Gaming machine
The gaming machine addresses the need to enhance convenience and player interest by determining special game execution and incorporating recovery displays, sound output, and volume adjustment features when a game ball enters the start port.
Patent Information
- Application Number
- JP2020182023
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-10-30
- Publication Date
- 2025-05-27
- Estimated Expiration
- 2040-10-30
AI Technical Summary
Existing gaming machines, such as pachinko machines, lack features to enhance convenience and maintain player interest.
The gaming machine determines whether to execute a special game advantageous to the player based on acquired determination information, and includes features for displaying recovery displays, sound output, volume adjustment, and effect control when a game ball enters the start port.
This solution enhances convenience and improves gaming interest by providing players with engaging special games, recovery displays, and adjustable sound and light effects.
Smart Images

Figure 0007683903000001 
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Figure 0007683903000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine such as a pachinko machine.
Background Art
[0002] In pachinko machines, After power is turned on and a predetermined initialization process is executed, a main loop process is executed there was something (for example, Patent Document 1 paragraph 0055 ).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] By the way, To enhance convenience there was room for improvement in improving further gaming interest.
[0005] In view of such circumstances, the present invention To enhance convenience and further aims to improve gaming interest.
Means for Solving the Problems
[0006] The gaming machine according to the present invention Determination information is acquired when a game ball enters the start port, and based on the determination information includes means for determining whether to execute a special game advantageous to the player, Main control that enables this means capable of displaying a recovery display when power supply is started, To the display means sound output means capable of outputting a predetermined sound, adjustment operation means for performing an adjustment operation for adjusting the volume value of the predetermined sound, and adjustment processing means for performing adjustment processing of the volume value when the adjustment operation of the volume value is performed Effect control and, , and when an adjustment operation of the recorded volume value is performed, information indicating the adjusted volume value is displayed on the display means. The main control means can pre-determine the determination information before the determination, and can temporarily store the determination information for which the determination has not been made in a storage area. The effect control means Is possible, and the When the power supply is started during the execution of the special game, a specific recovery display including a promotion notification for promoting the execution of a predetermined game operation is To the display means displayable, and when an adjustment operation of the volume value is performed during the display of the specific recovery display, the adjustment processing means can perform the adjustment processing of the volume value, and the Effect control means is The light emission of the light emitting means can be controlled, When an adjustment operation of the volume value is performed during the display of the specific recovery display, information indicating the volume value is displayed on the display means Without , The display means can display temporary information according to the number of temporary storages. According to the pre-determination, a first temporary information and a second temporary information different from the first temporary information can be displayed. When the second temporary information is displayed, a predetermined effect sound is audibly output from the sound output means in a manner different from when the first temporary information is displayed, and the light emitting means can be caused to emit light in a manner different from when the first temporary information is displayed. When a game ball enters the start port during the display of the recovery display and the display of the second temporary information is determined according to the pre-determination, the predetermined effect sound is audibly output without making the second temporary information visible, and the light emitting means is caused to emit light. After the display of the recovery display ends, the second temporary information becomes visible characterized by that.
Effect of the Invention
[0007] According to the present invention, To enhance convenience and further the gaming interest can be improved.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] Hereinafter, embodiments of the present invention will be specifically described with reference to the drawings. In the following embodiments, the pachinko gaming machine 1 according to the present invention will be described as an example. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the state of the pachinko gaming machine 1 shown in FIG. 1 as viewed from the player side.
[0010] As shown in FIG. 1, the pachinko gaming machine 1 includes an outer frame 2 for installation on a gaming machine installation island (not shown) in a game parlor, an intermediate frame 3 pivotally supported by the outer frame 2 and detachably holding the game board 6 shown in FIG. 3, a glass frame 4 pivotally supported by the intermediate frame 3 and facing the front side of the game board 6, through which the game board 6 can be visually recognized via transparent glass, and a tray member 5 pivotally supported by the intermediate frame 3 and located below the glass frame 4 and capable of storing game balls. Note that the glass frame 4 and the tray member 5 may be configured as a separable type or an integral type.
[0011] Further, the intermediate 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 causing the launching device to perform a launching operation is provided. The launching handle 8 is gripped by the player and can be rotated within a predetermined range, and the launching intensity when launching a game ball into the game area 7 can be adjusted according to the amount of rotation (volume). For example, when rotated by a first rotation amount (when it is a first launching intensity), a game ball is launched to the left side of the game area 7 (so-called "left shot" becomes possible), and when rotated by a second rotation amount larger than the first rotation amount (when it is a second launching intensity), a game ball is launched to the right side of the game area 7 (so-called "right shot" becomes possible).
[0012] Although not shown in the drawings, the firing handle 8 is provided with a handle touch sensor. When the firing handle 8 is gripped by a player, this handle touch sensor turns ON, and the ON signal is input to the payout control board 300. Thereby, it can be grasped that the firing handle 8 is being gripped by the player.
[0013] Also, the glass frame 4 is provided with a light emitting device 9 (lamp, LED, etc.), and the pachinko gaming machine 1 can be decorated by the light emission. For example, in the special symbol hit determination process described later, an effect for notifying a hit can be executed by emitting light in a rainbow color based on the determination of a hit.
[0014] Also, a speaker 10 is provided in the glass frame 4 (upper part), and music (BGM = background music), voices, and sound effects can be output. For example, when the normal gaming state described later is being controlled, music corresponding to the normal gaming state can be output, and when the time-saving gaming state (A, B) described later is being controlled, music corresponding to the time-saving gaming state (A, B) can be output. Note that a lower speaker 10 is provided in the glass frame 4 (lower part), and voices and sound effects can be output. The lower speaker 10 is provided with a speaker lamp 10a, and it is configured to emit light in the flash effect at the time of winning described later.
[0015] Note that 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 emission pattern dedicated to abnormality notification, and the speaker 10 can output voices or warning sounds for notifying the specific content of the abnormality.
[0016] Further, the tray member 5 is composed of an upper tray 5a and a lower tray 5b. When the storage amount of the game balls in the upper tray 5a exceeds a certain amount, the game balls are paid out to the lower tray 5b. Also, on the tray member 5, at the end of the game, there is a ball drain button 11 for discharging the game balls stored in the upper tray 5a to the lower tray 5b, a ball lending button 12 for requesting the payout of game balls to 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 balance of the valuable medium, and a ball lending available lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0017] Also, on the tray member 5, there are provided an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect (for example, an image imitating the operation means + an image displaying "Push!") for promoting the operation to each operation means is executed. Note that the effect button 14 and the effect lever 15 may be provided independently or integrally.
[0018] Further, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to cause vibration. For example, it may be vibrated as a big win preview effect (vibration preview), or it may be vibrated when notifying the transition to a winning game or a probability-variable game state. Note that the vibration preview is likely to be executed when aiming for a winning game, and is positioned as a preview effect with a high expectation of a winning game among the big win preview effects (for example, the big win preview effect B described later).
[0019] In addition, the tray member 5 is operable by the player, and is provided with a cross key button 16 for adjusting the volume of music (BGM), voice, and sound effects output from the speaker 10, adjusting the amount of light emitted from the light emitting device 9, adjusting the amount of light emitted from the image display device 26 described later, activating a menu screen, and performing operations corresponding to each menu. Note that the cross key button 16 may be provided separately and independently 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.
[0020] Next, based on FIG. 2, the configuration on the back side of the pachinko gaming machine 1 will be described. On the back side of the pachinko gaming machine 1, various control boards such as a main control board 100, an effect control board 200, a payout control board 300 and a payout device 304, and a power supply board 400 described later are provided (accurately, these various control boards are attached to the back of the middle frame 3).
[0021] In addition, the main control board 100 is provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information that is rewritten when a game is played in the area of the main RAM 103. For example, when the closing time of the game parlor is reached while in the time-saving game state (A or B), if the administrator (for example, a game parlor staff member) turns on the power while pressing the RAM clear switch 105, the game information in the time-saving game state (A or B) is cleared, and at the opening time of the next day, the game can be started from the normal game state. Also, if the administrator (for example, a game parlor staff member) turns on the power while pressing the RAM clear switch 105, the value of the game count counter for activating the time-saving game state B described later is cleared.
[0022] Also, the RAM clear switch 105 is also a switch for switching the set value in the setting change state described later. Although the details will be described later in the flowchart, for example, when there are six levels of set values, when the RAM clear switch 105 is pressed once in the state where the set value "1" is displayed on the display 104 described later, the set value switches from "1" to "2". When the RAM clear switch 105 is pressed once again, the set value switches from "2" to "3". Thereafter, each time the RAM clear switch 105 is pressed, the set value switches to "4", "5", and "6". When the set value "6" is displayed on the display 104 and the RAM clear switch 105 is pressed once, the set value switches from "6" to "1".
[0023] Although the RAM clear switch 105 is provided on the main control board 100, if it can be input to the main control board 100, for example, it may be provided on the power supply board 400 or directly on the middle frame 3.
[0024] Also, a keyhole 31 for setting change (also referred to as a setting key SW in this embodiment) is provided on the main control board 100. The keyhole 31 for setting change is used when setting any one of the set values in the multi-level set values described later. Specifically, a setting change key (not shown) managed by a store clerk of the game parlor is inserted into the keyhole 31 for setting change and rotated 90 degrees clockwise (rotated from the vertical direction to the horizontal direction), and while pressing the above-mentioned RAM clear switch 105, the power of the pachinko game machine 1 is turned on (the power switch 400a is turned on), and a setting change state in which the set value can be set is obtained. The details of the setting change state will be described later in the flowchart.
[0025] In addition, the setting change keyhole 31 is also used when checking the currently set setting value. Specifically, when a game parlor staff member inserts a setting change key for management into the setting change keyhole 31 and rotates it 90 degrees clockwise (rotates from the vertical direction to the horizontal direction) and turns on the power of the pachinko gaming machine 1 (turns on the power switch 400a), a setting confirmation state in which the setting value can be confirmed is entered. Details of the setting confirmation state will be described later with a flowchart.
[0026] Note that the setting change keyhole 31 can be rotated by a setting change key. For example, the main CPU 101 can detect three positions (states) in the vertical position, horizontal position, and diagonal position.
[0027] Note that although the setting change keyhole 31 is provided on the main control board 100, the installation location is not limited to this. For example, the setting change keyhole 31 may be provided on the middle frame 3.
[0028] In addition, a display 104 is provided on the main control board 100. The setting value is displayed on the display 104 in the setting change state or the setting confirmation state. If it is not in the setting change state or the setting confirmation state, for example, game performance information calculated by the calculation formula of "(the number of game balls paid out in the normal game state ÷ the number of outs in the normal game state) × 100" is displayed.
[0029] Note that the game performance information is calculated every interruption (for example, every 4 ms) in a state that is not the setting change state or the setting confirmation state (for example, the state in which interrupt permission is granted in step S19 of FIG. 10), and for every predetermined display timing (for example, every 5 seconds), the current section and the past three sections (the past three sections of one section ago, two sections ago, and three sections ago) can be displayed. That is, a switching display such as display of the current section → elapse of a predetermined time (5 seconds elapse) → display of the past section (1) → elapse of a predetermined time (5 seconds elapse) → display of the past section (2) → elapse of a predetermined time (5 seconds elapse) → display of the past section (3) → elapse of a predetermined time (5 seconds elapse) → display of the current section is performed.
[0030] Next, based on FIG. 3, the configuration of the game board 6 of the pachinko machine 1 will be described. The game board 6 is formed of a veneer material or a synthetic resin material having transparency, and an image display device 26 is detachably assembled to the back side. Further, on the game board 6, a game area 7 where game balls can roll is formed, and an outer rail member 18 and an inner rail member 19 for guiding the game balls launched from the launching device to the game area 7 are formed. In the game area 7, there are a gate member 20 through which game balls can pass, a first starting port 21 into which game balls can enter, a stage 17 for facilitating the entry of game balls into the first starting port 21, a second starting port 22 into which game balls can enter, a normal winning port 23 into which game balls can enter, a big winning port 24 into which game balls can enter when a hitting game (see FIG. 22) described later is being executed, an out port 25 for discharging game balls that have not entered any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that moves in the vertical direction, and in addition, game pins (not shown), windmills, and the like are provided.
[0031] The game area 7 has a first game area 7a formed on the left side of the center (a game area for so-called "left hitting") and a second game area 7b formed on the right side of the center (a game area for so-called "right hitting").
[0032] The gate member 20 is provided at the right center of the game area 7 and allows game balls to pass through when a so-called "right hitting" is performed in which game balls are launched to the right side of the game area 7. Also, it is always open upward and always allows game balls to pass through. When a game ball passes through the gate member 20 and is detected by the gate detection SW20a, a "processing at the time of gate detection" described later is performed, and a "normal symbol hit determination process" for determining whether or not to project a protruding member (not shown) provided at the second starting port 22 is performed. After the normal symbol variation time has elapsed, a "normal symbol variation game" for deriving the determination result of the normal symbol hit determination process is executed. Note that the gate member 20 may also be provided at the left center of the game area 7.
[0033] When a normal symbol variation game based on the passage of the game ball through the gate member 20 is being played, if the game ball further passes through the gate member 20, the execution of the normal symbol variation game based on the passage is suspended, and up to a maximum of "4" games can be suspended except for the normal symbol variation game being executed. Specifically, in the main RAM 103, a storage area for suspending the normal symbol variation game is provided. As shown in FIG. 9(B), the storage area for suspension consists of "the variation storage area" corresponding to the normal symbol variation game currently in variation, "the first storage area" corresponding to the normal symbol variation game to be played after the currently varying normal symbol variation game ends, and subsequently, "the second storage area", "the third storage area", and "the fourth storage area". When the currently varying normal symbol variation game finishes varying, the determination information (random number value) stored in the "first storage area" is transferred to the "variation storage area", the determination information (random number value) stored in the "second storage area" is transferred to the "first storage area", the determination information (random number value) stored in the "third storage area" is transferred to the "second storage area", the determination information (random number value) stored in the "fourth storage area" is transferred to the "third storage area", and the "fourth storage area" becomes empty.
[0034] The first starting port 21 is provided in the central part of the game area 7 and is enabled for the game ball to enter when a so-called "left shot" is being performed, where the game ball is launched to the left side of the game area 7. Also, it is always open upward and always allows the game ball to enter. When the game ball enters the first starting port 21 and is detected by the first starting port detection SW 21a, for example, "3" game balls are paid out as bonus balls. If any of the storage areas for suspension is empty in addition to the bonus balls, a special symbol hit determination process is performed, and a "symbol variation game" is executed in which the special symbol, the decorative symbol image, and the fourth symbol image are variably displayed, and after the variation time has elapsed, the determination result (special symbol and decorative symbol) of the special symbol hit determination process is derived (definitely displayed).
[0035] When a symbol variation game based on the entry of a game ball into the first start port 21 is being played, if a game ball further enters the first start port 21, the execution of the symbol variation game based on such entry is suspended, and except for the symbol variation game being executed, up to a maximum of "4" games can be suspended.
[0036] Specifically, in the main RAM 103, a suspension storage area for the symbol variation game is provided. As shown in FIG. 9(A), the suspension storage area includes a "corresponding variation storage area" corresponding to the currently varying symbol variation game, a "first storage area" corresponding to the symbol variation game to be played after the currently varying symbol variation game ends, and subsequently, a "second storage area", a "third storage area", and a "fourth storage area". When the currently varying symbol variation game finishes varying with determination information (random number values) stored in all the suspension storage areas, the determination information (random number values) stored in the "first storage area" is transferred to the "corresponding variation storage area", the determination information (random number values) stored in the "second storage area" is transferred to the "first storage area", the determination information (random number values) stored in the "third storage area" is transferred to the "second storage area", the determination information (random number values) stored in the "fourth storage area" is transferred to the "third storage area", and the "fourth storage area" becomes empty. Note that although the first start port 21 is an entry port through which a game ball can enter, it may be configured as a passage area through which a game ball can pass.
[0037] Also, a start port lighting device 21a is provided around the first start port 21. The start port lighting device 21a can, for example, emit light to notify the entry of a game ball when the game ball enters the first start port 21, or emit light in the same color as the color of the suspension icon targeted for the suspension preview effect when performing the suspension preview effect described later.
[0038] The second starting port 22 is provided at the right center of the game area 7, and a game ball can enter when a so-called "right hit" is performed in which the game ball is launched to the right side of the game area 7. Also, unlike the first starting port 21, the second starting port 22 is not always open upward and, in principle, does not allow the entry of game balls (it is in a "closed" state). That is, the second starting port 22 has a protruding member that can protrude forward, and the entry of game balls is possible only when this protruding member protrudes forward (when it is in an "open" state).
[0039] Regarding whether to allow the entry of game balls by protruding the protruding member forward, when it is determined as a normal symbol hit in the normal symbol hit determination process, it can be opened and closed in the opening and closing mode shown in the "Opening and Closing Mode of the Second Starting Port" of FIG. 6 described later. When a game ball enters the second starting port 22 and is detected by the second starting port detection SW22a, for example, "2" game balls are paid out as prize balls, and if any of the hold memory areas are empty in addition to the prize balls, a symbol variation game is executed.
[0040] When a symbol variation game based on the entry of a game ball into the second starting port 22 is being played and a game ball further enters the second starting port 22, the execution of the symbol variation game based on the entry is put on hold, and up to a maximum of "4" can be put on hold except for the symbol variation game being executed. Since the specific configuration of the main RAM 103 related to the hold is the same as that of the first starting port 21 described above, the description is omitted.
[0041] Note that, although a protruding member that moves in the front-rear direction is used as the second starting port 22, a so-called "electric tulip" having a movable wing piece may be used. Also, although the second starting port 22 is an entry port through which a game ball can enter, it may be configured as a passage area through which a game ball can pass. Also, although the second starting port 22 is provided in the second game area 7b, it may be provided in the first game area 7a.
[0042] In this embodiment, when a game ball enters the first start port 21 and the second start port 22, a special symbol winning determination process is performed, and the special symbol, the decorative symbol image, and the fourth symbol image are variably displayed. After the elapse of the variable time, the determination result (the special symbol, the decorative symbol image, and the fourth symbol image) of the special symbol winning determination process is derived (definitely displayed). A series of such processes may be referred to as a "symbol variation game" or simply as a "one-variation game". Also, the execution of the "symbol variation game" may be referred to as "variable display".
[0043] Further, when one game ball enters the first start port 21, a "symbol variation game" based on the entry of one game ball is executed on the first special symbol display 27a and the image display device 26. When one game ball enters the second start port 22, a "symbol variation game" based on the entry of one game ball is executed on the second special symbol display 27b and the image display device 26. Therefore, the "symbol variation game" refers to the general term for the games performed on the first special symbol display 27a and the image display device 26, and the general term for the games performed on the second special symbol display 27b and the image display device 26.
[0044] Also, in the present embodiment, after the variation time in the symbol variation game has elapsed, deriving the determination result (special symbol, decorative symbol image, and fourth symbol image) of the special symbol hit determination process is referred to as "definitive display" (of the special symbol, decorative symbol image, and fourth symbol image). "Definitive display" means that the special symbol, decorative symbol image, and fourth symbol image are in a completely stopped state. On the other hand, in the symbol variation game, before the variation time elapses, temporarily stopping the decorative symbol image is referred to as "temporary stop display" of the decorative symbol image. Examples of "temporary stop display" include "reach" described later and "shaking variation display" before "definitive display". "Shaking variation display" before "definitive display" refers to, for example, a situation where the decorative symbol image temporarily stops displaying, for example, "767", and then either displays "767" for "definitive display" as it is, or temporarily stops displaying a losing combination of "767" first, performs a reversal effect to derive "777", and then displays "777" for "definitive display". The variation display performed at the branching point is an example.
[0045] A total of "4" normal winning openings 23 are provided, with "3" in the lower left and "1" in the lower right of the game area 7. When a so-called "left shot" is performed, the three normal winning openings 23 in the lower left allow game balls to enter. When a so-called "right shot" is performed, the one normal winning opening 23 in the lower right allows game balls to enter. Also, like the first start opening 21, the normal winning openings 23 are always open upward 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, "8" game balls are paid out as prize balls. Note that the arrangement position of the normal winning openings 23 can be arbitrarily changed, and the number can also be less than "4". Also, the number of prize balls can be made different between the three normal winning openings 23 in the lower left and the one normal winning opening 23 in the lower right.
[0046] The large winning opening 24 is provided in the lower right part of the game area 7, and game balls can enter when so-called "right hitting" is performed. The large winning opening 24 has an opening / closing door. When a win is determined in the special symbol winning determination process, a winning game is executed, the opening / closing door tilts forward, and the entry of game balls is permitted. When a game ball enters the large winning opening 24 and is detected by the large winning opening detection SW24a, for example, 12 game balls are paid out as bonus balls.
[0047] Here, in the winning game, the opening / closing door of the large winning opening 24 opens (tilts forward) over the number of given rounds shown in FIG. 6. And for each round, it opens (tilts forward) over 29.5S (S = seconds). If the entry of 10 game balls is detected by the large winning opening detection SW24a before 29.5S has elapsed, even before 29.5S has elapsed, the opening / closing door closes and the next round proceeds, and this is repeated for the specified number of rounds. On the other hand, if 29.5S elapses (so-called "attacker full open") before the entry of 10 game balls is detected by the large winning opening detection SW24a, the opening / closing door closes and the next round proceeds. In this case, since the game of one round ends without reaching 10 balls, which is the specified number of balls to enter per round, it is disadvantageous to the player.
[0048] In this embodiment, as the large winning opening 24, an opening / closing door that tilts forward is used, but a so-called "electric tulip" may be used, or a "shutter member" that moves forward and backward in the front-rear direction may be used. Also, the game area 7 may have a plurality of large winning openings.
[0049] The image display device 26 has a display area over substantially the entire area, is provided so as to be located above the stage 17, and can display a symbol variation game or a production image in the display area. That is, based on the fact that a game ball has entered the first start port 21 or the second start port 22 and a special symbol hit determination process has been performed, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are variably displayed (vertically scrolled) in the variable display area. Note that whether the game ball has entered the first start port 21 or the second start port 22, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are commonly variably displayed (vertically scrolled) in the variable display area (although the special symbol displays are different, the decorative symbol images used in the image display device 26 are common).
[0050] Then, a production image is displayed within the variable time, and when the variable time has elapsed, if it is a hit, for example, "7" is stopped on each decorative symbol image, and the combination of the decorative symbol "777" is fixedly displayed to notify that it is a hit. On the other hand, if it is a miss, for example, the combination of the decorative symbol "765" is fixedly displayed to notify that it is a miss.
[0051] In addition to each decorative symbol image, a fourth symbol image 26d (the "4"th symbol following the above-mentioned left decorative symbol image 26a, middle decorative symbol image 26b, and right decorative symbol image 26c) can be displayed in the lower right of the display area, and it can be variably displayed and fixedly displayed in synchronization with each decorative symbol image. Further, the image display device 26 includes a first start port hold number image 26e that displays the number of holds of the symbol variation game at the first start port 21 as "0" to "4", a second start port hold number image 26f that displays the number of holds of the symbol variation game at the second start port 22 as "0" to "4", a first start port first hold ball image display area 26g that displays the number of holds of the symbol variation game at the first start port 21 with hold ball images, a first start port second hold ball image display area 26h, a first start port third hold ball image display area 26i, a first start port fourth hold ball image 26 display area j (in FIG. 3, simply shown as "g", "h", "i", "j"), a second start port first hold ball image display area 26k that displays the number of holds of the symbol variation game at the second start port 22 with hold ball images, a second start port second hold ball image display area 26l, a second start port third hold ball image display area 26m, a second start port fourth hold ball image display area 26n (in FIG. 3, simply shown as "k", "l", "m", "n"), and can display them. Also, the variable icon display area 26o (shown simply as "o" in FIG. 3) that displays an icon image corresponding to the currently executed symbol variation game can be displayed.
[0052] Note that the number of holds displayed on the first start port hold number image 26e and the number of holds displayed on the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j are, in principle, synchronized (except when a command error or the like occurs), and the number of holds displayed on the second start port hold number image 26f and the number of holds displayed on the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n are, in principle, synchronized (except when a command error or the like occurs). For example, when "4" is displayed on the first start port hold number image 26e, "4" hold ball images will be displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j.
[0053] Incidentally, the number of holds displayed as the first start port hold count image 26e and the number of holds displayed as the second start port hold count image 26f may be referred to as "numerical hold" hereinafter. Also, the hold ball images displayed in the first start port first hold ball image display area 26g, the first start port second hold ball image display area 26h, the first start port third hold ball image display area 26i, the first start port fourth hold ball image 26 display area j, and the hold ball images displayed in the second start port first hold ball image display area 26k, the second start port second hold ball image display area 26l, the second start port third hold ball image display area 26m, and the second start port fourth hold ball image display area 26n may be referred to as "hold icon" hereinafter. Also, the icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" hereinafter. Also, the variable icon and the hold icon may be collectively simply referred to as "icon".
