second start port may also be included), the first start port reserved ball number image 26e, and the second start port reserved ball number image 26f are not displayed, and for example, the entire display area is used to display the model name, manufacturer name, and caution information to prevent addiction to the game. Then, when a predetermined time has elapsed in the "demo performance", the "Waiting for customers" state is displayed again.
[0299] It is also possible not to send the customer waiting state designation command. In this case, the performance control board 200 measures the time from the end of the previous symbol variation game, and when a predetermined time is measured without receiving a new start command (special symbol variation pattern designation command, etc.), the "Waiting for customers" screen is displayed. In this way, the customer waiting state designation command becomes unnecessary, so commands can be reduced and control can be simplified.
[0300] (Step S105-2-8) In step S105-2-8, if the main CPU 101 reaches this process after performing step S105-2-2, it uses the judgment information (random number value) acquired and stored in the second start hole detection process to judge whether the judgment information (random number value) is a winning judgment information (random number value), while if the main CPU 101 reaches this process after performing step S105-2-5, it uses the judgment information (random number value) acquired and stored in the first start hole detection process to judge whether the judgment information (random number value) is a winning judgment information (random number value). Furthermore, the main CPU 101 determines a special symbol based on the result of the judgment. For example, if it is judged that the judgment information (random number value) acquired and stored in the first start hole detection process is a winning, it determines one of the special symbols A to C, and if it is judged that the judgment information (random number value) acquired and stored in the first start hole detection process is a losing, it determines the special symbol D. Then, when the special symbol winning judgment process is completed, the process is shifted to step S105-2-9.
[0301] (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the performance pattern designation command in the command transmission area in order to transmit the performance pattern designation command to the performance control board 200. For example, if the special pattern D is determined based on the judgment result of step S105-2-8, the main CPU 101 sets the performance pattern designation command corresponding to the special pattern D. Then, when the performance pattern designation command is set, the process proceeds to step S105-2-10.
[0302] (Step S105-2-10) In step S105-2-10, the main CPU 101 determines the variation pattern of the special symbols in the symbol variation game (using the special symbol variation pattern table shown in FIG. 9). Then, when the variation pattern of the special symbols is determined, the process proceeds to step S105-2-11.
[0303] (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.
[0304] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets the change time (see FIG. 9) 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 "15S" is set. Then, after setting the change time, the process proceeds to step S105-2-13.
[0305] (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.
[0306] In the above explanation of Figure 20, 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.
[0307] (Regarding processing during special pattern changes) FIG. 21 is a flow chart showing the special symbol variable process carried out in the main control board 100 (a subroutine of step S105-4 of the special symbol related process).
[0308] (Step S105-4-1) In step S105-4-1, the main CPU 101 judges whether the set variable time has elapsed in the time management counter of the main RAM 103. For example, when "variable pattern 9" is determined and "15S" is set, it judges whether "15S" has elapsed. Then, if the variable time of the special symbol has elapsed, the process proceeds to step S105-4-2, and if the variable time of the special symbol has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0309] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol determination command in the command transmission area in order to transmit a special symbol determination command for stopping the sub-symbols variably displayed on the image display device 26 to the performance control board 200. Then, when the special symbol determination command is set, the process proceeds to step S105-4-3.
[0310] (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.
[0311] (Step S105-4-4) In step S105-4-4, the main CPU 101 judges whether the judgment result in step S105-2-8 in Fig. 20 is a win or not. If it is a win, the process proceeds to step S105-4-5, and if it is not a win, the process proceeds to step S105-4-11.
[0312] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value "2" indicating a winning game in the special symbol state flag storage area of the main RAM 103. This allows the main CPU 101 to recognize that a winning game has occurred. Then, after setting the value "2" indicating a winning game in the special symbol state flag storage area, the process proceeds to step S105-4-6.
[0313] (Step S105-4-6) In step S105-4-6, the main CPU 101 clears the game state. For example, if the current game state is the normal game state, it remains the normal game state, if the current game state is the time-saving game state (A, B), it remains the normal game state, and if the current game state is the probability-changing game state, it remains the normal game state. This prevents the player from suffering losses when, for example, a winning combination is achieved in the time-saving game state (A, B), there is no normal power support during the winning combination, and the game balls only enter the second start hole 22 during the winning combination, and the game balls do not enter the big prize hole 24. Then, when the game state is cleared, the process proceeds to step S105-4-7.
[0314] (Step S105-4-7) In step S105-4-7, the main CPU 101 clears each game number counter. That is, when a winning game is won, each game number counter is cleared (counter value is set to 0) before the winning game starts. Then, after each game number counter is cleared, the process proceeds to step S105-4-8.
[0315] (Step S105-4-8) In step S105-4-8, the main CPU 101 shifts to a winning opening that notifies the start of a winning game. For example, the winning state storage area of the main RAM 103 stores the state of the winning game, and if it is a winning opening, "0" is set, if the big prize opening 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. Then, after shifting to the winning opening, the process shifts to step S105-4-9.
[0316] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets a winning opening command in the command transmission area in order to transmit the winning opening command for executing the performance corresponding to the opening of the winning game to the performance control board 200. Then, when the winning opening command is set, the process proceeds to step S105-4-10.
[0317] (Step S105-4-10) In step S105-4-10, the main CPU 101 sets a time corresponding to the opening of the winning game (for example, "10S") in the time management counter of the main RAM 103. Then, after setting the time corresponding to the winning opening, the process proceeds to step S106 of the main control board timer interrupt process.
[0318] (Step S105-4-11) In step S105-4-11, the main CPU 101 performs the game state specific processing shown in Fig. 22. This processing will be described in detail later with reference to Fig. 22. Then, when the game state specific processing is completed, the process proceeds to step S106 of the main control board timer interrupt processing.
[0319] (Processing by game state) FIG. 22 is a flow chart showing the processing for each game state performed in the main control board 100 (a subroutine of step S105-4-11 of the processing during special symbol variation).
[0320] (Step S105-4-11-1) In step S105-4-11-1, the main CPU 101 judges whether the current gaming state is the time-shortened gaming state A. Specifically, it judges whether "1" indicating the time-shortened gaming state A is stored in the gaming state storage area of the main RAM 103. If the current gaming state is the time-shortened gaming state A, the process proceeds to step S105-4-11-2, and if the current gaming state is not the time-shortened gaming state A, the process proceeds to step S105-4-11-8.
[0321] (Step S105-4-11-2) In step S105-4-11-2, the main CPU 101 updates (increments) the time-shortened game state B activation counter provided in the main RAM 103. Specifically, the time-shortened game state B activation counter is incremented by "+1." Note that since the time-shortened game state B activation counter never becomes "898" in the time-shortened game state A, when this process is completed, the process proceeds to step S105-4-11-3, where the time-shortened game state play count counter is updated (decremented). The update can be performed in either the pattern change game based on the entry of a gaming ball into the first starting hole 21 or the pattern change game based on the entry of a gaming ball into the second starting hole 22.
[0322] (Step S105-4-11-3) In step S105-4-11-3, the main CPU 101 updates (decrements) the time-saving game state play count counter provided in the main RAM 103. Specifically, the time-saving game state play count counter is decremented by "1." Then, after updating (decrementing) the time-saving game state play count counter, the process proceeds to step S105-4-11-4.
[0323] (Step S105-4-11-4) In step S105-4-11-4, the main CPU 101 sets a game play counter command. Then, after setting the game play counter command, the process proceeds to step S105-4-11-5.
[0324] (Step S105-4-11-5) In step S105-4-11-5, the main CPU 101 determines whether the counter value after the subtraction is 0 as a result of updating (subtracting) the time-saving game state play count counter in step S105-4-11-3. If the counter value after the subtraction is 0, the process proceeds to step S105-4-11-6, and if the counter value after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0325] (Step S105-4-11-6) In step S105-4-11-6, the main CPU 101 sets the game state to the normal game state. Specifically, the main CPU 101 stores "0", which indicates the normal game state, 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 S105-4-11-7.
[0326] (Step S105-4-11-7) In step S105-4-11-7, the main CPU 101 sets a game state designation command (normal) in the command transmission area in order to transmit the game state designation command (normal) indicating that the game is in a normal game state to the performance control board 200. Then, when the game state designation command (normal) indicating that the game is in a normal game state is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0327] (Step S105-4-11-8) In step S105-4-11-8, the main CPU 101 judges whether the current game state is the normal game state. Specifically, it judges whether "0" indicating the normal game state is stored in the game state storage area of the main RAM 103. If the current game state is the normal game state, the process proceeds to step S105-4-11-9, and if the current game state is not the normal game state, the process proceeds to step S105-4-11-17.
[0328] (Step S105-4-11-9) In step S105-4-11-9, the main CPU 101 updates (increments) the time-shortened game state B activation counter provided in the main RAM 103. Specifically, the main CPU 101 increments the time-shortened game state B activation counter by "+1." Then, after updating (incrementing) the time-shortened game state B activation counter, the process proceeds to step S105-4-11-10. The update can be performed in either the pattern change game based on the entry of a gaming ball into the first starting hole 21 or the pattern change game based on the entry of a gaming ball into the second starting hole 22.
