Gaming machine

The gaming machine addresses the need for novelty by incorporating a liquid crystal display and detection means to execute and manage effects, ensuring normal operation detection and providing a unique gaming experience.

JP7691242B2Active Publication Date: 2025-06-11HEIWA CORP
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Patent Information

Application Number
JP2021020404
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-02-12
Publication Date
2025-06-11
Estimated Expiration
2041-02-12

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    Figure 0007691242000003
Patent Text Reader

Abstract

To provide a novel game machine.SOLUTION: A game machine executes a continuous touch performance during variation for displaying an effect E when all the conditions of (i) a touch performance (no other performances using a distance measuring sensor occur), (ii) a player touches a UFO accessory 700, (iii) under variation, and (iv) variation time is equal to or more than 1 second. In an important scene (an area near a touch performance by a winning / losing judgment), processing for disabling display of the effect E is executed, thus preventing the effect E from interfering with an important judgment. By adopting such a configuration, control can be performed such that a continuous touch performance during variation is realized and other important performances are not impaired.SELECTED DRAWING: Figure 53
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Description

Technical Field

[0001] The present invention relates to a gaming machine that executes games.

Background Art

[0002] Patent Document 1 describes a configuration in which, in a reach effect, the transparency of a variable symbol is switched between 0% and 100% without hindering the visibility of the effect.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] In recent years, only gaming machines having similar gaming properties have been proposed, and a novel gaming machine is desired. This is the same for both pachinko machines and slot machines.

[0005] Therefore, an object of the present invention is to provide a novel gaming machine.

Means for Solving the Problems

[0006] The present invention employs the following means to solve the above problems. Note that the following means and the language in parentheses are merely examples, and the present invention is not limited thereto. Further, the present invention can be an invention including at least one of the invention specific matters shown in the following means. Furthermore, elements limiting the invention specific matters can be added to the invention specific matters shown in the following means to make them subordinate concepts, or elements limiting the invention specific matters can be deleted to make them superordinate concepts.

[0007] Solution 1: The gaming machine of this solution includes a liquid crystal display, a detection means, a determination means capable of determining whether to execute an effect triggered by the detection of the detection means, an effect execution means capable of executing a first effect and a second effect when it is determined by the determination means to execute the effect, and a specific effect execution means capable of executing a specific effect. The first effect is an effect displayed on the liquid crystal display, the specific effect is an effect with restricted display when executed, and the second effect is an effect with unrestricted display even when the specific effect is executed. The gaming machine is characterized by this.

[0008] The gaming machine of this solution has the following configuration. (1) A liquid crystal display is provided. (2) Detection means (sensors and switches) are provided. (3) A determination means (effect control device) is provided to determine whether to execute an effect triggered by the detection of the detection means.

[0009] (4) When it is determined by the determination means to execute an effect, an effect execution means (effect control device) is provided to execute a first effect (constant touch effect during variation) and a second effect (effect of lighting the 7th lamp of the 4th symbol module). (5) A specific effect execution means for executing a specific effect (touch effect) is provided.

[0010] (6) The first effect is an effect displayed on the liquid crystal display. Also, the first effect is an effect with restricted display (not displayed, made transparent, not executed) when the specific effect is executed. (7) The second effect is an effect with unrestricted display (not becoming non-displayed, not made transparent, executed) even when the specific effect is executed.

[0011] According to this solution, since the second effect is an effect with unrestricted display even when the specific effect is executed, it is possible to confirm during the execution of the specific effect that the detection means is operating normally. As a result, a novel gaming machine can be provided.

[0012] Solution 2: In the gaming machine of this solution, in any of the above-described solutions, the first effect is an effect whose form of effect changes according to the gaming state, and the second effect is an effect whose form of effect does not change according to the gaming state. The gaming machine is characterized by this.

[0013] In this solution, the following features are added. (1) The first effect is an effect whose form of effect changes according to the gaming state (normal state, error state, low probability state, high probability state, non-time reduction state, time reduction state, left hitting state, right hitting state, etc.). (2) The second effect is an effect whose form of effect does not change according to the gaming state.

[0014] According to this solution, since the first effect is an effect whose form of effect changes according to the gaming state, the variations of the effect can be increased. Also, according to this solution, since the second effect is an effect whose form of effect does not change according to the gaming state, even if the gaming state changes, the second effect can be confirmed by the unchanging form of effect.

Advantages of the Invention

[0015] According to the present invention, a novel gaming machine can be provided.

Brief Description of the Drawings

[0016]

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Mode for Carrying Out the Invention

[0017] 〔Embodiment〕 Hereinafter, embodiments of the present invention will be described with reference to the drawings. FIG. 1 is a front view of a pachinko game machine (hereinafter abbreviated as "pachinko machine") 1. Further, FIG. 2 is a rear view of the pachinko machine 1. Hereinafter, the overall configuration of the pachinko machine 1 will be described with reference to FIGS. 1 and 2. Here, in this specification, the left side as viewed from the player seated facing the pachinko machine 1 is referred to as left, the right side as viewed from the player is referred to as right, the upper side as viewed from the player is referred to as upper, the lower side as viewed from the player is referred to as lower, the front side as viewed from the player is referred to as front, and the back side as viewed from the player is referred to as back for the description.

[0018] The pachinko machine 1 is a gaming machine that executes a game and plays the game using game balls as gaming media. A player borrows game balls from a pachinko parlor operator and plays a game on the pachinko machine 1. In the game on the pachinko machine 1, each game ball is a medium having a game value, and the privileges (benefits) enjoyed by the player as the result of the game can be converted into game values based on, for example, the number of game balls acquired by the player.

[0019] 〔Overall Configuration〕 The pachinko machine 1 includes an outer frame unit 2, an integral door unit 4 (an openable and closable door member), and an inner frame assembly 7 (a plastic frame, a gaming machine frame, a frame member, an openable and closable door member). The integral door unit 4 is disposed on the foremost side of the pachinko machine 1, and the inner frame assembly 7 is disposed on the back side (the rear side) of the integral door unit 4. The outer frame unit 2 is disposed so as to surround the outside of the inner frame assembly 7.

[0020] The outer frame unit 2 is a structure in which wood and a metal material are combined in a vertically long rectangular shape, and this outer frame unit 2 is fixed to an island facility (not shown) in the pachinko parlor using fastening tools such as screws.

[0021] A tray unit 6 is disposed at the lower position of the integral door unit 4. The tray unit 6 is provided in front of the integral door unit 4 and is a unit capable of storing game balls. The integral door unit 4 and the inner frame assembly 7 are attached to the island facility via the outer frame unit 2, and these operate in an openable and closable manner via a hinge mechanism (not shown). The opening and closing axis of the hinge mechanism (not shown) extends in the vertical direction along the left end of the pachinko machine 1.

[0022] On the right edge of the inner frame assembly 7 as viewed from the front in Fig. 1, a unitary tablet unit (not shown) is provided inside. Correspondingly, locking devices (not shown) are also provided on the right edges (back side) of the integral door unit 4 and the outer frame unit 2 respectively. As shown in Fig. 1, with the integral door unit 4 and the inner frame assembly 7 closed with respect to the outer frame unit 2, the unitary tablet unit on the back side, together with the locking device, makes it impossible to open the integral door unit 4 and the inner frame assembly 7.

[0023] Also, a cylinder lock 6a with a keyhole is provided on the right edge of the inner frame assembly 7. For example, when the manager of the game arcade inserts a dedicated key into the keyhole and turns the cylinder lock 6a clockwise, the unitary tablet unit operates and the integral door unit 4 can be opened together with the inner frame assembly 7. When these are all opened from the outer frame unit 2 to the front side (moved like a door), the back side of the pachinko machine 1 is exposed on the front side.

[0024] On the other hand, when the cylinder lock 6a is turned counterclockwise, the inner frame assembly 7 remains locked (the inner frame assembly 7 remains fixed to the outer frame unit 2), and only the locking of the integral door unit 4 is released, making the integral door unit 4 openable. When the integral door unit 4 is opened to the front side, the game board unit is exposed, and in this state, the manager of the game arcade can remove obstacles such as ball jams inside the board surface. Note that when the integral door unit 4 is opened, the tray unit 6 also moves to the front side together.

[0025] The pachinko machine 1 also includes a game board unit (game board, game unit), and the game board unit is supported by the inner frame assembly 7 behind (inside) the integral door unit 4. The game board unit is detachable from the inner frame assembly 7 with the integral door unit 4 opened to the front side. A vertically long window 4a is formed in the central part of the integral door unit 4, and a glass unit (not shown by reference numeral) is attached within this window 4a. The glass unit is a combination of two transparent plates (glass plates) cut to a size capable of covering the shape of the window 4a. The glass unit is attached to the back side of the integral door unit 4 via a fixture not shown in the figure. Also, a game area is formed on the front surface of the game board unit, and this game area is visible to the player from the front side through the window 4a. When the integral door unit 4 is closed, a space is formed between the inner surface of the glass unit and the board surface through which the pachinko balls can flow down.

[0026] Elements necessary for the game are arranged on the game board unit. For example, a start gate corresponding to a normal symbol, a start winning opening corresponding to a special symbol, a general winning opening (other hole winning opening), electric game devices (normal electric game devices and special electric game devices), symbol display devices (normal symbol display devices and special symbol display devices), an integrated display board, an effect display device (liquid crystal display), etc. are arranged. When the flowing-down pachinko balls enter the start gate or the start winning opening, a normal symbol lottery or a special symbol lottery is executed, and special games (big win game, small win game, normal symbol win game, etc.) are executed according to the lottery result. And the player can obtain many pachinko balls by the special games. The main control device controls the content related to the progress of such games, and the content related to the effects is controlled by the effect control device based on commands from the main control device.

[0027] The tray unit 6 is arranged to protrude from the integral door unit 4 to the front side, and a ball tray 6b is formed on its upper surface. The ball tray 6b can store pachinko balls (loaned balls) lent to the player and pachinko balls (bonus balls) obtained by winning. The pachinko balls borrowed by the player are paid out from a payout device unit not shown on the back side to the tray unit 6 (ball tray 6b) separately from the bonus balls.

[0028] On the upper surface of the tray unit 6, a lending operation unit (not shown) is provided, and a ball lending button and a return button are arranged on this lending operation unit. When a player operates the ball lending button with a valuable medium (such as a magnetic recording medium, a medium with a built-in memory IC, etc.) inserted into a card unit (not shown), a corresponding number (for example, 125) of game balls corresponding to a predetermined number of times unit (for example, 5 times) are lent out. Also, a number-of-times display unit (not shown) is arranged on the upper surface of the lending operation unit, and the remaining number of times of the valuable medium inserted into the card unit is displayed on this number-of-times display unit. Note that the player can receive the return of the valuable medium with remaining number of times by operating the return button.

[0029] Also, on the upper left side of the tray unit 6, a first ball extraction button (not shown) is installed, and on the upper right side of the tray unit 6, a second ball extraction button (not shown) is installed. When the ball tray 6b is full, by pushing in the first ball extraction button or the second ball extraction button, the ball extraction hole is opened, and thereby the game balls can flow downward of the pachinko machine 1. When the first ball extraction button or the second ball extraction button is pushed in, the game balls stored in the ball tray 6b fall downward, and the fallen game balls are received by a ball receiving box (not shown), a game ball counting device, etc.

[0030] On the lower right of the tray unit 6, a handle unit 16 is installed. When a player operates this handle unit 16, a launch control board set (not shown) operates, and game balls can be launched toward the game area (launch device). The launched game balls rise along the lower edge part to the left edge part of the game board unit, and are guided by an outer band (not shown) and thrown into the game area. In the game area, a large number of obstacle pins, windmills (none of which are shown), etc. are arranged, and the thrown game balls flow down in the game area while being guided and directed by the obstacle pins and windmills.

[0031] The pachinko machine 1 is provided with an upper lamp 46, a left lamp 48, and a right lamp 50. These lamps perform light effects by, for example, the emission of built-in LEDs (lighting, blinking, change in brightness gradation, change in color tone, etc.).

[0032] 〔Speaker〕 The pachinko machine 1 incorporates a left rear speaker 54a arranged on the left side of the upper lamp 46, a right rear speaker 54b arranged on the right side of the upper lamp 46, an upper left speaker 54c arranged below the left rear speaker 54a, an upper right speaker 54d arranged below the right rear speaker 54b, a left middle speaker 54e arranged on the left side of the tray unit 6, a right middle speaker 54f arranged on the right side of the tray unit 6, and a curtain board speaker 54g arranged at the lower part of the integral door unit 4. These speakers output sound effects, BGM, voices, etc. (all aspects of sound) to perform sound effects.

[0033] Among these, the left rear speaker 54a and the right rear speaker 54b can be moved forward (towards the player) by a drive mechanism (not shown) or the like. When the left rear speaker 54a and the right rear speaker 54b move forward, they will approach the vicinity of the player's head (ears), and a special sound effect different from the normal acoustic effect can be exerted.

[0034] 〔Upper attachment〕 An upper attachment 400 is attached to the upper part of the integral door unit 4. The upper attachment 400 includes the upper lamp 46, the left rear speaker 54a, the right rear speaker 54b, the upper left speaker 54c, the upper right speaker 54d, a drive mechanism (not shown), a sensor, and an IC that controls these components, etc. The upper attachment 400 is attachable (removable, replaceable) to the integral door unit 4, and is an attachment member having an upper attachment authentication ID (predetermined identification information). The upper attachment 400 can communicate with the effect control device.

[0035] For example, it is necessary to attach an upper attachment for Model A to Model A. Even if an upper attachment for Model B is attached to Model A, the upper attachment for Model B will not operate properly. The same applies to the lower attachment. Whether it is the correct combination (whether the attachment authentication ID is normal) can be determined by comparing the attachment authentication ID obtained from the attachment with the ID information of the attachment stored in the ROM or the like of the effect control device. The attachment authentication ID can be read like an input signal from various sensors (sensors such as moving bodies). Note that the attachment authentication ID is a fixed value.

[0036] 〔Lower Attachment〕 A lower attachment 500 is attached to the lower center of the integral door unit 4. The lower attachment 500 includes an effect switching button 510, a lever member 520, a drive mechanism (not shown), and an IC that controls these components. The lower attachment 500 is attachable (removable, replaceable) to the integral door unit 4 and is an attachment member having a lower attachment authentication ID (predetermined identification information).

[0037] The effect switching button 510 is disposed at the center of the lower attachment 500 and can receive a plurality of types of operation inputs (single press, multiple presses, continuous strikes, long presses, etc.). The lever members 520 are disposed on the left and right of the effect switching button 510 and are two bar-shaped members extending in the vertical direction. The lever members 520 may be mere decorations or may be members capable of receiving a plurality of types of operation inputs (single push, multiple pushes, long press, etc.).

[0038] Then, when the player operates the effect switching button 510, an input signal is input to the effect control device. As a result, the effect control device switches the effect content (for example, the content of the effect displayed on the liquid crystal display) or generates some effect (preview effect, button press effect, lever member push effect, etc.) during the variation of the symbols or during the big win game.

[0039] In addition, on the upper surface of the tray unit 6, direction keys (not shown) are installed adjacent to the lending operation unit. The direction keys are formed by arranging four key switches indicating the up, down, left, and right directions in a cross shape, and each key switch for each direction can be independently pushed in. By pushing in the direction keys in various scenes in the presentation, the player can arbitrarily move a cursor or the like displayed on the screen of the liquid crystal display.

[0040] 〔Configuration on the back side〕 As shown in FIG. 2, on the back side of the pachinko machine 1, a power control unit 162, a main control board unit 170, a payout device unit 172, a flow path unit 173, a launch control board set 174, a payout control board unit 176, a presentation control board unit 178, etc. are installed. In addition to this, on the back side of the pachinko machine 1, various electronic devices (including a control computer not shown) constituting the power supply system and control system of the pachinko machine 1, an external terminal board 160, a power cord (power plug) 164, a ground wire (ground terminal) 166, connection wiring (not shown), etc. are installed. The electronic devices will be further described later while referring to another block diagram.

[0041] The main control board unit 170 incorporates a main control device, and a performance display monitor 200 is connected to the main control device. The performance display monitor 200 is arranged in a manner visible to the main control device in the upper left region of the main control board unit 170 when viewing the pachinko machine 1 from the back side, and is equipped with four 7-segment LEDs. The four 7-segment LEDs are arranged side by side in the left-right direction, and each 7-segment LED is composed of seven segments capable of displaying Arabic numerals in decimal and a dot segment located at the lower right thereof. The performance display monitor 200 is visible through a transparent case covering the main control board unit 170.

[0042] In addition, the main control device is provided with a RAM clear switch 304 and a keyhole 306 for a setting key. The RAM clear switch 304 is a switch used when performing RAM clear, that is, initializing the RAM (RWM) installed in the main control device. In this embodiment, it is also used as a switch for changing settings. The keyhole 306 for a setting key is a keyhole for inserting a setting key necessary for changing or referring to settings related to the game of the pachinko machine 1.

[0043] The RAM clear switch 304 is provided so as to be depressible through a through hole formed in a transparent case covering the main control board unit 170. Note that the RAM clear switch 304 may be disposed outside the transparent case. Further, the keyhole 306 for a setting key is provided in a state where the key cylinder penetrates the transparent case (a state where the transparent case surrounds the periphery of the key cylinder). Therefore, it is possible to insert and rotate the setting key while the transparent case remains sealed.

[0044] Note that the arrangement positions of the performance display monitor 200, the RAM clear switch 304, and the keyhole 306 for a setting key are merely examples, and they can be arranged at arbitrary positions. Further, the performance display monitor 200, the RAM clear switch 304, and the keyhole 306 for a setting key may be configured to be provided outside the main control device and connected to the main control device.

[0045] The payout device unit 172 has, for example, a prize ball tank 172a and a prize ball case (not shown). Among these, the prize ball tank 172a can store game balls replenished from a replenishment path (not shown) while being installed at the upper edge portion (back side) of the inner frame assembly 7. The game balls stored in the prize ball tank 172a are guided to the prize ball case through an upper prize ball trough (not shown). The flow path unit 173 guides the game balls sent out from the payout device unit 172 toward the tray unit 6 on the front side. The payout control board unit 176 has a built-in payout control device, and the effect control board unit 178 has a built-in effect control device.

[0046] In addition, the external terminal board 160 is for connecting the pachinko machine 1 to external electronic devices (such as data display devices, hall computers, etc.). From this external terminal board 160, various external information signals representing the game progress state, maintenance state, etc. of the pachinko machine 1 (such as bonus ball information, door opening information, number of times of symbol determination information, jackpot information, start port information, etc.) are output toward the external electronic devices.