[0054] Incidentally, the variable icon display area 26o, the first start port first hold ball image display area 26g, the first start port second hold ball image display area 26h, the first start port third hold ball image display area 26i, the first start port fourth hold ball image display area 26j, the second start port first hold ball image display area 26k, the second start port second hold ball image display area 26l, the second start port third hold ball image display area 26m, and the second start port fourth hold ball image display area 26n are to be displayed on the image display device 26, but it is not limited thereto, and they may be displayed on an LED, a lamp, etc., or may be displayed on a display device different from the image display device 26 (for example, a second image display device, so-called "sub liquid crystal").
[0055] The left decorative symbol image 26a, the middle decorative symbol image 26b, the right decorative symbol image 26c, and the fourth symbol image 26d can display symbol images from "1" to "8", and when the determination result of the special symbol hit determination process is a hit, a combination of symbols of any of "111", "222", "333", "444", "555", "666", "777", "888" can be displayed.
[0056] On the other hand, when the determination result of the special symbol hit determination process is a miss, combinations of symbols other than the above symbol combinations can be displayed. In the case of a miss, in the special symbol variation pattern described later, when a special symbol variation pattern with a "reach" is determined, for example, a symbol combination such as "767" is fixedly displayed, and when a special symbol variation pattern without a "reach" is determined, for example, a symbol combination such as "765" is fixedly displayed.
[0057] Note that "reach" means a state where the left decorative symbol image 26a and the right decorative symbol image 26c display the same numerical image (temporarily stopped display), and the middle decorative symbol image 26b is variably displayed (the symbol images to be temporarily stopped and variably displayed are not limited to this). In the present embodiment, when the determination result of the "special symbol hit determination process" is a hit, since it is configured to always pass through "reach", it can be said that the player can have expectations for a winning game.
[0058] Note that the fourth symbol image 26d may simply display a single-digit number, or may simply display a two-digit number, or may be configured to display symbols or characters, or may be configured to distinguish a hit, a miss, or the type of symbol based on the difference in the emission color.
[0059] The symbol display device 27 is provided in an area outside the game area 7 (outside the outer rail member 18), which is an area of the game board 6 different from the game area 7. As shown in FIG. 4, the symbol display device 27 includes a first special symbol display 27a that is display-controlled by the main control board 100 and executes a symbol variation game based on a game ball entering the first start port 21, and a second special symbol display 27b that executes a symbol variation game based on a game ball entering the second start port 22. Here, the first special symbol display 27a and the second special symbol display 27b are configured by 7-segment displays. In the symbol variation game, the special symbol starts to vary, and the "-" (horizontal bar symbol) blinks. When it comes to the timing of deriving the determination result of the special symbol hit determination process, if it is a miss, the "-" (horizontal bar symbol) is lit (confirmed display), and if it is a hit, for example, "7" is lit (confirmed display). That is, the "special symbol" refers to the symbol that is display-controlled by the main control board 100.
[0060] In this embodiment, the "special symbol", the above-mentioned left decorative symbol image 26a, middle decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d may be simply referred to as "symbols" or "identification information". Also, the left decorative symbol image 26a, middle decorative symbol image 26b, and right decorative symbol image 26c managed by the effect control board 200 may be simply referred to as "decorative symbols". Further, the left decorative symbol image 26a, middle decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d managed by the effect control board 200 may be collectively referred to as "sub-symbols".
[0061] As shown in FIG. 4, the symbol display device 27 also includes a first special symbol hold display 27c that is display-controlled by the main control board 100 and displays the number of holds of the symbol variation game based on a game ball entering the first start port 21, and a second special symbol hold display 27d that displays the number of holds of the symbol variation game based on a game ball entering the second start port 22.
[0062] The first special symbol hold indicator 27c and the second special symbol hold indicator 27d are each composed of two dot LED indicators, and can display the number of holds by "extinguishing", "lighting", and "flashing". For example, when the number of holds is "0", both dot LED indicators are "extinguished"; when the number of holds is "1", one is "lit" and the other is "extinguished"; when the number of holds is "2", both are "lit"; when the number of holds is "3", one is "lit" and the other is "flashing"; when the number of holds is "4", both are "flashing".
[0063] Also, the first special symbol hold indicator 27c is generally synchronized with the number of holds displayed as the above-mentioned first start port hold number image 26e and the number of holds displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j (except when a command error or the like occurs). The second special symbol hold indicator 27d is generally synchronized with the number of holds displayed as the above-mentioned second start port hold number image 26f and the number of holds displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n (except when a command error or the like occurs). For example, when the first special symbol hold indicator 27c is "flashing" (when there are 4 holds), "4" is displayed as the first start port hold number image 26e, and 4 hold ball images are displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. In the following, the first special symbol hold indicator 27c and the second special symbol hold indicator 27d may be referred to as "main hold indicators".
[0064] Note that the first special symbol hold indicator 27c and the second special symbol hold indicator 27d are each composed of two dot LED indicators, but are not limited to this. For example, a liquid crystal display device controlled for display by the main control board 100 may be provided and used to display on the liquid crystal display device.
[0065] In addition, as shown in FIG. 4, the symbol display device 27 is provided with a normal symbol display 27e that is display-controlled by the main control board 100 and executes a normal symbol variation game based on the passage of a game ball through the gate member 20. The normal symbol display 27e is composed of two dot LED displays. In the normal symbol variation game, from the start of variation, it repeatedly executes a mode of lighting one and turning off the other, and a mode of turning off one and lighting the other. When it comes to the timing to derive the determination result of the normal symbol winning determination process, if it is a loss, it performs a fixed display of lighting one and turning off the other, and if it is a normal symbol win, it performs a fixed display of turning off one and lighting the other.
[0066] In addition, as shown in FIG. 4, the symbol display device 27 is provided with a normal symbol hold display 27f that is display-controlled by the main control board 100 and displays the number of holds of the normal symbol variation game based on the passage of a game ball through the gate member 20. Note that the normal symbol hold display 27f is composed of two dot LED displays, similar to the above-described first special symbol hold display 27c and second special symbol hold display 27d, and since the display mode of the number of holds is the same, detailed description is omitted.
[0067] In addition, as shown in FIG. 4, the symbol display device 27 is provided with a round display 27g that is display-controlled by the main control board 100 and displays the "number of rounds (refer to the assigned number of rounds in FIG. 6)" indicating the number of openings of the big winning port 24 in the above-described winning game. The round display 27g is composed of "four" dot LED displays, and there are provided ones for 5 rounds and ones for 10 rounds as shown in FIG. 6. Then, for example, when winning with special symbol A, the LED display for 10 rounds lights up and the others turn off, and when winning with special symbol B, the LED display for 5 rounds lights up and the others turn off.
[0068] In addition, a plurality of board lighting devices 29 (for example, full-color LEDs) are provided on the game board 6, and in a state where the pachinko gaming machine 1 is powered on, they emit light in a predetermined light emission pattern to enhance the decorativeness of the pachinko gaming machine 1. For example, as indicated by reference numeral 29 in FIG. 3, the board lighting device 29 can decorate the entire game area 7 of the game board 6. Also, in order to make the display content of the image display device 26 stand out, all of the board lighting devices 29 can be turned off. Further, the predetermined light emission pattern is composed of a plurality of light emission patterns that define the light emission speed, light emission color, LEDs to be lit and LEDs not to be lit, etc.
[0069] Also, on the right side of the image display device 26 (so-called "center accessory"), a first special symbol sub-reservation display 29a, a second special symbol sub-reservation display 29b, and a right-shot display 29c, which are one aspect of the board lighting device 29, are provided. The first special symbol sub-reservation display 29a and the second special symbol sub-reservation display 29b are controlled for display by the effect control board 200, and each is composed of two dot LED displays, and it is possible to display the number of reservations by "turning off", "turning on", and "flashing". For example, when the number of reservations is "0", both dot LED displays are "turned off", when the number of reservations is "1", one is "turned on" and the other is "turned off", when the number of reservations is "2", both are "turned on", when the number of reservations is "3", one is "turned on" and the other is "flashing", and when the number of reservations is "4", both are "flashing".
[0070] Further, the first special symbol sub-hold indicator 29a is synchronized in principle (except when a command error or the like occurs) with the number of holds displayed as the first start port hold number image 26e and the number of holds displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. The second special symbol sub-hold indicator 29b is synchronized in principle (except when a command error or the like occurs) with the number of holds displayed as the second start port hold number image 26f and the number of holds displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n. For example, when the first special symbol sub-hold indicators 29a both "blink" (when there are 4 holds), "4" is displayed as the first start port hold number image 26e, and 4 hold ball images are displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. In the following, the first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b may be referred to as "sub-hold indicators".
[0071] Note that the first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b are each constituted by two dot LED indicators, but it is not limited thereto. For example, it may be displayed on a display device different from the image display device 26 (for example, a second image display device, so-called "sub liquid crystal").
[0072] The right hit indicator 29c is display-controlled by the effect control board 200, and for example, it lights up based on receiving an opening command in a winning game, or lights up based on receiving a game state command (probability variable) or a game state command (time shortening). Thereby, the player can be prompted to perform a right hit. On the other hand, when in the normal game state, it is turned off (turned off based on receiving a game state command (normal)), and thereby, the player can be prompted to perform a left hit. Although the right hit indicator 29c being in the off state prompts the player to perform a left hit, a left hit indicator may be provided and the player may be prompted to perform a left hit by lighting up the left hit indicator.
[0073] Next, based on FIG. 4, the internal configuration (block diagram of the control system) of the pachinko gaming machine 1 will be described. Note that the description of the components of the game board 6 in FIG. 3 will be omitted as appropriate.
[0074] The pachinko gaming machine 1 has a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 mounted on the rear side of the middle frame 3 (see FIG. 2). Then, as shown in FIG. 4, the main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. Also, the main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. Further, the payout control board 300 is connected to the performance control board 200 so that only one-way communication is possible. Also, the power supply board 400 receives external power supply via a power plug (not shown) and is connected so that the supplied external power can be supplied to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0075] Also, the main control board 100 is connected via a harness, a relay board, or the like so that inputs from various SWs are possible, and is also connected via a harness, a relay board, or the like so that display control for various displays and drive control for various solenoids are possible. Also, the performance control board 200 is connected via a harness, a relay board, or the like so that inputs from various SWs are possible, and is also connected via a harness, a relay board, or the like so that display control for various displays is possible.
[0076] The main control board 100 is provided with a main CPU 101 that performs control processing related to the progress of the game, a main ROM 102 that stores a control program necessary for the control processing related to the progress of the game, and a main RAM 103 that can be read from and written to as necessary in the control processing related to the progress of the game. Although not shown in the figure, in addition to these, there are also an interrupt controller circuit that gives an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates a random number within a certain range, and the like. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0077] In addition, the main RAM 103 is provided with a storage area (not shown) for managing various types of information. For example, there are a set value storage area for storing set value information, a special symbol state flag storage area for storing the state of special symbols, a game state storage area for storing the game state, a win state storage area for storing the state in a win game, a normal symbol state flag storage area for storing the state of normal symbols, and a normal symbol win state storage area for storing the state in a normal symbol win game.
[0078] In addition, the main RAM 103 is provided with counters (see FIG. 9) for managing various types of information (time and number of times). For example, a short-time game state B activation game number counter for counting (counting and storing) the number of times a symbol variation game has been performed in the normal game state and the short-time game state A, a short-time game state game number counter for counting (counting and storing) the number of times a symbol variation game has been performed in the short-time game states (A, B), a sure-win game state game number counter for counting (counting and storing) the number of times a symbol variation game has been performed in the sure-win game state, a time management counter for managing various times, and a round number counter for managing the number of rounds in a win game.
[0079] Note that the game count counter for activating the short-time game state B starts counting from the start of the short-time game state A after the winning game ends, and even if the short-time game state A ends and the game shifts to the normal game state, the counter value is carried over. For example, at the start of the short-time game state A after the winning game ends, the counter value is "0", and when the short-time game state A ends and the game shifts to the normal game state, the counter value becomes "100". Then, when it is determined in step S105-4-11-8 of the game state-specific processing described later that the counter value is "898 (short-time game state 100 + normal game state 798)", the said processing is affirmed.
[0080] Note that the game count counter for activating the short-time game state B may be set to count only the number of games in the normal game state. That is, when the short-time game state A ends and the game shifts to the normal game state, the counter value is "0", and when it is determined in step S105-4-11-8 of the game state-specific processing described later that the counter value is "798 (normal game state 798)", the said processing may be affirmed.
[0081] The gate detection switch SW20a is provided inside the passage of the gate member 20 of the game board 6 and is a switch for detecting that the game ball has passed through the gate member 20. That is, the gate detection switch SW20a and the main control board 100 are connected via a harness, a relay board, etc., and when the passage of the game ball is detected, the detected information is input to the main control board 100. Then, when the main control board 100 (main CPU 101) that has input the detected information is not executing a normal symbol variation game on the normal symbol hold display 27f and no determination information (random number value) is stored in any of the said variation storage areas to the fourth storage area for the normal symbols, it immediately controls to execute a normal symbol variation game. For example, when the determination information (random number value) is stored up to the third storage area, it controls to hold the execution of the normal symbol variation game, and when the determination information (random number value) is stored up to the fourth storage area, it controls not to hold the execution of the normal symbol variation game.
[0082] The first start port detection SW21a is provided inside the winning port of the first start port 21 of the game board 6, and is a SW for detecting that a game ball has entered the first start port 21. That is, the first start port detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs processing to cause the payout control board 300 to pay out three game balls as bonus balls due to the entry of a game ball into the first start port 21.
[0083] Also, when an input is made from the first start port detection SW21a, the main control board 100 does not execute a symbol variation game on either the first special symbol display 27a or the second special symbol display 27b, and if no determination information (random number value) is stored in any of the variable storage areas to the fourth storage area for special symbols (first start port), it immediately controls the first special symbol display 27a to execute a symbol variation game. For example, if determination information (random number value) is stored up to the third storage area, it controls to hold the execution of the symbol variation game, and if determination information (random number value) is stored up to the fourth storage area, it controls not to hold the execution of the symbol variation game.
[0084] The second start port detection SW22a is provided inside the winning port of the second start port 22, and is a SW for detecting that a game ball has entered the second start port 22. That is, the second start port detection SW22a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs processing to cause the payout control board 300 to pay out two game balls as bonus balls due to the entry of a game ball into the second start port 22.
[0085] In addition, when an input is received from the second start port detection SW22a, the main control board 100 (main CPU 101) controls to execute a symbol variation game on neither the first special symbol display 27a nor the second special symbol display 27b. If no determination information (random number value) is stored in any of the variable storage areas to the fourth storage area for the special symbol (second start port), it immediately controls to execute a symbol variation game on the second special symbol display 27b. For example, if determination information (random number value) is stored up to the third storage area, it controls to suspend the execution of the symbol variation game. If determination information (random number value) is stored up to the fourth storage area, it controls not to suspend the execution of the symbol variation game.
[0086] The second start port opening / closing solenoid 22b is provided behind the second start port 22 and is a solenoid for causing the protruding member provided at the above-mentioned second start port 22 to perform an opening / closing operation. That is, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 (main CPU 101) determines a normal symbol hit in the normal symbol hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing mode shown in the "opening / closing mode of the second start port" in FIG. 6.
[0087] The normal winning port detection SW23a is provided inside the winning port of the normal winning port 23 of the game board 6 and is an SW for detecting that a game ball has entered the normal winning port 23. That is, the normal winning port detection SW23a and the main control board 100 are connected via a harness, a relay board, etc. When the entry of a 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 has received the detected information performs a process to cause the payout control board 300 to pay out eight game balls as a bonus ball due to the entry of a game ball into the normal winning port 23.
[0088] The big winning opening detection SW24a is provided inside the winning opening of the big winning opening 24, and is a SW for detecting that a game ball has entered the big winning opening 24. That is, the big winning opening detection SW24a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs processing to cause the payout control board 300 to pay out 12 game balls as prize balls due to a game ball entering the big winning opening 24. In addition, the main control board 100 (main CPU101) transmits a big winning opening winning command indicating that a game ball has entered the big winning opening 24 to the effect control board 200. As a result, the effect control board 200 can also recognize the situation of game balls entering the big winning opening 24.
[0089] The big winning opening opening / closing solenoid 24b is provided behind or on the side of the big winning opening 24, and is a solenoid for causing the opening / closing door provided in the above-mentioned big winning opening 24 to perform an opening / closing operation. That is, the big winning opening opening / closing solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU101) drives and controls the big winning opening opening / closing solenoid 24b to open and close the opening / closing door over the number of given rounds in FIG. 6 in a winning game.
[0090] The out detection SW25a is provided inside the entrance of the out port 25, and is a SW for detecting that a game ball has entered the out port 25. That is, the out detection SW25a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. As a result, the main control board 100 can grasp the number of outs.
[0091] The first special symbol display 27a is provided in the symbol display device 27, and is display-controlled by the main control board 100, and is a display for executing a symbol variation game based on a game ball entering the first start port 21. That is, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the symbol variation game on the first special symbol display 27a when the execution conditions for the symbol variation game on the first special symbol display 27a are satisfied. Note that the satisfaction of the execution conditions for the symbol variation game on the first special symbol display 27a corresponds to the case where an affirmative determination is made in the process of step S105-2-4 in the "processing at the start of special symbol variation" (see FIG. 19) described later.
[0092] The second special symbol display 27b is provided in the symbol display device 27, and is display-controlled by the main control board 100, and is a display for executing a symbol variation game based on a game ball entering the second start port 22. That is, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the symbol variation game on the second special symbol display 27b when the execution conditions for the symbol variation game on the second special symbol display 27b are satisfied. Note that the satisfaction of the execution conditions for the symbol variation game on the second special symbol display 27b corresponds to the case where an affirmative determination is made in the process of step S105-2-1 in the "processing at the start of special symbol variation" (see FIG. 19).
[0093] The first special symbol hold indicator 27c is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for indicating the number of symbol variation games on hold based on the entry of a game ball into the first start port 21. That is, the first special symbol hold indicator 27c and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 inputs information detecting a game ball from the first start port detection SW21a, if the upper limit value (4) of the holds has not been reached, it display-controls the first special symbol hold indicator 27c (turns it on from off, or blinks it from on). On the other hand, when the symbol variation game based on the entry of a game ball into the currently varying first start port 21 ends, it display-controls the first special symbol hold indicator 27c (turns it on from blinking, or turns it off from on).
[0094] The second special symbol hold indicator 27d is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for indicating the number of symbol variation games on hold based on the entry of a game ball into the second start port 22. That is, the second special symbol hold indicator 27d and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 inputs information detecting a game ball from the second start port detection SW22a, if the upper limit value (4) of the holds has not been reached, it display-controls the second special symbol hold indicator 27d (turns it on from off, or blinks it from on). On the other hand, when the symbol variation game based on the entry of a game ball into the currently varying second start port 22 ends, it display-controls the second special symbol hold indicator 27d (turns it on from blinking, or turns it off from on).
[0095] 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. That is, the normal symbol display 27e and the main control board 100 are connected via a harness, a relay board, etc. When the execution conditions for the normal symbol variation game in the normal symbol display 27e are satisfied by the main control board 100 (main CPU 101), it display-controls the normal symbol variation game on the normal symbol display 27e.
[0096] The normal symbol hold indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100, and is a display for displaying the number of holds of the normal symbol variation game based on the passage of the game ball through the gate member 20. That is, the normal symbol hold indicator 27f and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 (main CPU 101) inputs information on detecting a game ball from the gate detection SW 20a, if the upper limit value (4) of the hold has not been reached, it display-controls the normal symbol hold indicator 27f (turns it on from off, or blinks it from on). On the other hand, when the normal symbol variation game that is currently varying ends, it display-controls the normal symbol hold indicator 27f (stops blinking and turns it on, or turns it off from on).
[0097] The round indicator 27g is provided in the symbol display device 27, and is display-controlled by the main control board 100, and is a display for displaying the number of times the big winning opening 24 in the above-mentioned winning game is opened. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, etc. For example, at the timing when the symbol variation game determined to be a win in the special symbol win determination process ends and the special symbol (for example, "7") indicating a win is displayed on the first special symbol indicator 27a, it controls the lighting of the LED indicator of the round number corresponding to the determined winning game. Then, when the winning game is being executed, it continuously controls the lighting of the round indicator 27g, and when the winning game ends, it controls the round indicator 27g to turn off.
[0098] 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, etc. For example, when abnormal magnetism exceeding a predetermined specified value is detected, the detected information is input to the main control board 100. Thereby, the main control board 100 can detect abnormal magnetism. And when abnormal magnetism is detected, the information indicating that abnormal magnetism has been detected is transmitted to the effect control board 200. Thereby, it is possible to execute notification of the detection of abnormal magnetism.
[0099] The radio wave sensor 27i is provided at a plurality of locations on the game board 6 and is a sensor for detecting radio waves. That is, the radio wave sensor 27i and the main control board 100 are connected via a harness, a relay board, etc. For example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. Thereby, the main control board 100 can detect abnormal radio waves. And when abnormal radio waves are detected, the information indicating that abnormal radio waves have been detected is transmitted to the effect control board 200. Thereby, it is possible to execute notification of the detection of abnormal radio waves.
[0100] The performance control board 200 is provided with a performance control unit 200a. The performance control unit 200a includes a sub-CPU 201 that performs performance control processing, a sub-ROM 202 that stores control programs necessary for the performance control processing, and a sub-RAM 203 that can be read from and written to as required in the performance control processing. Also, an image / sound control unit 200b is provided and connected via a harness or the like so as to enable two-way communication with the performance control unit 200a. The image / sound control unit 200b includes an image / sound CPU 204 that performs image / sound control processing, a sound ROM 205 that stores sound data, a CG ROM 206 that stores image data, and a VRAM 207 that includes a frame buffer for storing image generation data and the like. Further, a light emission drive control unit 200c is provided and connected via a harness or the like so as to enable two-way communication with the performance control unit 200a. The light emission drive control unit 200c includes a light emission drive CPU 208 that performs light emission control processing and drive control processing, a light emission drive ROM 209 that stores control programs necessary for the light emission control processing and drive control processing, and a light emission drive RAM 210 that can be read from and written to as required in the light emission control processing and drive control processing.
[0101] Also, the performance control unit 200a is connected so that operation information from the performance button detection SW14a, operation information from the performance lever detection SW15a, and operation information from the cross key detection SW16a can be input.
[0102] The performance button detection SW14a is provided on the performance button 14 and is a SW for detecting that the performance button 14 has been pressed by the player when the performance button 14 is within the operation valid period. That is, the performance button detection SW14a and the performance control board 200 are connected via a harness, a relay board, or the like, and information indicating that the performance button 14 has been pressed is input to the performance control board 200. Then, the performance control board 200 that has received the information indicating that the performance button 14 has been pressed controls the performance corresponding to the pressing of the performance button 14 via the image display device 26 and the speaker 10. Here, for example, in the symbol variation game, the operation valid period is set for a predetermined time for the performance button 14, and the performance button detection SW14a detects only the pressing when the operation valid period is set.
[0103] The performance lever detection SW15a is provided on the performance lever 15 and is a SW for detecting that the performance lever 15 has been operated by the player when the performance lever 15 is within the operation valid period. That is, the performance lever detection SW15a and the performance control board 200 are connected via a harness, a relay board, or the like, and information indicating that the performance lever 15 has been operated is input to the performance control board 200. Then, the performance control board 200 that has received the information indicating that the performance lever 15 has been operated controls the performance corresponding to the operation of the performance lever 15 via the image display device 26 and the speaker 10. Here, for example, in the symbol variation game, the operation valid period is set for a predetermined time for the performance lever 15, and the performance lever detection SW15a detects only the operation when the operation valid period is set.
[0104] The cross key detection SW16a is provided on the cross key button 16 and is a SW for detecting that the cross key button 16 has been pressed by the player. That is, 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.
[0105] 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, when the upward button of the cross key button 16 is pressed, the light amount can be increased (step by step), when the downward button of the cross key button 16 is pressed, the light amount can be decreased (step by step), when the rightward button of the cross key button 16 is pressed, the volume can be increased (step by step), and when the leftward button of the cross key button 16 is pressed, the volume can be decreased (step by step).
[0106] Note that the light amount may be set in three levels of "strong", "medium", and "weak", or may be set in five more finely divided levels. Also, the volume may be set in three levels of "large", "medium", and "small", or may be set in five more finely divided levels. Further, in the image display device 26, a level gauge image indicating the degree of adjustment of the light amount and volume may be displayed, and in the speaker 10, an adjustment sound corresponding to the level may be emitted. For example, when the degree of adjustment of the volume is configured in five levels, 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♪". Note that the adjustment sound may be output at a volume value corresponding to the volume value level. For example, "Re♪" may be output at a larger volume value than "Do♪".