[0329] (Step S105-4-11-10) In step S105-4-11-10, the main CPU 101 sets a game play counter command. Then, after setting the game play counter command, the process proceeds to step S105-4-11-11.
[0330] (Step S105-4-11-11) In step S105-4-11-11, the main CPU 101 sets a game count display update command. After setting the game count display update command, the process proceeds to step S105-4-11-12.
[0331] (Step S105-4-11-12) In step S105-4-11-12, the main CPU 101 determines whether the counter value after updating (adding) the counter for activating the time-saving gaming state B in step S105-4-11-9 is "898". If the updated counter value is "898", the process proceeds to step S105-4-11-13, and if the updated counter value is not "898", the process proceeds to step S106 of the main control board timer interrupt process.
[0332] (Step S105-4-11-13) In step S105-4-11-13, the main CPU 101 sets the gaming state to the time-shortened gaming state B. Specifically, the main CPU 101 stores "3", which indicates the time-shortened gaming state, in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the time-shortened gaming state B, the process proceeds to step S105-4-11-14.
[0333] That is, in this embodiment, when the time-saving game state B activation counter reaches "898" in the normal game state, the game state transitions from the normal game state to the time-saving game state B. The time-saving game state B activation counter is cleared, for example, in step S105-4-7 of FIG. 21, so that when the symbol variation game is played "898" times in succession without winning a winning game in the time-saving game state A and the normal game state (a disadvantageous situation for the player), the game state transitions to the time-saving game state B as a rescue. This makes "898" times a guideline, and it is possible to reduce the number of players who continue playing without limit.
[0334] In addition, the transition to the time-shortened gaming state B by this processing may hereinafter be referred to as "trigger 2" or "the time-shortened gaming state activated (transitioned to) by trigger 2."
[0335] Furthermore, when multiple set values are provided as described above, the value of the play count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may be common to all set values. For example, whether the set value is 1 or 6, the value of the play count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may be "898". This makes it possible to prevent players from blindly continuing playing without knowing which set value is set, and makes it possible to clearly indicate a guideline, such as "898" times, regardless of the set value.
[0336] On the other hand, when multiple set values are provided as described above, the value of the play count counter for activating the time-saving play state B, which will transition to the time-saving play state B, may be different for each set value. For example, the value may be "898" when the set value is 1, and "750" when the set value is 6. This allows the set value to be ascertained from the number of plays that transition to the time-saving play state B, so that attention to the number of plays that transition to the time-saving play state B leads to increased interest in the game.
[0337] (Step S105-4-11-14) In step S105-4-11-14, the main CPU 101 sets "1212" to the time-saving game state game number counter provided in the main RAM 103. That is, when the symbol change game is played "898" times in succession without winning a winning game in the time-saving game state A and the normal game state (a situation unfavorable to the player), the time-saving game state B of "1212" times is granted as a rescue. Then, when "1212" is set to the time-saving game state game number counter, the process proceeds to step S105-4-11-15.
[0338] (Step S105-4-11-15) In step S105-4-11-15, the main CPU 101 sets a game state designation command (time-shortened B) in the command transmission area in order to transmit the game state designation command (time-shortened B) indicating that the game state is the time-shortened game state B to the performance control board 200. Then, when the game state designation command (time-shortened B) indicating that the game state is the time-shortened game state B is set, the process proceeds to step S105-4-11-16.
[0339] (Step S105-4-11-16) In step S105-4-11-16, the main CPU 101 clears the play count counter for activating the time-saving game state B in the main RAM 103 (sets the counter value to 0). Then, after clearing the play count counter for activating the time-saving game state B (sets the counter value to 0), the process proceeds to step S106 of the main control board timer interrupt process.
[0340] (Step S105-4-11-17) In step S105-4-11-17, the main CPU 101 judges whether the current gaming state is the time-shortened gaming state B. Specifically, it judges whether "3" indicating the time-shortened gaming state B is stored in the gaming state storage area of the main RAM 103. If the current gaming state is the time-shortened gaming state B, the process proceeds to step S105-4-11-18, and if the current gaming state is not the time-shortened gaming state B, the process proceeds to step S105-4-11-23.
[0341] (Step S105-4-11-18) In step S105-4-11-18, the main CPU 101 updates (decrements) the time-saving game state play count counter provided in the main RAM 103. Specifically, the time-saving game state play count counter is decremented by "1." Then, after updating (decrementing) the time-saving game state play count counter, the process proceeds to step S105-4-11-19.
[0342] (Step S105-4-11-19) In step S105-4-11-19, the main CPU 101 sets a game play counter command. Then, after setting the game play counter command, the process proceeds to step S105-4-11-20.
[0343] (Step S105-4-11-20) In step S105-4-11-20, the main CPU 101 determines whether the counter value after the subtraction is 0 as a result of updating (subtracting) the time-saving game state play count counter in step S105-4-11-18. If the counter value after the subtraction is 0, the process proceeds to step S105-4-11-21, and if the counter value after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0344] (Step S105-4-11-21) In step S105-4-11-21, the main CPU 101 sets the gaming state to the normal gaming state. Specifically, the main CPU 101 stores "0", which indicates the normal gaming state, in the gaming state storage area of the main RAM 103. Then, when the gaming state is set to the normal gaming state, the process proceeds to step S105-4-11-22.
[0345] (Step S105-4-11-22) In step S105-4-11-22, the main CPU 101 sets a game state designation command (normal) in the command transmission area in order to transmit the game state designation command (normal) indicating that the game is in a normal game state to the performance control board 200. Then, when the game state designation command (normal) indicating that the game is in a normal game state is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0346] (Step S105-4-11-23) In step S105-4-11-23, the main CPU 101 updates (increments) the probability variable game state play count counter provided in the main RAM 103. Specifically, the probability variable game state play count counter is incremented by "1." Then, after updating (incrementing) the probability variable game state play count counter, the process proceeds to step S105-4-11-24. When the number of games played in the special game state counter is updated (incremented) to 10,000, the same processes as those in steps S105-4-11-6 and S105-4-11-7 are carried out, but are omitted from the flowchart.
[0347] (Step S105-4-11-24) In step S105-4-11-24, the main CPU 101 sets a game number counter command. Then, after setting the game number counter command, the process proceeds to step S106 of the main control board timer interrupt process.
[0348] (Regarding winning game processing) FIG. 23 is a flow chart showing the winning game processing carried out in the main control board 100 (a subroutine of step S105-5 of the special symbol related processing).
[0349] (Step S105-5-1) In step S105-5-1, the main CPU 101 judges whether or not a winning opening is in progress. In other words, it judges whether or not "0", which indicates a winning opening, is set in the winning status storage area of the main RAM 103. When the large prize opening is opened in step S105-5-3 described later, the value in the winning status storage area changes from "0" to "1". If a winning opening is in progress, the process proceeds to step S105-5-2, and if a winning opening is not in progress, the process proceeds to step S105-5-4.
[0350] (Step S105-5-2) In step S105-5-2, the main CPU 101 judges whether the time corresponding to the winning opening (for example, "10S") has elapsed. If the time corresponding to the winning opening has elapsed, the process proceeds to step S105-5-3, and if the time corresponding to the winning opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0351] (Step S105-5-3) In step S105-5-3, the main CPU 101 drives the large prize opening opening solenoid 24b to open the 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 winning game. In this process, the value in the winning state storage area is changed from "0" to "1". Then, when the large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0352] (Step S105-5-4) In step S105-5-4, the main CPU 101 judges whether the large prize opening is being opened. It judges whether "1" indicating that the large prize opening is being opened is set in the winning status storage area of the main RAM 103. If the large prize opening is being opened, the process proceeds to step S105-5-5. If the large prize opening is not being opened, the process proceeds to step S105-5-7.
[0353] (Step S105-5-5) In step S105-5-5, the main CPU 101 judges whether either of the following conditions for closing the large prize opening has been met: the large prize opening 24 has remained open for 29.5 seconds without the large prize opening detection SW 24a detecting the entry of 10 balls, or the large prize opening detection SW 24a detecting the entry of 10 balls. If the large prize opening closing condition is met, the process proceeds to step S105-5-6, and if the large prize opening closing condition is not met, the process proceeds to step S106 of the main control board timer interrupt process.
[0354] (Step S105-5-6) In step S105-5-6, the main CPU 101 transitions to the inter-round interval that constitutes the time between when the large prize opening 24 closes and when it opens again. In this process, the value of the winning status storage area is changed from "1" to "2." Then, after transitioning to the inter-round interval, the process transitions to step S106 of the main control board timer interrupt process.
[0355] (Step S105-5-7) In step S105-5-7, the main CPU 101 judges whether or not it is during an inter-round interval. That is, it judges whether or not "2", which indicates an inter-round interval, is set in the hit state storage area of the main RAM 103. If it is during an inter-round interval, the process proceeds to step S105-5-8, and if it is not during an inter-round interval, the process proceeds to step S105-5-13.
[0356] (Step S105-5-8) In step S105-5-8, the main CPU 101 judges whether it is the end of the final round. For example, in step S105-5-11 described later, 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 in the process that it is the end of the final round. If it is the end of the final round, the process proceeds to step S105-5-9, and if it is not the end of the final round, the process proceeds to step S105-5-11.