[0047] The power cord 164 is connected to a power supply device (such as AC24V) installed in, for example, the island equipment of the game parlor to ensure the power (electricity) necessary for the operation of the pachinko machine 1. Also, the ground wire 166 is connected to a ground terminal installed in the same island equipment to ensure the grounding of the pachinko machine 1.

[0048] Figure 3 is a view showing the integral door unit alone. An upper attachment 400 (see Figure 1) can be attached to the upper part of the integral door unit 4, and a lower attachment 500 (see Figure 1) can be attached to the center of the lower part of the integral door unit 4. When the upper attachment 400 and the lower attachment 500 are removed from the integral door unit 4, the state shown in Figure 3 is obtained.

[0049] Figure 4 is a front view showing the game board unit 8 alone. The game board unit 8 includes a game board 8b as a base, and a game area 8a is formed on the front side of this game board 8b. The game board 8b is composed of, for example, a transparent resin board. With the game board unit 8 fixed to the inner frame assembly 7, the front surface of the game board 8b is parallel to the glass unit. The game area 8a is formed inside a launch rail (not shown) installed in a substantially circular shape on the front surface of the game board 8b. The launch rail extends in a clockwise direction from the lower left corner position to the upper right corner position of the game board 8b.

[0050] Within the gaming area 8a, a relatively large effect unit 40 is disposed at its central position. Centering around this effect unit 40, the gaming area 8a is broadly divided into a left portion, a right portion, and a lower portion. The left portion of the gaming area 8a is the first gaming area (left hitting area) used in the normal gaming state, and the right portion of the gaming area 8a is the second gaming area (right hitting area) used in the special gaming state. Note that since the gaming machine of this embodiment is not a right - hitting model, the second gaming area is not used, and the game is mainly played using the first gaming area. However, when adopting right - hitting, the second gaming area may be used. Also, within the gaming area 8a, above - start winning openings 26, start gates 20, normal winning openings 22, 24, variable start winning devices 28, first variable winning devices 30, second variable winning devices 31, etc. are distributed and installed around the effect unit 40.

[0051] The above - start winning opening 26 is disposed at the center of the lower portion of the gaming area 8a, and below it, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are arranged in sequence. The start gate 20 is disposed near the center of the left portion of the gaming area 8a. Also, the three normal winning openings 22 on the left side are disposed in the left portion of the gaming area 8a, and the one normal winning opening 24 on the right side is disposed in the right portion of the gaming area 8a. Note that the normal winning opening 24 may not be arranged.

[0052] The game balls thrown into the gaming area 8a enter the above - start winning opening 26, the normal winning openings 22, 24 during their flowing - down process, pass through the start gate 20, or enter the variable start winning device 28 during operation, the first variable winning device 30 during the opening operation, and the second variable winning device 31 during the opening operation. The game balls that pass through the start gate 20 continue to flow down within the gaming area 8a, while the game balls that enter the above - start winning opening 26, the normal winning openings 22, 24, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31 are collected to the back side of the game board unit 8 through the through - holes formed in the game board (the plywood, transparent plate, etc. constituting the game board unit 8).

[0053] The variable start winning device 28 operates when a predetermined condition is satisfied (when the normal symbol stops and is displayed in a winning mode), and accordingly enables winning in the lower start winning opening 28a (normal electric accessory). The variable start winning device 28 has, for example, a pair of left and right movable pieces 28b, and these movable pieces 28b reciprocate in the left - right direction along the game board surface by the action of a link mechanism using, for example, a solenoid (not shown). As shown in the figure, the left and right movable pieces 28b are in the closed position with their tips facing upward, and at this time, winning in the lower start winning opening 28a is difficult (there is no gap through which the game balls can flow in). On the other hand, when the variable start winning device 28 operates, the left and right movable pieces 28b are displaced (expanded) from the closed position toward the open position, and the opening width of the lower start winning opening 28a is expanded left and right. During this period, the variable start winning device 28 becomes a state where game balls can flow in, and a winning in the lower start winning opening 28a is generated. Note that the arrangement (gauge) of the obstacle pins installed in the game board unit 8 is basically in a mode that easily guides the flow of game balls toward the variable start winning device 28, but it is not the case that game balls always flow into the variable start winning device 28. The inflow occurs randomly after all.

[0054] The first variable winning device 30 operates when a specified condition is satisfied (when the special symbol stops and is displayed in a big win or small win mode) and a predetermined first condition (for example, the condition that it is from the first round to the fifth round, or from the seventh round to the sixteenth round of a big win game, or the condition that it is in the open state of a small win game) is satisfied, and enables balls to enter the first large winning opening 30b (special electric accessory, first special ball - entering event generating means).

[0055] The first variable winning device 30 has, for example, one opening / closing member 30a. This opening / closing member 30a reciprocates in the front-rear direction with respect to the game board by the action of a link mechanism using, for example, a solenoid (not shown). As shown in the figure, the opening / closing member 30a is in the closed position (closed state) along the game board. At this time, it is difficult to win the first major winning opening 30b (the first major winning opening 30b is blocked). When the first variable winning device 30 operates, the opening / closing member 30a is displaced so as to fall forward with its lower edge portion as a hinge, and the first major winning opening 30b is opened (open state). During this period, the first variable winning device 30 is in a state where the inflow of game balls is easy, and an event of winning the first major winning opening 30b can be generated. At this time, the opening / closing member 30a also functions as a member for guiding the inflow of game balls into the first major winning opening 30b.

[0056] The second variable winning device 31 operates when a specified condition is satisfied in the same manner as the first variable winning device 30 (when the special symbol stops and is displayed in the big win mode) and a predetermined second condition (for example, the condition that it is the 6th round of the big win game) is satisfied, enabling balls to enter the second major winning opening 31b (special electric accessory, second special ball entry event generating means).

[0057] The second variable winning device 31 has, for example, one opening / closing member 31a. This opening / closing member 31a reciprocates in the front-rear direction with respect to the game board by the action of a link mechanism using, for example, a solenoid (not shown). As shown in the figure, the opening / closing member 31a is in the closed position (closed state) along the game board. At this time, it is difficult to win the second major winning opening 31b (the second major winning opening 31b is blocked). When the second variable winning device 31 operates, the opening / closing member 31a is displaced so as to fall forward with its lower edge portion as a hinge, and the second major winning opening 31b is opened (open state). During this period, the second variable winning device 31 is in a state where the inflow of game balls is easy, and an event of winning the second major winning opening 31b can be generated. At this time, the opening / closing member 31a also functions as a member for guiding the inflow of game balls into the second major winning opening 31b.

[0058] Inside the second variable winning device 31, a guiding passage (not shown) for guiding the game balls that have entered the second variable winning device 31 is arranged. The guiding passage extends downward from the second large winning opening 31b.

[0059] And in the guiding passage, a second count switch, a member for the probability-variable area with vanes, a hole for the probability-variable area, and a discharge port are arranged. When a game ball enters the second variable winning device 31, it is first detected that the ball has entered at the second count switch. Here, when the solenoid for the probability-variable area that operates the member for the probability-variable area with vanes is ON, the member for the probability-variable area with vanes rises and guides the game ball to the hole for the probability-variable area. On the other hand, when the solenoid for the probability-variable area that operates the member for the probability-variable area with vanes is OFF, since the member for the probability-variable area with vanes does not rise, the game ball passes through the upper part of the member for the probability-variable area with vanes and is guided to the discharge port.

[0060] 〔Probability-variable area (specific area)〕 Also, inside the hole for the probability-variable area, a probability-variable area is provided. The probability-variable area is an area where game balls cannot pass when the second variable winning device 31 is in a closed state, and is an area where game balls can pass when the second variable winning device 31 is in an open state and the member for the probability-variable area with vanes is operating.

[0061] The member for the probability-variable area with vanes operates when the second variable winning device 31 opens during a big win game. The operation pattern of the member for the probability-variable area with vanes is to open the production area for a short period (for example, 0.1 second) simultaneously with the start of a round, then close it for several seconds (about 2 - 3 seconds), and then keep the probability-variable area open for a long period (for example, about 20 seconds). Note that in the short opening executed simultaneously with the start of a round, the game ball does not reach the member for the probability-variable area with vanes, so the game ball is not guided to the probability-variable area by this operation. Also, even if the member for the probability-variable area with vanes operates, when the second variable winning device 31 has a short opening, the game ball does not pass through the probability-variable area.

[0062] In the game board unit 8, an effect unit 40 is installed from the central position to the right side portion thereof. The upper edge portion 40a of the effect unit 40 functions as a guide member for changing the flow direction of the game balls, and various decorative parts 40b and 40c are provided inside thereof. The decorative parts 40b and 40c enhance the decorativeness of the game board unit 8 with their three-dimensional shapes, and can perform effect operations by emitting transmitted light with, for example, a built-in light emitter (such as an LED). Further, a liquid crystal display 42 (image display) is installed inside the effect unit 40, and various effect images are displayed on this liquid crystal display 42, including effect symbols corresponding to special symbols. In this way, the game board unit 8 impresses the features of the pachinko machine 1 on the player based on the configuration of its board surface and the decorativeness of the effect unit 40. Also, when the game board 8b is a transparent resin board (for example, an acrylic board) as in this embodiment, it is possible to add decorativeness by various decorative bodies (including movable bodies and light-emitting bodies) arranged not only on the front side but also behind the game board 8b. The liquid crystal display 42 is a game effect display means capable of displaying game effects.

[0063] In addition, a drive source (such as a motor, solenoid, etc.) is attached inside the effect unit 40 together with a movable body 40f for effects. The movable body 40f for effects can execute effects involving the movement of tangible objects in addition to effects using images by the liquid crystal display 42 and effects by light emitters. By the effects using these movable bodies 40f, it is possible to exhibit an appealing power different from that of effects using two-dimensional images.

[0064] A UFO accessory 700 is arranged at the upper center of the effect unit 40. Also, a distance measuring sensor 750 (detection means) is arranged diagonally downward to the right of the UFO accessory 700. Further, a fourth symbol module 800 (first display means) is arranged diagonally downward to the right of the distance measuring sensor 750. The fourth symbol module 800 is a display means different from the liquid crystal display 42.

[0065] The UFO accessory 700 includes three UFO lamps 710, and the lighting of the UFO lamps 710 can notify, for example, that a jackpot has occurred. The distance measuring sensor 750 is a sensor (detection means) capable of detecting a predetermined operation of the player (the operation of the player holding a hand over the UFO accessory 700). The distance measuring sensor 750 is adapted to detect an object in the upper left diagonal direction in order to detect a hand held over the UFO accessory 700 in the upper left diagonal direction. When the player holds a hand over the UFO accessory 700 in a predetermined scene for the effect (the scene where the touch effect is being executed), the distance measuring sensor 750 detects the operation, and the UFO lamp 710 lights up.

[0066] The fourth symbol module 800 is a display means provided with a plurality of display units. Specifically, it includes seven lamps (the first lamp 801 to the seventh lamp 807) as the display units. The effect control device (control means) can control the lighting states of the first lamp 801 to the seventh lamp 807.

[0067] The first lamp 801 and the third lamp 803 display information regarding the stored number of variations of the second special symbol. The second lamp 802 and the fourth lamp 804 display information regarding the stored number of variations of the first special symbol. That is, the first lamp 801 to the fourth lamp 804 are storage lamps (storage display units) capable of displaying information regarding the stored number (pending number) of variations of the special symbol.

[0068] The fifth lamp 805 displays information regarding the variation and stop of the second special symbol. The sixth lamp 806 displays information regarding the variation and stop of the first special symbol. That is, the fifth lamp 805 and the sixth lamp 806 are symbol lamps (symbol display units) capable of displaying information regarding the variation and stop of the special symbol. The fifth lamp 805 and the sixth lamp 806 can be linked (can be controlled to light up in conjunction) with the variation display of the second special symbol display device 35 and the first special symbol display device 34 described later and the effect symbols that are variably displayed on the liquid crystal display 42.

[0069] The seventh lamp 807 displays information regarding the detection of the distance measurement sensor 750. That is, the seventh lamp 807 is an informing lamp (informing display unit) capable of informing that it is in a predetermined state, at least while a special symbol is stopped. More specifically, the seventh lamp 807 is a lamp capable of informing that the distance measurement sensor 750 is ON (is in a predetermined state) when the distance measurement sensor 750 detects an operation of holding a hand over the UFO accessory 700 (predetermined operation).

[0070] The seventh lamp 807 (touch monitoring LED) is an LED that lights up when a touch to the UFO accessory 700 is valid. The seventh lamp 807 lights up when the distance measurement sensor 750 detects an operation of holding a hand over the UFO accessory 700, regardless of effects or the like. The seventh lamp 807 is a lamp for monitoring whether there is an abnormality in the distance measurement sensor 750.

[0071] In the case of a right-handed model, the seventh lamp 807 may be used as a right-handed lamp, but since the gaming machine of the present embodiment is not a right-handed model, the seventh lamp 807 is redundant. Therefore, in the present embodiment, the seventh lamp 807 is used as an LED for distance measurement sensor abnormality inspection. When the distance measurement sensor 750 is ON, the seventh lamp 807 lights up, and when the distance measurement sensor 750 is OFF, the seventh lamp 807 goes out.

[0072] Note that in the case of a right-handed model, since the seventh lamp 807 is not redundant, for example, an eighth lamp can be added to the fourth symbol module 800 and that lamp can be used as an LED for distance measurement sensor abnormality inspection, or another lamp can be added outside the fourth symbol module 800 and that lamp can be used as an LED for distance measurement sensor abnormality inspection.

[0073] On the left edge of the effect unit 40, a ball guide passage 40d is formed, and on its lower edge, a rolling stage 40e is formed. The ball guide passage 40d opens obliquely upward to the left within the game area 8a. When a game ball flowing down within the game area 8a randomly flows into the ball guide passage 40d, it passes through the inside thereof and is discharged onto the rolling stage 40e. The upper surface of the rolling stage 40e has a smooth curved surface, where the game ball can roll freely in the left-right direction. The game ball that has rolled on the rolling stage 40e will eventually flow down into the lower game area 8a. A ball discharge passage 40k is formed at the central position of the rolling stage 40e, and the game ball guided from the rolling stage 40e to the ball discharge passage 40k is likely to flow into the upper start winning opening 26 directly below it.

[0074] In addition, an out port 32 is formed within the game area 8a, and game balls that have not entered (won) through various winning openings are finally collected to the back side of the game board unit 8 through the out port 32. Also, all the game balls launched into the game area 8a, including those that have entered the normal winning openings 22, 24, the upper start winning opening 26, the lower start winning opening 28a, the first variable winning device 30, and the second variable winning device 31, are collected to the back side of the game board unit 8. The collected game balls are discharged out of the frame from the back side of the pachinko machine 1 through an out passage assembly (not shown), and further merge into a supply path of island facilities (not shown).

[0075] FIG. 5 is a front view showing an enlarged part (lower left position within the window 4a) of the game board unit 8. As shown in the figure, on the game board unit 8, for example, a normal symbol display device 33 and a normal symbol operation memory lamp 33a are provided at the lower left position within the window 4a, and in addition, a first special symbol display device 34, a second special symbol display device 35, and a game state display device 38 are provided.

[0076] Among these, the normal symbol display device 33, for example, alternately lights two lamps (LEDs) to variably display the normal symbol, and stops displaying the normal symbol by turning the lamps on or off. The normal symbol operation memory lamp 33a displays 0 to 4 stored numbers, for example, by a combination of turning off, turning on, or flashing two lamps (LEDs). For example, in a display mode where both of the two lamps are turned off, 0 stored numbers are displayed; in a display mode where one lamp is turned on, 1 stored number is displayed; in a display mode where the same one lamp is flashing, 2 stored numbers are displayed; in a display mode where one lamp is flashing and another lamp is turned on in addition, 3 stored numbers are displayed; and in a display mode where both of the two lamps are flashing, 4 stored numbers are displayed, and so on. Here, two lamps (LEDs) are used, but the normal symbol operation memory lamp 33a may be configured using four lamps (LEDs). In this case, the stored operation number can be displayed by the number of lamps that are turned on.

[0077] When a game ball passes through the start gate 20, the normal symbol operation memory lamp 33a changes to the subsequent display mode by increasing one by one (up to a maximum of 4) each time in order to remember that a passage that triggers the operation lottery has occurred each time. Each time the variation of the normal symbol starts with that passage as a trigger, it changes to the subsequent display mode by decreasing one by one. In the present embodiment, when the normal symbol operation memory lamp 33a is not lit (the stored number is 0), even if a game ball passes through the start gate 20 when the normal symbol is already in a state where it can start to vary (when stopped), the display mode does not change. That is, the stored number (up to a maximum of 4) represented by the display mode of the normal symbol operation memory lamp 33a represents the number of passages at that time when the variation of the normal symbol has not yet started.

[0078] Also, the first special symbol display device 34 and the second special symbol display device 35 can display the variation state and the stop state of the corresponding first special symbol or second special symbol, for example, by using 7-segment LEDs (with dots) each (symbol display means). Note that the first special symbol display device 34 and the second special symbol display device 35 may be in a form in which a plurality of dot LEDs are arranged geometrically (for example, in a circular shape).

[0079] In addition, the first special symbol operation memory lamp 34a and the second special symbol operation memory lamp 35a display 0 to 4 memory counts respectively (memory count display means) in a display mode configured by, for example, the combination of the extinguishing, lighting, and blinking of two lamps (LEDs) respectively. For example, in the display mode where both of the two lamps are extinguished, 0 memory counts are displayed; in the display mode where one lamp is lit, 1 memory count is displayed; in the display mode where the same one lamp blinks, 2 memory counts are displayed; in the display mode where one lamp blinks and another lamp is lit in addition, 3 memory counts are displayed; and in the display mode where both of the two lamps blink, 4 memory counts are displayed, and so on.

[0080] Each time a game ball enters the upper start winning opening 26, the first special symbol operation memory lamp 34a changes to an increased display mode one by one (up to a maximum of 4) in the sense of memorizing that a game ball has entered the upper start winning opening 26, and each time the variation of the special symbol is started with that ball entry as an opportunity, it changes to a decreased display mode one by one. In addition, each time a game ball enters the variable start winning device 28, the second special symbol operation memory lamp 35a changes to an increased display mode one by one (up to a maximum of 4) in the sense of memorizing that a game ball has entered the lower start winning opening 28a, and each time the variation of the special symbol is started with that ball entry as an opportunity, it changes to a decreased display mode one by one. In this embodiment, when the first special symbol operation memory lamp 34a is not lit (the memory count is 0), even if a game ball enters the upper start winning opening 26 when the first special symbol is already in a state where it can start to vary (at the stop display), the display mode does not change. Also, when the second special symbol operation memory lamp 35a is not lit (the memory count is 0), even if a game ball enters the variable start winning device 28 when the second special symbol is already in a state where it can start to vary (at the stop display), the display mode does not change. That is, the memory count (up to a maximum of 4) represented by the display mode of each special symbol operation memory lamp 34a, 35a represents the number of ball entries at that time when the variation of the first special symbol or the second special symbol has not yet started.