[0107] Note that the level gauge image may be a display mode according to the light amount or volume level, or may be a fixed display mode regardless of the light amount or volume level. Specifically, the display mode according to the light amount or volume level is, for example, assumed to display a larger size (display area) of the level gauge image indicating volume level 2 with a larger volume value than volume level 1, compared to the size (display area) of the level gauge image indicating volume level 1. On the other hand, the fixed display mode regardless of the light amount or volume level is assumed to be a display where the size (display area) of the level gauge image does not change whether it is volume level 1 or volume level 2.
[0108] Note that the adjustment sound corresponding to the volume value level may emit a sound such as "Pi♪" at any level and vary the volume value for each stage. Specifically, when it is volume level 1, it is assumed to emit the sound "Pi♪" at the volume value corresponding to volume level 1, and when it is volume level 2, it is assumed to emit the sound "Pi♪" at the volume value (a volume value larger than volume level 1) corresponding to volume level 2.
[0109] Note that in this embodiment, although the adjustment of the light amount and the adjustment of the volume can be executed when the symbol variation game is not being played, it may also be executable when the symbol variation game is being played. In this case, it is preferable to perform the adjustment without displaying the above-mentioned level gauge image and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a small volume. By doing so, it is possible to prevent the production image and production sound corresponding to the symbol variation game from being inhibited by the level gauge image and the adjustment sound.
[0110] Also, it may be possible to adjust the light amount and the volume during the execution of the winning game. In this case, the display control of the level gauge image and the output control of the adjustment sound may be performed in the same manner as when the light amount or the volume is adjusted when the symbol variation game is not being played, which was described above, or may be performed in the same manner as when the light amount or the volume is adjusted when the symbol variation game is being played.
[0111] In addition, although the display of the level gauge image described above is to be performed by the image display device 26, when a display device is provided in addition to the image display device 26, it may be displayed on the other display device. By doing so, it is possible to prevent the display content displayed on the image display device 26 from being inhibited by the display of the level gauge image.
[0112] In addition, when the light amount is adjusted, the level gauge image may be displayed, but the output of the adjustment sound may not be performed.
[0113] In addition, the image display device 26 is connected to the image / sound control unit 200b, and the image information generated by the image / sound control unit 200b can be displayed. Also, the speaker 10 is connected to the image / sound control unit 200b, and the sound information generated by the image / sound control unit 200b can be output.
[0114] As described also in FIG. 1, the speaker 10 can output music (BGM), voices, and sound effects. For example, unless information indicating that the frame opening detection SW3a described later is in the closed state is input, it outputs a notification sound (for example, a warning sound + voice) indicating that the middle frame 3 is in the open state. That is, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, or the like, and the above-described sound is output from the speaker 10 under the control of the image / sound control unit 200b.
[0115] In addition, the light emitting device 9, the start port light emitting device 21a, and the board illumination device 29 are connected to the light emission drive control unit 200c, and the light emission can be controlled by the light emission drive control unit 200c. Also, the board drive device 30 is connected to the light emission drive control unit 200c, and the movable body 28 can be drive-controlled via the board drive device 30.
[0116] The movable body 28 is provided on the game board 6 and can perform operations such as "falling", "swinging", and "rotating". By performing these operations, it suggests the possibility of a winning game being given. In addition, the movable body 28 has a light-emitting unit (e.g., a full-color LED) and can emit light in a plurality of colors.
[0117] Also, when the movable body 28 receives a power-related sub-command, it performs an initial operation for checking whether the above-described operations such as "falling", "swinging", and "rotating" are normally performed in front of the display area of the image display device 26. Since the movable body 28 moves in front of the display area of the image display device 26 during the initial operation, the display content displayed in the display area becomes difficult to view by the movable body 28 for a certain period. Note that even if the display content displayed in the display area becomes difficult to view due to the initial operation, other members (e.g., the start port light-emitting device 21a, the first special symbol holding display 27c, the second special symbol holding display 27d, the board illumination device 29, etc.) do not become difficult to view due to the initial operation of the movable body 28.
[0118] Although not shown, in addition to these, an interrupt controller circuit that gives an interrupt signal to the sub-CPU 201, a hardware random number generation circuit that generates a random number within a certain range, etc. are provided.
[0119] The payout control board 300 is provided with a payout CPU 301 that performs payout control processing, a payout ROM 302 that stores a control program necessary for the payout control processing, and a payout RAM 303 that can be read from and written to as necessary in the payout control processing. Also, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper receiving tray 5a.
[0120] Specifically, in the main control board 100, for example, when information on detecting a game ball from the first start port detection SW21a is input, a payout command signal is sent from the main control board 100 to the payout control board 300 so as to payout three balls as prize balls. The payout control board 300 that has received this signal controls the payout device 304 to payout three balls as prize balls onto the upper receiving tray 5a. Then, when the payout of three balls as prize balls is completed, a payout completion signal is sent from the payout control board 300 to the main control board 100, completing the payout of the game ball for the input of the information on detecting the game ball from the first start port detection SW21a.
[0121] Also, the launch handle 8 is connected to the payout control board 300 via a harness or the like. When a player touches the above-mentioned handle touch sensor provided on the launch handle 8, information on the launch handle 8 being gripped is input, and the amount of rotation of the launch handle 8 is input according to the amount of the launch volume (not shown) provided on the launch handle 8.
[0122] Further, a launch device 305 is connected to the payout control board 300 via a harness or the like, and by controlling the launch device 305, a game ball is launched into the game area 7. Specifically, when the payout control board 300 receives information on the launch handle 8 being gripped by the player and the amount of rotation of the launch handle 8 from the launch handle 8, it controls the launch device 305 with a launch intensity corresponding to the amount of rotation of the launch handle 8 to launch the game ball.
[0123] Also, although not shown in FIG. 4, the payout control board 300 is connected via a ball lending unit or the like so as to be able to receive an input signal from the ball lending button 12 shown in FIG. 1. When the ball lending button 12 is operated by the player, the payout control board 300 controls the payout device 304 to payout a number (for example, 125 balls) of game balls corresponding to one operation of the ball lending button 12 onto the upper receiving tray 5a.
[0124] The frame opening detection switch SW3a is provided on the middle frame 3, and can detect the "open" state such as when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect the "closed" state when the glass frame 4 and the middle frame 3 are closed. That is, the frame opening detection switch SW3a and the payout control board 300 are connected via a harness, a relay board, etc. When in the above-mentioned "closed" state, information indicating the closed state is input to the payout control board 300. On the other hand, when in the above-mentioned "open" state, the information indicating the above-mentioned closed state is not input to the payout control board 300, and by not being input, the payout control board 300 (payout CPU 301) can detect that it is in the above-mentioned "open" state. Note that the payout control board 300 (payout CPU 301) can transmit the information detected as being in the "closed" state and the information detected as being in the "open" state to the effect control board 200.
[0125] A passage for guiding the game balls that cannot be fully stored in the upper receiving tray 5a to the lower receiving tray 5b is formed between the upper receiving tray 5a and the lower receiving tray 5b, and a full detection switch SW300a is provided in the passage. When the game balls guided to the lower receiving tray 5b are stored without being discharged (outside the gaming machine), the game balls stay in the passage, and when a predetermined amount stays, the full detection switch SW300a turns on. Thereby, it is also possible to detect that the game balls in the lower receiving tray 5b are in a full state. Then, when the full detection switch SW300a turns on, the payout CPU 301 stops the payout of the game balls by the payout device 304 and transmits information indicating that the full detection switch SW300a is on to the effect control board 200. Thereby, the effect control board 200 can execute a notification prompting to discharge the game balls stored in the lower receiving tray 5b.
[0126] The main control board 100, the effect control board 200, and the payout control board 300 are connected to the power supply board 400 via a harness or the like. As described above, the power supply board 400 receives external power supply via a power plug (not shown) and supplies the supplied external power to any of the main control board 100, the effect control board 200, and the payout control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (100 VAC) into 24 VDC.
[0127] Next, with reference to FIG. 5, the special symbol winning determination table and the normal symbol winning determination table will be described. First, the special symbol winning determination tables in FIGS. 5(A-1) and (A-2) are stored in the main ROM 102. Here, in the present embodiment, six levels of setting values can be set. FIG. 5(A-1) shows an example of the special symbol winning determination table for setting value 1, and FIG. 5(A-2) shows an example of the special symbol winning determination table for setting value 6. Descriptions of other setting values are omitted. For example, when the setting value 1 is set, the main CPU 101 performs the special symbol winning determination process with reference to the special symbol winning determination table for setting value 1 shown in (A-1), and when the setting value 6 is set, the main CPU 101 performs the special symbol winning determination process with reference to the special symbol winning determination table for setting value 6 shown in (A-2). Also, the fact that the first start port and the second start port are common means that the special symbol winning determination table to be referred to is the same whether a game ball enters the first start port 21 or the second start port 22. Note that the setting value is not limited to six levels and can be arbitrary. For example, it may be four levels or two levels.
[0128] Also, it may be configured to include only the special symbol winning determination table in FIG. 5(A-1) without providing a setting value (it may be a model without setting). Also, although there are setting values, it may be configured to have only the special symbol hit determination table in Fig. 5(A-1). That is, even if it has only a single-stage setting value and uses the same content as the main control board main process shown in Fig. 10 for a gaming machine with multiple-stage setting values, there will be no problem. Also, even when it has only a single-stage setting value, there will be no problem if the setting value change process shown in Fig. 11 and the setting value confirmation process shown in Fig. 12 are performed. By doing so, the processing and the like can be made common between a gaming machine with multiple-stage setting values (a setting-equipped machine) and a gaming machine with only a single-stage setting value (substantially a non-setting-equipped machine), thus reducing the developer's effort. Also, when it has only a single-stage setting value, there will be no problem in using the same main control board 100 as that of a gaming machine with multiple-stage setting values (the hardware aspects may also be made common). By doing so, the components can also be made common, thus reducing the cost.
[0129] In the special symbol hit determination table in Fig. 5(A-1), when the gaming state is the normal gaming state and when it is the time-limited gaming state (A, 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". When the gaming state is the probability-variable gaming 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". That is, when the gaming state is the probability-variable gaming state, the probability of being determined as a hit fluctuates by about 10 times compared to the normal gaming state and the time-limited gaming state (A, B). Therefore, it can be said that the probability-variable gaming state is a gaming state that is more advantageous to the player compared to the normal gaming state and the time-limited gaming state (A, B).
[0130] In the special symbol hit determination table of FIG. 5(A-2), when the game state is the normal game state and when it is the time-limited game state (A, 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". When the game state is the probability-variable 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". By setting different hit probabilities for each set value in this way, it becomes easier for the game parlor side to manage the ball release.
[0131] Also, in the time-limited game state (A, B) and the probability-variable game state, compared to the normal game state, as shown in FIG. 5(B) and FIG. 6(B), in the normal symbol hit determination process, it is easier to be determined as a hit, and moreover, as the opening and closing mode of the protruding member of the second start port 22 when being determined as a hit, an advantageous opening and closing mode is selected. Therefore, the probability-variable game state is the most advantageous game state for the player, followed by the time-limited game state (A, B) being an advantageous game state for the player, and the normal game state being the most disadvantageous game state for the player. As shown in FIG. 7, since the upper limit of the time-limited game state A is 100 times and the upper limit of the time-limited game state B is 1212 times, the time-limited game state B is a more advantageous game state for the player than the time-limited game state A.
[0132] In this embodiment, as shown in FIG. 3, the gate member 20 is provided on the right side of the game area 7 and not on the left side of the game area 7. If a right shot is made in the normal game state and the game ball passes through the gate member 20, as shown in FIG. 5, the probability of hitting the general drawing is "4 / 256". Therefore, the protruding member of the second start port 22 can be opened. However, since the opening time is "0.9S", it is difficult to make the game ball enter the second start port 22, and most of the game balls hit will pass through the out port 25. Therefore, in the normal game state, it is optimal for the player to make a left shot and make the game ball enter the first start port 21. For this reason, when the gate detection SW20a detects a game ball in the normal game state, a left shot notification is given to encourage the player to perform an optimal game.
[0133] Note that hereinafter, the normal game state and the time-limited game states (A, B) may be collectively referred to as a low-probability state, and the probability-variable game state may be referred to as a high-probability state. Also, the normal game state may be referred to as "during non-time-limitation" or "non-time-limited state", and the probability-variable game state and the time-limited game states (A, B) may be collectively referred to as "during time-limitation", "time-limited state", or "state of improved ball entry rate".
[0134] Next, the normal symbol hit determination table in FIG. 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of being determined as a hit in the normal symbol hit determination process is "4 / 256", and the probability of being determined as a miss is "252 / 256". When it is the time-saving game state (A, B) or the probability-variable game state, the probability of being determined as a hit in the normal symbol hit determination process is "251 / 256", and the probability of being determined as a miss is "5 / 256". Therefore, compared with the normal game state, in the time-saving game state (A, B) or the probability-variable game state, it is easier to be determined as a hit in the normal symbol hit determination process, and it can be said that it is a game state advantageous to the player. Although no set value is provided in the normal symbol hit determination table (the set values are common), a set value may be provided in the same way as the special symbol hit determination table. For example, the set value "6" may be easier to be a hit in the normal symbol hit determination compared to the set value "1". Also, when it is the normal game state, the probability of being determined as a hit in the normal symbol hit determination process is "4 / 256", and the probability of being determined as a miss is "252 / 256", but it is not limited to this, and the probability of being determined as a miss may be "256 / 256".
[0135] Next, with reference to FIG. 6, the special symbol determination table and the normal symbol determination table will be described. First, the special symbol determination table in FIG. 6(A) has two tables: (1) a table for the first start port 21, which is referred to when determining the special symbol to be definitely displayed on the first special symbol display 27a based on the result of the special symbol hit determination process being performed when a game ball enters the first start port 21, in the case of a hit and in the case of a miss; and (2) a table for the second start port 22, which is referred to when determining the special symbol to be definitely displayed on the second special symbol display 27b based on the result of the special symbol hit determination process being performed when a game ball enters the second start port 22, in the case of a hit and in the case of a miss. These are stored in the main ROM 102. Then, the main CPU 101 refers to the table corresponding to the start port where the game ball has entered and determines the special symbol based on the determination result of the special symbol hit determination process.
[0136] And in the special symbol determination table of (1) in FIG. 6(A), as a result of performing the special symbol hit determination process, if it is a hit, the main CPU 101 determines one of the special symbols "Special Symbol A", "Special Symbol B", and "Special Symbol C". Specifically, when a game ball enters the first start port 21, a random number for special symbol determination is acquired, and one of the special symbols is determined with reference to the acquired random number for special symbol determination. For example, if the acquired random number for special symbol determination is "0 to 9", "Special Symbol A" is determined; if the acquired random number for special symbol determination is "10 to 64", "Special Symbol B" is determined; if the acquired random number for special symbol determination is "65 to 99", "Special Symbol C" is determined. And when the special symbol is determined, the "number of rounds to be granted" and the "game state after a hit" are uniquely determined. When "Special Symbol A" is determined, 10 rounds are granted as the "number of rounds to be granted", and a probability variable game state is granted as the "game state after a hit". Also, when "Special Symbol B" is determined, 5 rounds are granted as the "number of rounds to be granted", and a probability variable game state is granted as the "game state after a hit". Also, when "Special Symbol C" is determined, 10 rounds are granted as the "number of rounds to be granted", and a time shortening game state A is granted as the "game state after a hit". On the other hand, as a result of performing the special symbol hit determination process, if it is a miss, the main CPU 101 determines "Special Symbol D", and since "Special Symbol D" has no defined "number of rounds to be granted" and "game state after a hit", a hit game is not granted.
[0137] Also, in the special symbol determination table of (2) in FIG. 6(A), when the special symbol hit determination process is performed and the result is a hit, the main CPU 101 determines one of the special symbols from "special symbol E" and "special symbol F". Since the specific determination method is the same as that of (1) in FIG. 6(A) described above, the description is omitted. For example, if the acquired random number for special symbol determination is "0 to 64", "special symbol E" is determined, and if the acquired random number for special symbol determination is "65 to 99", "special symbol F" is determined. When "special symbol E" is determined, 10 rounds are given as the "number of rounds to be given", and a probability variable game state is given as the "game state after a hit". Also, when "special symbol F" is determined, 10 rounds are given as the "number of rounds to be given", and a short-time game state A is given as the "game state after a hit". On the other hand, when the special symbol hit determination process is performed and the result is a miss, the main CPU 101 determines "special symbol G".
[0138] In this way, since the rate at which the probability variable game state is given is "65%" for the first start port 21 and also "65%" for the second start port 22, there is no difference in the entry rate into the probability variable game state between the first start port 21 and the second start port 22. On the other hand, as for the "number of rounds to be given", since 10 rounds are always given to the second start port 22 and 5 rounds are never given, it can be said that it is more advantageous for the player that a hit game is given based on the ball entry into the second start port 22 than a hit game is given based on the ball entry into the first start port 21. In this embodiment, no set value is provided in the special symbol determination table, but a set value may be provided. For example, the determination ratio of the special symbol may be made different between the case where the set value is "1" and the case where the set value is "6". In that case, the entry rate into the probability variable game state may be common for all set values, but the "number of rounds to be given" may be made to have different ratios for each set value. For example, the more advantageous the set value is "6", the easier it may be to give the number of rounds, or the more advantageous the set value is "1", the easier it may be to give the number of rounds.
[0139] Thus, since it is more advantageous for the player that a winning game is awarded based on the entry of the game ball into the second starting port 22 than based on the entry into the first starting port 21, in the short-time game states (A, B) where the second starting port 22 can be opened in "1.8S × 3 times" and in the probability-variable game state, it is optimal for the player to perform a right hit and make the game ball enter the second starting port 22. For this reason, when the first starting port detection SW21a detects a game ball in the short-time game states (A, B) and the probability-variable game state, a right hit notification that encourages the player to perform an optimal game will be given.
[0140] Next, the normal symbol determination table in FIG. 6(B) is stored in the main ROM 102, and it is a table referred to when determining the normal symbol to be definitely displayed on the normal symbol display 27e in the case of a normal symbol win and in the case of a normal symbol loss as a result of performing a normal symbol win / loss determination process based on the game ball passing through the gate member 20. When the game state is the normal game state and as a result of performing a normal symbol win / loss determination process, if it is 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 if it is a normal symbol loss, it determines "normal symbol B". Also, when the game state is in the short-time game states (A, B) and when it is in the probability-variable game state, as a result of performing a normal symbol win / loss determination process, if it is a normal symbol win, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol related process, and if it is a normal symbol loss, it determines "normal symbol D".
[0141] Note that, even in the case of the normal symbol, the content to be imparted is uniquely determined, similar to the special symbol described above. When "Normal Symbol A" is determined, the protruding member of the second start port 22 is opened "1" time at "0.9S", and when "Normal Symbol B" is determined, the protruding member of the second start port 22 is not opened. Also, when "Normal Symbol C" is determined, the protruding member of the second start port 22 is opened "3" times at "1.8S", and when "Normal Symbol D" is determined, the protruding member of the second start port 22 is not opened. Therefore, when it is a normal winning of the normal symbol, the opening and closing mode of the protruding member of the second start port 22 is more advantageous in the time-saving game state (A, B) or the probability-variable game state than in the case of the normal game state, so it can be said that it is a game state advantageous to the player.
[0142] Note that 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, for each set value, the probability of being determined as a normal winning in the normal symbol winning determination process may be made different. In the case of the set value "6", it may be easier to win compared to the case of the set value "1", or vice versa. Also, for each set value, the opening and closing mode of the second start port 22 may be different. For example, in the case of the set value "6", it may open and close in a more advantageous opening and closing mode compared to the case of the set value "1", or vice versa.
[0143] Note that in FIG. 6, when the number of imparted rounds is "10", the big winning port 24 is opened for "29.5 seconds" per round, and this is repeated 10 times. Also, when the number of imparted rounds is "5", the big winning port 24 is opened for "29.5 seconds" per round, and this is repeated 5 times.
[0144] Next, with reference to FIG. 7, the game state transition (game flow) in the present embodiment will be described. In the present embodiment, as described above, it includes a normal game state, a time-saving game state, and a probability-variable game state. Note that, strictly speaking, the time-saving game state includes a time-saving game state A and a time-saving game state B.
[0145] In the normal gaming state, the state managed by the main control board is a low-probability state, and there is no general power support. General power support means that in the normal symbol hit determination process, it is easier to hit the normal symbol, and when it hits, the opening and closing mode of the second start port shown in FIG. 6 becomes "1.8S × 3 times". Also, on the effect control board, as effect modes (also referred to as effect stages), effect modes A to E can be executed.
[0146] In the short-time gaming state A, the state managed by the main control board is a low-probability state, and there is general power support. Also, in the short-time gaming state A, the upper limit number of times is 100 times. That is, one of the end conditions is that 100 symbol variation games have been performed, and during the execution of 100 symbol variation games, there is general power support. Also, on the effect control board, as an effect mode, effect mode F can be executed. Note that since the short-time gaming state A transitions according to FIGS. 8a and 8d, it can be said that it is a short-time gaming state that transitions based on the result of the special symbol hit determination process.
[0147] In the short-time gaming state B, the state managed by the main control board is a low-probability state, and there is general power support. Also, in the short-time gaming state B, the upper limit number of times is 1212 times. That is, one of the end conditions is that 1212 symbol variation games have been performed, and during the execution of 1212 symbol variation games, there is general power support. Also, on the effect control board, as an effect mode, effect mode G can be executed. Note that also in the short-time gaming state B, the effect mode F which is the effect mode in the short-time gaming state A may be executed. Note that since the short-time gaming state B transitions according to FIG. 8g, it can be said that it is a short-time gaming state that transitions based on the fact that the number of variation displays from the establishment of a predetermined condition has reached a predetermined number of times.
[0148] The probability-variable game state is a state managed by the main control board, and it is in a high-probability state with general power support. Also, the upper limit of the number of times for the probability-variable game state is 10,000 times. That is, one of the end conditions is that 10,000 symbol variation games have been performed, and during the execution of 10,000 symbol variation games, there is general power support. Also, on the effect control board, as an effect mode, effect mode H can be executed.
[0149] The winning game is a state managed by the main control board, and it is in a low-probability state without general power support.
[0150] In the time-saving game state A, the upper limit of the number of times was set to 100 times, but it may be less than 100 times or more than 100 times. Also, in the time-saving game state B, the upper limit of the number of times was set to 1,212 times, but it may be any number of times as long as it is 3.8 times or less of the denominator (for example, 319) of the winning probability in the special symbol winning determination table shown in FIG. 5.
[0151] Also, together with the above-described time-saving game states A and B, or instead of the above-described time-saving game states A and B, a time-saving game state C may be provided. This time-saving game state C is a time-saving game state that can be shifted in a part of the cases where it is not determined as a win in the special symbol winning determination process in the normal game state. For example, it may be shifted at about 1 / 500. Note that the combination of the time-saving game states A, B, and C may be arbitrary. For example, it may include the time-saving game states A and B and not include the time-saving game state C, or it may include the time-saving game states A and C and not include the time-saving game state B, or it may include the time-saving game states B and C and not include the time-saving game state A, or it may include all of the time-saving game states A, B, and C. Note that the time-saving game state C belongs to the time-saving game states that are shifted based on the result of the determination in the special symbol winning determination process.
[0152] In addition, in the variable probability gaming state, an upper limit number of times is set, but it is not necessary to provide an upper limit number of times. Also, in the present embodiment, as shown in FIG. 6, it is of a so-called variable probability loop type, but it may be of a so-called ST type or a falling lottery type.
[0153] Also, in the case of the ST type, it may be configured to have a special symbol (for example, ST 100 times) to which the variable probability gaming state is assigned and a special symbol (for example, ST 100 times + time shortening 100 times) to which the variable probability gaming state and the time shortening gaming state are assigned after the end of the variable probability gaming state.
[0154] Next, the transition of the gaming state will be described. a: It is a transition when a hit is determined in the special symbol hit determination process. b: It is a transition when any one of the special symbols A, B, and E is determined. c: It is a transition when a hit is determined in the special symbol hit determination process. d: It is a transition when any one of the special symbols C and F is determined. e: It is a transition when a hit is determined in the special symbol hit determination process. f: It is a transition when 100 consecutive symbol variation games are executed without hitting. g: It is a transition when 898 consecutive symbol variation games are executed without hitting in the time shortening gaming state A and the normal gaming state. h: It is a transition when 1212 consecutive symbol variation games are executed without hitting. i: It is a transition when a hit is determined in the special symbol hit determination process. j: It is a transition when 10000 consecutive symbol variation games are executed without hitting.
[0155] Note that in g, it is set to 898 times, but any number of times may be used as long as it is 2.5 times or more and 3.0 times or less of the denominator (for example, 319) of the hit probability in the special symbol hit determination table shown in FIG. 5. Also, the number of times in g is an invariant value that cannot be changed, but it may be set to any value by the game staff at the game arcade.