[0357] (Step S105-5-9) In step S105-5-9, the main CPU 101 transitions to an ending that notifies the user that the winning game has ended. In this process, the value in the winning state storage area is changed from "2" to "3." In addition, a time corresponding to the ending of the winning game (for example, 10S) is set in the time management counter of the main RAM 103. Then, when the transition to the ending has been made, the process transitions to step S106 of the main control board timer interrupt process.
[0358] (Step S105-5-10) In step S105-5-10, the main CPU 101 sets an ending command in the command transmission area to transmit an ending command for executing a performance corresponding to the ending of the winning game to the performance control board 200. Then, when the ending command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0359] (Step S105-5-11) In step S105-5-11, 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 5-round winning is awarded, the round number counter in the main RAM 103 may be set to "5" 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 "5" and may be incremented by 1 each time a round is played. After updating the round number, the process proceeds to step S105-5-12.
[0360] (Step S105-5-12) In step S105-5-12, the main CPU 101 drives the large prize opening opening solenoid 24b to open the 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 and subsequent rounds of the winning game. In this process, the value in the winning state storage area is changed from "0" to "1". Then, when the large prize opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0361] (Step S105-5-13) In step S105-5-13, the main CPU 101 judges whether the time (for example, 10 seconds) corresponding to the ending set in the above-mentioned step S105-5-9 has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-5-14, and if the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0362] (Step S105-5-14) In step S105-5-14, the main CPU 101 judges whether the special symbol is one of "special symbol A", "special symbol B", and "special symbol E". In other words, it judges whether the special symbol determined based on the win is one of "special symbol A", "special symbol B", and "special symbol E". If the special symbol is one of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-15, and if the special symbol is not one of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-18.
[0363] (Step S105-5-15) In step S105-5-15, the main CPU 101 sets the game state to a high probability game state. Therefore, in this process, the main CPU 101 sets "2" in the game state storage area of the main RAM 103. Then, when "2" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-5-16.
[0364] (Step S105-5-16) In step S105-5-16, the main CPU 101 sets a game state designation command (probability change) in the command transmission area in order to transmit the game state designation command (probability change) indicating the probability change game state to the performance control board 200. Then, when the game state designation command indicating the probability change game state is set, the process proceeds to step S105-5-17.
[0365] (Step S105-5-17) In step S105-5-17, 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.
[0366] (Step S105-5-18) In step S105-5-18, the main CPU 101 sets the gaming state to the time-saving gaming state A. Therefore, in this process, the main CPU 101 sets "1" in the gaming state storage area of the main RAM 103. Then, after setting "1" in the gaming state storage area of the main RAM 103, the process proceeds to step S105-5-19.
[0367] In the following, the transition to the time-shortened gaming state A by this processing may be referred to as "trigger 1" or "the time-shortened gaming state activated (transitioned to) by trigger 1."
[0368] (Step S105-5-19) In step S105-5-19, the main CPU 101 sets the time-saving game state play count counter provided in the main RAM 103 to "100". This means that the time-saving game state A will start "100" times from the next change. Then, after setting the time-saving game state play count counter provided in the main RAM 103 to "100", the process proceeds to step S105-5-20.
[0369] In addition, there may be multiple types of values set in the time-saving game state play counter for both "Trigger 1" and "Trigger 2". Also, while one of "Trigger 1" and "Trigger 2" has multiple types, the other may have only one type.
[0370] (Step S105-5-20) In step S105-5-20, the main CPU 101 sets a game state designation command (time-saving A) indicating that the game state is the time-saving game state A in the command transmission area to transmit the command to the performance control board 200. Then, when the game state designation command (time-saving A) indicating that the game state is the time-saving game state A is set, the process proceeds to step S105-5-21.
[0371] (Step S105-5-21) In step S105-5-21, 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.
[0372] (Regarding abnormality determination processing) FIG. 24 is a flowchart showing the abnormality determination process performed in the main control board 100 (a subroutine of step S108 of the main control board timer interrupt process).
[0373] (Step S108-1) In step S108-1, the main CPU 101 determines whether a magnetic sensor input has been made. Specifically, it determines whether an input has been made from the magnetic sensor 27h. If an input has been made from the magnetic sensor 27h, the process proceeds to step S108-2. If an input has not been made from the magnetic sensor 27h, the process proceeds to step S108-4.
[0374] (Step S108-2) In step S108-2, main CPU 101 determines whether the amount of magnetism detected by magnetic sensor 27h exceeds a specified value. If the amount of magnetism detected by magnetic sensor 27h exceeds the specified value, the process proceeds to step S108-3, and if the amount of magnetism detected by magnetic sensor 27h does not exceed the specified value, the process proceeds to step S108-4.
[0375] (Step S108-3) In step S108-3, the main CPU 101 sets a magnetic anomaly error designation command in the command transmission area in order to transmit the magnetic anomaly error designation command for notifying the magnetic anomaly to the performance control board 200. Then, after setting the magnetic anomaly error designation command, the process proceeds to step S108-4.
[0376] (Step S108-4) In step S108-4, main CPU 101 determines whether a radio wave sensor input has been received. Specifically, main CPU 101 determines whether an input has been received from radio wave sensor 27i. If an input has been received from radio wave sensor 27i, main CPU 101 proceeds to step S108-5. If an input has not been received from radio wave sensor 27i, main CPU 101 proceeds to step S109.
[0377] (Step S108-5) In step S108-5, main CPU 101 determines whether the amount of radio waves detected by radio wave sensor 27i exceeds a specified value. If the amount of radio waves detected by radio wave sensor 27i exceeds the specified value, the process proceeds to step S108-6, and if the amount of radio waves detected by radio wave sensor 27i does not exceed the specified value, the process proceeds to step S109.
[0378] (Step S108-6) In step S108-6, the main CPU 101 sets an error designation command for radio wave abnormality in the command transmission area in order to transmit the error designation command for radio wave abnormality for reporting the radio wave abnormality to the performance control board 200. Then, after setting the error designation command for radio wave abnormality, the process proceeds to step S109.
[0379] Next, the control processing performed by the sub-CPU 201 of the performance control board 200 will be described.
[0380] (Regarding control processing performed by sub-CPU 201) The control programs shown in the flowcharts of FIG. 25 to FIG. 29 are stored in the sub ROM 202, and the sub CPU 201 reads the control programs from the sub ROM 202 and performs control processing in accordance with the read control programs.
[0381] (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).
[0382] (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.
[0383] (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.
[0384] (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.
[0385] (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.
[0386] (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.
[0387] (Regarding the performance control board timer interrupt processing) 26 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.
[0388] (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.
[0389] (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.
[0390] (Step S302) In step S302, the sub CPU 201 performs input processing of the operation device shown in Fig. 27. This processing will be described in detail later with reference to Fig. 27. Then, when the input processing of the operation device is completed, the process proceeds to step S303.
[0391] (Step S303) In step S303, the sub CPU 201 performs a main command receiving process shown in Fig. 28 and Fig. 29. This process will be described in detail later with reference to Fig. 28 and Fig. 29. Then, when the main command receiving process ends, the process proceeds to step S304.
[0392] (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 in Figs. 28 and 29 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 effects corresponding to the sub-command. Then, after transmitting the sub-command, the process proceeds to step S305.
[0393] (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.
[0394] (Regarding operation device input processing) FIG. 27 is a flowchart showing the operation device input processing carried out in performance control board 200 (a subroutine of step S302 of the performance control board timer interrupt processing).
[0395] (Step S302-1) In step S302-1, the sub-CPU 201 determines whether a cross key detection SW (up or down) input has been made. The cross key detection SW 16a shown in Fig. 5 has SWs corresponding to the up, down, left, and right of the cross key button 16, and for example, if the up of the cross key button 16 is operated, it can be determined that a cross key detection SW (up) input has been made. If a cross key detection SW (up or down) input has been made, the process proceeds to step S302-2, and if a cross key detection SW (up or down) input has not been made, the process proceeds to step S302-5.
[0396] (Step S302-2) In step S302-2, the sub-CPU 201 determines whether an up-direction cross key detection switch input has been performed. If an up-direction cross key detection switch input has been performed, the sub-CPU 201 proceeds to step S302-3, and if an up-direction cross key detection switch input has not been performed, the sub-CPU 201 proceeds to step S302-4.
[0397] (Step S302-3) In step S302-3, the sub-CPU 201 sets a light quantity value change (increase) sub-command in the sub-command transmission area in order to transmit the light quantity value change (increase) sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. This makes it possible to increase the brightness of the image display device 26 and the light emitting device 9. Then, when the light quantity value change (increase) sub-command is set, the process proceeds to step S303 of the performance control board timer interrupt process.
[0398] (Step S302-4) In step S302-4, the sub-CPU 201 sets a light quantity value change (decrease) sub-command in the sub-command transmission area in order to transmit the light quantity value change (decrease) sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. This makes it possible to reduce the brightness of the image display device 26 and the light emitting device 9. Then, when the light quantity value change (decrease) sub-command is set, the process proceeds to step S303 of the performance control board timer interrupt process.