[0081] In addition, the game state display device 38 includes LEDs corresponding to, for example, jackpot type display lamps 38a, 38b, 38c, probability variation state display lamps 38d, time shortening state display lamps 38e, and firing position designation lamps 38f. In the present embodiment, the above-described normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game state display device 38 are mounted on an integrated display board 89 (second display means) and attached to the game board unit 8.

[0082] These LED lamps mounted on the integrated display board 89 are divided into four different control regions (hereinafter referred to as "common") for the purpose of controlling the switching between lighting and extinguishing. In other words, there are four commons on the integrated display board 89, and each lamp belongs to one of the commons. In the present embodiment, the dynamic lighting method is adopted, and the lamps are driven in order for each common at intervals of an interrupt period (for example, 4 ms). Therefore, not all the lamps mounted on the integrated display board 89 are driven simultaneously.

[0083] 〔Configuration regarding control〕 Next, the configuration regarding the control of the pachinko machine 1 will be described. FIG. 6 is a block diagram showing various electronic devices equipped in the pachinko machine 1. The pachinko machine 1 includes a main control device 70 (main control computer) that serves as the center of the control operation, and this main control device 70 mainly has a function of controlling the progress of the game in the pachinko machine 1. The main control device 70 is built in the main control board unit 170.

[0084] In addition, the main control device 70 is equipped with a circuit board (main control board) on which a main control CPU 72, which is a central processing unit, is mounted. The main control CPU 72 is configured as an LSI that integrates semiconductor memories such as a ROM 74 and a RAM (RWM) 76 together with a CPU core and registers (not shown). Further, the main control device 70 is equipped with a random number circuit 75, an interrupt controller (interrupt CTR) 192, a parallel I / O port 79, a timer circuit (PTC) 194, and a serial communication circuit (SCU) 196. Among these, the random number circuit 75 generates a hardware random number (for example, 0 to 65535 in decimal notation) for determining a jackpot in a special symbol lottery or a win in a normal symbol lottery, and the random number generated here is input to the main control CPU 72. Also, the interrupt controller 192 receives each interrupt request (XINT interrupt, PTC interrupt, SCU interrupt) from the parallel I / O port 79, the timer circuit 194, and the serial communication circuit 196, and controls these interrupt requests based on the priority order. In addition, the main control device 70 is also equipped with peripheral ICs such as a clock generation circuit (not shown) and a reset controller that monitors various states and generates a reset as necessary, and these are mounted on the circuit board together with the main control CPU 72. Note that signal transmission paths, power supply paths, control buses, etc. are formed as wiring patterns on the circuit board (or the inner layer portion). Note that the I / O port of the main control device 70 may be in serial format.

[0085] Furthermore, the main control device 70 is provided with a setting change device 300, a setting key switch 302, and a RAM clear switch 304. The main control device 70 (main control CPU 72) changes the settings by operating the setting change device 300. The setting change device 300 is a device (setting change means) for switching settings (at least a plurality of stages of setting values related to the winning probability of the special symbol lottery), and is operated by an operation such as the RAM clear switch 304. Also, the setting refers to a combination of operating probabilities. Furthermore, the operating probability refers to the probability that a combination of special symbols for which the condition device will operate (a big win game will be executed) will be displayed. The setting key switch 302 is an input device that inputs a signal (ON / OFF) indicating the rotation state as the setting key essential for switching the settings rotates. Although various methods can be adopted for the procedure of changing the settings, for example, it can be performed according to the following procedure.

[0086] (1) First, turn off the power of the pachinko machine 1. (2) Next, open the door of the pachinko machine 1 with a dedicated key (door key). Specifically, insert the dedicated key into the keyhole of the cylinder lock 6a and rotate it to the right to open the integral door unit 4 together with the inner frame assembly 7. (3) Since a setting key keyhole 306 for inserting the setting key and a RAM clear switch 304 are provided on the back side of the pachinko machine 1, insert the setting key into the setting key keyhole 306 and rotate the setting key to the right. (4) Then, turn on the power of the pachinko machine 1.

[0087] (5) As a result, a signal (ON) indicating that the setting key has been rotated to the change position is input by the setting key switch 302, and based on this input signal, the settings can be changed. At this time, a safety lock is applied by a lock mechanism (not shown). Therefore, the setting key cannot be removed unless it is returned to the original position.

[0088] Here, when the power is turned on while rotating the setting key to the right and turning on the RAM clear switch 304, the settings can be changed. On the other hand, when the power is turned on while rotating the setting key to the right without turning on the RAM clear switch 304, the settings can be viewed.

[0089] (6) In a state where the settings can be changed, by pressing the RAM clear switch 304 any number of times, the settings can be changed to any one of a plurality of pre-set levels. The set values can be displayed, for example, on a dedicated 7-segment LED, a game state display device 38 (such as a special symbol display device), and a performance display monitor 200.

[0090] (7) In the case of a slot machine, when the target setting is reached, a lever ON process is required. However, since the pachinko machine 1 does not have a lever, an alternative process (for example, a process of rotating the setting key to the left, a process of turning on a setting change confirmation button (not shown), etc.) instead of the lever ON process may be executed, or the lever ON process may be omitted. In the present embodiment, when the target setting is reached, the setting key is rotated counterclockwise to return to its original position. By this operation, a signal (OFF) indicating that the setting key has returned to its original position is input by the setting key switch 302, and the change of the setting is confirmed based on this input signal.

[0091] (8) Then, when the change of the setting is confirmed, the setting key can be removed from the setting key keyhole 306. Also, when the set values are being displayed on the dedicated 7-segment LED, the game state display device 38, and the performance display monitor 200 along with the confirmation of the change of the setting, the display disappears. (9) Finally, close the door of the pachinko machine 1. Thereby, the change of the setting is completed. When the change of the setting is completed, a normal game is started.

[0092] When the setting is changed, the main control CPU 72 stores the changed setting value in the setting value buffer of the RAM 76. The setting value buffer can be a memory area to be backed up.

[0093] 〔Setting change state〕 When the power is turned on in the state of "setting key ON", "inner frame open state", and "RAM clear switch pressed state", after the RAM is cleared, it shifts to the state during setting change (setting change state, setting change mode).

[0094] During the state of setting change, no display is made on the main display (various lamps included in the game state display device 38), and the game ball cannot be launched or awarded at all. Also, in the performance display monitor 200, "rn." is displayed on the two left 7-segment LEDs (identification segments), and the setting value is displayed on the two right 7-segment LEDs (ratio segments) like "-1". Also, when the RAM clear switch 304 is pressed, the setting value changes within the range of 1 to 6. Then, when the "setting key OFF" is set, the setting is confirmed, and the "-" segment of the ratio segment display goes out (becomes non-displayed) like "blank (non-display) 1".

[0095] In this state, when the "inner frame closed state" is reached (actually, when the closed state continues for 100 ms), the state during setting change ends, and once it shifts to the state before power-off and then to the playable state.

[0096] Note that in this embodiment, the RAM clear switch 304 also serves as a setting change switch, but a configuration may be adopted in which a setting change switch is provided separately without using the RAM clear switch 304.

[0097] 〔Setting confirmation state〕 On the other hand, when the power is turned on in the state of "setting key ON", "inner frame open state", and "not pressing the RAM clear switch", it shifts to the state during setting confirmation (setting confirmation state, setting confirmation mode).

[0098] Similar to the state during setting change, during the state of setting confirmation, no display is made on the main display, and the game ball cannot be launched or awarded at all. Also, on the performance display monitor, "rn." is displayed on the two left 7-segment LEDs (identification segments), and the set value is displayed on the two right 7-segment LEDs (ratio segments) as "blank (not displayed) 1". Note that during the state of setting confirmation, the set value does not change even if the RAM clear switch 304 is pressed.

[0099] In this state, when "setting key OFF" and "inner frame closed state" are achieved (actually, when the closed state continues for 100 ms), the state of setting confirmation ends. Once it shifts to the state before power-off and then to the playable state.

[0100] Note that in this embodiment, setting confirmation cannot be performed in the playable state, but it may be made possible to execute setting confirmation in the playable state.

[0101] A gate switch 78 for detecting the passage of the game ball is integrally provided in the above-described start gate 20. Also, the game board unit 8 is equipped with an upper start winning opening switch 80, a lower start winning opening switch 82, a first count switch 84, and a second count switch 85 corresponding to the upper start winning opening 26, the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, respectively. Each of the start winning opening switches 80, 82 is for detecting the entry of the game ball into the upper start winning opening 26 and the variable start winning device 28 (lower start winning opening 28a). The first count switch 84 is for detecting the entry of the game ball into the first variable winning device 30 (first large winning opening 30b) and counting the number thereof. Further, the second count switch 85 is for detecting the entry of the game ball into the second variable winning device 31 (second large winning opening 31b) and counting the number thereof. Furthermore, the probability variable area switch 95 is a switch for detecting that the game ball has passed through the probability variable area arranged inside the second variable winning device 31 (detection means).

[0102] Similarly, the game board unit 8 is equipped with a first winning port switch 86 for detecting the entry of game balls into the normal winning port 22 and a second winning port switch 81 for detecting the entry of game balls into the normal winning port 24. Regarding the three normal winning ports 22 on the left side, a configuration using a common winning port switch 86 is taken as an example. However, for example, three winning port switches may be installed to individually detect the entry of game balls into each normal winning port 22.

[0103] In any case, the winning detection signals of these switches are input to the main control CPU 72 via an input / output driver (not shown). Due to the configuration of the game board unit 8, in this embodiment, the winning detection signals from the gate switch 78, the first count switch 84, the second count switch 85, the first winning port switch 86, the second winning port switch 81, and the probability variation area switch 95 are transmitted via the panel relay terminal board 87. The panel relay terminal board 87 is provided with wiring patterns, connection terminals, etc. for relaying the respective winning detection signals.

[0104] The above-mentioned normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol display device 34, second special symbol display device 35, first special symbol operation memory lamp 34a, second special symbol operation memory lamp 35a, and game state display device 38 are controlled to perform display operations based on control signals from the main control CPU 72. The main control CPU 72 outputs control signals for these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a according to the progress of the game, and controls the lighting states of the respective LEDs. Also, these display devices 33, 34, 35, 38 and lamps 33a, 34a, 35a are installed in the game board unit 8 in a state of being mounted on a single integrated display board 89 as described above. Control signals are transmitted to the integrated display board 89 from the main control CPU 72 via the panel relay terminal board 87.

[0105] In addition, a performance display monitor 200 is connected to the main control device 70 via a panel relay terminal board 87. The performance display monitor 200 is a monitor for displaying a base calculated by dividing the number of prize balls paid out when game balls enter each winning port (starting winning port, normal winning port) by the number of outs (the number of game balls detected by an out switch 99) indicating the number of game balls launched into the game area. The base is calculated for each preset section using an area (unused area) different from the area used for the control to advance the game, and the base of the current section and the base of the previous section are switched and displayed at preset intervals. The display operation of the performance display monitor 200 is controlled based on a control signal from the main control CPU 72. The main control CPU 72 outputs a control signal to the performance display monitor 200 according to the calculation status of the base and controls the lighting state of each 7-segment display.

[0106] Note that the performance display monitor 200 is described as an example of being connected to the main control device 70 via the panel relay terminal board 87, but it may be connected to the main control device 70 without passing through the panel relay terminal board 87, or the performance display monitor 200 may be arranged as an internal configuration of the main control device 70.

[0107] Also, on the game board unit 8, a normal electric accessory solenoid 88, a first big winning port solenoid 90, a second big winning port solenoid 97, and a solenoid 99 for the probability variable area are provided corresponding to the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, and the upstream of the probability variable area, respectively. These solenoids 88, 90, 97, 99 operate (are excited) based on a control signal from the main control CPU 72, and open and close (operate) the variable start winning device 28, the first variable winning device 30, and the second variable winning device 31, respectively, or move the wing member 31d for the probability variable area. Note that control signals are also transmitted to these solenoids 88, 90, 97, 99 from the main control CPU 72 via the panel relay terminal board 87.

[0108] In addition, a glass frame opening switch 91 is installed in the integrated door unit 4, and a plastic frame opening switch 93 is installed in the inner frame assembly 7. When the integrated door unit 4 is opened alone, the contact signal from the glass frame opening switch 91 is input to the main control device 70 (main control CPU 72). When the inner frame assembly 7 is opened from the outer frame unit 2, the contact signal from the plastic frame opening switch 93 is input to the main control device 70 (main control CPU 72). The main control CPU 72 can detect the open state of the integrated door unit 4 and the inner frame assembly 7 from these contact signals. When the main control CPU 72 detects the open state of the integrated door unit 4 or the inner frame assembly 7, it generates a door open information signal as an external information signal.

[0109] A payout control device 92 is equipped on the back side of the pachinko machine 1. This payout control device 92 (payout control computer) controls the operation of the above-described payout device unit 172. The payout control device 92 is equipped with a circuit board (payout control board) on which a payout control CPU 94 is mounted. This payout control CPU 94 is also configured as an LSI that integrates semiconductor memories such as a ROM 96 and a RAM 98 together with a CPU core (not shown). The payout control device 92 (payout control CPU 94) controls the operation of the payout device unit 172 based on the bonus ball instruction command from the main control CPU 72 and executes the payout operation of the required number of game balls. The main control CPU 72 generates a bonus ball information signal as an external information signal together with the bonus ball instruction command.

[0110] Inside a bonus ball case (not shown) of the payout device unit 172, a payout device board 100 is installed together with a payout motor 102 (for example, a stepping motor). A drive circuit for the payout motor 102 is provided on this payout device board 100. The payout device board 100 specifically controls the rotation angle of the payout motor 102 based on the payout number instruction signal from the payout control device 92 (payout control CPU 94) and causes the specified number of game balls to be paid out from the bonus ball case. The paid-out game balls are sent to the tray unit 6 through the payout flow path in the flow path unit 173.

[0111] In addition, for example, a payout path ball depletion switch 104 is installed at an upstream position of the prize ball case, and a payout counting switch 106 is installed at a downstream position of the payout motor 102. When prize balls are actually paid out by driving the payout motor 102, a counting signal from the payout counting switch 106 is input to the payout device board 100 each time. Also, when ball depletion occurs at an upstream position of the prize ball case, a contact signal from the payout path ball depletion switch 104 is input to the payout device board 100. The payout device board 100 transmits the input counting signal and contact signal to the payout control device 92 (payout control CPU 94). The payout control CPU 94 can detect the actual number of payouts and the ball depletion state based on the signals received from the payout device board 100.

[0112] In addition, in the pachinko machine 1, for example, a full switch 161 is installed inside the ball tray 6b (at the rear position when viewed from the front of the pachinko machine 1). The actually paid-out prize balls (game balls) are discharged into the ball tray 6b through the flow path unit 173. When the ball tray 6b is filled with game balls, the full switch 161 is turned ON accordingly, and a full detection signal is input to the payout control device 92 (payout control CPU 94). In response to this, even if the payout control CPU 94 receives a prize ball instruction command from the main control CPU 72, it temporarily suspends any further prize ball operations and stores the remaining number of unpaid prize balls in the RAM 98. Note that the storage in the RAM 98 can be backed up even when the power is turned off, and the information on the remaining number of unpaid prize balls will not be lost even if a power outage (including momentary power outages) occurs during the game.

[0113] On the back side of the pachinko machine 1, a firing solenoid 110 is installed together with a firing control board 108 (ball firing means). Also, a ball feed solenoid 111 is provided in the tray unit 6. These firing control board 108, firing solenoid 110, and ball feed solenoid 111 constitute the above-described firing control board set 174. Among these, the firing control board 108 is provided with drive circuits for the firing solenoid 110 and the ball feed solenoid 111. Among these, the ball feed solenoid 111 performs an operation of sending out the game balls stored in the tray unit 6 one by one to a predetermined firing position within the firing machine case. Also, the firing solenoid 110 strikes the game balls sent out to the firing position and performs an operation of continuously (intermittently) hitting out the game balls one by one toward the game area 8a as described above. Note that the firing interval of the game balls is, for example, an interval of about 0.6 seconds (within 100 per minute).

[0114] On the other hand, a firing lever volume 112, a touch sensor 114, and a firing stop switch 116 are provided in the handle unit 16 located on the front side of the pachinko machine 1. Among these, the firing lever volume 112 generates an analog signal proportional to the operation amount (so-called stroke) of the firing handle by the player. Also, the touch sensor 114 detects that the player's body is touching the handle unit 16 (firing handle) from a change in capacitance and outputs the detection signal. And the firing stop switch 116 generates a firing stop signal (contact signal) according to the player's operation.

[0115] The receiving unit 6 is provided with a relay terminal board 118 during firing. Each signal from the firing lever volume 112, the touch sensor 114, and the firing stop switch 116 is transmitted to the firing control board 108 via the relay terminal board 118 during firing. Also, the drive signal from the firing control board 108 is applied to the ball feed solenoid 111 via the relay terminal board 118 during firing. When the player operates the firing handle, an analog signal (which may also be an encoded digital signal) is generated by the firing lever volume 112 according to the amount of the operation, and the firing solenoid 110 is driven based on the signal at this time. As a result, the strength of hitting out the game ball is adjusted according to the amount of the player's operation. Note that the drive circuit of the firing control board 108 stops driving the firing solenoid 110 when the detection signal from the touch sensor 114 is off (low level) or when a firing stop signal is input from the firing stop switch 116. In addition to this, a lending device connection terminal board 120 for game balls etc. is connected to the relay terminal board 118 during firing. When a CR unit is not connected to this lending device connection terminal board 120 for game balls etc., the drive circuit of the firing control board 108 also stops driving the firing solenoid 110.

[0116] In addition, the tray unit 6 incorporates a frequency display circuit board 122 and a lending and return switch circuit board 123. Among these, the frequency display circuit board 122 is provided with a display (7-segment LEDs for three digits) of the frequency display section. Also, on the lending and return switch circuit board 123, switch modules respectively connected to the ball lending button 10 and the return button 12 are mounted. When the ball lending button 10 or the return button 12 is operated, the operation signal is transmitted from the lending and return switch circuit board 123 to the CR unit via the game ball lending device connection terminal board 120. Further, from the CR unit, a frequency signal representing the remaining frequency of the valuable medium is transmitted to the frequency display circuit board 122 via the game ball lending device connection terminal board 120. A display circuit (not shown) on the frequency display circuit board 122 drives the display based on the frequency signal and numerically displays the remaining frequency of the valuable medium. Also, when no valuable medium is inserted into the CR unit or when the remaining frequency of the inserted valuable medium becomes 0, the display circuit of the frequency display circuit board 122 can drive the display to perform a demo display (a display prompting the insertion of the valuable medium).