[0156] Next, with reference to FIG. 8, the special symbol variation pattern tables (A and B) will be described. The special symbol variation pattern tables (A and B) in FIG. 8 are stored in the main ROM 102 and are tables referred to when determining the variation time in the symbol variation game.
[0157] In the figure, the number of held balls indicates the value obtained by subtracting 1 at the start of the variation. For example, the number of held balls "3" in variation pattern 0 means that it is stored up to the fourth storage area in FIG. 9, and when the fourth storage area becomes empty after subtracting 1 at the start of the variation and it is a losing case, variation pattern 0 is determined. That is, (in the case of a losing case) when the number of held balls is large, compared to when it is small, it is easier to select a shortened variation (it may be set to always select a 100% shortened variation, or it may be set to select a 90% shortened variation and a 10% normal variation), thereby improving the operation of the pachinko machine 1.
[0158] 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 0" to "variation pattern 5". Specifically, when a game ball enters the first start port 21 or the second start port 22, a random number for variation pattern determination is acquired, and one of the variation patterns is determined by referring to the acquired random number for variation pattern determination. Although not shown in the figure, when a game ball enters the first start port 21 or the second start port 22, a random number for reach determination is acquired, and when the random number for reach determination corresponds to a random number for executing a reach, one of the variation patterns is determined from "variation pattern 2" to "variation pattern 5", and when the random number for reach determination does not correspond to a random number for executing a reach, "variation pattern 0" and "variation pattern 1" may be determined. On the other hand, when the game state is the normal game state and the result of the special symbol hit determination process is a hit, the main CPU 101 determines one of the variation patterns from "variation pattern 6" to "variation pattern 11" by referring to the random number for variation pattern determination.
[0159] Once the variation pattern is determined, the "performance content" and the "variation time" (in seconds S) are uniquely determined. When "variation pattern 0" is determined, "shortened variation" is determined as the "performance content", and "3S" is determined as the "variation time". Here, "shortened variation" refers to a variation that does not reach a win and simultaneously stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c. Also, when "variation pattern 1" is determined, "normal variation" is determined as the "performance content", and "7S" is determined as the "variation time". Here, "normal variation" refers to a variation that does not reach a win and stops the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c in sequence. Also, when "variation pattern 2" is determined, "normal reach" is determined as the "performance content", and "15S" is determined as the "variation time". Here, "normal reach" refers to a reach that performs a reach but does not perform a special development performance (for example, a performance that variably displays the middle decorative pattern image 26b after a temporary stop display in case of a loss). Since the selection ratio at the time of a win is low and the selection ratio at the time of a loss is high, it is positioned as a reach with a low expectation of a win.
[0160] Also, when "variation pattern 3" is determined, "super reach" is determined as the "performance content", and "40S" is determined as the "variation time". Here, "super reach" refers to a reach that performs a development performance during the execution of a reach (normal reach) and displays a real image on the image display device 26, for example, at the development destination. Since the selection ratio at the time of a win is higher than that of the "normal reach" and the selection ratio at the time of a loss is lower than that of the "normal reach", it is positioned as a reach with a higher expectation of a win than the "normal reach".
[0161] Also, when "variation pattern 4" is determined, "pseudo consecutive 2 normal reaches" is determined as the "performance content", and "50S" is determined as the "variation time". Regarding "pseudo consecutive", which will be described in detail later, "pseudo consecutive 2 normal reaches" is positioned as a reach with a higher expectation of winning than only "normal reaches" and a lower expectation of winning than "super reaches". Also, when "variation pattern 5" is determined, "pseudo consecutive 3 super reaches" is determined as the "performance content", and "70S" is determined as the "variation time". "Pseudo consecutive 3 super reaches" is positioned as a reach with a higher expectation of winning than only "super reaches". Note that "variation patterns 6" to "variation patterns 9" only differ in terms of losing or winning compared to "variation patterns 2" to "variation patterns 5", and since the performance content and variation time are the same, the explanation is omitted.
[0162] Also, when "variation pattern 10" is determined, "pseudo consecutive 4 super reaches" is determined as the "performance content", and "90S" is determined as the "variation time". Here, since "pseudo consecutive 4 super reaches" is a variation pattern that is only selected in the case of winning, when the "pseudo consecutive" described later is performed 4 times, winning is determined at that point. Also, when "variation pattern 11" is determined, "full rotation reach" is determined as the "performance content", and "120S" is determined as the "variation time". Here, "full rotation reach" is a reach in which the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are scrolled (variably displayed) in a state where they are aligned with "111", "222", "333", "444", "555", "666", "777", "888", and finally, for example, are determined and displayed as "777".
[0163] In addition, the selectable variation patterns in the case of a win may be determined by the determined special symbol. For example, variation patterns 6 to 10 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined, and variation pattern 11 may be selectable only when special symbol A is determined. Also, variation patterns 6 to 11 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined.
[0164] Further, when the game state is the time-saving game state (A, B) and when it is the probability-variable game state, if the result of the special symbol win determination process is a loss, the main CPU 101 determines one of the variation patterns from among "variation pattern 12" to "variation pattern 15". When "variation pattern 12" is determined, "shortened variation" is determined as the "production content", and "2S" is determined as the "variation time". Here, when the game state is the time-saving game state (A, B) and when it is the probability-variable game state, if the result of the special symbol win determination process is a loss and the number of held balls is 1 to 3, this "shortened variation" is more likely to be selected, so that the time-saving game state (A, B) and the probability-variable game state can be efficiently completed.
[0165] Also, when "variation pattern 13" is determined, "reach excitement" is determined as the "production content", and "10S" is determined as the "variation time". Here, "reach excitement" is, for example, an effect of exciting whether a reach is formed by temporarily stopping the display of the "7" symbol as the left decorative symbol image 26a and exciting whether to temporarily stop the display of the 7 symbol as the right decorative symbol image 26c. As a result of performing the "reach excitement", for example, if the 8 symbol is temporarily stopped and displayed as the right decorative symbol image 26c, no reach is formed, and if the 7 symbol is temporarily stopped and displayed as the right decorative symbol image 26c, a reach is formed and it develops into the "shortened super reach" in "variation pattern 15" and "variation pattern 17" described later.
[0166] Also, when "variation pattern 14" is determined, "super reach during shortening" is determined as the "performance content", and "30S" is determined as the "variation time". Here, "super reach during shortening" is a "super reach" dedicated to the time-shortened game states (A, B) and the probability-variable game state, and is different from the "super reach" performed in the normal game state.
[0167] Also, when "variation pattern 15" is determined, "reach build-up → super reach during shortening" is determined as the "performance content", and "40S" is determined as the "variation time". For "variation pattern 16" and "variation pattern 17", there are only differences in winning or losing compared to "variation pattern 14" and "variation pattern 15", and the performance content and variation time are the same, so the description is omitted. Note that "reach build-up → super reach during shortening" is configured such that the selection ratio at winning is higher than that of "super reach during shortening", and the selection ratio at losing is lower than that of "super reach during shortening", so it is positioned as a reach with a higher expectation of winning than "super reach during shortening".
[0168] Special symbol variation pattern table B is a table referred to in the first symbol variation game (the first variation in the time-shortened game state B) of the time-shortened game state B in this embodiment. That is, in the first symbol variation game when transitioning from the normal game state to the time-shortened game state B, "variation pattern 18" or "variation pattern 19" is determined by referring to the special symbol variation pattern table B.
[0169] Specifically, "variation pattern 18" is "specific variation A (losing)", and is determined when the result of the special symbol winning determination process is a loss. Also, "variation pattern 19" is "specific variation B (winning)", and is determined when the result of the special symbol winning determination process is a win. The specific performance modes when these variation patterns are determined are described in detail in FIGS. 53, 55, etc.
[0170] In FIG. 8, the special symbol variation pattern table B is used as the table to be referred to in the first symbol variation game (the first variation in the time-saving game state B) of the time-saving game state B. However, it is not limited to this, and it may be referred to in the last symbol variation game in the normal game state immediately before shifting to the time-saving game state B. Also, for example, when the number of held balls becomes "3" at the start of the 897th symbol variation game, a shortened variation can be selected. However, when the number of held balls becomes "3" at the start of the 898th symbol variation game, the shortened variation is not selected, and different variation patterns may be determined even in the same normal game state and with the same number of held balls.
[0171] In this embodiment, the special symbol variation pattern table C is a table to be referred to when executing a symbol variation game corresponding to the determination information (hereinafter referred to as remaining special feature 2) stored in the holding memory area of the second start port when shifting from the time-saving game state (A, B) to the normal game state. That is, when digesting the remaining special feature 2 even in the normal game state, "variation pattern 20" or "variation pattern 21" is determined by referring to the special symbol variation pattern table C.
[0172] Specifically, "variation pattern 20" is "specific variation C (loss)", and it is determined when the result of the special symbol winning determination process is a loss. Also, "variation pattern 21" is "specific variation D (win)", and it is determined when the result of the special symbol winning determination process is a win.
[0173] Note that both "specific variation C (loss)" and "specific variation D (win)" are composed of a variation time of 15S, and a reach is not executed during the execution of the symbol variation game. For example, even in the case of "specific variation D (win)", a reach is not executed, and it is notified that a win has been achieved. Also, in "specific variation C (loss)" and "specific variation D (win)", the jackpot preview effects A, B, and C described later are not executed.
[0174] In particular, as a result of playing the time-saving game state B and then transitioning to the normal game state without obtaining a winning game, the player is likely to be greatly disappointed. In such a situation, for example, if "specific variation C (a miss)" + the jackpot preview effect B described below is executed, a jackpot preview effect with a high expectation of a winning game is executed but results in a miss, which may further disappoint the player. Therefore, in such a situation, by deriving the determination result of the special symbol winning determination process without executing an excessive reach or jackpot preview effect, it is possible to prevent further disappointment of the player.
[0175] Note that different special symbol variation patterns may be determined for the remaining feature 2 when transitioning from the time-saving game state A to the normal game state and the remaining feature 2 when transitioning from the time-saving game state B to the normal game state. Also, the time-saving game state A has fewer playable times than the time-saving game state B. When transitioning to the normal game state without obtaining a winning game in the time-saving game state A, the player's disappointment is not as great as in the time-saving game state B. Therefore, for the remaining feature 2 when transitioning from the time-saving game state A to the normal game state, a reach or each jackpot preview effect may be executed.
[0176] The above-mentioned special symbol variation patterns are not limited to those listed in FIG. 8, and may further include a plurality of special symbol variation patterns. Also, the special symbol variation pattern table referred to may be varied according to the set value. For example, an easy-to-select special symbol variation pattern may be provided for each set value, or a special symbol variation pattern that can only be selected with that set value may be provided. Thereby, it is possible to infer (or grasp) the set value from the production content of the executed special symbol variation pattern, leading to an improvement in the gaming interest.
[0177] Also, although the special symbol variation pattern tables referred to in the time-saving game state A and the time-saving game state B are common, they may be varied. Thereby, it is also possible to give a feeling as if different game states are being executed while in the same time-saving game state.
[0178] Next, with reference to FIG. 9, the determination information storage area of the main RAM and the counter of the main RAM will be described. FIG. 9 is a schematic diagram showing the determination information storage area (reserved storage area) provided in the main RAM 103 and the counter of the main RAM. In the main RAM 103, (A) a reserved storage area corresponding to a special symbol and (B) a reserved storage area corresponding to a normal symbol are provided. At the first start port 21, determination information (random value) related to the special symbol can be stored in the "said variable storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area" respectively. Also at the second start port 22, determination information (random value) related to the special symbol can be stored in the "said variable storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area" respectively. Also in the gate member 20, determination information (random value) related to the normal symbol can be stored in the "said variable storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area" respectively. Regarding the counter of the main RAM, since it is as described above, the description here is omitted.
[0179] Next, the control process performed by the main CPU 101 of the main control board 100 will be described.
[0180] (Regarding the main process of the main control board) FIG. 10 is a flowchart showing the main process performed on the main control board 100. This process is started by the main CPU 101 of the main control board 100 when the pachinko gaming machine 1 is powered on and voltage is supplied from the power supply board 400 to each control board.
[0181] (Step S1) In step S1, the main CPU 101 determines whether the pachinko gaming machine 1 is in a power-off state (power failure state). As a result, if it is in a power-off state (power failure state), the process of step S1 is repeatedly executed. If it is not in a power-off state (power failure state), the process proceeds to step S2. Note that when it is in a power-off state (power failure state), this process can be executed using a backup power supply (not shown).
[0182] (Step S2) In step S2, the main CPU 101 prohibits interrupts (i.e., the main control board timer interrupt process is performed). As a result, the main CPU 101 executes only the process of FIG. 10 until interrupts are permitted in S19 described later. Then, when interrupts are prohibited, the process proceeds to step S3.
[0183] Note that after the process of step S2 is completed, a signal for stopping the launch may be output to prohibit the launch permission signal. This can prevent the launch of the game balls during the prohibition of interrupts. Then, in the first main control board timer interrupt process after interrupts are permitted in step S19 described later, the launch permission signal may be set to the permitted state.
[0184] (Step S3) In step S3, the main CPU 101 determines whether the RAM clear switch 105 is ON (pressed). That is, it determines whether the power of the pachinko game machine 1 is turned ON (the power switch 400a is ON) while the RAM clear switch 105 is pressed. As a result, if the RAM clear switch 105 is ON, the process proceeds to step S4, and if the RAM clear switch 105 is not ON, the process proceeds to step S9.
[0185] (Step S4) In step S4, the main CPU 101 determines whether the setting change key is in the setting change position. For example, when it is detected that the setting change key is inserted into the setting change keyhole 31 and the setting change key is rotated 90 degrees, it is determined that the setting change key is in the setting change position, and if the above detection is not made, it is determined that the setting change key is not in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S5, and if the setting change key is not in the setting change position, the process proceeds to step S7.
[0186] (Step S5) In step S5, the main CPU 101 performs the setting value change process shown in FIG. 11. This process will be described in detail later with reference to FIG. 11. Then, when the setting value change process ends, the process proceeds to step S6.
[0187] (Step S6) In step S6, the main CPU 101 transmits a power-on command. The power-on command is a command indicating that the RAM clear switch 105 is ON and the power is turned on. When the production control board 200 receives the command, for example, it displays "Powering on" on the image display device 26 via the image / sound control unit 200b and outputs a voice "Powering on" from the speaker 10. Then, when the power-on command is transmitted, the process proceeds to step S18.
[0188] (Step S7) In step S7, when the RAM clear switch 105 is ON and the power switch 400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. Thereby, for example, when it is in the reduced-time gaming state (A or B) at the closing time of the game arcade, it can be started from the normal gaming state at the opening time of the game arcade the next day. In this process, each game count counter shown in FIG. 9 is also cleared (the counter value becomes 0). Then, when areas 1 and 2 (excluding the setting value storage area) of the main RAM 103 are initialized, the process proceeds to step S8.
[0189] (Step S8) In step S8, the main CPU 101 transmits a power-on command. Then, when the power-on command is transmitted, the process proceeds to step S18.
[0190] (Step S9) In step S9, the main CPU 101 determines whether the setting change key is at the setting change position. As a result, if the setting change key is at the setting change position, the process proceeds to step S10, and if the setting change key is not at the setting change position, the process proceeds to step S11.
[0191] (Step S10) In step S10, the main CPU 101 performs the setting value confirmation process shown in FIG. 12. Note that this process will be described in detail later with reference to FIG. 12. Then, when the setting value confirmation process is completed, the process proceeds to step S11.
[0192] (Step S11) In step S11, the main CPU 101 determines whether there is backed-up data. For example, when the power of the pachinko game machine 1 is turned off, a backup process (not shown) is performed to hold data, store a checksum, and turn on a backup flag. Then, if the backup flag is ON, it is determined that there is backed-up data, and if the backup flag is not ON, it is determined that there is no backed-up data. As a result, if there is backed-up data, the process proceeds to step S12, and if there is no backed-up data, it is determined as the first power-on and the process proceeds to step S18.
[0193] (Step S12) In step S12, the main CPU 101 calculates the checksum of the area of the main RAM 103. Then, when the checksum of the area of the main RAM 103 is calculated, the process proceeds to step S13.
[0194] (Step S13) In step S13, the main CPU 101 determines whether the checksum of the area of the main RAM 103 is normal. For example, it determines whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S12. If they match, it is determined that the checksum is normal; if they do not match, it is determined that the checksum is not normal. As a result, if the checksum is normal, the process proceeds to step S15; if the checksum is not normal, the process proceeds to step S14.
[0195] (Step S14) In step S14, the main CPU 101 performs a game stop process (error setting). Specifically, it sends an error command for performing error notification using the light emitting device 9, the speaker 10, the image display device 26, etc. to the effect control board 200, or performs a process such that the error cannot be canceled unless the setting value change process in FIG. 11 is performed. And it remains in this process unless the setting value change process in FIG. 11 is performed.
[0196] (Step S15) In step S15, the main CPU 101 performs a return process. That is, it normally returns to the state before the power failure state. For example, if the game number counter for activating the short-time game state B was "100" and the game parlor closed the previous day, when the game parlor opens the next day, the game number counter for activating the short-time game state B "100" will be carried over. And when it normally returns to the state before the power failure state, the process proceeds to step S16.
[0197] (Step S16) In step S16, the main CPU 101 transmits a power recovery command. The power recovery command is a command indicating that the power has been recovered with the RAM clear switch 105 being OFF. When the effect control board 200 receives the command, it causes, for example, the image display device 26 to display "Power recovery in progress" via the image / sound control unit 200b, and causes the speaker 10 to output a voice message "Power recovery in progress". Then, after transmitting the power recovery command, the process proceeds to step S17.
[0198] (Step S17) In step S17, the main CPU 101 transmits a game count counter command at recovery. The game count counter command at recovery is a command indicating the value of each game count counter (see FIG. 9) stored in the main RAM 103. When the effect control board 200 receives the command, it notifies, via the image / sound control unit 200b, the number of games until the short-time game state B becomes active, or gives a suggestion, via the light emission drive control unit 200c, as to whether the value of each game count counter (see FIG. 9) stored in the main RAM 103 has been cleared by the operation of the RAM clear switch 105. Then, after transmitting the game count counter command at recovery, the process proceeds to step S18.
[0199] (Step S18) In step S18, the main CPU 101 performs the setting of the CTC. That is, the main CPU 101 performs the setting of the CTC (counter timer circuit) having functions such as creating a pulse output of a certain period and time measurement, and sets the time constant register of the CTC so that the main control board timer interrupt process described later is periodically performed every 4 ms. Then, after performing the setting of the CTC, the process proceeds to step S19.
[0200] (Step S19) In step S19, the main CPU 101 enables interrupts. Then, after enabling interrupts, it waits, and thereafter, the main control board timer interrupt process described later is performed every 4 ms.
[0201] (Regarding the setting value change process) FIG. 11 is a flowchart showing the setting value change process performed on the main control board 100 (subroutine of step S5 in the main control board main process). Note that the state in which the process of FIG. 11 is being performed corresponds to the above-described "setting change state".
[0202] (Step S5-1) In step S5-1, the main CPU 101 initializes the area of the main RAM 103 (excluding the setting value storage area). In this process, each game count counter shown in FIG. 9 is also cleared (the counter value becomes 0). Then, after initializing the area of the main RAM 103 (excluding the setting value storage area), the process proceeds to step S5-2.
[0203] Note that in step S5-1, although each game count counter shown in FIG. 9 is cleared (the counter value becomes 0), for example, when the setting change key is at the setting change position A, each game count counter is cleared, but when the setting change key is at the setting change position B, each game count counter may not be cleared. This can meet the needs such as wanting to change the setting value but not wanting to clear each game count counter.
[0204] (Step S5-2) In step S5-2, the main CPU 101 transmits a command during setting value change. The command during setting value change is a command indicating that the setting value change process is being performed. When the effect control board 200 receives the command, it performs a display of "changing settings" on the image display device 26, for example, via the image / sound control unit 200b, and outputs a voice of "changing settings" from the speaker 10. Then, after transmitting the command during setting value change, the process proceeds to step S5-3.
[0205] (Step S5-3) In step S5-3, the main CPU 101 reads out the current set value and displays it on the display 104. For example, if the set value stored in the set value storage area of the main RAM 103 is "1", "1" is displayed on the display 104. Then, after reading out the current set value and displaying it on the display 104, the process proceeds to step S5-4.
[0206] (Step S5-4) In step S5-4, the main CPU 101 determines whether a set value change operation has been performed. Specifically, it determines whether the RAM clear switch 105 has been turned on. If the RAM clear switch 105 has been turned on, the process proceeds to step S5-5. If the RAM clear switch 105 has not been turned on, the process proceeds to step S5-7.
[0207] (Step S5-5) In step S5-5, the main CPU 101 performs a process of changing the set value. For example, when the RAM clear switch 105 is turned on while the set value is "1", the set value is changed to "2". When the RAM clear switch 105 is turned on while the set value is "2", the set value is changed to "3". When the RAM clear switch 105 is turned on while the set value is "3", the set value is changed to "4". When the RAM clear switch 105 is turned on while the set value is "4", the set value is changed to "5". When the RAM clear switch 105 is turned on while the set value is "5", the set value is changed to "6". When the RAM clear switch 105 is turned on while the set value is "6", the set value is changed to "1". Then, after changing the set value, the process proceeds to step S5-6.
[0208] (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 being displayed, the set value "2" is displayed; when the RAM clear switch 105 is turned on while the set value "2" is being displayed, the set value "3" is displayed; when the RAM clear switch 105 is turned on while the set value "3" is being displayed, the set value "4" is displayed; when the RAM clear switch 105 is turned on while the set value "4" is being displayed, the set value "5" is displayed; when the RAM clear switch 105 is turned on while the set value "5" is being displayed, the set value "6" is displayed; when the RAM clear switch 105 is turned on while the set value "6" is being 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.
[0209] (Step S5-7) In step S5-7, the main CPU 101 determines whether a set value confirmation operation has been performed. Specifically, it determines whether the setting change key is in the position rotated 90 degrees counterclockwise from the position rotated 90 degrees clockwise (horizontal direction) (vertical direction). If the set value confirmation operation has been performed, the process proceeds to step S5-8; if the set value confirmation operation has not been performed, the process proceeds to step S5-4.
[0210] (Step S5-8) In step S5-8, the main CPU 101 stores the set value in the set value storage area of the main RAM 103. That is, when the setting change key is in the position rotated 90 degrees counterclockwise (vertical direction) with the desired set value being displayed on the display 104, the set value of the pachinko game machine 1 is determined. As a result, subsequent games will be performed based on the stored set value. Then, when the set value is stored in the set value storage area of the main RAM 103, the process proceeds to step S5-9.
[0211] (Step S5-9) In step S5-9, the main CPU 101 turns off the display 104. That is, the set value displayed on the display 104 in step S5-6 is made non-displayed. When the display 104 is turned off, the process proceeds to step S5-10.
[0212] (Step S5-10) In step S5-10, the main CPU 101 transmits a set value information command. The set value information command is a command indicating the information of the set value. When the effect control board 200 receives the command, it stores the information of the set value in the sub-RAM 203 and refers to the information of the set value stored in the sub-RAM 203 when executing the set value suggestion effect described later. Also, when the effect control board 200 receives the command, it ends the above-mentioned notification such as "Settings are being changed". Then, when the set value information command is transmitted, the process proceeds to step S6 of the main control board main process.
[0213] As described above, the set value change process may also be performed when there is a one-step set value. In step S5-5, for example, the set value may be changed from "1" to "1". 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, although the set value "1" is already stored, it may be newly updated and stored.
[0214] (Regarding the set value confirmation process) FIG. 12 is a flowchart showing the set value confirmation process performed in the main control board 100 (a subroutine of step S10 of the main control board main process). The state in which the process of FIG. 12 is being performed corresponds to the above-mentioned "setting confirmation state".
[0215] (Step S10-1) In step S10-1, the main CPU 101 sends a command during setting value confirmation. The command during setting value confirmation is a command indicating that the confirmation process of the setting value is being performed. When the production control board 200 receives the command, it performs a display such as "Confirming settings" on the image display device 26 via the image / sound control unit 200b, and outputs a voice message "Confirming settings" from the speaker 10. Then, after sending the command during setting value confirmation, the process proceeds to step S10-2.
[0216] (Step S10-2) In step S10-2, the main CPU 101 reads out the current setting value and displays it on the display 104. For example, if the setting value stored in the setting value storage area of the main RAM 103 is "1", "1" is displayed on the display 104. Then, after reading out the current setting value and displaying it on the display 104, the process proceeds to step S10-3.
[0217] (Step S10-3) In step S10-3, the main CPU 101 determines whether an end operation has been performed. Specifically, it determines whether the setting change key is in the position rotated 90 degrees counterclockwise (vertical direction) from the position rotated 90 degrees clockwise (horizontal direction). If an end operation has been performed, the process proceeds to step S10-4. If an end operation has not been performed, the process loops until an end operation is performed.