[0399] (Step S302-5) In step S302-5, the sub-CPU 201 determines whether a cross key detection SW (left or right) input has been performed. If a cross key detection SW (left or right) input has been performed, the process proceeds to step S302-6, and if a cross key detection SW (left or right) input has not been performed, the process proceeds to step S302-9.
[0400] (Step S302-6) In step S302-6, sub-CPU 201 determines whether or not a right-direction cross key detection switch input has been performed, and if a right-direction cross key detection switch input has been performed, the process proceeds to step S302-7, and if a right-direction cross key detection switch input has not been performed, the process proceeds to step S302-8.
[0401] (Step S302-7) In step S302-7, the sub-CPU 201 sets a volume change (increase) sub-command in the sub-command transmission area to transmit the volume change (increase) sub-command to the image / sound control unit 200b. This makes it possible to increase the volume of BGM (background music), sound effects, etc. output from the speaker 10. Then, when the volume change (increase) sub-command is set, the process proceeds to step S303 of the performance control board timer interrupt process.
[0402] (Step S302-8) In step S302-8, the sub-CPU 201 sets a volume change (decrease) sub-command in the sub-command transmission area in order to transmit the volume change (decrease) sub-command to the image / sound control unit 200b. This makes it possible to lower the volume of background music, sound effects, etc. output from the speaker 10. Then, when the volume change (decrease) sub-command is set, the process proceeds to step S303 of the performance control board timer interrupt process.
[0403] Note that steps S302-1 to S302-8 show the processing when the cross key button 16 is operated to adjust the volume or adjust the amount of light, but this is merely an example, and other processing may be performed by operating the cross key button 16. For example, processing to change an item in a menu may be performed by operating the cross key button 16.
[0404] (Step S302-9) In step S302-9, the sub-CPU 201 performs processing corresponding to other operation devices. For example, if there is an input from the effect button detection SW 14a, it transmits an effect button operation sub-command to the image / sound control unit 200b and the light emission drive control unit 200c, and if there is an input from the effect lever detection SW 15a, it transmits an effect lever operation sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, when the processing corresponding to other operation devices is completed, the processing proceeds to step S303 of the effect control board timer interrupt processing.
[0405] (Regarding main command reception processing) FIG. 28 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).
[0406] (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-restoration command described above. If a power-related information command has been received, the process proceeds to step S301-2. If a power-related information command has not been received, the process proceeds to step S301-4.
[0407] (Step S301-2) In step S301-2, the sub CPU 201 performs processing when receiving a power-related information command. For example, if a power-on command is received, the sub CPU 201 performs processing related to power-on, and if a power restoration command is received, the sub CPU 201 performs processing related to power restoration. Then, when the processing is completed, the sub CPU 201 proceeds to step S301-3.
[0408] (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.
[0409] (Step S301-4) In step S301-4, the sub-CPU 201 determines whether an error related information command has been received. Examples of error related information commands include the above-mentioned magnetic anomaly error designation command and radio wave anomaly error designation command. If an error related information command has been received, the process proceeds to step S301-5. If an error related information command has not been received, the process proceeds to step S301-7.
[0410] (Step S301-5) In step S301-5, the sub-CPU 201 performs processing when receiving an error-related information command. For example, if a command for specifying an error for a magnetic anomaly is received, the sub-CPU 201 performs processing related to a magnetic anomaly error, and if a command for specifying an error for a radio wave anomaly is received, the sub-CPU 201 performs processing related to a radio wave anomaly error. Then, when the processing is completed, the process proceeds to step S301-6.
[0411] (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.
[0412] (Step S301-7) In step S301-7, the sub-CPU 201 judges whether a start port related information command has been received. Examples of start port related information commands include the first start port winning designation command, the second start port winning designation command, and the special symbol storage designation command. If a start port related information command has been received, the process proceeds to step S301-8. If a start port related information command has not been received, the process proceeds to step S301-11.
[0413] (Step S301-8) In step S301-8, the sub-CPU 201 performs icon change effect determination processing. Specifically, when the first start port winning designation command or the second start port winning designation command is received, the sub-CPU 201 refers to the information on the judgment result of the winning time judgment processing included in the command, and determines the display mode of the variable icon or reserved icon (the color of the variable icon or reserved icon described in the "reserved advance reading performance" described later). Then, when the process is completed, the process proceeds to step S301-9.
[0414] (Step S301-9) In step S301-9, the sub-CPU 201 performs a process of determining whether to change the start port light emitting device. The light color of the start port light emitting device is linked to the color of the reserved icon determined in step S301-8. For example, when the ball enters the start port, if it is determined in step S301-8 that the color of the reserved icon is blue, the start port light emitting device 21a also emits blue light. After completing this process, the process proceeds to step S301-10.
[0415] (Step S301-10) In step S301-10, 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.
[0416] (Step S301-11) In step S301-11, 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 designation command (normal), a game status designation command (time-saving A, time-saving B), and a game status designation command (probable bonus). If a game status related information command has been received, the process proceeds to step S301-12, and if a game status related information command has not been received, the process proceeds to step S301-14.
[0417] (Step S301-12) In step S301-12, the sub-CPU201 performs processing when it receives a game state related information command. For example, when it receives a game state designation command (normal), it performs processing related to the normal game state, when it receives a game state designation command (time-saving A, time-saving B), it performs processing related to each time-saving game state, and when it receives a game state designation command (probability variable), it performs processing related to the probability variable game state. Then, when it finishes the processing, it shifts to step S301-13.
[0418] (Step S301-13) In step S301-13, the sub-CPU 201 sets the game status related sub-command in the 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.
[0419] (Step S301-14) In step S301-14, the sub-CPU 201 judges whether or not a performance symbol designation command has been received. If a performance symbol designation command has been received, the process proceeds to step S301-15. If a performance symbol designation command has not been received, the process proceeds to step S301-17.
[0420] (Step S301-15) In step S301-15, the sub-CPU 201 performs a process when a designation command for designating a special symbol A is received. For example, when a designation command for designating a special symbol A is received, a combination of symbols for the decorative symbol "777" is determined so that a combination of symbols for the decorative symbol "777" is determined and displayed as a decorative symbol. When a designation command for designating a special symbol A is received, a combination of symbols for the decorative symbol "444" may be determined so that a combination of symbols for the decorative symbol "444" is determined and displayed as a decorative symbol. In this case, after the winning game ends, the time-saving game state A may be shifted to, so that the actual game state is a probability-changing game state while the time-saving game state A appears to be in the time-saving game state A. In this way, even if the time-saving game state A appears to be advantageous, the interest in the game can be improved. Then, when the process ends, the process moves to step S301-16.
[0421] (Step S301-16) In step S301-16, the sub-CPU 201 sets the effect pattern sub-command in the sub-command transmission area to transmit the effect pattern sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, when this process is completed, the process proceeds to step S302 of the effect control board timer interrupt process.
[0422] (Step S301-17) In step S301-17, the sub-CPU 201 judges whether or not a special symbol variation pattern designation command has been received. If a special symbol variation pattern designation command has been received, the process proceeds to step S301-18. If a special symbol variation pattern designation command has not been received, the process proceeds to step S301-23.
[0423] (Step S301-18) In step S301-18, the sub CPU 201 performs a variable performance pattern determination process. Specifically, a variable performance pattern corresponding to the designated special symbol variable pattern is determined from a variable performance pattern determination table (not shown) stored in the sub ROM 202. In the variable performance pattern determination table, one or more variable performance patterns are associated with one special symbol variable pattern. For example, for "normal variation" (7S) of "variation pattern 2", one corresponding variable performance pattern (7S) is prepared, and for "super reach 1" (40S) of "variation pattern 4", multiple corresponding variable performance patterns (40S) are prepared. When "variation pattern 4" is received, one of the multiple prepared variable performance patterns is determined. In addition, since the multiple prepared variable performance patterns each have different performance contents, multiple performances can be executed for one variable pattern. Then, when the process is completed, the process proceeds to step S301-19.
[0424] (Step S301-19) In step S301-19, the sub-CPU 201 performs an icon change effect update process. The icon change effect update process is to update the color of the icon determined in step S301-8 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, it is determined in this process to change to yellow. That is, the color of the icon may change every time one variation is played. Then, when this process is completed, the process proceeds to step S301-20.
[0425] (Step S301-20) In step S301-20, the sub-CPU 201 performs a start port light-emitting device change performance update process. This process is performed in conjunction with the color updated in step S301-19. For example, if the color is updated to yellow in step S301-19, the start port light-emitting device 21a also changes from blue to yellow. Then, when this process is completed, the process proceeds to step S301-21.