[0117] In addition, as a control configuration, the pachinko machine 1 includes an effect control device 124 (an effect control computer). This effect control device 124 controls the effects accompanying the progress of the game in the pachinko machine 1. Also in the effect control device 124, an effect control CPU 126, which is a central processing unit, is equipped on a circuit board (a composite sub-control board). The effect control CPU 126 is configured as an LSI incorporating semiconductor memories such as a RAM (RWM) 130 and an eDRAM 131 together with a CPU core (not shown). Note that the effect control device 124 is arranged on the back side of the pachinko machine 1.

[0118] In addition, the effect control device 124 is equipped with various functional components necessary for realizing effects such as the VDP 152, driver IC 132, audio IC 134, etc. Among these, the VDP 152 is a processor for drawing the effect screen reproduced on the screen of the liquid crystal display 42. The driver IC 132 is equipped with an IC for controlling devices such as the upper lamp 46, left lamp 48, right lamp 50, panel lamp 53, movable body motor 57, lamp 61, lamp motor 62, button motor 63, etc. Also, the audio IC 134 controls the driving of the speakers 54a to 54g. The internal functional configuration of such an effect control device 124 will be described in detail later with reference to the following figure.

[0119] The effect control device 124 and the main control device 70 are interconnected via a communication harness (not shown), for example. However, the communication between them is performed only in one direction from the main control device 70 to the effect control device 124, and no reverse communication is performed. Note that the communication harness may adopt a parallel format according to the bus width of various effect commands (hereinafter referred to as "effect commands") transmitted from the main control device 70 to the effect control device 124, or a serial format may be adopted according to the hardware configuration of each driver (I / O).

[0120] In this embodiment, a sub-connection board 136 is installed on the inner surface of the integral door unit 4, and drive signals from the driver IC 132 and the audio IC 134 are applied to lamps (various lamps 48, 50, UFO lamp 710, first to seventh lamps 801 to 807) and various speakers (speakers 54e to 54g) via the sub-connection board 136. Further, a distance measurement sensor 750 is connected to the sub-connection board 136, and when a predetermined operation of the player is detected, a detection signal is input to the effect control device 124 through the sub-connection board 136. Furthermore, in addition to the direction keys 66, a volume adjustment switch and a light quantity adjustment switch (not shown) are connected to the sub-connection board 136. When the player operates these operation members, their contact signals are input to the effect control device 124 through the sub-connection board 136. Note that the direction keys 66, the volume adjustment switch, and the light quantity adjustment switch may be connected to the lower attachment 500.

[0121] In addition, a driver unit 138 is installed in the game board unit 8. The driver unit 138 may be composed of one board, or may be composed of a plurality of boards to provide expandability. In addition to the panel lamp 53, a movable body motor 57 is connected to the driver unit 138. The movable body motor 57 drives the movable body 40f via, for example, a link mechanism (not shown). Further, the upper attachment 400 and the lower attachment 500 are connected to the driver unit 138. The drive signal from the driver IC 132 is transmitted to the panel lamp 53, the movable body motor 57, the lamp motor 62, the upper attachment 400, and the lower attachment 500 via the driver unit 138.

[0122] The upper attachment 400 is connected to the upper lamp 46, the left rear speaker 54a, the right rear speaker 54b, the upper left speaker 54c, the upper right speaker 54d, and the lamp motor 62. The lamp motor 62 drives the left rear speaker 54a and the right rear speaker 54b via, for example, a link mechanism (not shown). Note that a sensor for detecting the movable positions of the left rear speaker 54a and the right rear speaker 54b may be arranged on the upper attachment 400.

[0123] Further, a lamp 61, a button motor 63, and an effect changeover button 510 incorporated in the lower attachment 500 are connected to the lower attachment 500. The button motor 63 is a stepping motor for raising and lowering the effect changeover button 510. The button motor 63 is driven based on a drive signal transmitted from the effect control device 124, and can switch the effect changeover button 510 between a normal state (initial position) and a protruding state (maximum movable position). Further, when a player operates the effect changeover button 510, a contact signal of the effect changeover button 510 is input to the effect control device 124 through the driver unit 138. In this way, the effect control device 124 (effect control CPU, effect control unit) can communicate with the upper attachment 400 and the lower attachment 500 (control means).

[0124] The liquid crystal display 42 is installed on the back side of the game board unit 8, and its display screen is visible through a substantially rectangular opening formed in the game board unit 8. Further, an inverter board 158 is installed on the back side of the game board unit 8, and this inverter board 158 generates an AC power supply applied to the backlight (for example, a cold cathode tube) of the liquid crystal display 42.

[0125] In addition, a power control unit 162 (power control means) is provided on the back side of the inner frame assembly 7. This power control unit 162 incorporates a switching power supply circuit and can generate necessary power (e.g., DC +34V, +12V, etc.) when taking in external power (e.g., AC24V, etc.) from the island equipment through the power cord 164. The power generated by the power control unit 162 is distributed to the main control device 70, the payout control device 92, the effect control device 124, and the inverter board 158. Further, power is supplied to the firing control board 108 via the payout control device 92, and power is also supplied to the CR unit via the lending device connection terminal board 120 for game balls, etc. Note that low-voltage power for logic (e.g., DC +5V) is generated by a power supply IC (such as a 3-terminal regulator) built into each device. Also, as described above, the power control unit 162 is grounded to the island equipment through the ground wire 166.

[0126] The external terminal board 160 is connected to the payout control device 92, and various external information signals generated by the main control device 70 (main control CPU 72) are output to the outside from the external terminal board 160 via the payout control device 92. The main control device 70 (main control CPU 72) and the payout control device 92 (payout control CPU 94) can output external information signals to the outside of the pachinko machine 1 through the external terminal board 160. The signals output from the external terminal board 160 are, for example, aggregated by a hall computer (not shown) in the game parlor. Here, a configuration via the payout control device 92 is taken as an example, but a configuration in which the external information signal is directly output from the main control device 70 to the external terminal board 160 may also be possible.

[0127] 〔Internal Configuration of Effect Control Device〕 FIG. 7 is a block diagram showing the internal functional configuration of the effect control device 124. As described above, the effect control device 124 has a role as an effect control processor that controls effects as the game progresses. Therefore, in addition to the effect control CPU 126, the effect control device 124 is equipped with a control ROM 180 and a watchdog timer IC (WDTIC) 188 that are necessary for the effect control device 124 to function as an effect control processor. The control ROM 180 stores basic programs related to the control of effects. The effect control CPU 126 accesses the control ROM 180 via a CPU bus (not shown) and controls the effects by executing the programs stored in the control ROM 180. The watchdog timer IC 188 is a timer that monitors whether the control executed by the effect control device 124 is normal (whether the processing is completed within the expected time) and is connected to the reset terminal of the effect control CPU 126. When a signal (clear pulse) for clearing the monitoring timer of the watchdog timer IC 188 is not input within a predetermined time, the watchdog timer IC 188 outputs a signal (reset pulse) for causing the effect control CPU 126 to be reset and started. As a result, the effect control device 124 will be forcibly reset and started.

[0128] In addition to these, the performance control device 124 is equipped with, as functions related to performance, an SRAM 182 which is a storage area for backup data, a crystal oscillator 181 that generates a clock signal of a predetermined frequency, a real-time clock (RTC) 184 that performs time management, a lithium battery 186 that supplies backup power to the SRAM 182 and the real-time clock 184, and peripheral ICs such as input / output drivers and counter / timer circuits (not shown). The lithium battery 186 stores this power to charge itself while drive power is being supplied from the power control unit 162 to the performance control device 124. The SRAM 182 and the real-time clock 184 are connected to the lithium battery 186 and can be driven by the lithium battery 186 when the supply of drive power from the power control unit 162 to the performance control device 124 is cut off. Therefore, even when the power supply from the power control unit 162 is cut off, the SRAM 182 and the real-time clock 184 continue to operate for a period (for example, about one and a half months) until the charge of the lithium battery 186 runs out. Thus, the SRAM 182 can hold the information stored therein for a while even in the power-off state.

[0129] Note that the performance control program is configured to store information related to security, monitoring, malfunctions, etc., which should not be easily erased, in the SRAM 182. Thereby, for example, when some malfunction occurs in the pachinko machine 1, the pachinko machine 1 can be recovered (or inspected in the installed state), and the cause of the malfunction can be investigated by analyzing the information held in the SRAM 182.

[0130] Generally, the control of effects executed by the effect control CPU 126 in accordance with the programs stored in the control ROM 180 includes the control of effects using devices such as the liquid crystal display 42, various lamps 46 to 53, and speakers 54a to 54g as described above. The flow of this effect control can be broadly divided into two stages: "overall control (playback instruction)" and "individual control (playback control)". The effect control CPU 126 first receives the effect commands transmitted from the main control device 70, and indirectly instructs each device to play an effect according to the content of the effect commands (overall control). Next, the effect control CPU 126 generates instruction data obtained by converting the instruction content into a more specific expression suitable for each device, and transmits it to the respective control devices 134, 152, 198, 199 that relay between the effect control CPU 126 and each device (individual control). As a result, each control device 134, 152, 198, 199 controls each device based on the instruction data, and effect playback (screen display, audio output, lamp emission, movable body displacement, etc.) using each device in the pachinko machine 1 is realized.

[0131] As described above, the effect control CPU 126 has different functions according to the stages of effect control, and these functions are realized by properly using the resources of the effect control CPU 126. In FIG. 7, the internal resources of the effect control CPU 126 are divided into several functional blocks and shown as an effect control unit 210, a display control unit 220, an audio control unit 222, a lamp control unit 224, a motor control unit 226, an input control unit 228, etc. In the following description, each functional block will be treated as the main body of the control process operation.

[0132] First, in the stage of overall control, the effect control unit 210 in the effect control CPU 126 serves as the main body of operation. Also, in the stage of individual control, the display control unit 220, the audio control unit 222, the lamp control unit 224, the motor control unit 226, or the input control unit 228 in the effect control CPU 126 serves as the main body of operation according to the device to be controlled. Note that the effect control unit 210 may be configured to directly control each control device 134, 152, 198, 199, etc.

[0133] The performance control device 124 functions as a performance control processor at the overall control stage, while functioning as a performance playback processor at the individual control stage. Therefore, the performance control device 124 is further equipped with a VDP 152 for drawing a performance screen displayed on the liquid crystal display 42, an audio IC 134 for generating audio accompanying the performance and outputting it from a speaker, a CGROM (image / audio ROM) 190 for storing images and audio used in the performance, a DRAM 191 used as a load destination for data stored in the CGROM 190, as well as an audio IC 134, an LED driver 198, an SMC (serial control controller) 199, and a driver IC 132 for controlling various devices used in the playback of the performance. Among these, the VDP 152, the audio IC 134, and the SMC 199 are integrated with the performance control CPU 126 on a single chip. A PLL circuit (phase-locked loop circuit) (not shown) is mounted on the chip 128 integrating these circuits. The clock signal generated by the crystal oscillator 181 is multiplied / divided by the PLL circuit and then input to each circuit on the chip 128.

[0134] The CGROM 190 stores drawing materials (moving image data) constituting the performance screen and audio materials (audio data) output as the performance progresses in a state compressed by a predetermined compression algorithm. The maximum capacity of the CGROM 190 is 64 Gbits, of which 60 Gbits are allocated for drawing materials and 4 Gbits are allocated for audio materials. The CGROM 190 is connected to the VDP 152 and the audio IC 134 via a CG bus (not shown).

[0135] Incidentally, in the present embodiment, a NAND-type SATA (Serial ATA) standard ROM is adopted for the CGROM 190. In a NAND-type ROM, data is read in page units (for example, 1 page = 32 Kbytes). However, when using various drawing materials and audio materials stored in the CGROM 190 for the performance, it is necessary to randomly access and read only the necessary data from a specific address.

[0136] Therefore, with the adoption of the NAND-type CGROM190, in this embodiment, a DRAM191 is further provided and configured to be used as the loading destination (temporary storage destination) for the data read from the CGROM190 in page units. Thereby, the VDP152 and the audio IC134 can read out necessary drawing materials and audio materials by random access from the data loaded in the DRAM191. Note that an SDRAM conforming to the DDR3 (Double-Data-Rate3) standard is adopted for the DRAM191. The maximum capacity of the DRAM191 is 8 Gbits, and 4 Gbits are allocated for drawing materials and 4 Gbits for audio materials, respectively. Also, the DRAM191 is connected to the VDP152 and the audio IC134 via a bus (not shown).

[0137] Note that the maximum capacities and allocation ratios of the above-described CGROM190 and DRAM191 are merely examples and can be appropriately changed according to the situation. Also, the CGROM190 may be provided separately for drawing materials and audio materials.

[0138] The VDP152 is a processor dedicated to drawing production images and is integrated with the production control CPU126 on the same chip 128. Also, the VDP152 incorporates a preloading circuit 154, a drawing circuit 155, a VRAM156, a drawing material decoder 157, and a display circuit 153. When an instruction (command) from the display control unit 220 is input to the VDP152, the preloading circuit 154 transfers and stores (hereinafter referred to as "preloading") the necessary drawing materials from the CGROM190 to the DRAM191 in advance. Then, the drawing circuit 155 draws the production image on the VRAM156 while decompressing (decoding) the preloaded drawing materials by the decoder 157, and expands the production image in the frame buffer for each frame (still image per unit time). Then, based on the content expanded in the frame buffer, the display circuit 153 individually drives each pixel (full-color pixel) of the liquid crystal display 42, thereby realizing the reproduction of the production screen.

[0139] Note that aspects of data preloading from the NAND-type CGROM 190 to the DRAM 191 and data transfer within the DRAM 191 performed by the preloading circuit 154 will be described in detail later with reference to another drawing.

[0140] The audio IC 134 is a sound generator (sound circuit) that generates sounds such as sound effects and BGM played during the execution of the presentation. Similar to the VDP 152, it is integrated with the presentation control CPU 126 on the same chip 128. The audio IC 134 is also connected to an external DRAM separate from an amplifier (not shown) and the DRAM 191. Further, the audio IC 134 incorporates an audio material decoder 135 that decompresses (decodes) the compressed audio material. When an instruction from the audio control unit 222 is input to the audio IC 134, the audio IC 134 reads out the necessary audio material from the DRAM 191 according to the instruction, generates sound while decoding the read audio material using the audio material decoder 135 on the external DRAM, and outputs it to the speakers 54a to 54g etc. via the amplifier, thereby realizing stereo 2-channel or monaural 2-channel audio playback (the number of channels is not limited to this). Also, the audio IC 134 adjusts the output volume of each of the speakers 54a to 54g based on the contact signal input when the volume adjustment switch is operated.

[0141] Incidentally, although the audio IC 134 reads out necessary audio materials from the DRAM 191 as described above, this is related to the fact that the audio IC 134 does not have a function corresponding to the preloading circuit 154 of the VDP 152. If the audio IC 134 were to read data from the CGROM 190 when audio materials are required, since it can only read in page units, it would not be possible to read specific audio materials, making it difficult to control the audio. Therefore, with the adoption of the NAND-type CGROM 190, in this embodiment, all the audio materials stored in the CGROM 190 are transferred to the DRAM 191 when the power is turned on. As a result, the audio IC 134 can read out the necessary audio materials by random access from the data loaded in the DRAM 191 without reading data from the CGROM 190.

[0142] The LED driver 198 controls the lighting patterns and brightness patterns associated with the execution of effects of various lamps 46 to 53, UFO lamp 710, and first to seventh lamps 801 to 807 provided on the front side of the pachinko machine 1. The LED driver 198 employs an address-designated synchronous serial system. First, the LED driver 198 controls the lighting pattern and brightness pattern based on the instruction content transmitted from the lamp control unit 224, and transfers the corresponding drive data to the driver IC 132.

[0143] The SMC199 controls the drive patterns of the movable body motor 57 and the lamp motor 62, which are drive sources for movable bodies for effects such as the movable body 40f for effects provided inside the effect unit 40. The SMC199 is also integrated with the effect control CPU 126 on the same chip 128. In the SMC199, a clock synchronous serial method is adopted. The SMC199 first generates a drive pattern based on the instruction content transmitted from the motor control unit 226 and transfers this to the driver IC 132. Here, the SMC199 is only used for generating the drive pattern of the motor, but since the SMC199 can also generate the lighting pattern and brightness pattern of the lamp in addition to the motor, it is possible to apply the SMC199 in place of the above-described LED driver 198 and configure the SMC199 to generate the data patterns of both the lamp and the motor.

[0144] The driver IC 132 controls the drive voltage applied to the lamp and the motor based on the drive data transferred from the LED driver 198 or the SMC199. The driver IC 132 includes switching elements such as a PWM (pulse width modulation) IC and MOSFET (not shown in the figure), for example, and switches (or duty switches) the drive voltage applied to the various lamps 46 - 53, the UFO lamp 710, the first to seventh lamps 801 - 807, the movable body motor 57, and the lamp motor 62 to manage their operations, thereby realizing the reproduction of effects using the lamps and movable bodies. In addition to the upper lamp 46, the left lamp 48, the right lamp 50, and the lamp 61, the various lamps include other lamps built into each part of the upper attachment 400 and the lower attachment 500. Further, on the game board unit 8, a panel lamp 53 for decoration and effects is arranged. The panel lamp 53 corresponds to the LEDs built into the effect unit 40 and the LEDs built into the variable start winning device 28, the first variable winning device 30, the second variable winning device 31, etc.

[0145] In addition, when an operation member such as the effect switching button 510 is operated by a player, the driver IC 132 transfers the contact signal inputted thereby to the effect control unit 210 via the input control unit 228. Based on the content of the transferred contact signal, the effect control unit 210 appropriately changes the effect content to be reproduced.

[0146] Further, the driver IC 132 transfers the upper attachment authentication ID inputted from the upper attachment 400 to the effect control device and the lower attachment authentication ID inputted from the lower attachment 500 to the effect control device to the effect control unit 210 via the input control unit 228. In the case where a sensor for a movable body (for example, the upper movable body sensor of the upper attachment 400) is installed in the upper attachment 400, the lower attachment 500, or other locations, the driver IC 132 transfers information regarding the sensor to the effect control unit 210 via the input control unit 228.

[0147] Furthermore, the driver IC 132 transfers the detection signal from the distance measurement sensor 750 to the effect control unit 210 via the input control unit 228. Based on the content of the transferred detection signal, the effect control unit 210 controls the lighting state of the seventh lamp 807.