[0218] (Step S10-4) In step S10-4, the main CPU 101 turns off the display 104. That is, the setting value displayed on the display 104 in step S10-2 is made non-displayed. Then, after turning off the display 104, the process proceeds to step S10-5.
[0219] (Step S10-5) In step S10-5, the main CPU 101 transmits a setting value confirmation end command. The setting value confirmation end command is a command indicating that the confirmation process of the setting value has ended. When the effect control board 200 receives the command, it ends the above-mentioned notification such as "Confirmation in progress". Then, when the setting value confirmation end command is transmitted, the process proceeds to step S11 of the main control board main process.
[0220] As described above, the setting value confirmation process may also be performed when there is a one-step setting value. Also, when there is no setting value at all and it is a non-setting-mounted machine, the processes in FIGS. 11 and 12 may be omitted.
[0221] (Regarding the main control board timer interrupt process) FIG. 13 is a flowchart showing the main control board timer interrupt process performed in the main control board 100. This process is a process that is periodically (for example, every 4 ms) interrupted and executed in the above-mentioned main control board main process.
[0222] (Step S101) In step S101, the main CPU 101 saves the information stored in the register. Then, after saving the information stored in the register, the process proceeds to step S102.
[0223] (Step S102) In step S102, the main CPU 101 performs time management processing to update the timer used in the game (for example, the opening time of the big winning opening 24). Then, after updating the timer used in the game, the process proceeds to step S103.
[0224] (Step S103) In step S103, the main CPU 101 updates the initial value random numbers such as the random number for winning determination, the random number for determining special symbols, and the random number for determining the variation pattern. Then, when the update process of various random numbers is completed, the process proceeds to step S104.
[0225] (Step S104) In step S104, the main CPU 101 detects inputs from each SW shown in FIG. 4. This process will be described in detail later with reference to FIG. 14. When the inputs from each SW are detected, the process proceeds to step S105.
[0226] (Step S105) In step S105, the main CPU 101 performs processing related to special symbols. This process will be described in detail later with reference to FIG. 18. When the processing related to special symbols is completed, the process proceeds to step S106.
[0227] (Step S106) In step S106, the main CPU 101 performs processing related to normal symbols. For example, when a game ball passes through the gate member 20, "normal symbol hit determination processing" is performed to determine the normal symbol and the variation time of the normal symbol, etc. When the processing related to normal symbols is completed, the process proceeds to step S107.
[0228] (Step S107) In step S107, the main CPU 101 performs processing related to the payout of game balls. For example, in the input SW detection process of step S104, when the entry of a game ball is detected, in order to send a payout command signal to the payout control board 300 to payout the corresponding prize balls, the payout command signal is set in the command transmission area for payout, and a payout completion signal is received from the payout control board 300. When the processing related to the payout of game balls is completed, the process proceeds to step S108.
[0229] (Step S108) In step S108, the main CPU 101 performs abnormality determination processing. This process will be described in detail later with reference to FIG. 23. When the abnormality determination processing is completed, the process proceeds to step S109.
[0230] (Step S109) In step S109, the main CPU 101 performs a process of transmitting various commands to the effect control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area provided on the main control board 100. If a command is set, the main CPU 101 transmits the set command to the effect control board 200 and the payout control board 300. Then, when the command transmission process ends, the process proceeds to step S110.
[0231] (Step S110) In step S110, when it is a symbol variation game based on a game ball entering the first start port 21, the main CPU 101 performs display control (variation display and determination display) of the special symbol on the first special symbol display 27a. When it is a symbol variation game based on a game ball entering the second start port 22, the main CPU 101 performs display control (variation display and determination display) of the special symbol on the second special symbol display 27b. Also, based on a game ball entering each start port and the end of the symbol variation game at each start port, the main CPU 101 also performs display control of the first special symbol hold display 27c and the second special symbol hold display 27d. Then, when the display control of the special symbol ends, the process proceeds to step S111.
[0232] (Step S111) In step S111, the main CPU 101 performs display control (variation display and determination display) of the normal symbol on the normal symbol display 27e. Also, based on a game ball passing through the gate member 20 and the end of the normal symbol variation game, the main CPU 101 also performs display control of the normal symbol hold display 27f. Then, when the display control of the normal symbol ends, the process proceeds to step S112.
[0233] (Step S112) In step S112, the main CPU 101 performs game performance information management processing. Specifically, the game performance information is calculated using the above-mentioned calculation formula of "(the number of game balls paid out in the normal game state ÷ the number of outs in the normal game state) × 100", and processing such as displaying the calculated game performance information on the display 104 is performed. Then, when the game performance information management processing is completed, the processing proceeds to step S113.
[0234] (Step S113) In step S113, the main CPU 101 restores the information saved in step S101 to the register. Then, when the saved information is restored to the register, the main control board timer interrupt processing ends.
[0235] (Regarding the input SW detection processing) FIG. 14 is a flowchart showing the input SW detection processing performed on the main control board 100 (a subroutine of step S104 of the main control board timer interrupt processing).
[0236] (Step S104-1) In step S104-1, the main CPU 101 performs processing at the time of detecting the first start port. Note that this processing will be described in detail later with reference to FIG. 15. Then, when the processing at the time of detecting the first start port is completed, the processing proceeds to step S104-2.
[0237] (Step S104-2) In step S104-2, the main CPU 101 performs processing at the time of detecting the second start port. Note that this processing will be described in detail later with reference to FIG. 16. Then, when the processing at the time of detecting the second start port is completed, the processing proceeds to step S104-3.
[0238] (Step S104-3) In step S104-3, when the main CPU 101 inputs information detecting the entry of a game ball from the normal winning port detection SW 23a, in order to cause the payout control board 300 to pay out eight game balls as prize balls, the main CPU 101 performs a process of setting a payout command signal in the command transmission area for payout. Also, as described above, in a winning game, when a game ball enters the normal winning port 23, in order to perform an entry notification using the speaker 10 and the image display device 26, a normal winning port entry detection signal is set in the command transmission area. Then, when the process at the time of normal winning port detection ends, the process proceeds to step S104-4.
[0239] (Step S104-4) In step S104-4, when the main CPU 101 inputs information detecting the entry of a game ball from the big winning port detection SW 24a, in order to cause the payout control board 300 to pay out twelve game balls as prize balls, the main CPU 101 performs a process of setting a payout command signal in the command transmission area for payout. Also, in order to notify that a game ball has entered the big winning port 24 using the image display device 26 or the like, a big winning port entry detection signal is set in the command transmission area. The notification using the image display device 26 or the like means, for example, when more than ten game balls are detected by the big winning port detection SW 24a per round (also referred to as an over-win), notifying to that effect by display on the image display device 26 or sound from the speaker 10 (for example, the sound of "Pirorin♪"). Then, when the process at the time of big winning port detection ends, the process proceeds to step S104-5. Note that the notification of an over-win is not limited to the sound from the speaker 10, and may be by the light emitting device 9, may be by displaying a specific character on the image display device 26, or may be by vibrating the effect button 14 or the effect lever 15 with a vibration device.
[0240] (Step S104-5) In step S104-5, the main CPU 101 performs a process at the time of passing gate detection. Note that this process will be described in detail later with reference to FIG. 17. Then, when the process at the time of passing gate detection ends, the process proceeds to step S104-6.
[0241] (Step S104-6) In step S104-6, when the main CPU 101 inputs information detecting the entry of a game ball from the out detection SW 25a, the main CPU 101 performs processing. For example, in order to transmit an out port passage command to the effect control board 200, the main CPU 101 sets the out port passage command in the command transmission area. Then, when the processing at the time of out port detection ends, the processing proceeds to step S105 of the main control board timer interrupt processing.
[0242] (Regarding the processing at the time of detecting the first start port) FIG. 15 is a flowchart showing the processing at the time of detecting the first start port performed in the main control board 100 (a subroutine of step S104-1 of the input SW detection processing).
[0243] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether information detecting the entry of a game ball is input from the first start port detection SW 21a. If information detecting the entry of a game ball is input from the first start port detection SW 21a, the processing proceeds to step S104-1-2. If information detecting the entry of a game ball is not input from the first start port detection SW 21a, the processing proceeds to step S104-2 of the input SW detection processing.
[0244] (Step S104-1-2) In step S104-1-2, in order to cause the payout control board 300 to pay out three game balls as a prize for the entry of a game ball into the first start port 21, the main CPU 101 sets a prize ball command in the command transmission area for payout. Then, when the prize ball command is set, the processing proceeds to step S104-1-3.
[0245] (Step S104-1-3) In step S104-1-3, the main CPU 101 determines whether the above-mentioned "fourth storage area" has been stored. That is, it determines whether the number of holds of the symbol variation game at the first start port 21 is "4". If it has been stored up to the "fourth storage area", the process proceeds to step S104-2 of the input SW detection process. If it has not been stored up to the "fourth storage area", the process proceeds to step S104-1-4.
[0246] (Step S104-1-4) In step S104-1-4, the main CPU 101 acquires a random number value for winning determination. 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. 19) described later. After acquiring the random number value for winning determination, the process proceeds to step S104-1-5.
[0247] Note that the acquisition of the random number value for winning determination may be performed before step S104-1-3. If it is determined in step S104-1-3 that the "fourth storage area" has been stored, the acquired random number value may be discarded.
[0248] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for special symbol determination. 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. 19) described later. After acquiring the random number value for special symbol determination, the process proceeds to step S104-1-6.
[0249] Note that the acquisition of the random number value for special symbol determination may be performed before step S104-1-3. If it is determined in step S104-1-3 that the "fourth storage area" has been stored, the acquired random number value may be discarded.
[0250] (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. 19) described later. Then, after acquiring the random number value for determining the special symbol variation pattern, the process proceeds to step S104-1-7.
[0251] Note that the acquisition of the random number value for determining the special symbol variation pattern may be performed before step S104-1-3. And when it is determined in step S104-1-3 that the data is stored up to the "fourth storage area", the acquired random number value may be discarded.
[0252] (Step S104-1-7) In step S104-1-7, the main CPU 101 stores the winning determination random number value, the special symbol determination random number value, and the random number value for determining the special symbol variation pattern as determination information in an empty storage area. For example, if the data is stored up to the "third storage area" and the "fourth storage area" is empty, each random number value is stored in the "fourth storage area". Then, after storing each random number value in the empty storage area, the process proceeds to step S104-1-8.
[0253] (Step S104-1-8) In step S104-1-8, the main CPU 101 performs a winning determination process. This winning determination process is a process of determining whether the random number value acquired in step S104-1-4 is a winning number prior to the special symbol winning determination process in the special symbol variation start process (see FIG. 19). Thereby, for example, when the winning determination random number value stored in the "fourth storage area" in step S104-1-7 is a winning number, a preview effect (the "advance reading effect" described later) can be executed across a plurality of variations. Then, after the winning determination process ends, the process proceeds to step S104-1-9.
[0254] (Step S104-1-9) In step S104-1-9, the main CPU 101 sets the first start port winning command in the command transmission area in order to transmit the first start port winning command to the effect control board 200. Note that the first start port winning command also includes the information on the determination result of the winning determination process in step S104-1-8. By receiving this command, the effect control board 200 can recognize whether the determination result of the winning determination process is a win or a loss. Then, after setting the first start port winning command, the process proceeds to step S104-1-10.
[0255] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the hold memory area designation command in the command transmission area in order to transmit the hold memory area designation command to the effect control board 200. Note that the hold memory area designation command is a command indicating the storage status of the determination information storage area (hold memory area) of the main RAM 103. For example, when only the variable storage area is stored, it is "0", when the first storage area is stored up to, it is "1", when the second storage area is stored up to, it is "2", when the third storage area is stored up to, it is "3", and when the fourth storage area is stored up to, it is a command including information such as "4". Thereby, the effect control board 200 can also recognize the storage status of the determination information storage area (hold memory area) of the main RAM 103. Then, after setting the hold memory area designation command, the process proceeds to step S104-1-11.
[0256] (Step S104-1-11) In step S104-1-11, the main CPU 101 determines whether the current gaming state is a time-saving gaming state (A, B) or a probability-variable gaming state. Specifically, in the gaming state storage area of the main RAM 103, it is determined whether "1" indicating the time-saving gaming state A, "2" indicating the probability-variable gaming state, or "3" indicating the time-saving gaming state B is stored. If the current gaming state is a time-saving gaming state (A, B) or a probability-variable gaming state, the process proceeds to step S104-1-12. If the current gaming state is not a time-saving gaming state (A, B) or a probability-variable gaming state, the process proceeds to step S104-2 of the input SW detection process.
[0257] (Step S104-1-12) In step S104-1-12, the main CPU 101 sets a left-hit error specification command in the command transmission area in order to transmit the left-hit error specification command to the effect control board 200. That is, when a left hit is performed in the time-saving gaming state (A, B) or the probability-variable gaming state and a game ball enters the first start port 21, a notification related to the left-hit error (for example, a display such as "Please hit right" and an audio notification) will be performed. Then, when the left-hit error specification command is set, the process proceeds to step S104-2 of the input SW detection process. When the gate member 20 is also provided in the first gaming area 7a, the left-hit error specification command may be set by the passage of the game ball through the gate member 20 without setting the left-hit error specification command by the entry of the game ball into the first start port 21.
[0258] (Regarding the process at the time of detecting the second start port) FIG. 16 is a flowchart showing the process at the time of detecting the second start port performed on the main control board 100 (a subroutine of step S104-2 of the input SW detection process). Note that since FIG. 16 has the same basic processing content as FIG. 15 except for the different start ports, the description will be omitted as appropriate.
[0259] (Step S104-2-1) In step S104-2-1, the main CPU 101 determines whether information indicating that the main CPU 101 has detected the entry of a game ball from the second start port detection SW 22a has been input. If information indicating that the main CPU 101 has detected the entry of a game ball from the second start port detection SW 22a has been input, the process proceeds to step S104-2-2. If information indicating that the main CPU 101 has detected the entry of a game ball from the second start port detection SW 22a has not been input, the process proceeds to step S104-3 of the input SW detection process.
[0260] (Step S104-2-2) In step S104-2-2, the main CPU 101 sets a bonus ball command in the command transmission area for payout in order to cause the payout control board 300 to pay out two game balls as a bonus for the entry of a game ball into the second start port 22. Then, after setting the bonus ball command, the process proceeds to step S104-2-3.
[0261] (Step S104-2-3) In step S104-2-3, the main CPU 101 determines whether the above-mentioned "fourth storage area" has been stored. That is, the main CPU 101 determines whether the number of held symbol variation games at the second start port 22 is "4". If the "fourth storage area" has been stored, the process proceeds to step S104-3 of the input SW detection process. If the "fourth storage area" has not been stored, the process proceeds to step S104-2-4.
[0262] (Step S104-2-4) In step S104-2-4, the main CPU 101 acquires a hit determination random value. Then, after acquiring the hit determination random value, the process proceeds to step S104-2-5.
[0263] (Step S104-2-5) In step S104-2-5, the main CPU 101 acquires a special symbol determination random value. Then, after acquiring the special symbol determination random value, the process proceeds to step S104-2-6.
[0264] (Step S104-2-6) In step S104-2-6, the main CPU 101 acquires a random number value for determining the special symbol variation pattern. Then, when the random number value for determining the special symbol variation pattern is acquired, the process proceeds to step S104-2-7.
[0265] (Step S104-2-7) In step S104-2-7, the main CPU 101 stores the winning determination random number value, the special symbol determination random number value, and the random number value for determining the special symbol variation pattern in the available storage area as determination information. Then, when each random number value is stored in the available storage area, the process proceeds to step S104-2-8.
[0266] (Step S104-2-8) In step S104-2-8, the main CPU 101 performs the winning determination process at the time of winning. Then, when the winning determination process at the time of winning is completed, the process proceeds to step S104-2-9.
[0267] (Step S104-2-9) In step S104-2-9, the main CPU 101 sets the second start port winning command in the command transmission area in order to transmit the second start port winning command to the effect control board 200. Then, when the second start port winning command is set, the process proceeds to step S104-2-10.
[0268] (Step S104-2-10) In step S104-2-10, the main CPU 101 sets the reserved storage area designation command in the command transmission area in order to transmit the reserved storage area designation command to the effect control board 200. Then, when the reserved storage area designation command is set, the process proceeds to step S104-3 of the input SW detection process.
[0269] (Regarding the process at the time of passing gate detection) Figure 17 is a flowchart showing the processing at the time of passing gate detection performed on the main control board 100 (subroutine of step S104-5 in the input SW detection process).
[0270] (Step S104-5-1) In step S104-5-1, the main CPU 101 determines whether information indicating detection of entry of a game ball from the gate detection SW 20a has been input. If information indicating detection of entry of a game ball from the gate detection SW 20a has been input, the process proceeds to step S104-5-2. If information indicating detection of entry of a game ball from the gate detection SW 20a has not been input, the process proceeds to step S104-6 in the input SW detection process.
[0271] (Step S104-5-2) In step S104-5-2, the main CPU 101 determines whether it has been stored up to the above-mentioned "fourth storage area". That is, it determines whether the number of holds in the normal symbol variation game is "4". If it has been stored up to the "fourth storage area", the process proceeds to step S104-6 in the input SW detection process. If it has not been stored up to the "fourth storage area", the process proceeds to step S104-5-3.
[0272] (Step S104-5-3) In step S104-5-3, the main CPU 101 acquires a random number value for normal symbol hit determination. When the random number value for normal symbol hit determination is acquired, the process proceeds to step S104-5-4.
[0273] (Step S104-5-4) In step S104-5-4, the main CPU 101 acquires a random number value for normal symbol determination. When the random number value for normal symbol determination is acquired, the process proceeds to step S104-5-5.
[0274] Note that the acquisition of the random number value for determining the normal symbol may be performed before step S104-5-4. And when it is determined in step S104-5-2 that the data has been stored up to the "fourth storage area", the acquired random number value may be discarded.
[0275] (Step S104-5-5) In step S104-5-5, the main CPU 101 acquires a random number value for determining the normal symbol variation pattern. Then, when the random number value for determining the normal symbol variation pattern is acquired, the process proceeds to step S104-5-6.
[0276] (Step S104-5-6) In step S104-5-6, the main CPU 101 stores the random number value for determining the normal symbol hit, the random number value for determining the normal symbol, and the random number value for determining the normal symbol variation pattern in the available storage area as determination information. Then, when each random number value is stored in the available storage area, the process proceeds to step S104-5-7.
[0277] (Step S104-5-7) In step S104-5-7, the main CPU 101 sets the normal symbol hold increment command in the command transmission area in order to transmit the normal symbol hold increment command to the effect control board 200. Then, when the normal symbol hold increment command is set, the process proceeds to step S104-5-8.
[0278] (Step S104-5-8) In step S104-5-8, the main CPU 101 sets the normal symbol hold storage area designation command in the command transmission area in order to transmit the normal symbol hold storage area designation command to the effect control board 200. Then, when the normal symbol hold storage area designation command is set, the process proceeds to step S104-5-9.
[0279] (Step S104-5-9) In step S104-5-9, the main CPU 101 determines whether the current gaming state is the normal gaming state. Specifically, in the gaming state storage area of the main RAM 103, it is determined whether "0", which indicates the normal gaming state, is stored. If the current gaming state is the normal gaming state, the process proceeds to step S104-5-10. If the current gaming state is not the normal gaming state, the process proceeds to step S104-6 of the input SW detection process.
[0280] (Step S104-5-10) In step S104-5-10, the main CPU 101 sets the right hitting error designation command in the command transmission area in order to transmit the right hitting error designation command to the effect control board 200. That is, when hitting right is performed in the normal gaming state and the game ball is passed through the gate member 20, notification related to the right hitting error (for example, display such as "Please hit left" and audio notification) will be performed. Then, when the right hitting error designation command is set, the process proceeds to step S104-6 of the input SW detection process.
[0281] (Regarding the special symbol related process) FIG. 18 is a flowchart showing the special symbol related process performed in the main control board 100 (subroutine of step S105 of the main control board timer interrupt process).
[0282] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating stoppage is stored in the special symbol state flag storage area of the main RAM 103. For example, when starting the variation of the special symbol, the main CPU 101 sets the value "1" indicating variation in the special symbol state flag storage area (step S105-2-16 in FIG. 19 described later), and when stopping the variation of the special symbol, sets the value "0" indicating stoppage in the special symbol state flag storage area (step S105-4-3 in FIG. 20 described later). Note that after setting the value "0" indicating stoppage, if it is a winning case, the value "2" indicating a winning game is set. And if the value "0" indicating stoppage is set, the process proceeds to step S105-2, and if the value "0" indicating stoppage is not set, the process proceeds to step S105-3.
[0283] (Step S105-2) In step S105-2, the main CPU 101 performs the special symbol variation start processing shown in FIG. 19. Note that this processing will be described in detail later with reference to FIG. 19. And when the special symbol variation start processing ends, the process proceeds to step S106 of the main control board timer interrupt processing.
[0284] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating variation is stored in the special symbol state flag storage area of the main RAM 103. And if the value "1" indicating variation is set, the process proceeds to step S105-4, and if the value "1" indicating variation is not set, the process proceeds to step S105-5.
[0285] (Step S105-4) In step S105-4, the main CPU 101 performs the special symbol variation processing shown in FIG. 20. Note that this processing will be described in detail later with reference to FIG. 20. And when the special symbol variation processing ends, the process proceeds to step S106 of the main control board timer interrupt processing.
[0286] (Step S105-5) In step S105-5, when the main CPU 101 determines that the value "0" indicating stop is not set and also determines that the value "1" indicating fluctuation is not set, it determines that the value "2" indicating a winning game is set and performs the winning game process shown in FIG. 22. Note that this process will be described in detail later with reference to FIG. 22. Then, when the winning game process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0287] (Regarding the special symbol fluctuation start time process) FIG. 19 is a flowchart showing the special symbol fluctuation start time process performed in the main control board 100 (a subroutine of step S105-2 of the special symbol related process).
[0288] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a reservation in the reservation storage area of the symbol fluctuation game corresponding to the second start port 22 provided in the main RAM 103. If there is a reservation corresponding to the second start port 22, the process proceeds to step S105-2-2. If there is no reservation corresponding to the second start port 22, the process proceeds to step S105-2-4.
[0289] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of reservations for the second start port 22. Regarding the subtraction, as described in the section "Regarding the second start port 22" above, after sliding the determination information (random number value) in the "said variable storage area" to the "fourth storage area", it corresponds to emptying the "1" storage area. Accordingly, the display of the second special symbol reservation indicator 27d also changes to a display mode according to the number of reservations (from "flashing" to "lighting" or from "lighting" to "extinguishing"). Then, when the number of reservations for the second start port 22 is subtracted by "1", the process proceeds to step S105-2-3.
[0290] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a second start port subtraction command in the command transmission area in order to subtract the number of pending operations managed by the effect control board 200. Then, when the second start port subtraction command is set, the process proceeds to step S105-2-8.
[0291] (Step S105-2-4) In step S105-2-4, the main CPU 101 determines whether there is a pending operation in the pending storage area corresponding to the first start port 21 provided in the main RAM 103. If there is a pending operation corresponding to the first start port 21, the process proceeds to step S105-2-5. If there is no pending operation corresponding to the first start port 21, the process proceeds to step S105-2-7.
[0292] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of pending operations of the first start port 21. Regarding the subtraction, as described in the section "Regarding the first start port 21" above, after sliding the determination information (random number value) of the "said variable storage area" to the "fourth storage area", it corresponds to emptying the storage area of "1". Accordingly, the display of the first special symbol pending indicator 27c also changes to a display mode according to the number of pending operations (from "flashing" to "lighting" or from "lighting" to "extinguishing"). Then, when the number of pending operations of the first start port 21 is subtracted by "1", the process proceeds to step S105-2-6.
[0293] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets a first start port subtraction command in the command transmission area in order to subtract the number of pending operations managed by the effect control board 200. Then, when the first start port subtraction command is set, the process proceeds to step S105-2-8.
[0294] (Step S105-2-7) In step S105-2-7, when there is no reservation corresponding to the second start port 22 and no reservation corresponding to the first start port 21, the main CPU 101 sets a waiting command in the command transmission area in order to display a "waiting for customer" screen on the image display device 26. Then, when the waiting command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0295] Note that the "waiting for customer" screen is, for example, a sub-symbol definitely displayed in the symbol variation game that ended immediately before, a background image displayed in the symbol variation game that ended immediately before, and the variable icon display area 26o, the first start port first reserved ball image display area 26g to the first start port fourth reserved ball image display area 26j (the reserved ball image display area of the second start port may also be included) are in a displayed state. For example, an image (e.g., a level gauge image or an image imitating a cross key button) that notifies that volume adjustment and light amount adjustment are possible is further added and displayed. And when a predetermined time elapses while "waiting for customer", a "demo effect" is executed. In the "demo effect", the sub-symbol and background image displayed while "waiting for customer", 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 number image 26e, and the second start port reserved number image 26f are not displayed. For example, using the entire display area, the model name, manufacturer name (manufacturer logo), and caution information that prompts prevention of game immersion are displayed. And when a predetermined time elapses in the "demo effect", it becomes "waiting for customer" again.