[0426] (Step S301-21) In step S301-21, the sub-CPU 201 performs a jackpot notice performance determination process. Specifically, the jackpot notice performance to be executed in the symbol change game is determined from a jackpot notice performance determination table (not shown) stored in the sub-ROM 202. Here, the jackpot notice performance is a performance that can be executed in the symbol change game, and one or more jackpot notice performances can be executed in one symbol change game. In addition, the jackpot notice performance includes a performance that is difficult to determine when the special symbol hit determination process determines a hit and is easy to determine when the special symbol hit determination process determines a miss (jackpot notice performance A), a performance that is easy to determine when the special symbol hit determination process determines a hit and is difficult to determine when the special symbol hit determination process determines a miss (jackpot notice performance B), and a performance that can be determined only when the special symbol hit determination process determines a hit and is not determined when the special symbol hit determination process determines a miss (jackpot notice performance C, so-called premium notice). Also, in a winning symbol change game, multiple predictions tend to be executed, whereas in a losing symbol change game (especially a losing normal change), multiple predictions tend to be executed less frequently. However, even in a losing game, if a super reach is executed, multiple predictions tend to be executed more frequently. Then, when this process is completed, the process proceeds to step S301-22.
[0427] (Step S301-22) In step S301-22, the sub-CPU 201 sets a sub-command related to the change pattern in the sub-command transmission area in order to transmit the change pattern sub-command (for example, the information determined in steps S301-18 to S301-21) 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.
[0428] (Step S301-23) In step S301-23, the sub-CPU 201 judges whether or not a special symbol determination command has been received. If the special symbol determination command has been received, the process proceeds to step S301-27. If the special symbol determination command has not been received, the process proceeds to step S301-26.
[0429] (Step S301-24) In step S301-24, the sub-CPU 201 performs a process when receiving a special symbol determination command. Specifically, the sub-CPU 201 performs a process for determining and displaying the left decorative symbol image 26a, the middle decorative symbol image 26b, the right decorative symbol image 26c, and the fourth decorative symbol image 26d. Then, when the process is completed, the process proceeds to step S301-25.
[0430] (Step S301-25) In step S301-25, the sub-CPU 201 sets the special symbol determination sub-command in the sub-command transmission area to transmit the special symbol determination 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.
[0431] (Step S301-26) In step S301-26, the sub-CPU 201 determines whether or not a game play counter command has been received. If a game play counter command has been received, the process proceeds to step S301-27. If a game play counter command has not been received, the process proceeds to step S301-29.
[0432] (Step S301-27) In step S301-27, the sub-CPU 201 performs processing upon receiving the game number counter command. Specifically, by referring to the counter value of the game number counter command, if the counter value is "798", the sub-CPU 201 performs processing to display the game number counter image 26p, and if the game number counter image 26p is already displayed, the sub-CPU 201 performs processing to update and display (subtract) the game number counter image 26p. Then, when the processing is completed, the sub-CPU 201 proceeds to step S301-28.
[0433] (Step S301-28) In step S301-28, the sub-CPU 201 sets a play counter related sub-command in a sub-command transmission area in order to transmit the play counter 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.
[0434] (Step S301-29) In step S301-29, the sub-CPU 201 determines whether or not a game count display update command has been received. If a game count display update command has been received, the process proceeds to step S301-30. If a game count display update command has not been received, the process proceeds to step S301-32.
[0435] (Step S301-30) In step S301-30, the sub-CPU 201 performs a process when receiving a command for updating the game count display. Specifically, the sub-CPU 201 performs a process for updating and displaying (adding) the game count image 26q in the display layer in which the game count image 26q is displayed. Then, when the process is completed, the process proceeds to step S301-31.
[0436] (Step S301-31) In step S301-31, the sub-CPU 201 sets a sub-command related to updating the game count display in a sub-command transmission area in order to transmit the sub-command related to updating the game count display 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.
[0437] (Step S301-32) In step S301-32, the sub-CPU 201 performs processing corresponding to other received commands. For example, when a setting value changing command, a setting value checking command, or a setting value checking 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.
[0438] Next, examples of various effects that can be executed by the pachinko gaming machine 1 in this embodiment will be described below.
[0439] (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 by performing a pre-determination process (for example, the winning determination process in FIG. 18) prior to the special symbol hit determination process in the special symbol change start process. 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 there is a hit until the determination information (random number value) is transferred to the "change memory area". Therefore, even if the "hit" determination information (random number value) is acquired, it is not possible to execute a performance that increases the expectation of a 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 performance can be executed over multiple variations (including the variations 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 "hit" from a stage before the judgment information (random number value) is transferred to the "variable memory area."
[0440] 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 variable icon displayed in the variable icon display area 26o, the reserved icon 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, and the reserved icon 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. 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, based on the judgment result of the pre-judgment process, if it is judged that the reserved ball look-ahead performance is to be performed, a pre-judgment reserved icon different from the default reserved icon (normal icon) of normal color (white) is displayed in the first start port fourth reserved ball image display area 26j. The pre-reading hold icon can be displayed in multiple types and multiple stages, such as "blue", "yellow", "green", "red", and "rainbow". When the result of the pre-determination process is "win", any of "blue", "yellow", "green", "red", and "rainbow" can be displayed. When the result of the pre-determination process is "miss", any of "blue", "yellow", "green", and "red" can be displayed. Only when the result is "win", "rainbow" can be selected, and when the result is "win", "red" is easily selected, and when the result is "miss", "blue" is easily selected, thereby increasing the expectation of "red" winning. The relationship of the expectation of winning is rainbow>red>green>yellow>blue>normal, in descending order of expectation of winning. In the following, such a presentation may be called "hold change presentation".
[0441] Another specific example of the above-mentioned pre-reading effect is a "win flash effect". The "win flash effect" is an effect in which the speaker lamp 10a provided on the lower speaker 10 lights up when a game ball enters the starting hole, and continues to light up until the symbol change game related to the ball enters starts, or until the symbol change game related to the ball enters is being played, or until the symbol change game related to the ball enters ends, thereby improving the expectation of winning. 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 win flash effect is to be performed, a scenario (a scenario with a predetermined light color) for illuminating the speaker lamp 10a is selected, and the speaker lamp 10a is illuminated based on the selected scenario. The color of the speaker lamp 10a is, for example, red > green > blue, in descending order of the expectation of winning, and it is possible to change the color to the color with the highest expectation of winning for each pattern change game, just like the reserved pre-reading performance described above. It is also possible to output a winning sound according to each color.
[0442] 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 "win" is determined in the pre-determination process, and is unlikely to be executed when a "lose" is determined, so that if it is executed, there can be high hopes of a winning game being awarded.
[0443] 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 by displaying 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", over multiple variations, it creates an expectation that a win will be awarded in the subsequent pattern variation game. In the case of a win, it is easy to select a combination of only red, and in the case of a loss, it is easy to select a combination of only blue, increasing the expectation of a win when a combination of only red is displayed.
[0444] (Pseudo consecutive announcement) The pseudo consecutive announcement is a presentation that mainly uses the left decorative pattern image 26a, the middle 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 temporary stop of the decorative pattern in a "one variation game." For example, as shown in Figure 9, the pseudo consecutive can be performed two or three times, and the more times it is performed, the higher the expectation of a 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 is performed twice), 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., " The effect is such that "5" is temporarily displayed as the left decorative pattern image 26a and "5" is temporarily displayed as the right decorative pattern image 26c during the second temporary stop display, this results in two pseudo consecutive hits, and if "5" is temporarily displayed as the left decorative pattern image 26a and "6" is temporarily displayed as the right decorative pattern image 26c during the second temporary stop display, this results in three pseudo consecutive hits. 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 first 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, three or more pseudo-consecutive streaks can be confirmed.
[0445] (About the relationship between the winning sound, change sound, and start port light-emitting device (color) for each icon) Fig. 30 is a diagram showing the relationship between the winning sound, the change sound, and the start hole light emitting device (color) for each icon. In the figure, the determination time corresponds to the above-mentioned "icon change effect determination process", and the update time corresponds to the above-mentioned "icon change effect update process". The winning sound and the change sound are the same when the ball enters the first start hole 21 and when the ball enters the second start hole 22.
[0446] When the default "normal icon" is displayed, a "ping-pong" sound is output from the speaker 10 as the winning sound when the ball enters the starting hole. In addition, in the change scenario, for example, there is no change from a blue icon to a normal icon, so the column at the time of update is "-". When the "normal icon" is displayed, the light emitted from the start port light emitting device 21a is white.
[0447] When the "blue icon" is displayed, the sound "plonk ♪" is output from the speaker 10 as the winning sound when the ball enters the starting hole. When the normal icon changes to a blue icon, a "plonk" sound is output from the speaker 10 as a sound produced when the icon changes from a normal icon to a blue icon. Moreover, when the "blue icon" is displayed, the light emitted from the starting port light emitting device 21a is blue.
[0448] When the "yellow icon" is displayed, a "keen" sound is output from the speaker 10 as the winning sound when the ball enters the starting hole. When the icon changes from a normal icon to a yellow icon, or from a blue icon to a yellow icon, a "keen" sound is output from the speaker 10 as a sound indicating the change upon updating. Moreover, when the "yellow icon" is displayed, the light emission color of the starting port light emitting device 21a is yellow.
[0449] When the "green icon" is displayed, the sound "Ka-n" is output from the speaker 10 as a winning sound when the ball enters the starting hole. In addition, when the icon changes from a normal icon to a green icon, from a blue icon to a green icon, or from a yellow icon to a green icon, a "Ka-n" sound is output from the speaker 10 as a sound indicating the change upon updating. Moreover, when the "green icon" is displayed, the light color of the starting port light emitting device 21a is green.