[0148] 〔Relationship between setting value and winning probability of special symbol lottery〕 FIG. 8 is a diagram showing the relationship between the setting value and the winning probability of the special symbol lottery.

[0149] When the setting value is "1", the winning probability (low probability state) of the special symbol lottery is "1 / 319". When the setting value is "2", the winning probability (low probability state) of the special symbol lottery is "1 / 299". When the setting value is "3", the winning probability (low probability state) of the special symbol lottery is "1 / 279". When the setting value is "4", the winning probability (low probability state) of the special symbol lottery is "1 / 259". When the setting value is "5", the winning probability (low probability state) of the special symbol lottery is "1 / 239". When the set value is "6", the winning probability of the special symbol lottery (low probability state) is "1 / 219".

[0150] When the set value is from "1" to "6", the winning probability of the special symbol lottery (high probability state) is "1 / 100".

[0151] In this way, the larger the set value is, the larger the winning probability of the special symbol lottery (low probability state) becomes, which is an advantageous situation for the player.

[0152] In the illustrated example, the winning probability of the special symbol lottery is described with a setting difference only in the low probability state, but a setting difference may also be provided in the high probability state. Also, regarding the settings, not only the big win probability but also the small win probability may have a setting difference. Furthermore, setting differences may be provided for other items (for example, the transition rate to the high probability state, the transition rate to the time shortening state, the number of probability variable times, the number of time shortening times, the number of special variation times, etc.).

[0153] Next, the control processing executed by the main control CPU 72 of the main control device 70 will be described.

[0154] 〔CPU Initialization (Main) Processing in the Main Control Device〕 When the pachinko machine 1 is powered on, the main control CPU 72 starts the CPU initialization process. The CPU initialization process is a process for preparing the initial state of the pachinko machine 1 by restoring the game state (so-called power restoration) based on the backup information saved at the time of the previous power-off, or conversely clearing the backup information. Also, the CPU initialization process is positioned as the main process (main control program) for ensuring the stable game operation of the pachinko machine 1 after the adjustment of the initial state.

[0155] FIG. 9 and FIG. 10 are flowcharts showing an example of the procedure of the CPU initialization process. Hereinafter, the processing performed by the main control CPU 72 will be described following each procedure.

[0156] Step S100: The main control CPU 72 first sets the starting address of the stack area in the stack pointer.

[0157] Step S102: Subsequently, the main control CPU 72 performs the setting of the interrupt vector table. In this process, the main control CPU 72 sets the address of the interrupt vector table in the I register (interrupt vector register) used for interrupt control. The interrupt vector table defines the priorities required for controlling interrupt requests generated during the execution of the CPU initialization process, and the main control CPU 72 will execute multiple interrupt requests in order based on the priorities defined in the interrupt vector table. The control of the interrupt process will be described in detail later.

[0158] Step S104: The main control CPU 72 saves the RAM clear signal (input signal from the RAM clear switch 304). More specifically, it continuously acquires the value of the input port to which the RAM clear signal is input twice, and saves the logical sum of these values as the input port value.

[0159] Step S106: The main control CPU 72 executes a standby process here. This process is to ensure a certain standby time (for example, about several thousand ms) after power-on, and to check for a power-off warning signal (a signal indicating that the power-off is occurring) during that time. Specifically, when the main control CPU 72 sets a loop counter for the standby time, it bit-checks the input port of the power-off warning signal while decrementing the value of the loop counter. The power-off warning signal is input by an IC that monitors the voltage level of the drive voltage. If the input of the power-off warning signal is confirmed before the loop counter reaches 0, the main control CPU 72 resumes the process from the beginning. This can protect the system when, for example, the operation of turning on and off the main power switch (not shown) is repeated within a short time (about 1 to 2 seconds).

[0160] Step S108: Next, the main control CPU 72 permits access to the work area of the RAM 76. Specifically, it resets (00H) the RAM protection setting value of the work area. As a result, access to the work area of the RAM 76 is thereafter permitted.

[0161] Step S110: The main control CPU 72 checks a specific bit of the input port value saved in the previous step S104 to refer to the RAM clear signal, and confirms whether the RAM clear switch 304 has been operated (switch ON). If the RAM clear switch 304 has not been operated (No), the main control CPU 72 then executes step S112.

[0162] Step S112: Next, the main control CPU 72 checks whether backup information is stored in the RAM 76, that is, whether the backup valid determination flag is set. If the backup was successfully completed in the process executed at the time of the previous power-off and the backup valid determination flag (for example, "A5H") is set (Yes), the main control CPU 72 then executes step S114. Note that the process executed at the time of power-off will be described later using another flowchart.

[0163] Step S114: The main control CPU 72 executes a checksum for the backup information in the RAM 76. Specifically, the main control CPU 72 performs a checksum on all areas of the work area (user work area including the prohibited area and the stack area) of the RAM 76 excluding the backup valid determination flag and the checksum buffer. If the checksum result is normal (Yes), the main control CPU 72 then executes step S116.

[0164] Step S116: The main control CPU 72 clears the stored content in a partial area of the RAM 76. The partial area of the RAM 76 refers to a work area within a continuous predetermined range based on the address of the backup validity determination flag to be cleared when power is restored. By clearing the stored content of this area byte by byte while retaining the valid backup information that has been saved, the main control CPU 72 can restore the state at the time of power-off (memory restoration means).

[0165] Step S118: The main control CPU 72 sets a power-on return designated effect command (a command to be sent to the effect control device 124) indicating that it has restarted after returning from power-off and a payout command (a command to be sent to the payout control device 92).

[0166] On the other hand, when the RAM clear switch 304 is operated at power-on (Step S110: Yes), or when the backup validity determination flag is not set (Step S112: No), or when the backup information is not normal (Step S114: No), the main control CPU 72 proceeds to Step S120.

[0167] Step S120: The main control CPU 72 clears the stored content outside the prohibited use area of the RAM 76. As a result, the work area and stack area of the RAM 76 are all initialized, and even if valid backup information is stored, its content is erased. Step S122: Further, the main control CPU 72 performs the initial setting of the RAM 76.

[0168] Step S124: The main control CPU sets a RAM clear designated effect command (a command for the effect control device 124) indicating that the RAM clear has been started and a payout command (a command for the payout control device 92).

[0169] Step S126: Next, the main control CPU 72 executes a payout control output process. In this process, the main control CPU 72 outputs the payout command (power-on return designation) set in step S118 or the payout command (RAM clear designation) set in step S124 to the payout command buffer.

[0170] Step S128: The main control CPU 72 executes a presentation control output process. In this process, first, the main control CPU 72 outputs the presentation command (power-on return designation) set in step S118 or the presentation command (RAM clear designation) set in step S124 to the presentation command buffer. The main control CPU 72 further sets various other presentation commands required for presentation control (for example, model designation command, special symbol probability state designation command, special figure destination determination presentation command, presentation command when the number of operating memories increases, presentation command when the number of operating memories decreases, remaining count command for the count cut, special game state designation command, launch position designation command, etc.), and outputs these to the presentation command buffer. At this time, the main control CPU 72 sets different values for these presentation commands depending on whether it is at power-on return or RAM clear.

[0171] For example, at power-on return, the values of the respective presentation commands are set based on the backup information. When these presentation commands are transmitted to the presentation control device 124 in a later presentation command transmission process (step S142), the presentation control device 124 can restore the presentation state (for example, internal probability state, display mode of presentation symbols, presentation display mode of the number of operating memories, acoustic output content, light emission state of various lamps, etc.) that was being executed at the time of the previous power-off.

[0172] Step S130: The main control CPU 72 executes an input port process. In this process, the main control CPU 72 acquires the contents of each input port, and stores the result of performing a predetermined operation on the value in the status flag of each input port. After finishing this process, the main control CPU 72 then proceeds to step S131 (connection symbol A→A).

[0173] Step S131: The main control CPU 72 sets the main command permission signal to a specific bit of the output port. The main command permission signal is a signal indicating to the payout control device 92 that the main control device 70 permits the command transmission to itself. When the main command permission signal is input to the payout control device 92, in response to this, the payout control device 92 inputs a payout command permission signal indicating that it permits the transmission of the payout command to the main control device 70.

[0174] Step S132: The main control CPU 72 resets (turns OFF) the specific bit of the output port to clear the emission permission signal (specific output information clearing means). The emission permission signal is included in the backup target when the power is turned off. Therefore, when the main control device 70 (pachinko machine 1) resumes power, the main control CPU 72 executes the power-on return flow in the CPU initialization process and returns the main control device 70 to the state at the time of power-off based on the backup information (step S116). As part of this, the emission permission signal is also returned to the state at the time of power-off.

[0175] The emission permission signal is set to a specific bit (for example, bit 0) in a specific output port buffer (for example, the buffer for output port 3) stored in the RAM 76. However, the address of the output port buffer targeted here is located outside the continuous area to be cleared in step S116 within the address space of the RAM 76. For this reason, if, as part of the processing in step S116, an attempt is made to clear not only the area to be cleared but also the value of the specific bit of the specific address where the emission permission signal is set, it is necessary to perform an exceptional process of clearing only the data of the specific bit among the 8-bit data stored at that address while maintaining the data for the remaining 7 bits. As a result, the efficiency of the process of clearing a partial area of the RAM 76 becomes extremely poor. Due to such circumstances, the main control CPU 72 does not clear the emission permission signal in the previous step S116, treats it in the same way without distinguishing it from other backup target data, and once returns it to the state at the time of power-off.

[0176] However, at the stage where the backup information is returned to the main control device 70 (step S116), communication with the payout control device 92 has not yet been established, and it cannot be confirmed whether the payout control device 92 has started up normally (whether it can receive an instruction by a command from the main control device 70). When the power is cut off with the emission permission signal ON, the emission permission signal is returned to ON, and as a result, a state occurs in which the game balls can be emitted even though the normality of the payout control device 92 is unknown. Here, if the payout control device 92 is replaced with a modified product that does not conform to the original inspection (for example, one in which the number of prize balls has been modified) during the power cut, and then the main control device 70 is started up by a subsequent power restoration, the game balls can be emitted because the emission permission signal is returned to ON. Such a state is not preferable from the viewpoint of security.

[0177] Therefore, in the present embodiment, regardless of whether it is a startup by a power restoration or a startup with a RAM clear specified, the main control CPU 72 explicitly clears (resets to OFF) the emission permission signal once at a stage before transitioning to the main loop. Thereafter, the main control CPU 72 confirms that the payout command permission signal has been input from the payout control device 92 to the main control device 70, and then, upon transmitting a payout command to the payout control device 92, adopts control to set the emission permission signal to ON. By performing such control, the emission of game balls is not permitted unless communication is established between the main control device 70 and the payout control device 92 even if the game starts (resumes) by the processing of the main loop, so that an unauthorized emission of game balls can be avoided when the above-described fraud is committed.

[0178] Step S133: The main control CPU 72 sets the timer interrupt period. More specifically, the main control CPU 72 sets a value corresponding to the timer interrupt period (for example, 4 ms) in the counter setting register of the timer circuit 194. Step S134: The main control CPU 72 resets the interrupt daisy chain. More specifically, as preparation for interrupt processing, the main control CPU 72 executes the RETI instruction after backing up the starting address of the main loop, which will be described later. By performing this process, it becomes possible to normally start interrupt processing that occurs thereafter, and furthermore, to continue processing from the main loop after the execution of the interrupt processing.

[0179] When the above steps are executed in the CPU initialization process, the main control CPU 72 transitions to the main loop (steps S136 to S146, which will be described later). As long as the power supply from the power control unit 162 is maintained, the main control CPU 72 continuously repeats the execution of the main loop.

[0180] Step S136, Step S138: The main control CPU 72 executes the initial value update random number update process after disabling interrupts. In this process, the main control CPU 72 increments a random number for updating (changing) the initial values of various software random numbers. In the present embodiment, various random numbers (for example, jackpot symbol random numbers, reach determination random numbers, variable pattern determination random numbers, etc.) excluding the jackpot determination random number (hardware random number) and the win determination random number corresponding to the normal symbol (hardware random number) are generated programmatically. These software random numbers are updated by a loop counter within a predetermined range in another timer interrupt process (Step S212 in FIG. 13), and in this process, the initial value of the loop counter (not necessarily all random numbers) is changed every time the random number value makes a full cycle. The random number for initial value update is used to randomly change this initial value, and in Step S138, the update of the random number for initial value update is performed. Note that Step S138 is executed after disabling interrupts in Step S136 to prevent duplication (conflict) with another timer interrupt process (Step S210 in FIG. 13) that executes the same process. In the present embodiment, the jackpot determination random number and the win determination random number are hardware random numbers generated by the random number circuit 75, and since their update cycle is faster (for example, several microseconds) than the timer interrupt cycle (for example, several milliseconds), there is no need to update the initial values of the jackpot determination random number and the win determination random number. Note that the timer interrupt process will be described later with reference to another drawing.

[0181] Step S140: The main control CPU 72 executes the received command management process. In this process, the data received from the payout control device 92 is analyzed, and processing is performed according to the result. When the received command is a payout start designation command, the main control CPU 72 outputs a payout start confirmation designation command to the payout command buffer. Otherwise, it checks whether the received data is within a predetermined range (whether it is an appropriate value as a received command), and if it is outside the range, it outputs a payout error designation command to the production command buffer, and further sets the payout radio wave error flag according to the situation.

[0182] Step S142: The main control CPU 72 executes the effect command transmission process. In this process, the main control CPU 72 transmits each effect command output to the effect command buffer to the effect control device 124.

[0183] Steps S144, S146: The main control CPU 72 enables interrupts and executes other random number update processes. The random numbers updated in this process are random numbers (reach determination random numbers, variation pattern determination random numbers, etc.) among the software random numbers that are not related to the determination of the winning type (winning category). This process is performed during the remaining time when an interrupt request occurs during the execution of the main loop and the main control CPU 72 executes various interrupt processes. Note that the content of the interrupt process will be described later using another flowchart.

[0184] 〔Power-off Backup Process〕 Next, the process executed when the power is turned off (hereinafter abbreviated as "power-off") will be described. FIG. 11 is a flowchart showing an example of the procedure of the power-off backup process. In the main control device 70, the occurrence of power-off and the occurrence of reset are monitored by the same monitoring IC (for example, an IC mounted on a reset controller not shown). This monitoring IC monitors the drive voltage supplied from the power control unit 162, and when the voltage level falls below the reference voltage, it outputs a power-off warning signal to the XINT terminal of the parallel I / O port 79. The main control CPU 72 executes the power-off backup process (XINT interrupt process, backup means) triggered by the input of the power-off warning signal to the XINT terminal (XINT interrupt). Hereinafter, each procedure of the power-off backup process will be described step by step.

[0185] Steps S150, S152: The main control CPU 72 reads the power-off detection switch input port of the parallel I / O port 79, checks specific bits, and confirms whether a power-off warning signal has been detected. If it cannot be confirmed that the power-off warning signal has been detected (No), the main control CPU 72 enables interrupts, ends the power-off backup process, and returns to the main loop (the program address indicated by the stack pointer) of the CPU initialization process (Figs. 9 - 10). On the other hand, if it is confirmed that the power-off warning signal has been detected (Yes), the main control CPU 72 proceeds to the next step S154.

[0186] Step S154: The main control CPU 72 clears the output port buffers corresponding to the test signal terminal and the command control signal, in addition to the output ports corresponding to the normal electric device solenoid 88, the first large winning port solenoid 90, the second large winning port solenoid 97, and the solenoid 99 for the probability variable area.

[0187] Steps S156, Step S158: Next, the main control CPU 72 adds the entire content of the work area of the RAM 76, excluding the backup validity determination flag and the checksum buffer, in one-byte units, and repeats until the addition is completed for all areas. Step S160: When the calculation of the checksum for all areas is completed (Step S158: Yes), the main control CPU 72 stores the checksum result value in the checksum buffer.

[0188] Step S162: Next, the main control CPU 72 stores a valid value in the backup validity determination flag area. Step S164: Also, the main control CPU 72 stores "00H" indicating access prohibition in the protection value of the RAM 76, and prohibits access to the work area (including the prohibited use area and the stack area) of the RAM 76.

[0189] Step S166: The main control CPU 72 sets a predetermined value for counting the number of checks of the power-off warning signal in the loop counter. Step S168: The main control CPU 72 checks whether a power-off warning signal is detected. The method for checking the power-off warning signal is the same as the method in step S150 described above. If it is confirmed that the power-off warning signal is detected (Yes), the main control CPU 72 returns to the previous step S166 again. On the other hand, if it cannot be confirmed that the power-off warning signal is detected (No), the main control CPU 72 proceeds to the next step S170.

[0190] Step S170: The main control CPU 72 decrements the value of the loop counter by 1. Step S172: The main control CPU 72 checks whether the value of the loop counter is "0". If it cannot be confirmed that the value of the loop counter is "0" (No), the main control CPU 72 returns to step S168. On the other hand, if it is confirmed that the value of the loop counter is "0" (Yes), the main control CPU 72 proceeds to step S174. Step S174: The main control CPU 72 migrates from the power-off evacuation process to the CPU initialization process (Figure 9). At this time, since the RETI instruction is not executed before migrating to the CPU initialization process, the CPU initialization process can be started while other interrupts are prohibited.

[0191] The processing of steps S166 to S172 described above is a so-called standby process (progress observation process) executed in preparation for the interruption of power supply from the power control unit 162. When the power failure warning signal is continuously detected, steps S166 to S168 are repeatedly executed, so the loop counter will never become "0". Therefore, the standby state will continue as long as the power supply continues. On the other hand, if the detection of the power failure warning signal is temporary (for example, detected due to momentary power outages, etc.), steps S168 to S172 are repeatedly executed, and the loop counter is subtracted as time passes. When it reaches "0", the process shifts to the CPU initialization process. That is, the main control CPU 72 first calculates the checksum and saves the result before the power supply is completely cut off and enters the standby state. In a situation where the power supply is being cut off, it maintains the standby state without executing other processes to welcome the cut-off of the power supply in a safe state. In contrast, when a stable power supply is restored after a temporary power outage, it shifts to the CPU initialization process and resumes the main process. By executing such a standby process, it becomes possible to ensure the stable gaming operation of the main control device 70 and thus the pachinko machine 1.

[0192] In addition, when the power supply from the power control unit 162 is cut off, the power supply source to the main control device 70 automatically switches to the backup power supply. After the power failure occurs, the main control device 70 is supplied with backup power from a backup power supply circuit (for example, a circuit including a capacitive element mounted on the main control device 70) not shown in the figure. Therefore, the stored content in the RAM 76 is retained without being lost even after the power failure. Note that the backup power supply circuit may be built into the power control unit 162, for example.