[0296] Note that it may be possible not to send the waiting command. In this case, in the effect control board 200, when the time from when the previous symbol variation game ended is measured and a predetermined time is measured without receiving a new start command (such as a special symbol variation pattern designation command), the "waiting for customer" screen may be displayed. By doing so, the waiting command becomes unnecessary, so it is possible to reduce commands and simplify control.
[0297] (Step S105-2-8) In step S105-2-8, in order to transmit the suspended storage area designation command to the effect control board 200, the main CPU 101 sets the suspended storage area designation command in the command transmission area. Then, when the suspended storage area designation command is set, the process proceeds to step S105-2-9.
[0298] (Step S105-2-9) In step S105-2-9, after performing step S105-2-2, if the process has reached this point, the main CPU 101 uses the determination information (random number value) acquired and stored in the process at the time of detecting the second start port. On the other hand, after performing step S105-2-5, if the process has reached this point, the main CPU 101 uses the determination information (random number value) acquired and stored in the process at the time of detecting the first start port to determine whether the determination information (random number value) is a winning determination information (random number value). Further, the main CPU 101 determines a special symbol based on the result of the determination. For example, if it is determined that the determination information (random number value) acquired and stored in the process at the time of detecting the first start port is a win, any one of special symbols A to C is determined. If it is determined that the determination information (random number value) acquired and stored in the process at the time of detecting the first start port is a loss, special symbol D is determined. Then, when the special symbol winning determination process ends, the process proceeds to step S105-2-10.
[0299] (Step S105-2-10) In step S105-2-10, in order to transmit the symbol designation command to the effect control board 200, the main CPU 101 sets the symbol designation command in the command transmission area. For example, in step S105-2-9, if special symbol D is determined, a symbol designation command indicating that it is special symbol D is set. Then, when the symbol designation command is set, the process proceeds to step S105-2-11.
[0300] (Step S105-2-11) In step S105-2-11, the main CPU 101 determines the variation pattern of the special symbol in the symbol variation game (using the special symbol variation pattern table shown in FIG. 8). Then, when the variation pattern of the special symbol is determined, the process proceeds to step S105-2-12.
[0301] Note that, as described above, in the case of the first variation in the time-saving game state B, in step S105-2-11, the variation pattern of the special symbol in the symbol variation game is determined using the special symbol variation pattern table B in FIG. 8. Also, as described above, when digesting the remaining special feature 2, in step S105-2-11, the variation pattern of the special symbol in the symbol variation game is determined using the special symbol variation pattern table C in FIG. 8. In other cases, the variation pattern of the special symbol in the symbol variation game is determined using the special symbol variation pattern table A in FIG. 8.
[0302] (Step S105-2-12) In step S105-2-12, 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 S105-2-11 to the effect control board 200. For example, when "variation pattern 9" is determined in step S105-2-11, 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 S105-2-13.
[0303] (Step S105-2-13) In step S105-2-13, the main CPU 101 sets the variation time (see FIG. 8) corresponding to the special symbol variation pattern determined in step S105-2-11 in the time management counter of the main RAM 103. For example, when "variation pattern 9" is determined, the variation time "70S" is set. Then, when the variation time is set, the process proceeds to step S105-2-14.
[0304] (Step S105-2-14) In step S105-2-14, the main CPU 101 sets the value "1" indicating that it is in the process of change in the special symbol state flag storage area of the main RAM 103. As a result, it can be recognized that the special symbol is in the process of change. Also, in this process, the subtraction of the change time set in step S105-2-13 is started. Then, when the value "1" indicating that it is in the process of change is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0305] In the above description of FIG. 19, if there is determination information of the second start port 22 in step S105-2-1, the special symbol hit determination process is executed preferentially over the first start port 21. However, the special symbol hit determination process may be executed in the order in which the balls enter the first start port 21 and the second start port 22.
[0306] (Regarding the special symbol change process) FIG. 20 is a flowchart showing the special symbol change process performed in the main control board 100 (a subroutine of step S105-4 of the special symbol related process).
[0307] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set change time has elapsed in the time management counter of the main RAM 103. For example, when "change pattern 9" is determined and "70S" is set, it is determined whether "70S" has elapsed. Then, when the change time of the special symbol has elapsed, the process proceeds to step S105-4-2, and when the change time of the special symbol has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0308] (Step S105-4-2) In step S105-4-2, in order to transmit a symbol stop command for stopping the sub-symbol that is variably displayed on the image display device 26 to the effect control board 200, the main CPU 101 sets the symbol stop command in the command transmission area. Then, when the symbol stop command is set, the process proceeds to step S105-4-3.
[0309] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets the value "0" indicating being stopped in the special symbol state flag storage area of the main RAM 103. Thereby, it can be recognized that the special symbol is stopped. Then, when the value "0" indicating being stopped is set in the special symbol state flag storage area, the process proceeds to step S105-4-4.
[0310] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the determination result in step S105-2-9 of FIG. 19 is a win. 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.
[0311] (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. Thereby, it can be recognized that it is a winning game. In this process, the value "2" indicating a winning game is set, but the special symbol remains stopped until the winning game ends and the start condition for the next variation is satisfied. Then, when the value "2" indicating a winning game is set in the special symbol state flag storage area, the process proceeds to step S105-4-6.
[0312] (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 as the normal game state. If the current game state is the time-saving game state (A, B), it becomes the normal game state. If the current game state is the probability-variable game state, it becomes the normal game state. As a result, for example, even if a win occurs in the time-saving game state (A, B), there is no general electric support during the winning game. It is possible to prevent the player from suffering losses when only the second start port 22 receives game balls during the winning game and no game balls enter the big winning port 24. Then, when the game state is cleared, the process proceeds to step S105-4-7.
[0313] (Step S105-4-7) In step S105-4-7, the main CPU 101 clears each game count counter. That is, when a winning game is to be played, before the start of the winning game, each game count counter shown in FIG. 9 is cleared (the counter value becomes 0). Then, when each game count counter is cleared, the process proceeds to step S105-4-8.
[0314] (Step S105-4-8) In step S105-4-8, the main CPU 101 causes a transition to a winning opening that notifies that the winning game has started. For example, in the winning state storage area of the main RAM 103, the state in the winning game is stored. If it is a winning opening, "0" is set. If the big winning port 24 is open, "1" is set. If it is an interval between rounds, "2" is set. If it is an ending, "3" is set. Then, when the transition to the winning opening is made, the process proceeds to step S105-4-9.
[0315] (Step S105-4-9) In step S105-4-9, in order to transmit a winning opening command for executing an effect corresponding to the opening of a winning game to the effect control board 200, the main CPU 101 sets the winning opening command in the command transmission area. Then, when the winning opening command is set, the process proceeds to step S105-4-10.
[0316] (Step S105-4-10) In step S105-4-10, the main CPU 101 sets the time corresponding to the opening of the winning game (for example, "10S") in the time management counter of the main RAM 103. Then, when the time corresponding to the winning opening is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0317] (Step S105-4-11) In step S105-4-11, the main CPU 101 performs game state-specific processing shown in FIG. 21. This processing will be described in detail later with reference to FIG. 21. Then, when the game state-specific processing is completed, the process proceeds to step S106 of the main control board timer interrupt process.
[0318] (Regarding game state-specific processing) FIG. 21 is a flowchart showing game state-specific processing performed in the main control board 100 (a subroutine of step S105-4-11 in the special symbol variation process).
[0319] (Step S105-4-11-1) In step S105-4-11-1, the main CPU 101 determines whether the current game state is the time-saving game state A. Specifically, in the game state storage area of the main RAM 103, it is determined whether "1" indicating the time-saving game state A is stored. If the current game state is the time-saving game state A, the process proceeds to step S105-4-11-2, and if the current game state is not the time-saving game state A, the process proceeds to step S105-4-11-8.
[0320] (Step S105-4-11-2) In step S105-4-11-2, the main CPU 101 updates (adds) the game count counter for activating the short-time game state B provided in the main RAM 103. Specifically, the game count counter for activating the short-time game state B is incremented by "1". Since the number of playable times in the short-time game state A is 100, the game count counter for activating the short-time game state B does not reach "898" in the short-time game state A. Therefore, after finishing this process, the process proceeds to step S105-4-11-3 to update (subtract) the short-time game state game count counter. Note that the update can be performed based on either the symbol variation game based on the entry of a game ball into the first start port 21 or the symbol variation game based on the entry of a game ball into the second start port 22.
[0321] Note that the start of the short-time game state A constitutes the fulfillment of a predetermined condition. That is, when the first symbol variation game in the short-time game state A is started, the value of the game count counter for activating the short-time game state B becomes "1". Note that when the game shifts to the normal game state without hitting a winning game in the short-time game state B, the value of the game count counter for activating the short-time game state B is not updated in the normal game state. In this case, thereafter, until the RAM clear switch 105 is turned on and the area of the main RAM 103 is initialized, the value of the game count counter for activating the short-time game state B is not updated. When the RAM clear switch 105 is turned on and the area of the main RAM 103 is initialized, the value of the game count counter for activating the short-time game state B can be updated. Note that when the short-time game state A is not provided, the start of the normal game state constitutes the fulfillment of a predetermined condition. That is, when the first symbol variation game in the normal game state is started, the value of the game count counter for activating the short-time game state B becomes "1".
[0322] (Step S105-4-11-3) In step S105-4-11-3, the main CPU 101 updates (subtracts) the short-time game state game count counter provided in the main RAM 103. Specifically, the short-time game state game count counter is set to "-1". Then, when the short-time game state game count counter is updated (subtracted), 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 the game count counter command. Here, the game count counter command to be set is a command indicating the value of the short-time game state B activation game count counter and a command indicating the value of the short-time game state game count counter. Then, when the game count counter command is set, 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 subtraction is 0 as a result of updating (subtracting) the short-time game state game count counter in step S105-4-11-3. If the counter value after subtraction is 0, the process proceeds to step S105-4-11-6. If the counter value after 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, in the game state storage area of the main RAM 103, "0" indicating the normal game state is stored. 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 the game state command (normal), which indicates the normal game state, in the command transmission area in order to transmit it to the effect control board 200. Then, when the game state command indicating the 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 determines whether the current game state is the normal game state. Specifically, in the game state storage area of the main RAM 103, it is determined whether "0", which indicates the normal game state, is stored. 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 S105-4-11-16.
[0328] (Step S105-4-11-9) In step S105-4-11-9, the main CPU 101 updates (adds) the game count counter for starting the short-time game state B provided in the main RAM 103. Specifically, the game count counter for starting the short-time game state B is incremented by "1". Then, when the game count counter for starting the short-time game state B is updated (added), the process proceeds to step S105-4-11-10. Note that the update can be performed in either the symbol variation game based on the entry of a game ball into the first start port 21 or the symbol variation game based on the entry of a game ball into the second start port 22. As described above, when shifting to the normal game state without hitting a winning game in the short-time game state B, the game count counter for starting the short-time game state B is not updated in this process. The situations where the game count counter for starting the short-time game state B is updated in this process include, for example, the situation of playing the normal game state shifted from the short-time game state A and the situation of playing the normal game state after the RAM clear switch 105 is turned on and the area of the main RAM 103 is initialized. Therefore, the fact that the RAM clear switch 105 is turned on and the area of the main RAM 103 is initialized constitutes the establishment of a predetermined condition.
[0329] (Step S105-4-11-10) In step S105-4-11-10, the main CPU 101 sets a game count counter command. Here, the game count counter command to be set is a command indicating the value of the game count counter for activating the short-time game state B. Then, when the game count counter command is set, 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 determines whether the updated counter value is "898" as a result of updating (incrementing) the game count counter for activating the short-time game state B in step S105-4-11-9. If the updated counter value is "898", the process proceeds to step S105-4-11-12; if the updated counter value is not "898", the process proceeds to step S106 of the main control board timer interrupt process.
[0331] (Step S105-4-11-12) In step S105-4-11-12, the main CPU 101 sets the game state to the short-time game state B. Specifically, in the game state storage area of the main RAM 103, "3" indicating the short-time game state is stored. Then, when the game state is set to the short-time game state B, the process proceeds to step S105-4-11-13.
[0332] That is, in the present embodiment, in the normal game state, when the game count counter for activating the short-time game state B reaches "898", the game shifts from the normal game state to the short-time game state B. Note that the game count counter for activating the short-time game state B is cleared, for example, in step S105-4-7 of FIG. 20. Therefore, in the short-time game state A and the normal game state, when the symbol variation game is continuously played "898" times without hitting a winning game (an unfavorable situation for the player), the game is shifted to the short-time game state B in a remedial manner. As a result, "898" times becomes a standard, and it is possible to reduce the number of players who continue playing without limit.
[0333] Note that in the following, the transition to the short-time game state B in this process may be referred to as "trigger 2" or "the short-time game state that is activated (transitions) by trigger 2".
[0334] Also, when providing multiple levels of set values as described above, the value of the game count counter for activating the short-time game state B that will transition to the short-time game state B may be common for all set values. For example, whether it is set value 1 or set value 6, the value of the game count counter for activating the short-time game state B that will transition to the short-time game state B may be set to "898". This can prevent players from continuing to play blindly without knowing which set value is set, and can clearly define a standard such as "898" times regardless of which set value is set.
[0335] On the other hand, when providing multiple levels of set values as described above, the value of the game count counter for activating the short-time game state B that will transition to the short-time game state B may be different for each set value. For example, it may be set to "898" when it is set value 1 and "750" when it is set value 6. As a result, the set value can be grasped from the number of games that have transitioned to the short-time game state B. By attracting attention to the number of games at which the short-time game state B is transitioned, it can lead to an improvement in the gaming interest.
[0336] (Step S105-4-11-13) In step S105-4-11-13, the main CPU 101 sets "1212" in the short-time game state play count counter provided in the main RAM 103. That is, in the short-time game state A and the normal game state, when the symbol variation game is continuously performed "898" times without hitting a winning game (a situation disadvantageous to the player), "1212" times of the short-time game state B is given in a remedial manner. Then, when "1212" is set in the short-time game state play count counter, the process proceeds to step S105-4-11-14.
[0337] (Step S105-4-11-14) In step S105-4-11-14, the main CPU 101 sets the game state command (short-time B), which indicates that it is the short-time game state B, in the command transmission area in order to transmit it to the effect control board 200. Then, when the game state command indicating the short-time game state B is set, 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 clears (sets the counter value to 0) the short-time game state B activation play count counter in the main RAM 103. Then, when the short-time game state B activation play count counter is cleared (the counter value is set to 0), the process proceeds to step S106 of the main control board timer interrupt process.
[0339] (Step S105-4-11-16) In step S105-4-11-16, the main CPU 101 determines whether the current game state is the short-time game state B. Specifically, it determines whether "3", which indicates the short-time game state B, is stored in the game state storage area of the main RAM 103. If the current game state is the short-time game state B, the process proceeds to step S105-4-11-17, and if the current game state is not the short-time game state B, the process proceeds to step S105-4-11-22.
[0340] (Step S105-4-11-17) In step S105-4-11-17, the main CPU 101 updates (subtracts) the short-time game state game count counter provided in the main RAM 103. Specifically, the short-time game state game count counter is set to "-1". Then, when the short-time game state game count counter is updated (subtracted), the process proceeds to step S105-4-11-18.
[0341] (Step S105-4-11-18) In step S105-4-11-18, the main CPU 101 sets the game count counter command. Here, the game count counter command to be set is a command indicating the value of the short-time game state game count counter. Then, when the game count counter command is set, 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 determines whether the counter value after subtraction is 0 as a result of updating (subtracting) the short-time game state game count counter in step S105-4-11-17. If the counter value after subtraction is 0, the process proceeds to step S105-4-11-20. If the counter value after subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0343] (Step S105-4-11-20) In step S105-4-11-20, the main CPU 101 sets the game state to the normal game state. Specifically, in the game state storage area of the main RAM 103, "0" indicating the normal game state is stored. Then, when the game state is set to the normal game state, the process proceeds to step S105-4-11-21.
[0344] (Step S105-4-11-21) In step S105-4-11-21, the main CPU 101 sets a game state command (normal), which indicates a normal game state, in the command transmission area in order to transmit it to the effect control board 200. Then, when the game state command indicating a normal game state is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0345] (Step S105-4-11-22) In step S105-4-11-22, 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, when the probability-variable game state play count counter is updated (incremented), the process proceeds to step S105-4-11-23.
[0346] (Step S105-4-11-23) In step S105-4-11-23, the main CPU 101 sets a play count counter command. Here, the play count counter command to be set is a command indicating the value of the probability-variable game state play count counter. Then, when the play count counter command is set, the process proceeds to step S106 of the main control board timer interrupt process. Note that when the probability-variable game state play count counter is updated (incremented) and the result becomes 10,000, the same processing as in steps S105-4-11-6 and S105-4-11-7 is performed, but it is omitted in the flowchart.
[0347] (Regarding the winning game process) FIG. 22 is a flowchart showing the winning game process performed in the main control board 100 (a subroutine of step S105-5 of the special symbol related process).
[0348] (Step S105-5-1) In step S105-5-1, the main CPU 101 determines whether it is during a winning opening. That is, in the winning state storage area of the main RAM 103, it determines whether "0" indicating a winning opening is set. Note that when the big winning opening is opened in step S105-5-3 described later, the value in the winning state storage area changes from "0" to "1". If it is during a winning opening, the process proceeds to step S105-5-2, and if it is not during a winning opening, the process proceeds to step S105-5-4.
[0349] (Step S105-5-2) In step S105-5-2, the main CPU 101 determines whether the time corresponding to the winning opening set in step S105-4-11 of FIG. 20 above (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.
[0350] (Step S105-5-3) In step S105-5-3, the main CPU 101 drives the big winning opening solenoid 24b to open the big winning opening 24. Also, in the time management counter of the main RAM 103, 29.5S of opening time is set. As a result, the first round of the winning game starts. Note that in this process, the value in the winning state storage area is changed from "0" to "1". When the big winning opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0351] (Step S105-5-4) In step S105-5-4, the main CPU 101 determines whether the big winning opening is open. In the winning state storage area of the main RAM 103, it is determined whether "1" indicating that the big winning opening is open is set. If the big winning opening is open, the process proceeds to step S105-5-5, and if the big winning opening is not open, the process proceeds to step S105-5-7.
[0352] (Step S105-5-5) In step S105-5-5, the main CPU 101 determines whether either of the big winning opening closing conditions is satisfied: whether 29.5 seconds have elapsed with the big winning opening 24 remaining open without 10 balls being detected as having entered by the big winning opening detection SW24a, or whether 10 balls have been detected as having entered by the big winning opening detection SW24a. If the big winning opening closing condition is satisfied, the process proceeds to step S105-5-6, and if the big winning opening closing condition is not satisfied, the process proceeds to step S106 of the main control board timer interrupt process.
[0353] (Step S105-5-6) In step S105-5-6, the main CPU 101 causes a transition to the inter-round interval that constitutes the period from when the big winning opening 24 closes until it opens next. In this process, the value in the winning state storage area is changed from "1" to "2". Then, when the transition to the inter-round interval is made, the process proceeds to step S106 of the main control board timer interrupt process.
[0354] (Step S105-5-7) In step S105-5-7, the main CPU 101 determines whether it is in the inter-round interval. That is, in the winning state storage area of the main RAM 103, it is determined whether "2" indicating the inter-round interval is set. If it is in the inter-round interval, the process proceeds to step S105-5-8, and if it is not in the inter-round interval, the process proceeds to step S105-5-13.
[0355] (Step S105-5-8) In step S105-5-8, the main CPU 101 determines whether it is the end of the final round. For example, in step S105-5-11 described later, if as a result of updating (incrementing or decrementing) the round number, the remaining number of rounds is "0", then in this process, it is determined that it is the end of the final round. And 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.
[0356] (Step S105-5-9) In step S105-5-9, the main CPU 101 causes a transition to an ending that notifies the end of the winning game. In this process, the value in the winning state storage area is changed from "2" to "3". Also, the time corresponding to the ending of the winning game (for example, 10S) is set in the time management counter of the main RAM 103. And when causing a transition to the ending, the process proceeds to step S106 of the main control board timer interrupt process.
[0357] (Step S105-5-10) In step S105-5-10, the main CPU 101 sets an ending command in the command transmission area in order to transmit an ending command for executing an effect corresponding to the ending of the winning game to the effect control board 200. And when the ending command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0358] (Step S105-5-11) In step S105-5-11, the main CPU 101 updates the value of the round counter in the main RAM 103. Note that the update method may be either increment or decrement. For example, when a jackpot is awarded for 5 rounds, "5" may be set in the round counter of the main RAM 103 and decremented by 1 each time 1 round is completed, or it may be incremented by 1 each time 1 round is completed without setting "5" in the round counter of the main RAM 103. Then, when the number of rounds is updated, the process proceeds to step S105-5-12.
[0359] (Step S105-5-12) In step S105-5-12, the main CPU 101 drives the big winning opening / closing solenoid 24b to open the big winning opening 24. Also, in the time management counter of the main RAM 103, 29.5S of the opening time is set. As a result, the second and subsequent rounds of the jackpot game will start. Note that in this process, the value in the jackpot state storage area is changed from "0" to "1". Then, when the big winning opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0360] (Step S105-5-13) In step S105-5-13, the main CPU 101 determines whether the time corresponding to the ending set in step S105-5-9 above (for example, 10S) has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-5-14; if the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0361] (Step S105-5-14) In step S105-5-14, the main CPU 101 determines whether the special symbol is any one of "special symbol A", "special symbol B", and "special symbol E". That is, it determines whether the special symbol determined based on the win is any one of "special symbol A", "special symbol B", and "special symbol E". If the special symbol is any one of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-15. If the special symbol is not any of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-18.
[0362] (Step S105-5-15) In step S105-5-15, the main CPU 101 sets the game state to the probability-variable game state. Therefore, in this process, "2" is set in the game state storage area of the main RAM 103. When "2" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-5-16.
[0363] (Step S105-5-16) In step S105-5-16, the main CPU 101 sets the game state command (probability-variable) indicating that it is in the probability-variable game state in the command transmission area in order to transmit the game state command (probability-variable) to the effect control board 200. When the game state command indicating that it is in the probability-variable game state is set, the process proceeds to step S105-5-17.
[0364] (Step S105-5-17) In step S105-5-17, the main CPU 101 sets the value "0" indicating the stopped state in the special symbol state flag storage area of the main RAM 103. In this process, although the value "0" indicating the stopped state is set, as described above, during the winning game, since the special symbol is in a stopped state, it can be said that this is merely a process of setting a flag to start the next variation. Then, when the value "0" indicating the stopped state is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0365] (Step S105-5-18) In step S105-5-18, the main CPU 101 sets the game state to the time-saving game state A. Therefore, in this process, "1" is set in the game state storage area of the main RAM 103. Then, when "1" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-5-19.
[0366] Note that in the following, the transition to the time-saving game state A in this process may be referred to as "trigger 1" or "the time-saving game state activated (transited) by trigger 1".
[0367] (Step S105-5-19) In step S105-5-19, the main CPU 101 sets "100" in the time-saving game state play count counter provided in the main RAM 103. As a result, "100" times of the time-saving game state A will start from the next variation. Then, when "100" is set in the time-saving game state play count counter provided in the main RAM 103, the process proceeds to step S105-5-20.
[0368] Note that for both "trigger 1" and "trigger 2", there may be multiple types of values set in the time-saving game state play count counter. Also, one of "trigger 1" and "trigger 2" may have multiple types, while the other may have only one type.
[0369] (Step S105-5-20) In step S105-5-20, in order to transmit a game state command (short-time A) indicating that it is in the short-time game state A to the effect control board 200, the main CPU 101 sets it in the command transmission area. Then, when the game state command (short-time A) indicating that it is in the short-time game state A is set, the process proceeds to step S105-5-21.
[0370] (Step S105-5-21) In step S105-5-21, the main CPU 101 sets the value "0" indicating stop in the special symbol state flag storage area of the main RAM 103. In this process, although the value "0" indicating stop is set, as described above, during the winning game, the special symbol is in a stopped state, so it can be said that this is just a process of setting a flag to start the next variation. Then, when the value "0" indicating stop is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0371] (Regarding the abnormality determination process) FIG. 23 is a flowchart showing the abnormality determination process performed on the main control board 100 (a subroutine of step S108 of the main control board timer interrupt process).
[0372] (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, and if no input has been made from the magnetic sensor 27h, the process proceeds to step S108-4.