[0450] When the "red icon" is displayed, the sound "Ja-ki-n ♪" is output from the speaker 10 as the winning sound when the ball enters the starting hole. In addition, when the icon changes from a normal icon to a red icon, from a blue icon to a red icon, from a yellow icon to a red icon, or from a green icon to a red icon, a "Ja-ki-in" sound is output from the speaker 10 as a sound of the change at the time of updating. Moreover, when the "red icon" is displayed, the light color of the starting port light emitting device 21a is red.
[0451] When the "rainbow icon" is displayed, the sound "Queen♪" is output from the speaker 10 as a winning sound when the ball enters the starting hole. In addition, when the icon changes from a normal icon to a rainbow icon, from a blue icon to a rainbow icon, from a yellow icon to a rainbow icon, from a green icon to a rainbow icon, or from a red icon to a rainbow icon, a "queeeeen♪" sound is output from speaker 10 as the sound of the change upon updating. Moreover, when the "rainbow icon" is displayed, the light emitted from the start port light emitting device 21a is a rainbow.
[0452] In this embodiment, the icons (the variable icon, the pending icon) are hidden while the Super Reach is being executed, since the Super Reach performance is executed using substantially the entire display area. In this way, even if an icon is hidden during execution of a super reach (for example, if a red icon is displayed and is then hidden), the starting port light-emitting device 21a visibly emits light in the color (red) corresponding to the hidden icon, so that the color the icon has changed to can be recognized from the starting port light-emitting device 21a.
[0453] Furthermore, since a corresponding winning sound or change sound is determined for each icon, it is possible to make the player easily aware that the icon has changed (such as what color it has changed to).
[0454] During execution of a super reach, the icons (the variable icon, the pending icon) may be displayed, or only the variable icon may be displayed.
[0455] Also, the light emission of the starting port light emitting device 21a may be turned off, for example, when the symbol variation game ends (determined display). Also, the erasure of the variable icon and the turning off of the starting port light emitting device 21a may be at different timings (for example, the erasure may be earlier than the turning off, or the erasure may be earlier than the turning off), or may be at the same timing.
[0456] Next, an example of the game number display (variation pattern 2) will be described with reference to FIG. FIG. 31 is an example of an updated display of the game number counter image 26p and the game number image 26q when the variation pattern 2 is executed.
[0457] First, at timing T0, the symbol variation game is started. At this time, the play counter image 26p and the game count image 26q are both displayed. For example, the play counter image 26p displays "100 more" at the bottom left of the display area, and the game count image 26q displays "798 games" at the top left of the display area. In addition, each decorative pattern image is displayed in a changing manner, the changing icon is displayed in the changing icon display area 26o, and the reserved icon is displayed in the first starting hole first reserved ball image display area 26g.
[0458] Then, as the variable time passes and timing T1 is reached, commands 19, 21, and 22 (see FIGS. 11 and 12) are sent from main control board 100, indicating that performance control board 200 has received those commands.
[0459] Then, at timing T2, each decorative symbol image is displayed as a miss of "528", and the symbol variation game ends (variation is stopped). At this time, the game number counter image 26p is decremented by 1 to show "99 games remaining," and the game number image 26q is incremented by 1 to show "799 games." In addition, the variable icon is erased from the variable icon display area 26o.
[0460] Although not shown in the figure, at this time, the number of times the symbol variation game has been played on the external information display 800 shows "799." In other words, the "value indicated by the game number image 26q" = "the number of pattern change games displayed on the external information display 800," and the number of pattern change games from a specified timing can be recognized from the game number image 26q without visually checking the external information display 800.
[0461] Next, an example of the game number display (variation pattern 3) will be described with reference to FIG. FIG. 32 is an example of an updated display of the game number counter image 26p and the game number image 26q when the variation pattern 3 is executed.
[0462] First, at timing T0, the symbol variation game is started. At this time, the play counter image 26p and the game count image 26q are both displayed. For example, the play counter image 26p displays "100 more" at the bottom left of the display area, and the game count image 26q displays "798 games" at the top left of the display area. In addition, each decorative pattern image is displayed in a changing manner, the changing icon is displayed in the changing icon display area 26o, and the reserved icon is displayed in the first starting hole first reserved ball image display area 26g.
[0463] Then, when the time T1 is reached as the variable time passes, a normal reach begins with the symbol 5. Even when the normal reach begins, both the game number counter image 26p and the game number image 26q remain displayed.
[0464] Then, as the variable time passes and timing T2 is reached, commands 19, 21, and 22 (see FIGS. 11 and 12) are sent from main control board 100, indicating that performance control board 200 has received those commands.
[0465] Then, at timing T3, each decorative symbol image is displayed as a miss of "535", and the symbol variation game ends (variation is stopped). At this time, the game number counter image 26p is decremented by 1 to show "99 games remaining," and the game number image 26q is incremented by 1 to show "799 games." In addition, the variable icon is erased from the variable icon display area 26o.
[0466] Although not shown in the figure, at this time, the number of times the symbol variation game has been played on the external information display 800 shows "799." In other words, the value indicated by the game number image 26q is equal to the number of pattern change games displayed on the external information display 800, and the number of pattern change games from a specified timing can be recognized from the game number image 26q without visually checking the external information display 800.
[0467] Furthermore, as described above, normal reaches are configured so that the selection rate when they are missed is high, and multiple previews are unlikely to be executed. Therefore, even if the number of plays counter image 26p and the number of games image 26q are continuously displayed, there is little risk of reduced visibility (for example, the preview image becoming difficult to see due to the display of the number of games image 26q). This makes it possible to realize display (preferable display) of the game number counter image 26p and the game number image 26q according to the situation.
[0468] Next, an example of the game number display (variation pattern 4) will be described with reference to FIG. FIG. 33 is an example of an updated display of the game number counter image 26p and the game number image 26q when the variation pattern 4 is executed.
[0469] First, at timing T0, the symbol variation game is started. At this time, the play counter image 26p and the game count image 26q are both displayed. For example, the play counter image 26p displays "100 more" at the bottom left of the display area, and the game count image 26q displays "798 games" at the top left of the display area. In addition, each decorative pattern image is displayed in a changing manner, the changing icon is displayed in the changing icon display area 26o, and the reserved icon is displayed in the first starting hole first reserved ball image display area 26g.
[0470] Then, when the time T1 is reached as the variable time passes, a normal reach begins with the symbol 5. Even when the normal reach begins, both the game number counter image 26p and the game number image 26q remain displayed.
[0471] Then, at timing T2 during the execution of the normal reach, the big win notice performance B (the group notice image 26r) is executed. This big win notice performance B (the group notice image 26r) is a performance in which an image resembling a plurality of cars (the group notice image 26r) passes from the right side to the left side of the display area using the entire display area of the image display device 26. At timing T2, the game number counter image 26p and the game number image 26q are hidden so as not to interfere with the big win advance notice performance B (group advance notice image 26r) which uses the entire display area.
[0472] Then, when the execution of the big win notice performance B (group notice image 26r) ends, it progresses to a super reach (SP reach) at timing T3. Even if it progresses to a super reach, both the number of plays counter image 26p and the number of games image 26q remain hidden. Also, at this timing, the reserved icon displayed in the first start port first reserved ball image display area 26g becomes hidden. This makes it possible to prevent the visibility of the performance related to the super reach from being impaired.
[0473] Then, when the super reach is executed and timing T4 is reached, the result of the special symbol winning determination process is notified. Since the variation pattern 4 in this example corresponds to a loss, the result of the determination is notified by displaying an image such as "lose..." or by displaying each decorative symbol image temporarily stopped in a state indicating a loss (in this example, "565"). Even when the result of the determination is notified, both the number of plays counter image 26p and the number of games image 26q remain hidden.
[0474] Then, when the notification of the judgment result is executed for a predetermined time and the timing reaches T5, the display of the background switching image starts. This background switching image is an image that is displayed in the entire display area for a predetermined time (for example, 1 second) when returning from the background image during the super reach to the background image at the start of the change, and corresponds to, for example, an eye-catching image, a door image, a sliding door image, a blackout, a whiteout, etc.
[0475] Then, when the timing T6 is reached, the display of the background switching image is terminated. When the display of the background switching image is terminated, the play count counter image 26p, the game count image 26q, and the reserved icon image are displayed. That is, the display of "100 more times", the display of "798 games", and the reserved icon in the first start hole first reserved ball image display area 26g are performed. Also, each decorative pattern image is temporarily stopped and displayed at "565". That is, when the timing T6 is reached, the play count counter image 26p, the game count image 26q, and the reserved icon image, which had been hidden, are redisplayed (becoming visible at the same timing).
[0476] Then, as the variable time passes and timing T7 is reached, commands 19, 21, and 22 (see Figures 11 and 12) are sent from main control board 100, which indicates that performance control board 200 has received those commands.
[0477] Then, at timing T8, each decorative symbol image is displayed as a confirmed miss of "565", and the symbol variation game ends (variation is stopped). At this time, although not shown in the figure, the game number counter image 26p is decremented by 1 to show "99 games remaining," and the game number image 26q is incremented by 1 to show "799 games." In addition, the variable icon is erased from the variable icon display area 26o.