[0193] Through the above processing, all the information stored in the work area of the RAM 76 that is the backup target (checksum addition target) will be retained as stored in the RAM 76 even after the power failure. Also, the retained memory is restored as backup information at the time of power failure after confirming the normality of the checksum in the previous CPU initialization process (Figure 9).

[0194] [Command reception interrupt processing] Next, the processing executed when a command is received from the payout control device 92 will be described. FIG. 12 is a flowchart showing an example of the procedure of the command reception interrupt processing. The payout control device 92 transmits a payout start designation command indicating that the payout of the game balls has started to the main control device 70, and relays and transmits the commands transmitted from various devices related to the payout of the prize balls (for example, the payout device board 100, the full switch 161, etc.) to the main control device 70 as the game progresses. These commands transmitted by the payout control device 92 are received by the reception data register of a specific channel of the serial communication circuit 196 of the main control device 70. The main control CPU 72 executes a command reception interrupt process (SCU interrupt process) triggered by this command reception (SCU interrupt). Hereinafter, each step of the command reception interrupt process will be described step by step.

[0195] Step S180: First, the main control CPU 72 saves the values of the A register (accumulator) and the F register (flag register) used during the execution of the main loop to the save area of the RAM 76. After saving the values, other values can be written to each register during the data reception interrupt process.

[0196] Step S182: Next, the main control CPU 72 checks a specific bit of the status register to confirm whether there is data in the reception data register (reception FIFO). If it is confirmed that there is data in the reception data register (Yes), the main control CPU 72 proceeds to the next step S184. On the other hand, if it cannot be confirmed that there is data in the reception data register (No), the main control CPU 72 executes step S186. Step S184: The main control CPU 72 stores the content of the data register in the reception command buffer.

[0197] Steps S186, S188: The main control CPU 72 restores the values of the A and F registers saved in step S180 to each register, enables interrupts, and then ends the command reception interrupt process and returns to the main loop of the CPU initialization process (Figure 10).

[0198] [Timer Interrupt Process] Next, the timer interrupt process will be described. Figure 13 is a flowchart showing an example of the procedure of the timer interrupt process. The main control CPU 72 executes a timer interrupt process (PTC interrupt process) every predetermined time (for example, several ms) based on an interrupt request (PTC interrupt) output by the timer circuit 194. Hereinafter, each step of the timer interrupt process will be described step by step.

[0199] Step S200: First, the main control CPU 72 saves the values of the AF register (a pair of accumulator and flag register), BC, DE, and HL registers (pairs of general-purpose registers) used during the execution of the main loop to the save area of the RAM 76. After saving the values, other values can be written to each register during the timer interrupt process.

[0200] Step S202: Next, the main control CPU 72 enables interrupts. By enabling interrupts here, it becomes possible for other interrupts to occur while executing the subsequent steps of the timer interrupt process. In this way, multiple interrupts are permitted in the timer interrupt process. Note that the reception of interrupt request signals and the priority control of multiple interrupts, etc., are executed by the interrupt controller 192. The interrupt management by the interrupt controller 192 will be described later separately.

[0201] Step S204: The main control CPU 72 executes the dynamic port output process. In this process, in order to control the lighting of each lamp mounted on the integrated display board 89 in a dynamic lighting method, port output is performed in units of common. More specifically, the main control CPU 72 clears the output port and then stores the content output to the common output request buffer corresponding to the selected common in the output port.

[0202] Step S206: The main control CPU 72 executes port input processing. In this process, in order to accurately obtain the latest switch state based on the input port information, the main control CPU 72 stores the logical product of the input value of each switch signal and the inverted result value of the previous input value from the parallel I / O port 79 in the input port on-detection flag. As a result, based on the value (ON / OFF) of the input port on-detection flag, it becomes possible to grasp the accurate input state taking into account the changes in each switch signal from the previous time. Specifically, the various switch signals include passage detection signals from the gate switch 78 and the probability change area switch 95, winning detection signals from the upper start winning opening switch 80, the lower start winning opening switch 82, the first count switch 84, the second count switch 85, the first winning opening switch 86, the second winning opening switch 81, etc.

[0203] Step S208: The main control CPU 72 executes timer update processing. In this process, the main control CPU 72 decrements and updates the counters of various timers for external information, the timer for security signals, etc., in addition to the timer that manages the game time and the closing time of the normal electric accessory.

[0204] Step S210: The main control CPU 72 also executes initial value update random number update processing here. The content of the processing is the same as that described in the process of CPU initialization processing (step S138 in FIG. 10).

[0205] Step S212: The main control CPU 72 executes winning symbol random number update processing. In this process, the main control CPU 72 updates the values of the counters for generating various random numbers for the lottery of special symbols and normal symbols. The value of each counter is incremented in the counter area of the RAM 76 and loops within its respective specified range. The various random numbers include, for example, the big winning symbol random number, etc.

[0206] Step S214: Next, the main control CPU 72 executes switch input event processing. In this processing, among the switch signals input in the previous port input processing (Step S206), based on the winning detection signals from the gate switch 78, the upper start winning port switch 80, the lower start winning port switch 82, the first count switch 84, the second count switch 85, the first winning port switch 86, and the second winning port switch 81, the main control CPU 72 determines the events that occurred during the game, and further executes another process according to the events that occurred. Note that the specific content of the switch input event processing will be described later using another flowchart.

[0207] In this embodiment, when a winning detection signal (ON) is input from the upper start winning port switch 80 or the lower start winning port switch 82, the main control CPU 72 determines that an event that becomes an opportunity for internal lottery (lottery opportunity) corresponding to the first special symbol or the second special symbol has occurred. Also, when a passage detection signal (ON) is input from the gate switch 78, the main control CPU 72 determines that an event that becomes a lottery opportunity corresponding to the normal symbol has occurred. When it is determined that any of these events has occurred, the main control CPU 72 executes a process according to the event that occurred. Note that the process executed when a winning detection signal is input from the upper start winning port switch 80 or the lower start winning port switch 82 will be described later using another flowchart.

[0208] Step S215: The main control CPU 72 executes setting change processing (setting related processing). In this processing, the main control CPU 72 executes processing associated with changing and confirming setting values. Note that when it is not in the setting change state or the setting confirmation state, that is, when it is in the playable state, the main control CPU 72 can skip this step (without executing the setting change processing) and instead execute processing to calculate the base and display it on the performance display monitor 200. The main control CPU 72 can calculate the base by dividing the number of prize balls paid out when the game balls enter each winning port (start winning port, normal winning port, big winning port) by the out number indicating the number of game balls launched into the game area (the number of game balls detected by the out switch).

[0209] Also, when the setting change process (setting-related process) is executed in this step, the main control CPU 72 generates a setting-related end designation command. Here, the "setting-related end designation command" is a production command that conveys that the process related to the setting change or confirmation has ended, and information on the set value can be included in the setting-related end designation command in addition. The generated setting-related end designation command is transmitted to the production control device 124 in the production command transmission process (step S142 in FIG. 10) executed within the main loop.

[0210] Steps S216, S218: The main control CPU 72 executes the special symbol game process and the normal symbol game process. These processes are for specifically advancing the game in the pachinko machine 1. Among these, in the special symbol game process (step S216), the main control CPU 72 controls the execution of the internal lottery corresponding to the first special symbol or the second special symbol described above, determines the variable display and stop display by the first special symbol display device 34 and the second special symbol display device 35, and controls the operation of the first variable winning device 30 and the second variable winning device 31 according to the display result. Note that the details of the special symbol game process will be described later using another flowchart.

[0211] In the normal symbol game process (step S218), the main control CPU 72 determines the variable display and stop display by the normal symbol display device 33 described above, and controls the operation of the variable start winning device 28 according to the display result. For example, the main control CPU 72 stores the random number (random number determined per normal symbol) obtained on the occasion of passing through the start gate 20 in the previous switch input event process (step S204), reads the random number value from the memory in this normal symbol game process, and determines whether it falls within a predetermined winning range (operation lottery execution means). When the random number value falls within the winning range, after the normal symbol display device 33 variably displays the normal symbol and stops the display of the normal symbol in a predetermined winning mode, the main control CPU 72 energizes the normal electric accessory solenoid 88 to operate the variable start winning device 28 (movable piece operation means). On the other hand, if the random number value is outside the winning range, the main control CPU 72 stops the display of the normal symbol in a losing mode after the variable display.

[0212] Step S220: Next, the main control CPU 72 executes a state management process. In this process, the main control CPU 72 checks whether a high-risk state such as an abnormality in the winning frequency (a state where the number of balls entering the upper start winning port 26, normal winning ports 22, 24 is abnormally large) or a base abnormality (a state where the total number of winning balls in each winning port 22, 24, 26, 28a, 30b, 31b is larger than the number of game balls collected on the back side of the game board unit 8, that is, the number of game balls hit into the game area 8a) has occurred. When an abnormal state is detected, the main control CPU 72 notifies the hall computer of the game hall by outputting a security signal, and also notifies the effect control device 124 of the occurrence of the abnormality by transmitting a predetermined effect control command.

[0213] Step S222: The main control CPU 72 executes a winning port switch process. In this process, when each input port on detection flag stored based on the winning detection signals input from various switches 80, 81, 82, 84, 85, 86 in the previous port input process (step S206) is ON, the corresponding prize ball control counter is incremented by 1 and updated.

[0214] Step S224: The main control CPU 72 executes a prize ball payout process. Although the detailed flow is not shown, in this process, the main control CPU 72 first checks whether the payout command buffer is not empty (whether a payout command to be transmitted is set). If it is not empty (a payout command is set), it transmits various payout commands output to the payout command buffer to the payout control device 92. For example, the payout command indicating the startup mode at power-on is set during the CPU initialization process (steps S118 and S124 in FIG. 9) and output to the payout command buffer (step S126 in FIG. 9), and this payout command indicating the startup mode is transmitted here. On the other hand, if the payout command buffer is empty, the process proceeds to a process for instructing the payout of prize balls. The main control CPU 72 checks whether the prize ball control counter is not zero. If the prize ball control counter is not zero, it transmits a payout command for specifying the number of prize balls corresponding to this counter to the payout control device 92. More specifically, the payout command for specifying the prize balls corresponding to each prize ball control counter updated in the previous step S222 is transmitted here. Note that the transmission of the payout command is executed only when a payout command permission signal is input from the payout control device 92 to the main control device 70 and the number of payout commands set in the transmission data register (transmission FIFO) is less than a predetermined number (more specifically, whether the payout command set in the transmission FIFO in step S224 executed before the previous time has been transmitted or there is an empty space in the transmission FIFO while a transmission is currently in progress).

[0215] Also, particularly in step S224 when power is turned on, if the payout command set during the CPU initialization process is transmitted normally, the main control CPU 72 turns on the launch permission signal based on this. Specifically, the main control CPU 72 clears the payout command buffer output when power is turned on and turns on the launch permission signal by setting a specific bit of the output port (specific output information setting means). Thereby, after confirming normal operation after power-on, the launch of game balls is permitted, and this launch permission signal is sent to the launch control board 108 via the payout control device 92, enabling the launch of game balls.

[0216] In addition, the main control CPU 72 outputs a prize ball content command that conveys the content of the number of prize balls to the effect control device 124 during the prize ball payout process. When a winning detection signal is input from the first count switch 84 or the second count switch 85 corresponding to the first variable winning device 30 or the second variable winning device 31, a prize ball content command corresponding to the first profit (equivalent to 15 game balls) is generated. Also, when a winning detection signal is input from the second winning port switch 81 corresponding to the normal winning port 24, a prize ball content command corresponding to the second profit (equivalent to 10 game balls) is generated. The prize ball content command is transmitted to the effect control device 124 in the port output process (step S236) described later.

[0217] 〔Regarding the number of prize balls and the number of acquired game balls〕 The number of prize balls for the start ports of the first special symbol and the number of prize balls for the start ports of the second special symbol are each set to a specified number of 1 or more. Also, the number of prize balls may be made different between the start port of the first special symbol and the start port of the second special symbol. Furthermore, based on the winning probability of the special symbol and the expected value of the total number of acquired game balls (the average number of balls output during a series of periods from the first win until the end of the time-shortened state), the minimum number of prize balls may be set. Moreover, when the winning probability of the special symbol, the expected value of the total number of acquired game balls, the number of times the big winning port is opened, the opening time of the big winning port, the maximum number of wins at the big winning port, and the number of prize balls at the big winning port satisfy predetermined conditions, a big win where the number of acquired game balls due to one big win is less than 1 / 4 of the maximum number of acquired game balls may be set.

[0218] Step S226: The main control CPU 72 executes the launch position specifying process. In this process, the main control CPU 72 first sets the launch position specifying flag to the previous launch position specifying flag and then clears the launch position specifying flag. Then, if the variable winning device is operating or the time shortening function is operating, the main control CPU 72 turns on the launch position specifying flag, and further generates a launch position specifying command if the launch position specifying flag and the previous launch position specifying flag do not match. The generated launch position specifying command is transmitted to the effect control device 124 in the effect command transmission process (step S142 in FIG. 10) executed within the main loop.

[0219] Step S228: Next, the main control CPU 72 executes the external information process. In this process, the main control CPU 72 stores external information signals (for example, prize ball information, door opening information, pattern determination count information, jackpot information, start port information, etc.) in the port output request buffer for the hall computer of the game arcade through the external terminal board 160.

[0220] In this embodiment, among various external information signals, for example, as jackpot information, "Jackpot 1" to "Jackpot 5" are output externally, so that various jackpot information can be provided to external electronic devices (data display devices and hall computers) connected to the pachinko machine 1 (external information signal output means). That is, by dividing the jackpot information into a plurality of "Jackpot 1" to "Jackpot 5" and outputting it, the type of jackpot (winning type) can be tabulated and managed by a hall computer (not shown) from these combinations, or the internal probability state (low probability state or high probability state) and the change in the shortened state of the symbol variation time can be recognized, or the occurrence of small jackpots (jackpots where the conditional device does not operate) that are not classified as "jackpots" even if they are not non-winning can be tabulated and managed. Also, based on the jackpot information, for example, a data display device (not shown) can count and display the number of jackpot occurrences within the past several business days for each pachinko machine 1, recognize whether each machine is currently in a jackpot state, or recognize whether each machine is currently in a state where the symbol variation time is shortened. In this external information processing, the main control CPU 72 controls in detail the output states (ON or OFF sets) of each of "Jackpot 1" to "Jackpot 5".

[0221] Step S230: Also, the main control CPU 72 executes test signal processing. In this processing, the main control CPU 72 generates various test signals representing its own internal states (for example, normal symbol game management state, special symbol game management state, firing position designation, in jackpot, probability variation function operating, time shortening function operating), and stores them in the port output request buffer. With these test signals, for example, the internal state of the main control CPU 72 can be tested outside the main control device 70.

[0222] Step S232: Next, the main control CPU 72 executes display output management processing. In this processing, the main control CPU 72 performs processing necessary for managing the lighting states of the normal symbol display device 33, the normal symbol operation memory lamp 33a, the first special symbol display device 34, the second special symbol display device 35, the first special symbol operation memory lamp 34a, the second special symbol operation memory lamp 35a, the game state display device 38, etc. Specifically, drive signals for lighting each lamp in a manner corresponding to the variable display, stop display, operation memory number display, game state display, etc. of the symbols determined in the previous special symbol game processing (step S216) and normal symbol game processing (step S218) are stored as byte data in the port output request buffer for each common.

[0223] Note that the byte data stored in the port output request buffer for each common is stored in the output port one common at a time in the dynamic port output processing (step S204) every time a timer interrupt processing occurs and is port output. For example, in the timer interrupt processing to be executed next, the byte data stored for common 1 is port output, and in the timer interrupt processing to be executed in the next next time, the byte data stored for common 2 is port output. In this way, the byte data stored in the port output request buffer for each common is processed one by one in order. As a result, each lamp constituting a predetermined display mode (a mode for performing variable display, stop display, operation memory number display, game state display, etc. of symbols) is driven in order for each common and is lighting-controlled by the dynamic lighting method.

[0224] Step S234: Also, the main control CPU 72 executes solenoid output management processing. In this processing, the main control CPU 72 stores together in the port output request buffer the drive signals, test signals, etc. of the normal electric accessory solenoid 88, the first big winning port solenoid 90, the second big winning port solenoid 97, and the probability variable area solenoid 99 stored in the port output request buffer.

[0225] Step S236: The main control CPU 72 executes port output processing. In this processing, the main control CPU 72 checks whether a value is stored in each output buffer (port output request buffer), and if a value is stored, it performs port output. For example, it performs port output of the drive signals of the solenoids 88, 90, 97, and 99 stored in the port output request buffer in the previous step S234. In this case, each drive signal is transmitted to the corresponding solenoids 88, 90, 97, and 99, and it becomes possible to make each solenoid operate according to the drive signal.

[0226] Note that in this embodiment, an example is given in which the processing from step S216 to step S236 (game control program module) is executed as part of the timer interrupt processing. However, there are also known programming examples in which these processes are incorporated and executed in the main loop of the CPU.

[0227] Step S238: The control CPU 72 restores the values of the HL, DE, BC, and AF registers saved in step S200 to each register, ends the timer interrupt processing, and returns to the main loop (Figure 10) of the CPU initialization processing.

[0228] 〔Interrupt Management by the Interrupt Controller〕 As described above, in the main control device 70, during the execution of the CPU initialization processing (Figure 9), which is the main control program, an XINT interrupt (an interrupt request output by the parallel I / O port 79 that is the basis of the power-off save processing (Figure 11)), an SCU interrupt (an interrupt request output by the serial communication circuit 196 that is the basis of the command reception interrupt processing (Figure 12)), and a PTC interrupt (an interrupt request output by the timer circuit 194 that is the basis of the timer interrupt processing (Figure 13)) may occur. These interrupt requests are managed / controlled by the interrupt controller 192 mounted on the main control device 70. The interrupt controller 192 performs so-called maskable interrupt control, which permits the reception of interrupt requests by the interrupt enable instruction (EI instruction) of the main control CPU 72 and prohibits the reception of interrupt requests by the interrupt disable instruction (DI instruction).

[0229] Since the XINT interrupt, SCU interrupt, and PTC interrupt all occur based on independent triggering factors without mutual dependence, it is natural to consider the case where multiple interrupt requests occur simultaneously. Therefore, the interrupt controller 192 controls each interrupt request according to the priority order of the interrupt requests predetermined in consideration of the importance and processing efficiency of the interrupt processing.