[0373] (Step S108-2) In step S108-2, the main CPU 101 determines whether the amount of magnetism detected by the magnetic sensor 27h exceeds a specified value. If the amount of magnetism detected by the magnetic sensor 27h exceeds the specified value, the process proceeds to step S108-3. If the amount of magnetism detected by the magnetic sensor 27h does not exceed the specified value, the process proceeds to step S108-4.
[0374] (Step S108-3) In step S108-3, the main CPU 101 sets a magnetic anomaly specification command in the command transmission area in order to transmit a magnetic anomaly specification command for notifying a magnetic anomaly to the effect control board 200. Then, after setting the magnetic anomaly specification command, the process proceeds to step S108-4.
[0375] (Step S108-4) In step S108-4, the main CPU 101 determines whether a radio wave sensor input has been performed. Specifically, it determines whether an input has been performed from the radio wave sensor 27i. If an input has been performed from the radio wave sensor 27i, the process proceeds to step S108-5. If no input has been performed from the radio wave sensor 27i, the process proceeds to step S109.
[0376] (Step S108-5) In step S108-5, the main CPU 101 determines whether the amount of radio waves detected by the radio wave sensor 27i exceeds a specified value. If the amount of radio waves detected by the radio wave sensor 27i exceeds the specified value, the process proceeds to step S108-6. If the amount of radio waves detected by the radio wave sensor 27i does not exceed the specified value, the process proceeds to step S109.
[0377] (Step S108-6) In step S108-6, the main CPU 101 sets a radio wave abnormality designation command in the command transmission area in order to transmit a radio wave abnormality designation command for notifying a radio wave abnormality to the effect control board 200. Then, when the radio wave abnormality designation command is set, the process proceeds to step S109.
[0378] Next, the control process performed by the sub-CPU 201 of the effect control board 200 will be described.
[0379] (Regarding the control process performed by the sub-CPU 201) The control program shown in the flowcharts of FIGS. 24 to 29 is stored in the sub-ROM 202, and the sub-CPU 201 reads the control program from the sub-ROM 202 and performs control processing according to the read control program.
[0380] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko gaming machine 1 is in a power failure state (power outage state). As a result, if it is in a power failure state (power outage state), the process of step S200 is repeatedly executed, and if it is not in a power failure state (power outage state), the process proceeds to step S201. Note that when it is in a power failure state (power outage state), the process can be executed using a backup power supply (not shown).
[0381] (Step S201) In step S201, the sub-CPU 201 performs an initial setting process for initializing the values of registers provided inside. Then, when the initial setting process ends, the process proceeds to step S202.
[0382] (Step S202) In step S202, the sub-CPU 201 performs the setting of the CTC. That is, the sub-CPU 201 performs the setting of the CTC (counter timer circuit) having functions such as creating a pulse output at a fixed period and time measurement, and sets the time constant register of the CTC so that the production control board timer interrupt process described later is periodically performed every 4 ms. Then, when the setting of the CTC is completed, the process proceeds to step S203.
[0383] (Step S203) In step S203, the sub-CPU 201 prohibits the interruption of the production control board timer interrupt process that is periodically interrupted and executed in the production control board main process. Then, when the interruption is prohibited, the process proceeds to step S204.
[0384] (Step S204) In step S204, the sub-CPU 201 updates the production random number. Then, when the update process of the production random number is completed, the process proceeds to step S205.
[0385] (Step S205) In step S205, the sub-CPU 201 permits the interruption of the production control board timer interrupt process that is periodically interrupted and executed in the production control board main process. Then, when the interruption is permitted, the process proceeds to step S203 again, and thereafter, steps S203 to S205 are looped.
[0386] (Regarding the production control board timer interrupt process) FIG. 25 is a flowchart showing the production control board timer interrupt process performed in the production control board 200. The process is a process that is periodically interrupted (for example, every 4 ms) and executed in the above-described production control board main process.
[0387] (Step S300) In step S300, the sub-CPU 201 saves the contents of the register in the stack area. Then, when the contents of the register are saved in the stack area, the process proceeds to step S301.
[0388] (Step S301) In step S301, the sub-CPU 201 performs a process of updating a timer managed by the effect control board 200. Then, when the timer is updated, the process proceeds to step S302.
[0389] (Step S302) In step S302, the sub-CPU 201 performs an input process of the operation device shown in FIG. 26. Note that this process will be described in detail later with reference to FIG. 26. Then, when the input process of the operation device is completed, the process proceeds to step S303.
[0390] (Step S303) In step S303, the sub-CPU 201 performs a main command reception process shown in FIGS. 27 and 28. Note that this process will be described in detail later with reference to FIGS. 27 and 28. Then, when the main command reception process is completed, the process proceeds to step S304.
[0391] (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 reception process of FIGS. 27 and 28 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, in the image / sound control unit 200b and the light emission drive control unit 200c that have received the sub-command, respective effects such as display, sound, light emission, and drive corresponding to the sub-command are controlled. Then, when the sub-command is transmitted, the process proceeds to step S305.
[0392] (Step S305) In step S305, the sub-CPU 201 restores the content saved in the stack area in step S300 to the register. Then, when the content saved in the stack area is restored to the register, the effect control board timer interrupt process ends.
[0393] (Regarding operation device input processing) FIG. 26 is a flowchart showing the operation device input processing performed on the effect control board 200 (subroutine of step S302 in the effect control board timer interrupt processing).
[0394] (Step S302-1) In step S302-1, the sub CPU 201 determines whether an input of the cross key detection SW (up or down) has been made. Note that the cross key detection SW 16a shown in FIG. 4 has SWs corresponding to the up, down, left, and right of the cross key button 16. For example, if the up side of the cross key button 16 is operated, it can be determined that an input of the cross key detection SW (up) has been made. When an input of the cross key detection SW (up or down) has been made, the process proceeds to step S302-2, and when an input of the cross key detection SW (up or down) has not been made, the process proceeds to step S302-5.
[0395] (Step S302-2) In step S302-2, the sub CPU 201 determines whether an input of the up direction cross key detection SW has been made. When an input of the up direction cross key detection SW has been made, the process proceeds to step S302-3, and when an input of the up direction cross key detection SW has not been made, the process proceeds to step S302-4.
[0396] (Step S302-3) In step S302-3, the sub CPU 201 changes (increases) the light quantity value managed by the sub CPU 201, and sets the 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. Thereby, the brightness of the image display device 26 and the light emission device 9 can be increased. When the light quantity value change (increase) sub-command is set, the process proceeds to step S303 in the effect control board timer interrupt processing.
[0397] (Step S302-4) In step S302-4, the sub-CPU 201 changes (decreases) the light quantity value managed by the sub-CPU 201, and sets the 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. Thereby, the brightness of the image display device 26 and the light emission device 9 can be lowered. Then, when the light quantity value change (decrease) sub-command is set, the process proceeds to step S303 of the effect control board timer interrupt process.
[0398] (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 the cross key detection SW (left or right) input has been performed, the process proceeds to step S302-6. If the cross key detection SW (left or right) input has not been performed, the process proceeds to step S302-9.
[0399] (Step S302-6) In step S302-6, the sub-CPU 201 determines whether a right-direction cross key detection SW input has been performed. If the right-direction cross key detection SW input has been performed, the process proceeds to step S302-7. If the right-direction cross key detection SW input has not been performed, the process proceeds to step S302-8.
[0400] (Step S302-7) In step S302-7, the sub-CPU 201 changes (increases) the volume value managed by the sub-CPU 201, and sets the volume value change (increase) sub-command in the sub-command transmission area in order to transmit the volume value change (increase) sub-command to the image / sound control unit 200b. Thereby, the volume value of the BGM, sound effects, etc. output from the speaker 10 can be increased. Then, when the volume value change (increase) sub-command is set, the process proceeds to step S303 of the effect control board timer interrupt process.
[0401] (Step S302-8) In step S302-8, the sub-CPU 201 changes (decreases) the volume value managed by the sub-CPU 201, and sets the volume value change (decrease) sub-command in the sub-command transmission area in order to transmit the volume value change (decrease) sub-command to the image / sound control unit 200b. Thereby, the volume value of the BGM, sound effects, etc. output from the speaker 10 can be lowered. Then, when the volume value change (decrease) sub-command is set, the process proceeds to step S303 of the production control board timer interrupt process.
[0402] Note that steps S302-1 to S302-8 show the processes when the cross key button 16 is operated and volume adjustment is performed or when light amount adjustment is performed, but this is just an example, and other processes may be performed by operating the cross key button 16. For example, a process of changing items in the menu may be performed by operating the cross key button 16.
[0403] (Step S302-9) In step S302-9, the sub-CPU 201 performs processes corresponding to other operation devices. For example, if there is an input from the production button detection SW14a, a production button operation sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c, and if there is an input from the production lever detection SW15a, a production lever operation sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, when the processes corresponding to other operation devices are completed, the process proceeds to step S303 of the production control board timer interrupt process.
[0404] (Regarding the main command reception process) FIG. 27 is a flowchart showing the main command reception process 1 / 2 performed in the production control board 200 (a subroutine of step S301 of the production control board timer interrupt process).
[0405] (Step S301-1) In step S301-1, the sub-CPU 201 determines whether it has received a power-related information command. The power-related information commands include the above-mentioned power-on command and power recovery command. If any of these commands is received, the process proceeds to step S301-2. If none of these commands is received, the process proceeds to step S301-6.
[0406] (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. If a power recovery command is received, the sub-CPU 201 performs processing related to power recovery. After completing the processing, the process proceeds to step S301-3.
[0407] (Step S301-3) In step S301-3, the sub-CPU 201 sets a power-related sub-command in the 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. After completing the processing, the process proceeds to step S301-4.
[0408] (Step S301-4) In step S301-4, the sub-CPU 201 determines whether it has received a power-on command. If the power-on command is received, the process proceeds to step S301-5. If the power-on command is not received, the process proceeds to step S302 of the production control board timer interrupt processing.
[0409] (Step S301-5) In step S301-5, the sub-CPU 201 performs the short-time B suggestion production determination process shown in FIG. 29. This process will be described in detail later with reference to FIG. 29. After completing the short-time B suggestion production determination process, the process proceeds to step S302 of the production control board timer interrupt processing. Details of the "short-time B suggestion production" will be described in detail with reference to FIG. 57 and the like.
[0410] (Step S301-6) In step S301-6, the sub-CPU 201 determines whether it has received an error-related information command. The error-related information command includes the above-described magnetic anomaly designation command, radio wave anomaly designation command, and the like. If any of these commands is received, the process proceeds to step S301-7, and if none of these commands is received, the process proceeds to step S301-9.
[0411] (Step S301-7) In step S301-7, the sub-CPU 201 performs processing when an error-related information command is received. For example, if a magnetic anomaly designation command is received, processing related to a magnetic anomaly error is performed, and if a radio wave anomaly designation command is received, processing related to a radio wave anomaly error is performed. After the processing is completed, the process proceeds to step S301-8.
[0412] (Step S301-8) In step S301-8, the sub-CPU 201 sets an error-related sub-command in the sub-command transmission area in order to transmit the error-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After the processing is completed, the process proceeds to step S302 of the effect control board timer interrupt process.
[0413] (Step S301-9) In step S301-9, the sub-CPU 201 determines whether it has received a start port-related information command. The start port-related information command includes the above-described first start port winning command, second start port winning command, first start port subtraction command, second start port subtraction command, and reserved memory area designation command. If any of these commands is received, the process proceeds to step S301-10, and if none of these commands is received, the process proceeds to step S301-13.
[0414] (Step S301-10) In step S301-10, the sub-CPU 201 performs icon change effect determination processing. Specifically, when receiving a first start port winning command or a second start port winning command, the sub-CPU 201 refers to the information on the determination result of the winning determination processing included in the command, and determines the display mode of the variable icon and the held icon (the color of the variable icon and the held icon described in the "held pre-reading effect" to be described later). Then, after finishing the processing, the processing proceeds to step S301-11.
[0415] (Step S301-11) In step S301-11, the sub-CPU 201 performs start port light-emitting device change effect determination processing. Note that the light-emitting color of the start port light-emitting device is linked to the color of the held icon determined in step S301-10. For example, when a ball enters the start port, if it is determined in step S301-10 that the color of the held icon is blue, the start port light-emitting device 21a also emits light in blue. Then, after finishing the processing, the processing proceeds to step S301-12.
[0416] (Step S301-12) In step S301-12, the sub-CPU 201 sets a start port-related sub-command in the sub-command transmission area in order to transmit the start port-related sub-command to the image / sound control unit 200b and the light-emitting drive control unit 200c. Then, after finishing the processing, the processing proceeds to step S302 of the effect control board timer interrupt processing.
[0417] (Step S301-13) In step S301-13, the sub-CPU 201 determines whether a game state-related information command has been received. The game state-related information command includes a game state command (normal), a game state command (short-time A, short-time B), and a game state command (probability variable). If any of these commands is received, the processing proceeds to step S301-14. If none of these commands is received, the processing proceeds to step S301-16.
[0418] (Step S301-14) In Step S301-14, the sub-CPU 201 performs processing when receiving a game state-related information command. For example, when receiving a game state command (normal), it performs processing related to the normal game state; when receiving a game state command (short time A, short time B), it performs processing related to each short time game state; and when receiving a game state command (probability variation), it performs processing related to the probability variation game state. Then, after finishing the said processing, it transfers the processing to Step S301-15.
[0419] (Step S301-15) In Step S301-15, the sub-CPU 201 sets a game state-related sub-command in the sub-command transmission area in order to transmit the game state-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing the said processing, it transfers the processing to Step S302 of the effect control board timer interrupt processing.
[0420] (Step S301-16) In Step S301-16, the sub-CPU 201 determines whether it has received a gate passing command. If it has received the gate passing command, it transfers the processing to Step S301-17; if it has not received the gate passing command, it transfers the processing to Step S301-18.
[0421] (Step S301-17) In Step S301-17, the sub-CPU 201 sets a gate passing sub-command in the sub-command transmission area in order to transmit the gate passing sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing the said processing, it transfers the processing to Step S302 of the effect control board timer interrupt processing.
[0422] (Regarding the main command reception processing) FIG. 28 is a flowchart showing the main command reception process 2 / 2 (subroutine of step S301 in the effect control board timer interrupt process) performed in the effect control board 200.
[0423] (Step S301-18) In step S301-18, the sub-CPU 201 determines whether a symbol designation command has been received. If a symbol designation command has been received, the process proceeds to step S301-19, and if a symbol designation command has not been received, the process proceeds to step S301-21.
[0424] (Step S301-19) In step S301-19, the sub-CPU 201 performs processing when a symbol designation command is received. For example, when a symbol designation command specifying special symbol A is received, the combination of the decoration symbols "777" is determined so that the combination of the "777" symbols is definitely displayed as the decoration symbol. Note that when a symbol designation command specifying special symbol A is received, the combination of the decoration symbols "444" may be determined so that the combination of the "444" symbols is definitely displayed as the decoration symbol. In this case, after the winning game ends, it may be configured to shift to the time-saving game state A, so that it appears to be in the time-saving game state A on the surface, but the actual game state is the probability-variable game state. By configuring in this way, even if it appears to be in the time-saving game state A on the surface, it may be advantageous (probability-variable game state), so the gaming interest can be improved. After the process, the process proceeds to step S301-20.
[0425] (Step S301-20) In step S301-20, the sub-CPU 201 sets the sub-symbol related sub-command in the sub-command transmission area in order to transmit the sub-symbol related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After the process, the process proceeds to step S302 in the effect control board timer interrupt process.
[0426] (Step S301-21) In step S301-21, the sub-CPU 201 determines whether it has received a special symbol variation pattern designation command. If it has received the special symbol variation pattern designation command, the process proceeds to step S301-22. If it has not received the special symbol variation pattern designation command, the process proceeds to step S301-30.
[0427] (Step S301-22) In step S301-22, the sub-CPU 201 performs variation effect pattern determination processing. Specifically, it determines a variation effect pattern corresponding to the designated special symbol variation pattern from a variation effect pattern determination table (not shown) stored in the sub-ROM 202. Note that in the variation effect pattern determination table, one or more variation effect patterns are associated with one special symbol variation pattern. For example, for the "normal variation" (7S) of "variation pattern 1", one corresponding variation effect pattern (7S) is prepared. For the "super reach" (40S) of "variation pattern 3", a plurality of corresponding variation effect patterns (40S) are prepared. When "variation pattern 3" is received, any one of the plurality of prepared variation effect patterns is determined. Since the plurality of prepared variation effect patterns have different production contents, a plurality of productions can be executed for one variation pattern. After this process is completed, the process proceeds to step S301-23.
[0428] (Step S301-23) In step S301-23, the sub-CPU 201 performs icon change effect update processing. The icon change effect update processing is to update the color of the icon determined in step S301-10 based on a change scenario (not shown). For example, if the change scenario is blue → yellow, in this process, it is determined to change to yellow. That is, the icon may change color every time one variation of the game is played. After this process is completed, the process proceeds to step S301-24.
[0429] (Step S301-24) In step S301-24, the sub-CPU 201 performs a start port light-emitting device change effect update process. Note that this process is configured to be performed in conjunction with the color updated in step S301-23. For example, if the color is updated to yellow in step S301-23, the start port light-emitting device 21a also changes from blue to yellow. After finishing this process, the process proceeds to step S301-25.
[0430] (Step S301-25) In step S301-25, the sub-CPU 201 performs a jackpot notice effect determination process. Specifically, from a jackpot notice effect determination table (not shown) stored in the sub-ROM 202, a jackpot notice effect to be executed in the symbol variation game is determined. Here, the jackpot notice effect is an effect that can be executed in the symbol variation game, and one or more jackpot notice effects can be executed in one symbol variation game. Also, the jackpot notice effect is difficult to be determined when a win is determined in the special symbol win determination process, and is easy to be determined when a loss is determined (jackpot notice effect A), or is easy to be determined when a win is determined in the special symbol win determination process, and is difficult to be determined when a loss is determined (jackpot notice effect B), or can be determined only when a win is determined in the special symbol win determination process, and is not determined when a loss is determined (jackpot notice effect C, so-called premium notice), etc. are provided. Also, in the winning symbol variation game, a plurality of notices are likely to be executed, and in the losing (especially normal variation loss) symbol variation game, a plurality of notices are less likely to be executed. After finishing this process, the process proceeds to step S301-26.
[0431] (Step S301-26) In step S301-26, the sub-CPU 201 determines whether it is a time-shortening B suggestion performance execution game. The time-shortening B suggestion performance execution game assumes, for example, the first variation (the first variation after the game parlor opens) after the pachinko gaming machine 1 is powered on. If it is a time-shortening B suggestion performance execution game, the process proceeds to step S301-27. If it is not a time-shortening B suggestion performance execution game, the process proceeds to step S301-29.
[0432] Note that the time-shortening B suggestion performance execution game is not limited to the first variation (the first variation after the game parlor opens) after the pachinko gaming machine 1 is powered on, and other variations may also be applicable. For example, it may be the 50th variation (the 50th variation after the game parlor opens) or the 100th variation (the 100th variation after the game parlor opens) after the pachinko gaming machine 1 is powered on. By doing so, when a time-shortening B suggestion performance (for example, a performance indicating that the main RAM has been cleared) that is disadvantageous to the player is executed in the first variation after the game parlor opens, it is possible to prevent the player's gaming motivation from being diminished in the first variation.
[0433] (Step S301-27) In step S301-27, the sub-CPU 201 sets the variation pattern-related (including suggestion performance) sub-command (for example, the information determined in steps S301-22 to S301-25) in the sub-command transmission area in order to transmit it to the image / sound control unit 200b and the light emission drive control unit 200c. The variation pattern-related (including suggestion performance) sub-command includes execution instruction information for the time-shortening B suggestion performance, and the time-shortening B suggestion performance will be executed in the image / sound control unit 200b and the light emission drive control unit 200c that receive the sub-command. The details of the time-shortening B suggestion performance will be described in detail in FIGS. 57 to 59. After finishing the process, the process proceeds to step S301-28.
[0434] (Step S301-28) In step S301-28, the sub-CPU 201 turns off the short-time B suggestion effect execution flag. The short-time B suggestion effect execution flag is a flag that is turned on (in a predetermined area of the sub-RAM 203) in the short-time B suggestion effect determination process of FIG. 29, and includes a flag corresponding to a later-described light-off effect, a flag corresponding to a later-described red lighting effect, and a flag corresponding to a later-described blue lighting effect. And in the short-time B suggestion effect execution game, any one of these flags is turned on, and the short-time B suggestion effect corresponding to the turned-on flag is executed. And after finishing the said process, the process transfers to step S302 of the effect control board timer interrupt process.
[0435] (Step S301-29) In step S301-29, the sub-CPU 201 sets the variable pattern related (excluding suggestion effects) sub-command (for example, the information determined in steps S301-22 to S301-25) in the sub-command transmission area in order to transmit it to the image / sound control unit 200b and the light emission drive control unit 200c. Note that the variable pattern related (excluding suggestion effects) sub-command does not include the execution instruction information of the short-time B suggestion effect. And after finishing the said process, the process transfers to step S302 of the effect control board timer interrupt process.
[0436] (Step S301-30) In step S301-30, the sub-CPU 201 determines whether it has received the recovery game count counter command. If it has received the recovery game count counter command, the process transfers to step S301-31, and if it has not received the recovery game count counter command, the process transfers to step S301-32.
[0437] (Step S301-31) In step S301-31, the sub-CPU 201 performs the short-time B suggestion effect determination process shown in FIG. 29. This process will be described in detail later with reference to FIG. 29. Then, when the short-time B suggestion effect determination process ends, the process proceeds to step S302 of the effect control board timer interrupt process.
[0438] (Step S301-32) In step S301-32, the sub-CPU 201 determines whether it has received a game count counter command. If it has received the game count counter command, the process proceeds to step S301-33. If it has not received the game count counter command, the process proceeds to step S301-35.
[0439] (Step S301-33) In step S301-33, the sub-CPU 201 performs the process when the game count counter command is received. Although not shown, in the sub-RAM 203 as well, an area for counting and storing the values of each game count counter is provided. When the game count counter command is received, the values of each game count counter are updated in the sub-RAM 203. As a result, it is possible to synchronize with the values of each game count counter on the main control board 100 side. Then, when this process ends, the process proceeds to step S301-34.
[0440] (Step S301-34) In step S301-34, the sub-CPU 201 sets the variation pattern-related sub-command in the sub-command transmission area in order to transmit the game count counter-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. For example, when the image / sound control unit 200b receives the sub-command, it updates and displays the number of games until it shifts to the short-time game state B that can be displayed on the image display device 26. Then, when this process ends, the process proceeds to step S302 of the effect control board timer interrupt process.
[0441] (Step S301-35) In step S301-35, the sub-CPU 201 performs processing corresponding to other received commands. For example, when receiving a command during setting value change, a setting value information command, a command during setting value confirmation, or a command indicating the end of setting value confirmation, the sub-CPU 201 performs processing corresponding to these received commands. After completing the processing, the process proceeds to step S302 of the effect control board timer interrupt processing.
[0442] (Regarding the short-time B suggestion effect determination process) FIG. 29 is a flowchart showing the short-time B suggestion effect determination process performed on the effect control board 200 (subroutine of steps S301-5 and S301-31 of the main command reception process).
[0443] (Step S301-5(31)-1) In step S301-5(31)-1, the sub-CPU 201 determines whether a power-on command has been received. If a power-on command has been received, the process proceeds to step S301-5(31)-2. If a power-on command has not been received, the process proceeds to step S301-5(31)-4.
[0444] (Step S301-5(31)-2) In step S301-5(31)-2, the sub-CPU 201 determines a lighting-off effect as the short-time B suggestion effect. The lighting-off effect is an effect of turning off the light-emitting part provided in the movable body 28 for a predetermined period from the start of the symbol variation game, as shown in FIG. 57. Thus, when the light-emitting part provided in the movable body 28 is turned off for a predetermined period from the start of the symbol variation game, (the player) can grasp that each game count counter has been cleared, and this can be used as a factor for determining whether to continue the game. After completing the processing, the process proceeds to step S301-5(31)-3.
[0445] (Step S301-5(31)-3) In step S301-5(31)-3, the sub-CPU 201 turns on the turn-off effect execution flag in a predetermined area of the sub-RAM 203. As a result, in step S301-27 described above, it is possible to determine which of the short-time B suggestion effects (turn-off effect, red lighting effect, blue lighting effect) to execute. After finishing the process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0446] (Step S301-5(31)-4) In step S301-5(31)-4, the sub-CPU 201 refers to the value indicated by the recovery game count counter command. That is, when the power-on command has not been received (in the case of recovery), the values of each carried-over game count counter (particularly, the value of the game count counter for activating the short-time game state B) are referred to. For example, if the value of the game count counter for activating the short-time game state B at the closing of the game arcade the previous day is "100", as a result of referring in this process, the value of the game count counter for activating the short-time game state B becomes "100". After finishing the process, the process proceeds to step S301-5(31)-5.