[0478] Although not shown in the figure, at this time, the number of times the symbol variation game has been played on the external information display 800 shows "799." In other words, the "value indicated by the game number image 26q" = "the number of pattern change games displayed on the external information display 800," and the number of pattern change games from a specified timing can be recognized from the game number image 26q without visually checking the external information display 800.
[0479] In addition, as described above, since multiple notices are likely to be executed even in the case of a miss (and of course in the case of a win), if the number of plays counter image 26p and the number of games image 26q are continuously displayed, there is a high possibility that the visibility will decrease (for example, the display of the number of games image 26q will make the notice image difficult to see). Therefore, the number of plays counter image 26p and the number of games image 26q are not displayed from timing T2 to timing T6. This makes it possible to realize display (preferable display) of the game number counter image 26p and the game number image 26q according to the situation.
[0480] In the variation performance based on the variation pattern 4 (miss, super reach 1), the game number image 26q is displayed when the timing T6 is reached, but for example, in the variation performance based on the variation pattern 5 (miss, super reach 2), the game number image 26q may not be displayed when the timing T6 is reached. In this case, the variation performance based on the variation pattern 5 (miss, super reach 2) may be ended, and the image may be displayed when the execution of the variation performance based on the next variation pattern is started. In addition, at the timing T6, the hidden game number counter image 26p, the game number image 26q, and the reserved icon image are redisplayed, but they may be redisplayed at different times. For example, the reserved icon image may be redisplayed first, and the game number image 26q may be redisplayed later, or vice versa.
[0481] Next, an example of the game number display (variation pattern 10) will be described with reference to FIG. Fig. 34 is an example of the updated display of the game number counter image 26p and the game number image 26q when the variation pattern 10 is executed. Note that Fig. 34 is different from Fig. 33 only in terms of whether it is a win or a miss, so the explanation will be omitted as appropriate.
[0482] The process from timing T0 to timing T4 is the same as in FIG. 33. Then, when timing T4 is reached, the result of the special symbol winning determination process is notified. Since the variation pattern 10 in this example corresponds to a win, the result of the determination is notified by displaying an image such as "Win!" or a temporary stop of each decorative symbol image in a manner indicating a win (in this example, "555"). Even when the result of the determination is notified, both the number of plays counter image 26p and the number of games image 26q remain hidden.
[0483] Then, when timing T6 is reached and the display of the background switching image is terminated, a provisional stop display of each decorative pattern image is executed without displaying the number of plays counter image 26p, the number of games image 26q, and the reserved icon image, and then various commands are received and the final display is performed.
[0484] In other words, since the play count counter image 26p and the game count image 26q are cleared when a winning game is won, there is no point in redisplaying them at that timing, and since the effects celebrating the winning game (rainbow-colored display and rainbow-colored light emission) attract more attention, they are not displayed from timing T6 to timing T8. This makes it possible to realize display (preferable display) of the game number counter image 26p and the game number image 26q according to the situation.
[0485] In addition, in the case of a win, the background switching from timing T5 to timing T6 may not be necessary. In other words, the display screen at timing T4 may be displayed without being switched, and the game may proceed to a win game.
[0486] In addition, in the variation performance based on the variation pattern 10 (win, super reach 1), the game number image 26q is not displayed after the timing T6, but for example, in the variation performance based on the variation pattern 11 (win, super reach 2), the game number image 26q may be displayed after the timing T6. In this case, it is sufficient to display it from the timing T6 and hide it at the timing T8.
[0487] Next, an example of the game number display (variation pattern 6) will be described with reference to FIG. FIG. 35 is an example of an updated display of the game number counter image 26p and the game number image 26q when the variation pattern 6 is executed.
[0488] First, at timing T0, the symbol variation game is started. At this time, the play counter image 26p and the game count image 26q are both displayed. For example, the play counter image 26p displays "100 more" at the bottom left of the display area, and the game count image 26q displays "798 games" at the top left of the display area. In addition, each decorative pattern image is displayed in a changing manner, the changing icon is displayed in the changing icon display area 26o, and the reserved icon is displayed in the first starting hole first reserved ball image display area 26g.
[0489] Then, when the time T1 is reached as the time of change passes, the pseudo consecutive fanning is executed. The pseudo consecutive fanning is an effect in which a special symbol with the character "pseudo" for pseudo consecutive appears as the middle decorative symbol image 26b, and the special symbol is temporarily stopped between the left decorative symbol image 26a and the right decorative symbol image 26c. If the special symbol is temporarily stopped between the left decorative symbol image 26a and the right decorative symbol image 26c, the pseudo consecutive performance is executed, and if the special symbol is not temporarily stopped, the pseudo consecutive performance is not executed. Also, when the pseudo consecutive play promotion starts, the game number counter image 26p continues to be displayed, but the game number image 26q becomes non-displayed.
[0490] Then, when the pseudo consecutive fanning ends and timing T2 is reached, the special pattern is temporarily stopped and displayed between the left decorative pattern image 26a and the right decorative pattern image 26c, causing a pseudo consecutive performance, and the second fluctuation in the pseudo consecutive performance starts from timing T3.
[0491] At timing T3, when the second variation in the pseudo consecutive performance starts, for example, in the upper right corner of the display area, "x2" is displayed to indicate that it is the second variation of the pseudo consecutive performance. Note that the game number image 26q remains hidden.
[0492] In other words, the pseudo consecutive performance is a one-time symbol change game, but it is a performance that makes it look as if multiple changes are occurring, so if the game number image 26q that is not updated remains displayed, the merits of the pseudo consecutive performance may be lost. For example, no matter how many pseudo consecutive performances are executed, if you pay attention to the game number image 26q, it will be easy to notice that the currently executed change is a pseudo consecutive because it is not updated. In response to this, by not displaying the game number image 26q from timing T1 to timing T4, the risk of the benefits of the pseudo consecutive performance being lost can be eliminated.
[0493] In addition, in a situation where the game number counter image 26p is displayed, the game number counter image 26p may also be hidden. Also, the game number image 26q is hidden from timing T1 to timing T4, but it may be hidden from timing T1 to timing T3 and displayed from timing T3 to timing T4, or vice versa. In particular, the game number image 26q may be kept displayed from the timing T1 to the timing T4. This can positively suggest that the pseudo consecutive performance is being performed.
[0494] The contents from timing T4 to timing T6 are generally the same as those described with reference to FIG. 32, and therefore a description thereof will be omitted.
[0495] Next, an example (comparison) of the display mode for each game number display will be described with reference to FIG. 36. The display mode here refers to color, shape, size, font, occurrence of separate notification effects, etc.
[0496] The display mode of the game count image 26q does not change when the number of games is “0 games” as shown in (a1), when the number of games is “100 games” as shown in (a2), or when the number of games is “500” as shown in (a3). In other words, the display mode does not change even if the number of milestones increases, and the number of milestones increases. Therefore, the display mode is positioned to play an equal role to the external information display 800.
[0497] The display mode of the play count counter image 26p does not change between "100 plays left" when the display starts as shown in (b1) and "50 plays left" as shown in (b2), but when it reaches "10 plays left" as shown in (b3), the display mode changes. The change continues until it reaches "0 plays left". This makes it easier to prevent the player from quitting the game when it is in the "10 plays left" situation and suffering a loss.
[0498] As shown in (c1), the remaining number of times image 26s does not change in display mode from "99 times remaining" when the display starts to "11 times remaining", but as shown in (c2), when it becomes "10 times remaining", the display mode changes. In addition, a separate notification effect (countdown image 26t) is generated to emphasize that there are only a few times left in the time-saving game state. Then, the change continues until it becomes "LAST", and a separate notification effect (countdown image 26t) is generated each time the fluctuation starts.
[0499] In this way, a display mode according to the role of each game number display is executed. For example, if the display mode of the game number image 26q is changed in the "500" game (a situation where a winning game has not been obtained for a long time), it may cause discomfort to the player. Therefore, it is preferable not to change the display mode of the game number image 26q regardless of the number of times. For example, if the display mode of the game number counter image 26p does not change when the number of times is "10 more times," an inexperienced player may stop playing. Therefore, it is preferable to change the display mode when the number of times is "10 more times." For example, if the "10 times remaining" display mode is not changed in the remaining number of times image 26s, the game machine will become uninteresting as the time-saving game state is consumed and ends in a monotonous manner. Therefore, it is preferable to change the display mode with "10 times remaining" and generate a separate notification effect (countdown image 26t).
[0500] Next, an example of update display of the remaining number image 26s will be described with reference to Figs. Note that Figure 37 is an example of an update display when, for example, a special pattern is variably displayed on the second special pattern display device 27b in the time-saving play state A, and Figure 38 is an example of an update display when, for example, a special pattern is variably displayed on the second special pattern display device 27b in the time-saving play state A, and then an example of an update display when a special pattern is variably displayed on the first special pattern display device 27a.
[0501] As shown in Fig. 37(a), the second special symbol display device 27b variably displays the special symbol, and the image display device 26 variably displays the decorative symbol images 26a to 26c and the fourth symbol image 26d. At this time, the remaining number of times image 26s displays "99 times remaining."