[0230] More specifically, the priority order of the interrupt requests (interrupt processing) is defined in the interrupt vector table. The priority of the XINT interrupt (power-off save processing) is set to be the lowest, and the priority of the SCU interrupt (command reception interrupt processing) is set to be the highest. By setting the interrupt vector table at the beginning of the CPU initialization process (step S102 in FIG. 9), the interrupt controller 192 can perform priority control of the interrupt requests occurring at subsequent timings. Actually, after the CPU initialization process transitions to the main loop (steps S136 to S146 in FIG. 10), if any interrupt request occurs between when interrupts are permitted (step S144 in FIG. 10) and when interrupts are prohibited (step S136 in FIG. 10), the interrupt controller 192 controls the received interrupt request based on the priority order set in the interrupt vector table. For example, when the XINT interrupt and the PTC interrupt are received simultaneously, the higher-priority PTC interrupt (timer interrupt processing) is processed first. While the timer interrupt processing is being executed, the XINT interrupt is in a waiting state for the interrupt, and the power-off save processing is executed after the timer interrupt processing ends.

[0231] Also, when re-checking the procedure examples of each interrupt process, in the power-off evacuation process (Figure 11) and the command reception interrupt process (Figure 12), interrupts are permitted only immediately before returning from each interrupt process (immediately before executing the RETI instruction) (step S152 in Figure 11, step S188 in Figure 12). In contrast, in the timer interrupt process (Figure 13), interrupts are permitted at the beginning of the interrupt process (step S202 in Figure 13), and then the main steps are executed. That is, the interrupt controller 192 (main control CPU 72) prohibits the execution of multiple interrupts during the execution of the power-off evacuation process and the command reception interrupt process, while permitting the execution of multiple interrupts during the execution of the timer interrupt process.

[0232] By controlling the interrupt requests based on the priority in this way, the interrupt controller 192 enables the execution of multiple interrupts in the main control device 70.

[0233] 〔Switch Input Event Processing〕 Figure 14 is a flowchart showing an example of the procedure of the switch input event process (step S214 in Figure 13). Each step will be described below.

[0234] Step S10: The main control CPU 72 checks whether a winning detection signal has been input (a lottery opportunity has occurred) from the upper start winning opening switch 80 corresponding to the first special symbol. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S12 to execute the first special symbol memory update process. The specific content of the process will be further described later using another flowchart. On the other hand, if the winning detection signal has not been input (No), the main control CPU 72 proceeds to step S14.

[0235] Step S14: Next, the main control CPU 72 checks whether a winning detection signal has been input from the lower start winning opening switch 82 corresponding to the second special symbol (a lottery trigger has occurred). If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S16 and executes the second special symbol memory update process. Similarly here, the details of the specific process will be further described later using another flowchart. On the other hand, if the input of the winning detection signal is not present (No), the main control CPU 72 proceeds to step S18.

[0236] Step S18: The main control CPU 72 checks whether a winning detection signal has been input from the first count switch 84 corresponding to the first big winning opening of the first variable winning device 30. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S20 and executes the first big winning opening count process. In the first big winning opening count process, the main control CPU 72 counts the number of winning balls to the first variable winning device 30 for each round during the big win game. On the other hand, if the input of the winning detection signal is not present (No), the main control CPU 72 proceeds to step S21a.

[0237] Step S21a: The main control CPU 72 checks whether a winning detection signal has been input from the second count switch 85 corresponding to the second big winning opening of the second variable winning device 31. If the input of this winning detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S21b and executes the second big winning opening count process. In the second big winning opening count process, the main control CPU 72 counts the number of winning balls to the second variable winning device 31 during the big win game. On the other hand, if the input of the winning detection signal is not present (No), the main control CPU 72 proceeds to step S22.

[0238] Step S22: The main control CPU 72 checks whether a passing detection signal is input from the gate switch 78 corresponding to the normal symbol. If the input of this passing detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S24 and executes the normal symbol memory update process. In the normal symbol memory update process, the main control CPU 72 checks whether the current number of normal symbol operation memories is less than the upper limit number (for example, 4). If the upper limit number has not been reached, a random number per normal symbol is obtained. Also, the main control CPU 72 increments the number of normal symbol operation memories by 1. Then, the main control CPU 72 stores the obtained random number value per normal symbol in the random number storage area of the RAM 76. On the other hand, if the input of the winning detection signal is not present (No), the main control CPU 72 proceeds to step S26.

[0239] Step S26: The main control CPU 72 checks whether a detection signal is input from the probability variation area switch 95 corresponding to the probability variation area provided inside the second variable winning device 31. If the input of this detection signal is confirmed (Yes), the main control CPU 72 proceeds to the next step S28 and executes the process when passing through the probability variation area. As the process when passing through the probability variation area, the main control CPU 72 executes a process of setting the value (01H) of the probability variation function activation flag as the game state flag in the flag area of the RAM 76 (high probability state transition means, probability variation function activation means, advantageous game state transition means, special state transition means). This probability variation function activation flag is reset when the special symbol varies a predetermined number of times (170 times) without obtaining a winning result after the end of the big win game. Also, as the process when passing through the probability variation area, the main control CPU 72 generates a probability variation area passing command. The probability variation area passing command is transmitted to the effect control device 124 in the effect command transmission process (step S142 in FIG. 10) executed within the main loop. Note that the main control CPU 72 may execute the process when passing through the probability variation area only within a specific effective time (for example, within the time when the solenoid 99 for the probability variation area is activated during the big win game). On the other hand, if the input of the detection signal is not present (No), the main control CPU 72 returns to the timer interrupt process (FIG. 13).

[0240] 〔First Special Symbol Memory Update Process〕 FIG. 15 is a flowchart showing an example of the procedure of the first special symbol memory update process (step S12 in FIG. 14). Hereinafter, the procedure of the first special symbol memory update process will be described step by step.

[0241] Step S30: Here, first, the main control CPU 72 refers to the value of the first special symbol operation memory number counter and checks whether the operation memory number is less than the maximum value (for example, 4). The operation memory number counter represents the number (number of sets) of jackpot determination random numbers, jackpot symbol random numbers, etc. stored in the random number storage area of the RAM 76. Here, the random number storage area of the RAM 76 is divided into eight sections (for example, 2 bytes each) commonly used for the first special symbol and the second special symbol, and one jackpot determination random number and one jackpot symbol random number can be stored in each section as a set. At this time, if the value of the first special symbol operation memory number counter has reached the maximum value (No), the main control CPU 72 returns to the switch input event process (FIG. 14). On the other hand, if the value of the operation memory number counter is less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S31.

[0242] Step S31: The main control CPU 72 adds one to the first special symbol operation memory number. The first special symbol operation memory number counter is stored, for example, in the operation memory number area of the RAM 76, and the main control CPU 72 increments (+1) its value. Based on the value of the counter added here, the lighting state of the first special symbol operation memory lamp 34a is controlled in the display output management process (step S232 in FIG. 13).

[0243] Step S32: Then, the main control CPU 72 acquires the jackpot determination random number value corresponding to the first special symbol from the random number circuit 75 (first lottery element acquisition means, lottery element acquisition means). The acquisition of the random number value is performed by designating the pin address of the random number circuit 75. When the main control CPU 72 performs 8-bit processing, the address is designated in two steps, one byte each for the upper and lower bits. When the main control CPU 72 reads the jackpot determination random number value from the designated address, it saves this as the jackpot determination random number corresponding to the first special symbol at the transfer destination address.

[0244] Step S33: Next, the main control CPU 72 acquires the jackpot symbol random number value corresponding to the first special symbol from the jackpot symbol random number counter area in the RAM 76. This acquisition of the random number value is also performed by specifying the address of the jackpot symbol random number counter area. When the main control CPU 72 reads the jackpot symbol random number value from the specified address, it saves this as the jackpot symbol random number corresponding to the first special symbol at the transfer destination address.

[0245] Step S34: Also, the main control CPU 72 sequentially acquires the reach determination random number and the variation pattern determination random number as random number values related to the variation conditions of the first special symbol from the variation random number counter area in the RAM 76 (variation pattern determination element acquisition means, element acquisition means). These acquisitions of the random number values are similarly performed by specifying the address of the variation random number counter area. Then, when the main control CPU 72 acquires the reach determination random number and the variation pattern determination random number from the specified address respectively, it saves these at the transfer destination address.

[0246] Step S35: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach determination random number, and variation pattern determination random number together to the random number storage area corresponding to the first special symbol, and stores these random numbers in the empty sections in the area in a set manner (storage means, lottery element storage means). Sequences (for example, the first to the fourth) are set for a plurality of sections. If all of the first to the fourth sections are empty at the current stage, each random number is stored in order from the first section. Alternatively, if the first section is already filled and the other second to fourth sections are empty, each random number is stored in order from the second section. Note that the reading of the random number storage area is in the FIFO (First In First Out) format.

[0247] Step S36: Next, the main control CPU 72 checks whether the current special game management status (game state) is in a big win. If it is not in a big win (No), the main control CPU 72 executes the subsequent steps S37 and S38. If it is in a big win (Yes), the main control CPU 72 skips steps S37 and S38 and proceeds to step S38a. In this embodiment, this determination is made because for the balls that enter during a big win, no pre-reading effect is performed.

[0248] Step S37: When it is not in a big win (step S36: No), the main control CPU 72 executes the acquisition-time effect determination process for the first special symbol. This process is for determining the result of an internal lottery in advance (before the variation starts) based on the big win determination random number and the big win symbol random number of the first special symbol respectively obtained in the previous steps S32 to S34, and thereby determining the effect content (so-called "pre-reading"). Note that the specific content of the process will be further described later with reference to another flowchart.

[0249] Step S38: When returning from the acquisition-time effect determination process, next, the main control CPU 72 sets the upper byte portion (for example, "B8H") of the special symbol advance determination effect command for the first special symbol. This upper byte data describes that the command type is for the special symbol advance determination effect regarding the first special symbol. Since the lower byte portion of the special symbol advance determination effect command is set in the previous acquisition-time effect determination process (step S37), here, by combining the upper byte with the lower byte, a command with a length of, for example, 1 word is generated.

[0250] Step S38a: Next, the main control CPU 72 sets an effect command for increasing the operation memory count regarding the first special symbol. Specifically, for the leading value of the upper byte representing the command type (for example, "BBH"), an effect command with a one-word length is generated by adding the increased operation memory count (for example, "01H" to "04H") to the lower byte. At this time, for the lower byte, by setting the second bit to "0" by default, it indicates that the value is "the result (change information) due to the increase in the operation memory count". That is, if the lower byte is "01H", it means that as a result of the operation memory count increasing by one from the previous "00H", the current operation memory count has become "01H". Similarly, if the lower byte is "02H" to "04H", it means that as a result of the operation memory count increasing by one from the previous "01H" to "03H" respectively, the current operation memory count has become "02H" to "04H". Note that the leading value "BBH" is a value indicating that the current effect command is an operation memory count command for the first special symbol.

[0251] Step S39: Then, the main control CPU 72 executes effect command output setting processing regarding the first special symbol. This processing is for transmitting the special symbol destination determination effect command generated in the previous step S38, the effect command for increasing the operation memory count generated in step S38a, and the start port winning sound control command to the effect control device 124. After finishing the above processing, the main control CPU 72 returns to the switch input event processing (Fig. 14).

[0252] 〔Second Special Symbol Memory Update Processing〕 Next, Fig. 16 is a flowchart showing an example of the procedure of the second special symbol memory update processing (step S16 in Fig. 14). Hereinafter, the procedure of the second special symbol memory update processing will be described step by step.

[0253] Step S40: The main control CPU 72 refers to the value of the second special symbol operation memory counter and checks whether the operation memory number is less than the maximum value. Similar to the above, the second special symbol operation memory counter represents the number (number of sets) of jackpot determination random numbers, jackpot symbol random numbers, etc. stored in the random number storage area of the RAM 76. At this time, if the value of the second special symbol operation memory counter has reached the maximum value (for example, 4) (No), the main control CPU 72 returns to the switch input event process (Figure 14). On the other hand, if the value of the second special symbol operation memory counter is still less than the maximum value (Yes), the main control CPU 72 proceeds to the next step S41 and subsequent steps.

[0254] Step S41: The main control CPU 72 adds 1 to the second special symbol operation memory number (increments the value of the second special symbol operation memory counter). Similar to the previous step S31 (Figure 15), based on the value of the counter added here, the lighting state of the second special symbol operation memory lamp 35a is controlled in the display output management process (step S232 in Figure 13).

[0255] Step S42: Then, the main control CPU 72 acquires the jackpot determination random number value corresponding to the second special symbol from the random number circuit 75 (second lottery element acquisition means, lottery element acquisition means). The method of acquiring the random number value is the same as that in the previously described step S32 (Figure 15).

[0256] Step S43: Next, the main control CPU 72 acquires the jackpot symbol random number value corresponding to the second special symbol from the jackpot symbol random number counter area of the RAM 76. The method of acquiring the random number value is the same as that in the previously described step S33 (Figure 15).

[0257] Step S44: Also, the main control CPU 72 sequentially acquires the reach determination random number and the variation pattern determination random number related to the variation condition of the second special symbol from the variation random number counter area of the RAM 76 (variation pattern determination element acquisition means, element acquisition means). The acquisition of these random number values is also performed in the same manner as in the previously described step S34 (Figure 15).

[0258] Step S45: The main control CPU 72 transfers the saved jackpot determination random number, jackpot symbol random number, reach determination random number, and variation pattern determination random number all to the random number storage area corresponding to the second special symbol, and stores these random numbers by setting them in the empty sections within the area (storage means). The storage method is the same as that in step S35 (FIG. 15) described above.

[0259] Step S45a: Next, the main control CPU 72 checks whether the current game management status (game state) is during a jackpot. If it is not during a jackpot (No), the main control CPU 72 executes steps S46 and S47 below. Conversely, if it is during a jackpot (Yes), the main control CPU 72 skips steps S46 and S47 and proceeds to step S48. This determination is made in this embodiment because for balls that enter during a jackpot as well, no pre-reading effects are performed.

[0260] Step S46: When it is not during a jackpot (step S45a: No), next, the main control CPU 72 executes acquisition-time effect determination processing regarding the second special symbol. This processing is for determining the result of an internal lottery in advance (before the variation starts) based on the jackpot determination random number and jackpot symbol random number of the second special symbol respectively acquired in steps S42 to S44 above, and thereby determining the effect content. The specific content of the processing will be described later.

[0261] Step S47: When returning from the acquisition-time effect determination processing, next, the main control CPU 72 sets the upper byte portion (for example, "B9H") of the special symbol precedence determination effect command. This upper byte data describes that the command type is "for special symbol precedence determination effect regarding the second special symbol". Similarly here, since the lower byte portion of the special symbol precedence determination effect command has been set in the previous acquisition-time effect determination processing (step S46), here, by combining the upper byte with the lower byte, a command of, for example, 1 word length is generated.

[0262] Step S48: Next, the main control CPU 72 sets an effect command when the operation memory number increases for the second special symbol. Here, for the leading value (for example, "BCH") of the upper byte representing the command type, an effect command with a 1-word length is generated by adding the increased operation memory number (for example, "01H" to "04H") to the lower byte. Similarly for the second special symbol, by default setting the second bit of the lower byte to "0", it can be indicated that the value is "the result (change information) due to the increase in the operation memory number". Note that the leading value "BCH" is a value indicating that the current effect command is an operation memory number command for the second special symbol.

[0263] Step S49: Then, the main control CPU 72 executes effect command output setting processing for the second special symbol. As a result, preparations are made to transmit a special symbol destination determination effect command, an effect command when the operation memory number increases, a start port winning sound control command, etc. for the second special symbol to the effect control device 124. And after finishing the above procedure, the main control CPU 72 returns to the switch input event process (Fig. 14).

[0264] 〔Effect determination processing at acquisition〕 Fig. 17 is a flowchart showing an example of the procedure of the effect determination processing at acquisition. The main control CPU 72 executes this effect determination processing at acquisition (pre-determination means) in the previous first special symbol memory update processing and second special symbol memory update processing (step S37 in Fig. 15, step S46 in Fig. 16). As described above, this processing is executed for each of the first special symbol (when a ball enters the upper start winning port 26) and the second special symbol (when a ball enters the variable start winning device 28). Therefore, the following explanations may apply to the case corresponding to the processing regarding the first special symbol and the case corresponding to the processing regarding the second special symbol. Hereinafter, the content of the processing will be explained according to each procedure.

[0265] Step S50: The main control CPU 72 sets the lower byte portion (for example, "00H") of the special symbol destination determination effect command (pre-determination information). Note that the byte data set here represents the standard value (when losing) of the command.

[0266] Step S52: Next, the main control CPU 72 loads the jackpot determination random number as the random number for prior determination. The random number to be loaded here is the one stored in the RAM 76 in the previous first special symbol memory update process (step S35 in FIG. 15) or the second special symbol memory update process (step S45 in FIG. 16).

[0267] Step S54: Then, the main control CPU 72 determines whether the loaded random number is outside the winning value range (here, below the lower limit value) (lottery result prior determination means, prior determination means). Specifically, the main control CPU 72 sets the comparison value (lower limit value) in the A register and subtracts the loaded random number value from this comparison value. The comparison value (lower limit value) is predefined according to the winning probability of the internal lottery in the pachinko machine 1. Next, the main control CPU 72 determines, for example, whether the operation result is 0 or a positive value from the value of the flag register. As a result, if the loaded random number is outside the winning value range (Yes), the main control CPU 72 proceeds to step S80.

[0268] Step S80: Next, the main control CPU 72 executes a deviation time-varying pattern information pre-judgment process (deviation pattern destination determination means). In this process, the main control CPU 72 generates a deviation pattern destination determination command for the variation time at the time of deviation. The deviation pattern destination determination command generated here reflects prior determination information regarding the variation time (or deviation pattern number), particularly when the "time shortening function" is operating. For example, if the current state is when the "time shortening function" is operating, the main control CPU 72 determines, based on the loaded reach determination random number, whether the variation time corresponds to a "deviation reach variation (non-shortened variation time)". As a result, if the variation time corresponds to a "deviation reach variation (non-shortened variation time)", the main control CPU 72 generates a deviation pattern destination determination command corresponding to a "non-shortened variation time during time shortening". In the case of reach variation, it may further determine the "reach group (type of reach)" from the reach mode random number and generate a deviation pattern destination determination command based on the result. On the other hand, if the variation time does not correspond to a "deviation reach variation (non-shortened variation time)", the main control CPU 72 generates a deviation pattern destination determination command corresponding to a "shortened variation time during time shortening". Alternatively, if the current state is when the "time shortening function" is not operating (low probability state), the main control CPU 72 determines, based on the loaded reach determination random number, whether the variation time corresponds to a "normal deviation reach variation". As a result, if the variation time corresponds to a "normal deviation reach variation", the main control CPU 72 generates a deviation pattern destination determination command corresponding to a "normal deviation reach variation time". On the other hand, if the variation time does not correspond to a "normal deviation reach variation", the main control CPU 72 generates a deviation pattern destination determination command corresponding to a "normal deviation variation time". Also, the deviation pattern destination determination command generated here is set in the transmission buffer in the effect command output setting process (steps S39, S49). In this process, the main control CPU 72 may generate a deviation pattern destination determination command for the variation pattern at the time of small hit in the same manner as the above-described process at the time of deviation.