[0447] (Step S301-5(31)-5) In step S301-5(31)-5, the sub-CPU 201 determines whether the number of games remaining until the transition to the short-time game state B is less than 200. If the number of games remaining until the transition to the short-time game state B is less than 200, the process proceeds to step S301-5(31)-6, and if the number of games remaining until the transition to the short-time game state B is not less than 200, the process proceeds to step S301-5(31)-8. For example, if the value of the game count counter for activating the short-time game state B in step S301-5(31)-4 is "100", the number of games remaining until the transition to the short-time game state B is "798", so this process is negated. On the other hand, for example, if the value of the game count counter for activating the short-time game state B in step S301-5(31)-4 is "700", the number of games remaining until the transition to the short-time game state B is "198", so this process is affirmed.
[0448] (Step S301-5(31)-6) In step S301-5(31)-6, the sub-CPU 201 determines a red lighting effect as the time-saving B suggestion effect. The red lighting effect is an effect of lighting the light-emitting part provided in the movable body 28 in red for a predetermined period from the start of the symbol variation game, as shown in FIG. 57. Thus, when the light-emitting part provided in the movable body 28 is lit in red for a predetermined period from the start of the symbol variation game, (the player) can grasp that each game count counter has not been cleared, and can grasp that there are only a few remaining games until shifting to the time-saving game state B. Thereby, not only the suggestion that each game count counter has not been cleared can be given, but also how many games are left until shifting to the time-saving game state B can be suggested, so that attention can be drawn to what kind of time-saving B suggestion effect is executed. Then, after finishing the said process, the process proceeds to step S301-5(31)-7.
[0449] (Step S301-5(31)-7) In step S301-5(31)-7, the sub-CPU 201 turns on the red lighting effect execution flag in a predetermined area of the sub-RAM 203. Thereby, in step S301-27 described above, it is possible to determine which time-saving B suggestion effect (extinguishing effect, red lighting effect, blue lighting effect) is to be executed. Then, after finishing the said process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0450] (Step S301-5(31)-8) In step S301-5(31)-8, the sub-CPU 201 determines a blue lighting effect as the time-saving B suggestion effect. The blue lighting effect means an effect of lighting the light-emitting part provided in the movable body 28 in blue for a predetermined period from the start of the symbol variation game, as shown in FIG. 57. Thereby, when the light-emitting part provided in the movable body 28 is lit in blue for a predetermined period from the start of the symbol variation game, (the player) can grasp that each game count counter has not been cleared, and that until the transition to the time-saving game state B, the number of games is still required (not a small remaining number of games). Thereby, not only the suggestion that each game count counter has not been cleared is shown, but also how many games are left until the transition to the time-saving game state B can be shown, so that attention can be drawn to what kind of time-saving B suggestion effect is executed. And after finishing the said process, it transfers to step S301-5(31)-9.
[0451] (Step S301-5(31)-9) In step S301-5(31)-9, the sub-CPU 201 turns on the blue lighting effect execution flag in a predetermined area of the sub-RAM 203. Thereby, in step S301-27 described above, it is possible to determine which time-saving B suggestion effect (extinguishing effect, red lighting effect, blue lighting effect) is to be executed. And after finishing the said process, it transfers to step S302 of the effect control board timer interrupt process.
[0452] Next, an example of various effects that the pachinko game machine 1 in the present embodiment can execute will be described below.
[0453] (Preview effect) The pre-reading effect refers to the pre-determination process (the winning determination process in FIGS. 15 and 16) that is performed prior to the special symbol hit determination process in the special symbol variation start time process at the timing when a game ball enters the first start port 21 or the second start port 22, and is an effect that is executed based on the determination result of the pre-determination process. When the pre-reading effect is not installed, for example, when a game ball enters the first start port 21, after acquiring and storing the determination information (random number value), the special symbol hit determination process is performed in the special symbol variation start time process. Therefore, even if the determination information (random number value) is stored in the "fourth storage area", whether it is a hit or not is not determined until the determination information (random number value) is transferred to the "corresponding variation storage area". Therefore, even if the determination information (random number value) of "hit" is acquired, an effect or the like that enhances the expectation of a hit cannot be executed at a stage prior to the transfer of the determination information (random number value) to the "corresponding variation storage area". However, if the pre-reading effect is installed, for example, the "pre-determination process (winning determination process)" is performed, and after determining whether it is a "hit" or a "miss", a continuous effect can be executed over a plurality of variations (including the variation transferred to the corresponding variation storage area) until the determination information (random number value) is transferred to the "corresponding variation storage area". Therefore, the expectation of a "hit" can be enhanced from a stage prior to the transfer of the determination information (random number value) to the "corresponding variation storage area".
[0454] As a specific example of the pre-reading effect, there is the "hold pre-reading effect". The "hold pre-reading effect" mainly refers to an effect using the variable icon displayed in the variable icon display area 26o, the hold icons displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j, and the hold icons displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n. For example, when game balls enter the first start port 21 when determination information (random number value) is stored up to the above-mentioned "third storage area", after storing the determination information (random number value) in the "fourth storage area", pre-determination processing is performed. Then, when it is determined to perform the hold pre-reading effect based on the determination result of the pre-determination processing, a pre-reading hold icon different from the normal color (white) hold icon (normal icon) is displayed in the first start port fourth hold ball image display area 26j. As the pre-reading hold icon, for example, multiple types and multiple levels of display such as "blue", "yellow", "green", "red", and "rainbow" are possible. When the determination result of the pre-determination processing is "win", any of "blue", "yellow", "green", "red", and "rainbow" can be displayed. When the determination result of the pre-determination processing is "lose", any of "blue", "yellow", "green", and "red" can be displayed. And only in the case of "win" can "rainbow" be selected. Also, in the case of "win", it is easier to select "red", in the case of "lose", it is easier to select "blue", increasing the expectation level for "red" to win. Note that the relationship of the expectation level for winning is rainbow > red > green > yellow > blue > normal in descending order of the expectation level for winning. In the following, such an effect may be referred to as the "hold change effect".
[0455] As another specific example of the above-mentioned preview effect, a "winning flash effect" can be cited. The "winning flash effect" refers to when a game ball enters the start port, the speaker lamp 10a provided in the lower speaker 10 emits light, and continues to emit light until the symbol variation game related to the ball entry starts, or during the execution of the symbol variation game related to the ball entry, or until the end of the symbol variation game related to the ball entry, thereby improving the expectation for a win. For example, when the determination information (random number value) is stored up to the above-mentioned "third storage area", if a game ball enters the first start port 21, after storing the determination information (random number value) in the "fourth storage area", a preliminary determination process is performed. Then, based on the determination result of the preliminary determination process, when it is determined to perform the winning flash effect, a scenario for causing the speaker lamp 10a to emit light (a scenario with a determined emission color) is selected, and the speaker lamp 10a is caused to emit light based on the selected scenario. As the emission color of the speaker lamp 10a, for example, in descending order of the high expectation for a win, it is red > green > blue. Similar to the above-mentioned hold preview effect, it is also possible to change to a color with a higher expectation for a win for each symbol variation game. It is also possible to output a winning sound corresponding to each color.
[0456] Another specific example of the above preview effect is the "zone effect". The "zone effect" is mainly an effect using the image display device 26. For example, when a game ball enters the first start port 21 when the determination information (random value) is stored up to the above-mentioned "third storage area", after storing the determination information (random value) in the "fourth storage area", a preliminary determination process is performed. Then, based on the determination result of the preliminary determination process, if it is determined to perform a zone effect, for example, in the next symbol variation game, on the image display device 26, an effect that encourages entry such as "If the special symbols are aligned, enter the ○○ zone!" is performed, and then the special symbols are aligned to enter the "○○ zone", and the "○○ zone" effect is executed until the variation in which the determination information (random value) stored in the above-mentioned "fourth storage area" is transferred to the "corresponding variation storage area". During the execution of this "○○ zone" effect, a caption such as "In the ○○ zone" is displayed on the image display device 26. And the "zone effect" is likely to be executed when it is determined as "win" in the preliminary determination process and is difficult to be executed when it is determined as "lose". Therefore, when it is executed, great expectations can be placed on the awarding of a winning game.
[0457] Another specific example of the above preview effect is "Chance Sequence Preview". "Chance Sequence Preview" is an effect mainly using the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c displayed on the image display device 26. For example, when a game ball enters the first start port 21 when the determination information (random value) is stored up to the above-mentioned "third storage area", after storing the determination information (random value) in the "fourth storage area", a preliminary determination process is performed. Then, when it is determined to perform a chance sequence effect based on the determination result of the preliminary determination process, for example, the confirmed display of the symbol variation game corresponding to the determination information (random value) stored in the "first storage area", the confirmed display of the symbol variation game corresponding to the determination information (random value) stored in the "second storage area", and the confirmed display of the symbol variation game corresponding to the determination information (random value) stored in the "third storage area", a combination of decorative symbol images of the same color is stopped. For example, the decorative symbol images are composed of "333" and "777" in red, "111" and "555" in green, "222", "444", "666", and "888" in blue, and combinations of only red such as "337" and "773", combinations of only green such as "115" and "551", and combinations of only blue such as "246" and "628" are confirmed and displayed over a plurality of variations, creating an effect that gives the expectation that a win may be awarded in the subsequent symbol variation game. In the case of a win, it is easier to select a combination of only red, and in the case of a loss, it is easier to select a combination of only blue, increasing the expectation of a win when a combination of only red is confirmed and displayed.
[0458] (Pseudo-Continuous Preview) The pseudo consecutive announcement is an effect using the left decorative symbol image 26a, the middle decorative symbol image 26b, the right decorative symbol image 26c mainly displayed on the image display device 26, and the pseudo consecutive dedicated symbol. In the "one-variation game", it is an effect that makes it seem as if multiple variations are being performed by repeatedly performing the temporary stop display of the decorative symbols. For example, as shown in FIG. 8, the pseudo consecutive can be executed 2 times, 3 times, or 4 times. The higher the number of times, the higher the expectation of winning (in this embodiment, 4 times is a sure win). As specific effect contents, for example, "5" is temporarily stopped and displayed as the left decorative symbol image 26a, "6" is temporarily stopped and displayed as the right decorative symbol image 26c, and "pseudo consecutive dedicated symbol (for example, "NEXT")" is temporarily stopped and displayed as the middle decorative symbol image 26b, and then all the decorative symbol images are variably displayed again (at this point, it is pseudo consecutive 2 times). Then, again, "5" is temporarily stopped and displayed as the left decorative symbol image 26a, "6" is temporarily stopped and displayed as the right decorative symbol image 26c, and "pseudo consecutive dedicated symbol (for example, "NEXT")" is temporarily stopped and displayed as the middle decorative symbol image 26b, and then all the decorative symbol images are variably displayed again (at this point, it is pseudo consecutive 3 times. After that, pseudo consecutive 4 times is the same), and the like. For example, in the second temporary stop display, if "5" is temporarily stopped and displayed as the left decorative symbol image 26a and "5" is temporarily stopped and displayed as the right decorative symbol image 26c, it is pseudo consecutive 2 times. In the second temporary stop display, if "5" is temporarily stopped and displayed as the left decorative symbol image 26a and "6" is temporarily stopped and displayed as the right decorative symbol image 26c, it is pseudo consecutive 3 times (after that, pseudo consecutive 4 times is the same). Also, after reaching a reach once, "pseudo consecutive dedicated symbol (for example, "NEXT")" is temporarily stopped and displayed as the middle decorative symbol image 26b, so-called "pseudo consecutive after reach", or for example, at the start of the variation after the first temporary stop display, "pseudo consecutive dedicated symbol (for example, "NEXT")" is temporarily stopped and displayed on the middle decorative symbol image 26b for announcement (symbol stop announcement), and an effect that makes it certain that there are 3 or more pseudo consecutive times at that point can also be executed.
[0459] (Regarding the winning sound, change sound for each icon, and the relationship of the start port lighting device (color)) Figure 30 is a diagram showing the relationship between the winning sound, changing sound, and starting port lighting device (color) for each icon. In the figure, the "decision time" corresponds to the time of the "icon change effect decision process" described above, and the "update time" corresponds to the time of the "icon change effect update process" described above. Note that the winning sound and changing sound are common when a ball enters the first starting port 21 and when a ball enters the second starting port 22.
[0460] When displaying the default "normal icon", as the winning sound when a ball enters the starting port, the sound "Piron♪" is output from the speaker 10. Note that in the change scenario, for example, since the blue icon does not change to the normal icon, the "update" column shows "-". Also, when displaying the "normal icon", the emission color of the starting port lighting device 21a is white.
[0461] When displaying the "blue icon", as the winning sound when a ball enters the starting port, the sound "Poron♪" is output from the speaker 10. Also, when changing from the normal icon to the blue icon, as the changing sound at the time of update, the sound "Poron♪" is output from the speaker 10. Also, when displaying the "blue icon", the emission color of the starting port lighting device 21a is blue.
[0462] When displaying the "yellow icon", as the winning sound when a ball enters the starting port, the sound "Keen♪" is output from the speaker 10. Also, when changing from the normal icon to the yellow icon or when changing from the blue icon to the yellow icon, as the changing sound at the time of update, the sound "Keen♪" is output from the speaker 10. Also, when displaying the "yellow icon", the emission color of the starting port lighting device 21a is yellow.
[0463] When displaying the "green icon", as the winning sound when a ball enters the starting port, the sound "Kahn♪" is output from the speaker 10. Also, when changing 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, the sound "Kahn♪" is output from the speaker 10 as the change sound at the time of update. Also, when displaying the "green icon", the emission color of the starting port light-emitting device 21a is green.
[0464] When displaying the "red icon", the sound "Jackin♪" is output from the speaker 10 as the winning sound when a ball enters the starting port. Also, when changing 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, the sound "Jackin♪" is output from the speaker 10 as the change sound at the time of update. Also, when displaying the "red icon", the emission color of the starting port light-emitting device 21a is red.
[0465] When displaying the "rainbow icon", the sound "Queen♪" is output from the speaker 10 as the winning sound when a ball enters the starting port. Also, when changing 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, the sound "Queen♪" is output from the speaker 10 as the change sound at the time of update. Also, when displaying the "rainbow icon", the emission color of the starting port light-emitting device 21a is rainbow.
[0466] Note that in this embodiment, the icons (the variable icon and the hold icon) are not displayed because the performance of the super reach is executed using substantially the entire display area during the execution of the super reach. In this way, even if the icon is made invisible during the execution of the super reach (for example, even if the red icon is made invisible), the start port lighting device 21a emits light in a visible manner in the color (red) corresponding to the invisible icon, so it is possible to recognize from the start port lighting device 21a what color the icon has changed to.
[0467] In addition, for each icon, a corresponding winning sound and changing sound are defined, so it is possible to easily make the player notice that the icon has changed (what color it has changed to, etc.).
[0468] During the execution of the super reach, the icon (the variable icon, the hold icon) may be displayed, or only the variable icon may be displayed.
[0469] In addition, the light emission of the start port lighting device 21a may be turned off, for example, together with the end (definitive display) of the symbol variation game. Also, the erasure of the variable icon and the turning off of the start port lighting device 21a may be at different timings (for example, the erasure is earlier than the turning off, or the turning off is earlier than the erasure), or at the same timing.
[0470] (Regarding the control process performed by the image / sound CPU 204) Next, with reference to FIGS. 31 to 34, the control process performed by the image / sound CPU 204 will be described. FIGS. 31 to 33 are the main image / sound control unit processes performed by the image / sound CPU 204, and FIG. 34 is the image / sound control unit timer interrupt process that is periodically (every 33 ms) interrupted and executed in the main image / sound control unit process.
[0471] (Step S400-1) In step S400-1, the image / audio CPU 204 determines whether it has received a volume value / light quantity value related sub-command. That is, it determines whether it has received a volume value / light quantity value related sub-command from the effect control unit 200a. Note that various sub-commands are received in the image / audio control unit timer interrupt process of FIG. 34. If a volume value / light quantity value related sub-command is received, the process proceeds to step S400-2, and if a volume value / light quantity value related sub-command has not been received, the process proceeds to step S400-3.
[0472] (Step S400-2) In step S400-2, the image / audio CPU 204 performs the process when receiving a volume value / light quantity value related sub-command shown in FIG. 32. Note that this process will be described in detail later with reference to FIG. 32. After the process when receiving a volume value / light quantity value related sub-command is completed, the process proceeds to step S400-3.
[0473] (Step S400-3) In step S400-3, the image / audio CPU 204 determines whether it has received a power supply related sub-command. If a power supply related sub-command is received, the process proceeds to step S400-4, and if a power supply related sub-command has not been received, the process proceeds to step S400-5.
[0474] (Step S400-4) In step S400-4, if the image / audio CPU 204 has received a power supply related sub-command related to a power-on command, it performs image / audio setting processing related to power-on, and if it has received a power supply related sub-command related to a power recovery command, it performs image / audio setting processing related to power recovery. Note that an example of the display and sound notification modes executed by performing the image / audio setting processing related to power recovery will be described in detail later with reference to FIG. 39 and the like. After the image / audio setting processing in power-on or power recovery is completed, the process proceeds to step S400-5.
[0475] (Step S400-5) In step S400-5, the video / audio CPU 204 determines whether it has received a game state-related sub-command. If it has received a game state-related sub-command, the process proceeds to step S400-6. If it has not received a game state-related sub-command, the process proceeds to step S400-8.
[0476] (Step S400-6) In step S400-6, the video / audio CPU 204 updates to the game state corresponding to the received game state-related sub-command in a predetermined area (game state management area) of a RAM (not shown), for example. Specifically, if the received game state-related sub-command indicates the normal game state, the value of the predetermined area of the RAM is set to "0". If the received game state-related sub-command indicates the short-time game state A, the value of the predetermined area of the RAM is set to "1". If the received game state-related sub-command indicates the probability-variable game state, the value of the predetermined area of the RAM is set to "2". If the received game state-related sub-command indicates the short-time game state B, the value of the predetermined area of the RAM is set to "3". Then, when the game state is updated, the process proceeds to step S400-7.
[0477] (Step S400-7) In step S400-7, the video / audio CPU 204 performs video / audio setting processing corresponding to the updated game state. For example, if it is updated to the normal game state in step S400-6, the display and sound (such as BGM) corresponding to the normal game state are output by the processing in step S400-7. Then, when the video / audio setting processing corresponding to the updated game state is completed, the process proceeds to step S400-8.
[0478] (Step S400-8) In step S400-8, the video / audio CPU 204 determines whether it has received a start port-related sub-command. If it has received a start port-related sub-command, the process proceeds to step S400-9. If it has not received a start port-related sub-command, the process proceeds to step S400-10.
[0479] (Step S400-9) In step S400-9, the image / audio CPU 204 performs the process for receiving the start port related sub-command shown in FIG. 33. Note that this process will be described in detail later with reference to FIG. 33. Then, when the process for receiving the start port related sub-command is completed, the process proceeds to step S400-10.
[0480] (Step S400-10) In step S400-10, the image / audio CPU 204 determines whether it has received the gate passing sub-command. If it has received the gate passing sub-command, the process proceeds to step S400-11; if it has not received the gate passing sub-command, the process proceeds to step S400-13.
[0481] (Step S400-11) In step S400-11, the image / audio CPU 204 determines whether the game state is the normal game state. Specifically, it refers to the value in the predetermined area of the RAM described in step S400-6 and determines whether the value is "0". If the value is "0", the process proceeds to step S400-12; if the value is not "0", the process proceeds to step S400-13.
[0482] (Step S400-12) In step S400-12, the image / audio CPU 204 performs the image / audio setting process corresponding to hitting left. That is, even though it is in the normal game state, it determines that hitting right is being performed and performs the setting process for giving a notification to prompt hitting left. An example of the notification mode by display and sound executed when the image / audio setting process corresponding to hitting left is performed will be described in detail later with reference to FIG. 38 and the like. Then, when the image / audio setting process corresponding to hitting left is completed, the process proceeds to step S400-13.
[0483] (Step S400-13) In step S400-13, the image / audio CPU 204 determines whether it has received an error-related sub-command. If it has received an error-related sub-command, the process proceeds to step S400-14. If it has not received an error-related sub-command, the process proceeds to step S400-15.
[0484] (Step S400-14) In step S400-14, the image / audio CPU 204 performs image / audio setting processing corresponding to the error content. An example of the notification mode by display and sound executed by performing the image / audio setting processing corresponding to the error content will be described in detail later with reference to FIG. 50 and the like. When the image / audio setting processing corresponding to the error content is completed, the process proceeds to step S400-15.
[0485] (Step S400-15) In step S400-15, the image / audio CPU 204 performs image / audio setting processing corresponding to other sub-commands. When the image / audio setting processing corresponding to other sub-commands is completed, the process proceeds to step S400-16.
[0486] (Step S400-16) In step S400-16, the image / audio CPU 204 determines whether the frame switching flag is ON in a flag management area (not shown) provided in the image / audio control unit 200b. The frame switching flag is turned ON in the image / audio control unit timer interrupt processing of FIG. 34, so it is turned ON every 33 ms. That is, in the image display device 26, an image of one frame is displayed every 33 ms. Note that the management area for managing the frame switching flag may be provided with a dedicated RAM or the VRAM 207 may be used. If the frame switching flag is ON, the process proceeds to step S400-17. If the frame switching flag is not ON, the process proceeds to step S400-1.
[0487] (Step S400-17) In step S400-17, the image / audio CPU 204 performs a process of turning off the frame switching flag. When the frame switching flag is turned off, the process proceeds to step S400-18.
[0488] (Step S400-18) In step S400-18, the image / audio CPU 204 performs image generation processing. Specifically, it generates image information per frame based on the content set in each image / audio setting process. As a result, an image in one frame is generated. Note that the concept of image generation will be described later in FIG. 37. When the image generation processing is completed, the process proceeds to step S400-19.
[0489] (Step S400-19) In step S400-19, the image / audio CPU 204 performs sound generation processing. Specifically, it generates sound information per frame based on the content set in each image / audio setting process. As a result, sound in one frame is generated. When the sound generation processing is completed, the process proceeds to step S400-20.
[0490] (Step S400-20) In step S400-20, the image / audio CPU 204 performs a process of outputting the generated image and sound in one frame. As a result, the generated image in one frame is displayed on the image display device 26, and the generated sound in one frame is output from the speaker 10. When the output processing is completed, the process proceeds to step S400-1.
[0491] (Regarding the process when receiving a volume value / light amount value related sub-command) FIG. 32 is a flowchart showing the process when receiving a volume value / light amount value related sub-command performed by the image / audio CPU 204 (a subroutine of step S400-2 in the main process of the image / audio control unit).
[0492] (Step S400-2-1) In step S400-2-1, the image / audio CPU 204 determines whether a level gauge image is being displayed. As described above, the level gauge image is an image indicating the degree of adjustment of the light amount or the volume, and will be mentioned later in FIG. 41 and the like. If the level gauge image is being displayed, the process proceeds to step S400-2-2, and if the level gauge image is not being displayed, the process proceeds to step S400-2-4.
[0493] Note that the level gauge image indicating the degree of adjustment of the light amount and the level gauge image indicating the degree of adjustment of the vo...
Claims
Main control means capable of acquiring determination information when a game ball enters the start port and determining whether to execute a special game advantageous to the player based on the determination information; Effect control means capable of displaying a recovery display on the display means when power supply is started; Sound output means capable of outputting a predetermined sound; Adjustment operation means for performing an adjustment operation for adjusting the volume value of the predetermined sound; Adjustment processing means for performing adjustment processing of the volume value when the adjustment operation of the volume value is performed, comprising: The main control means: Can pre-determine the determination information before the determination; Can temporarily store the determination information for which the determination has not been made in a storage area; The effect control means: Can display information indicating the volume value adjusted when the adjustment operation of the volume value is performed on the display means; When power supply is started during the execution of the special game, can display a specific recovery display including a promotion notification for promoting the execution of a predetermined game operation on the display means; The adjustment processing means: Can perform adjustment processing of the volume value when the adjustment operation of the volume value is performed during the display of the specific recovery display; The effect control means: Can control the light emission of the light emitting means; When the adjustment operation of the volume value is performed during the display of the specific recovery display, does not display the information indicating the volume value on the display means; Can display pending information corresponding to the number of the temporary storage on the display means; Can display first pending information and second pending information different from the first pending information according to the pre-determination; When displaying the second pending information, can audibly output a predetermined effect sound from the sound output means in a manner different from when displaying the first pending information, and can cause the light emitting means to emit light in a manner different from when displaying the first pending information; When a game ball enters the start port during the display of the recovery display and the display of the second pending information is determined according to the pre-determination, audibly outputs the predetermined effect sound and causes the light emitting means to emit light without making the second pending information visible, and makes the second pending information visible after the display of the recovery display ends; A gaming machine characterized by the above.
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