[0502] Then, when the variable time has elapsed, as shown in FIG. 37(b), the second special symbol display 27b displays the special symbol (displays only the middle segment), and the image display device 26 displays each of the decorative symbol images 26a-26c and the fourth symbol image 26d. At this time, the remaining number of times image 26s displays "98 times remaining." The remaining number of times image 26s may be updated by receiving a special symbol determination command, or may be updated by preparing a dedicated command and receiving the dedicated command.
[0503] Then, in Fig. 37(c), the reserved icon displayed in the second start hole first reserved ball image display area 26k in Fig. 37(b) shifts to the variable icon display area 26o, and the second special symbol display device 27b variably displays the special symbol, and the image display device 26 variably displays each of the decorative symbol images 26a-26c and the fourth symbol image 26d. At this time, the remaining number of times image 26s displays "98 times remaining."
[0504] Then, when the variable time has elapsed, as shown in Fig. 37(d), the second special symbol display 27b displays the special symbol (displaying only the center segment), and the image display device 26 displays each of the decorative symbol images 26a-26c and the fourth symbol image 26d. At this time, the remaining number of times image 26s displays "97 times remaining."
[0505] On the other hand, in Fig. 38(a), the second special symbol display 27b displays a variable special symbol, but the reserved icon is displayed in the first reserved ball image display area 26g of the first start port, and the reserved ball icon is not displayed in the first reserved ball image display area 26k of the second start port, the second reserved ball image display area 26l of the second start port, the third reserved ball image display area 26m of the second start port, and the fourth reserved ball image display area 26n of the second start port. At this time, the remaining number of times image 26s is displayed as "90 times remaining".
[0506] Then, when the variable time has elapsed, as shown in FIG. 38(b), the second special symbol display 27b displays the special symbol (displaying only the middle segment), and the image display device 26 displays each of the decorative symbol images 26a-26c and the fourth symbol image 26d. At this time, the remaining number of times image 26s displays "89 times remaining." Up to this point, it is the same as the contents described in FIG. 37.
[0507] In FIG. 38(c), the reserved icon displayed in the first reserved ball image display area 26g of the first starting hole in FIG. 38(b) shifts to the variable icon display area 26o, and the first special symbol display 27a displays the special symbol in a variable manner, and the image display device 26 displays the fourth symbol image 26d in a variable manner. On the other hand, the decorative symbol images 26a to 26c are not displayed in a variable manner, and the symbol combination of "612" displayed as confirmed in FIG. 38(b) is displayed as a temporary stop. That is, when an unoptimal game is played in the time-saving game state A (when a game ball is entered into the first starting hole 21), the decorative symbol images 26a to 26c are displayed as a temporary stop without being displayed in a variable manner (causing a sense of incongruity), and the occurrence of this sense of incongruity suggests that an unoptimal game is being played. At this time, the remaining number of times image 26s is displayed as "89 times remaining."
[0508] In addition, in the center of the display area, a right hit suggestion image 26u is displayed to encourage the player to hit the ball to the right, and together with the above-mentioned temporary stop display, it suggests that a suboptimal game is being played. The display of the right hit suggestion image 26u continues until, for example, the gate detection SW20a or the second start hole detection SW22a detects a game ball.
[0509] Then, when the variable time has elapsed, as shown in Fig. 38(d), the first special symbol display 27a displays the special symbol (displaying only the middle segment), and the image display device 26 displays each of the decorative symbol images 26a-26c and the fourth symbol image 26d. In other words, the "612" that was temporarily displayed is displayed as it is. At this time, the remaining number of times image 26s displays "88 times remaining."
[0510] That is, when updating and displaying the remaining number of times image 26s, if the special symbol is variably displayed by the second special symbol display 27b, which is the optimal game, the symbol variation game is executed in the standard manner, but if the special symbol is variably displayed by the first special symbol display 27a, which is the non-optimal game, the symbol variation game is executed in a special performance mode different from the above standard (the decorative symbol images 26a to 26c are not variably displayed, but are temporarily stopped on the spot, and the right-hit suggestion image 26u is displayed). As a result, even when updating and displaying the same remaining number of times image 26s, it is easy to understand which of the first special symbol display 27a and the second special symbol display 27b causes the remaining number of times image 26s to be updated and displayed, so that the remaining number of times image 26s can be updated and displayed appropriately. Also, the difference in the execution mode of the symbol variation game can encourage optimal play.
[0511] Although Figures 37 and 38 have been explained as examples of the time-saving gaming state A, the same thing may be done in the time-saving gaming state B or the special probability gaming state.
[0512] Next, an example of an update display of the game number image 26q will be described with reference to FIG. 39 and FIG. Note that Figure 39 is an example of an updated display when, for example, a special pattern is variably displayed on the first special pattern display device 27a in a normal game state, and Figure 40 is an example of an updated display when, for example, a special pattern is variably displayed on the second special pattern display device 27b in a normal game state.
[0513] As shown in Fig. 39(a), the first special symbol display device 27a variably displays the special symbol, and the image display device 26 variably displays the decorative symbol images 26a to 26c and the fourth symbol image 26d. At this time, the game number image 26q displays "51 games."
[0514] Then, when the variable time has elapsed, as shown in Fig. 39(b), the first special symbol display 27a displays the special symbol (displaying only the center segment), and the image display device 26 displays each of the decorative symbol images 26a to 26c and the fourth symbol image 26d. At this time, the game number image 26q displays "52 games."
[0515] Then, in Fig. 39(c), the reserved icon displayed in the first reserved ball image display area 26g of the first starting hole in Fig. 39(b) shifts to the variable icon display area 26o, and the first special symbol display device 27a variably displays the special symbol, and the image display device 26 variably displays each of the decorative symbol images 26a to 26c and the fourth symbol image 26d. At this time, the game number image 26q displays "52 games."
[0516] Then, when the variable time has elapsed, as shown in Fig. 39(d), the first special symbol display 27a displays the special symbol (displaying only the center segment), and the image display device 26 displays each of the decorative symbol images 26a-26c and the fourth symbol image 26d. At this time, the game number image 26q displays "53 games."
[0517] On the other hand, in Fig. 40(a), the 100th symbol change game in the time-saving game state A has ended, and the end performance has been executed. At this time, the reserved icon is 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, and the reserved icon is not 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. It should be noted that at the point in time when the confirmation display is made in FIG. 40(a), the gaming state has transitioned from the time-saving gaming state A to the normal gaming state.
[0518] Then, when the end effect is executed for a predetermined time, a background image corresponding to the normal gaming state is displayed, and an image "return to left hand" is displayed to encourage left hand hitting. At this time, the image display device 26 displays a game number image 26q. Since the time-saving gaming state A has been executed, the game number image 26q displays "100 games."
[0519] Also, the execution of the symbol variation game corresponding to the reserved icon displayed in the second start port first reserved ball image display area 26k is started. That is, each of the decorative symbol images 26a to 26c and the fourth symbol image 26d is variably displayed.
[0520] On the other hand, the variable icon is not displayed in the variable icon display area 26o, and the reserved icon is not displayed in the second start port first reserved ball image display area 26k, the second start port second reserved ball image display area 26l, and the second start port third reserved ball image display area 26m. In other words, when the special symbol is displayed in the second special symbol display 27b in a normal game state, the variable icon display area 26o and each reserved ball image display area are made irregular (not displayed) to suggest that a special situation exists.
[0521] Then, when the variable time has elapsed, as shown in Fig. 40(c), the second special symbol display 27b displays the special symbol (displaying only the center segment), and the image display device 26 displays the decorative symbol images 26a to 26c and the fourth symbol image 26d. At this time, the game number image 26q displays "101 games."
[0522] Then, as shown in FIG. 40(d), the execution of the symbol variation game corresponding to the reserved icon displayed in the second start hole second reserved ball image display area 26l i...
Claims
[Claim 1] A starting hole through which the game ball can enter; a determination means for determining whether or not to transition to a special game advantageous to a player based on the entry of a game ball into the starting hole; a game state control means capable of controlling a normal game state and a specific game state which is more advantageous to a player than the normal game state; a symbol variation game execution means for executing a symbol variation game in which a variable display of identification information is started based on the entry of a game ball into the starting hole, and the variable display is stopped as a variation time elapses, thereby deriving a result of the judgment; A performance control means for controlling the performance display means; Equipped with The performance control means includes: The number of times the symbol change game is executed can be displayed on the effect display means, and the number of times the symbol change game is executed can be updated every time the symbol change game is executed; It is possible to execute a variable performance according to the result of the judgment, During the execution of the variable performance in the normal game state, a pseudo consecutive performance suggesting the possibility of the special game being executed can be executed; When executing the pseudo consecutive performance, a suggestion performance is executed which suggests the execution of the pseudo consecutive performance; When the variable performance is not being performed, a customer waiting performance can be performed, The above-mentioned customer waiting performance is, a first period and a second period, which is different from the first period and during which warning information for warning a player to take a predetermined warning can be displayed; The performance control means includes: The number of executions can be displayed during the first time period; When the warning information for the second period is displayed, the number of executions may not be displayed, During the execution of the suggestion performance, the number of executions can be hidden. A gaming machine characterized by:
Citation Information
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