[0269] When the above procedure is executed, the main control CPU 72 ends the acquisition effect determination process and returns to the calling source's first special symbol memory update process (Fig. 15) or second special symbol memory update process (Fig. 16). On the other hand, in the determination of the previous step S54, if the loaded random number is not outside the winning value range but within the range (step S54: No), the main control CPU 72 proceeds to the next step S56.

[0270] Step S56: The main control CPU 72 checks whether the probability state prediction flag based on the previous determination result is set. The probability state prediction flag based on the previous determination result has not yet started to fluctuate, but is set when there is a winning value among the jackpot determination random numbers stored so far. Specifically, when there is a winning value in the jackpot determination random numbers stored so far, if the jackpot symbol random number paired with this is one that "can pass through the probability change area symbol (any probability change symbol other than the 12-round normal symbol)", for example, "A0H" is set in the probability state prediction flag. This value represents a flag value set in order to predict that it will be in a high probability state during the pre-determination (pre-reading determination) of the jackpot determination random number obtained after this jackpot determination random number. On the other hand, when there is a winning value in the jackpot determination random numbers stored so far, and if the jackpot symbol random number paired with this is one that "is a non-probability change (normal) symbol", for example, "01H" is set in the probability state prediction flag. This value represents a flag value set in order to predict that it will be in a normal (low) probability state during the pre-determination (pre-reading determination) of the jackpot determination random number obtained after this jackpot determination random number. If there is still no winning value in the jackpot determination random numbers stored so far, the flag value is reset (00H). Also, the value of the probability state prediction flag is stored in, for example, the flag area of the RAM 76. Here, an example of strictly performing a pre-winning determination using the "probability state prediction flag" is given, but when simply performing a pre-winning determination based on the current probability state, this step S56 and subsequent steps S58, step S60, step S62, step S76, etc. may be omitted.

[0271] If the probability state prediction flag has not been set yet (step S56: No), the main control CPU 72 will execute step S66 next.

[0272] Step S66: In this case, the main control CPU 72 will then set the low-probability (normal) comparison value in the A register. Note that the low-probability comparison value is also predefined according to the winning probability during the low-probability period in the pachinko machine 1.

[0273] Step S68: Next, the main control CPU 72 loads the "current probability state flag". This probability state flag indicates whether the current internal state is a high probability (during probability change) or not, and is stored in the flag area of the RAM 76. If the current probability state is a high probability (during probability change), the value "01H" is set as the state flag, and if it is a low probability (during normal operation), the value of the state flag is reset ("00H").

[0274] Step S70: Then, the main control CPU 72 checks whether the loaded current special symbol probability state flag does not represent a high probability (≠01H). As a result, if it represents a high probability (No), it will execute step S64 next.

[0275] Step S64: The main control CPU 72 sets the high-probability comparison value. As a result, the low-probability comparison value set in the previous step S66 will be overwritten. Note that the high-probability comparison value is predefined according to the winning probability during the high-probability period in the pachinko machine 1.

[0276] In this way, when the probability state prediction flag based on the previous determination result has not been set yet and the current internal state is a high probability, after rewriting the comparison value for the high-probability period, step S72 will be executed next. On the contrary, if it is confirmed in the previous step S70 that the current probability state flag does not represent a high probability (Yes), the main control CPU 72 will skip step S64 and execute step S72 next.

[0277] Step S72: The main control CPU 72 determines whether the random number loaded in the previous step S52 is outside the range of the winning value (lottery result destination determination means). That is, the main control CPU 72 subtracts the jackpot determination random number value from the comparison value set for each state. Then, the main control CPU 72 similarly determines whether the calculation result is a negative value (<0) from the value of the flag register. As a result, if the loaded random number is outside the range of the winning value (Yes), the main control CPU 72 executes the off-time variation pattern information pre-determination process (step S80). On the other hand, if the loaded random number is not outside the range of the winning value and is within the range (No), the main control CPU 72 proceeds to the next step S74.

[0278] Step S74: The main control CPU 72 executes the jackpot symbol type determination process. This process is for determining the jackpot type (winning type) at that time based on the jackpot symbol random number paired with the jackpot determination random number. For example, when the main control CPU 72 loads the symbol-specific jackpot symbol random number stored in the previous first special symbol memory update process (step S35 in FIG. 15) or the second special symbol memory update process (step S45 in FIG. 16), it executes a calculation using the comparison value in the same manner as in step S54, and determines from the result which of "difficult-to-pass symbol in the sure-win area (12-round normal symbol)" or "symbol that can pass through the sure-win area" the jackpot type corresponds to. The main control CPU 72 stores the determination result at this time as the special symbol destination determination value and proceeds to the next step S76.

[0279] Step S76: Then, the main control CPU 72 sets the value of the probability state planned flag according to the previous determination result. Specifically, when the special symbol destination determination value stored in the previous step S74 represents "difficult-to-pass symbol in the sure-win area", the main control CPU 72 sets the value "01H" in the probability state planned flag. On the other hand, when the special symbol destination determination value represents "symbol that can pass through the sure-win area", the main control CPU 72 sets the value "A0H" in the probability state planned flag. As a result, in the subsequent processing, it will be determined as "flag set" in step S56.

[0280] Step S78: The main control CPU 72 sets, as the lower byte of the special symbol destination determination command, the special symbol destination determination value stored in the previous step S74. For example, when the special symbol destination determination value corresponds to a "difficult-to-pass symbol in the probability variation area", "01H" is set, and when it corresponds to a "symbol that can pass through the probability variation area", "A0H" is set. In any case, by setting the data for the lower byte here, the standard lower byte data "00H" set in the previous step S50 will be rewritten.

[0281] Step S79: Next, the main control CPU 72 executes the jackpot variation pattern information pre-determination process (variation pattern destination determination means). In this process, the main control CPU 72 generates the above-described variation pattern destination determination command for the variation time at the time of jackpot. The variation pattern destination determination command generated here reflects, for example, prior determination information regarding the reach variation time (or variation pattern number) at the time of jackpot. Also, the variation pattern destination determination command generated here is set in the transmission buffer in the effect command output setting process (steps S39, S49).

[0282] The above are the procedures before the probability state prediction flag is set based on the pre-determination result (before the internal first jackpot). On the other hand, when the probability state prediction flag is set after passing through the previous step S76, the following procedures are executed. However, when performing the pre-jackpot determination only based on the current probability state, it is not necessary to execute the following steps S56, S58, S60, S62, and S76.

[0283] Step S56: When the main control CPU 72 confirms that a value has already been set in the probability state prediction flag (Yes), it then executes step S58.

[0284] Step S58: The main control CPU 72 first sets the comparison value for the low probability (normal) time in the A register.

[0285] Step S60: Next, the main control CPU 72 loads the "probability state prediction flag". The probability state prediction flag is for pre-setting the probability state in subsequent destination determinations based on the previous destination determination result, and is stored in the flag area of the RAM 76. If the probability state based on the previous destination determination result is expected to shift to a high probability (probability change), "A0H" is set as the value of the probability state prediction flag. Conversely, if the probability state based on the previous destination determination result is expected to return to a low probability (normal), "01H" is set as the value of the probability state prediction flag.

[0286] Step S62: Then, the main control CPU 72 checks whether the loaded probability state prediction flag does not represent a high probability prediction (≠01H). As a result, if it represents a high probability prediction (No), next, Step S64 is executed to set the comparison value for high probability.

[0287] In this way, when the probability state prediction flag based on the destination determination result has already been set and its value predicts a high probability, after rewriting the comparison value for high probability, the subsequent steps S72 and later are executed. On the other hand, if it is confirmed in the previous Step S62 that the probability state prediction flag does not represent a high probability prediction but represents a normal (low) probability prediction (Yes), the main control CPU 72 skips Step S64 and executes the subsequent steps S72 and later. Thus, in this embodiment, it is possible to perform a prior jackpot determination in consideration of the subsequent change in the internal state (normal probability state → high probability state, high probability state → normal probability state) based on the destination determination result.

[0288] After finishing the above procedure, the main control CPU 72 returns to the first special symbol memory update process (Fig. 15) or the second special symbol memory update process (Fig. 16).

[0289] 〔Special symbol game process〕 Next, the details of the special symbol game process executed in the timer interrupt process (FIG. 13) will be described. FIG. 18 is a flowchart showing a configuration example of the special symbol game process. The special symbol game process is configured to include a group of subroutines (program modules) of an execution selection process (step S1000), a pre-special symbol variation process (step S2000), a special symbol variation process (step S3000), a special symbol stop display process (step S4000), a jackpot variable winning device management process (step S5000), and a small win variable winning device management process (step S6000). Here, first, the basic flow of the special symbol game process will be described along with each process.

[0290] Step S1000: In the execution selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any one of steps S2000 to S5000) from the "jump table". For example, the main control CPU 72 sets the program address of the process to be executed next as the jump destination address, and sets the end of the special symbol game process as the return destination address in the stack pointer.

[0291] Which process is selected as the next jump destination depends on the progress of the processes performed so far (special symbol game management status). For example, if the special symbol has not yet started the variable display (special symbol game management status: 00H), the main control CPU 72 selects the pre-variable display process of the special symbol (step S2000) as the next jump destination. On the other hand, if the pre-variable display process of the special symbol has already been completed (special symbol game management status: 01H), the main control CPU 72 selects the in-variable display process of the special symbol (step S3000) as the next jump destination, and if the in-variable display process of the special symbol has been completed (special symbol game management status: 02H), the main control CPU 72 selects the process during the stopped display of the special symbol (step S4000) as the next jump destination. In the present embodiment, the address of the jump destination is specified by a "jump table" to select the process, but apart from such a selection method, there is also a known programming example in which the CPU selects the process to be executed next using a "process flag", a "process selection flag", or the like. In such a programming example, the CPU CALLs each process once, and refers to the flags one by one at the head step for conditional branching (continue / return), but in the selection method of the present embodiment, it is not necessary for the main control CPU 72 to call each process one by one.

[0292] Step S2000: In the pre-variable display process of the special symbol, the main control CPU 72 performs an operation to prepare the conditions for starting the variable display of the special symbol. The specific content of the process will be described later using another flowchart.

[0293] Step S3000: In the in-variable display process of the special symbol, the main control CPU 72 controls the driving of the first special symbol display device 34 or the second special symbol display device 35 while counting the variable timer. Specifically, ON or OFF drive signals (1-byte data) are output for each segment and dot (numbers 0 to 7) of the 7-segment LED. The pattern of the drive signal changes with the passage of time, thereby performing the variable display of the special symbol.

[0294] Step S4000: In the special symbol stop display process, the main control CPU 72 controls the driving of the first special symbol display device 34 or the second special symbol display device 35. Similarly here, drive signals for turning ON or OFF are output for each segment and dot of the 7-segment LED, but the pattern of the drive signals is constant, and thereby the stop display of the special symbol is performed.

[0295] Step S5000: The jackpot variable winning device management process is selected when the special symbol stops and is displayed in the jackpot mode in the previous special symbol stop display process. When the special symbol stops and is displayed in the jackpot mode, an opportunity to shift from the previous normal state to the jackpot game state (a special game state advantageous to the player) occurs. During the jackpot game, the jump destination in the previous execution selection process (Step S1000) is set to the jackpot variable winning device management process, and the variable display of the special symbol is not performed. In the jackpot variable winning device management process, the first big winning port solenoid 90 or the second big winning port solenoid 97 is excited for a preset number of continuous operations (for example, 16 times, etc.) for a certain period of time (for example, 29 seconds, 0.1 seconds, or until the entry of 10 game balls is counted), and thereby the first variable winning device 30 and the second variable winning device 31 open and close in a determined pattern. By intensively awarding game balls to the first variable winning device 30 and the second variable winning device 31 during this period, the player is given an opportunity to obtain a large number of prize balls collectively (special game execution means). Note that the opening and closing operation of the first variable winning device 30 and the second variable winning device 31 in this way during the jackpot is called a "round", and if the total number of continuous operation times is 16 times, these may be collectively referred to as "16 rounds".

[0296] In this embodiment, from the first round to the fifth round, and from the seventh round to the sixteenth round, the first variable winning device 30 is opened and closed, and in the sixth round, the second variable winning device 31 is opened and closed.

[0297] In addition, when the main control CPU 72 sets a big win variable prize device management process for the big win variable prize device management process (round number, number of opening and closing operations per round, opening time, etc.), every time the opening and closing operation of the first variable prize device 30 or the second variable prize device 31 for one round is completed, the value of the round number counter is incremented by 1. The value of the round number counter is stored in the count area of the RAM 76 with an initial value of 0, for example. Further, the main control CPU 72 generates a round number command representing the value of the round number counter. The round number command is transmitted to the effect control device 124 in the effect command transmission process (step S142 in FIG. 10). When the value of the round number counter reaches the set number of continuous operation times, the main control CPU 72 ends the big win game (big combination) within that round.

[0298] Then, when the big win game ends, the main control CPU 72 changes the state after the big win game (high probability state, time shortening state) based on the game state flag (probability variation function operation flag, time shortening function operation flag) (high probability time shortening state transition means, advantageous game state transition means, special state transition means). In the "high probability state", the probability variation function operates, and the winning probability in the internal lottery becomes, for example, about 10 times higher than normal (specific game state transition means, high probability state transition means, high probability state setting means). Also, in the "time shortening state", the time shortening function operates, the activation lottery of the normal symbol becomes highly probable, the variation time of the normal symbol is shortened, and the opening time of the variable start winning device 28 is extended and the number of opening times increases (so-called electric chu support is performed). Note that for the "high probability state" and the "time shortening state", there may be cases where only one of them is shifted in terms of control, or cases where both are shifted together.

[0299] Step S6000: The variable winning device management process during small wins is selected when the special symbol stops displaying in the previous special symbol stop display process in the form of a small win. For example, when the special symbol stops displaying in the form of a small win, an opportunity to shift from the previous normal state to the small win gaming state occurs. During the small win game, the jump destination in the previous execution selection process (step S1000) is set to the variable winning device management process during small wins, and the variable display of the special symbol is not performed. In the small win game, although the first variable winning device 30 opens and closes a predetermined number of times (for example, 2 times) at a predetermined opening time (for example, 0.1 second), almost no winning occurs at the first big winning opening.

[0300] 〔Multiple winning types〕 In this embodiment, the following winning types are provided as multiple winning types. (1) "6-round certain-variable big win 1" (2) "6-round certain-variable big win 2" (3) "12-round certain-variable big win 1 (substantially 4 rounds)" (4) "12-round certain-variable big win 2 (substantially 9 rounds)" (5) "12-round normal big win (substantially 9 rounds)" (6) "16-round certain-variable big win" Note that in this embodiment, big wins other than 6 rounds, 12 rounds, and 16 rounds may be provided. Also, the maximum number of rounds can be changed according to the game specifications. For example, the maximum number of rounds may be 10 rounds.

[0301] The winning type corresponds to the type of the first special symbol or the second special symbol that stops displaying at the time of winning. For example, "6-round sure-win big win 1" corresponds to the big win of "6-round sure-win symbol 1", and "6-round sure-win big win 2" corresponds to the big win of "6-round sure-win symbol 2". Also, "12-round sure-win big win 1" corresponds to the big win of "12-round sure-win symbol 1", and "12-round sure-win big win 2" corresponds to the big win of "12-round sure-win symbol 2". Furthermore, "12-round normal big win" corresponds to the big win of "12-round normal symbol", and "16-round sure-win big win" corresponds to the big win of "16-round sure-win symbol". Therefore, hereinafter, the "winning type" shall be appropriately referred to as the "winning symbol".

[0302] 〔Opening operation pattern of variable winning device〕 FIG. 19 is a diagram showing the opening operation pattern of the variable winning device. The contents of the opening of the big winning opening and the probability variation area corresponding to each winning symbol will be described.

[0303] 〔6-round sure-win symbol 1〕 In the process of the special symbol stop display, when the special symbol stops displaying in the form of "6-round sure-win symbol 1", an opportunity to shift from the previous normal state to the big win game state occurs (special game execution means). In this case, from the 1st round to the 5th round, the first big winning opening of the first variable winning device 30 is long-opened (for example, opened for 29.0 seconds). Also, in the 6th round, the second big winning opening of the second variable winning device 31 is long-opened (for example, opened for 29.0 seconds). Therefore, the big win game of "6-round sure-win symbol 1" substantially gives the player the number of balls (prize balls) equivalent to 6 rounds.

[0304] Here, in the 6th round when it corresponds to "6-round sure-win symbol 1", since the second big winning opening is long-opened, the game ball may pass through the probability variation area. Therefore, when it corresponds to "6-round sure-win symbol 1" and the game ball passes through the probability variation area arranged inside the second variable winning device 31 in the 6th round, after the end of the big win game, the "probability variation function" is activated and the player is given the privilege of shifting to the "high probability state".

[0305] Furthermore, when it corresponds to the "6-round probability-variable symbol 1", regardless of whether or not the probability-variable area is passed, even if the "time shortening function" has been in a non-operating state in the previous games, after the end of the big win game, by operating the "time shortening function", the privilege of shifting to the "time shortening state" is given to the player.

[0306] 〔6-round probability-variable symbol 2〕 In the process of the special symbol stop display, when the special symbol stops and is displayed in the form of the "6-round probability-variable symbol 2", an opportunity to shift from the previous normal state to the big win game state occurs (special game execution means). In this case, from the 1st round to the 5th round, the first big winning opening of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Also, in the 6th round, the second big winning opening of the second variable winning device 31 is opened for a long time (for example, opened for 29.0 seconds). Therefore, the big win game of the "6-round probability-variable symbol 2" substantially gives the player the number of balls (bonus balls) equivalent to 6 rounds.

[0307] Here, in the 6th round when it corresponds to the "6-round probability-variable symbol 2", since the second big winning opening is opened for a long time, the game ball may pass through the probability-variable area. Therefore, when it corresponds to the "6-round probability-variable symbol 2" and the game ball passes through the probability-variable area arranged inside the second variable winning device 31 in the 6th round, after the end of the big win game, the "probability fluctuation function" is operated, and the privilege of shifting to the "high probability state" is given to the player.

[0308] Furthermore, when it corresponds to the "6-round probability-variable symbol 2", regardless of whether or not the probability-variable area is passed, even if the "time shortening function" has been in a non-operating state in the previous games, after the end of the big win game, by operating the "time shortening function", the privilege of shifting to the "time shortening state" is given to the player. Note that the difference between the "6-round probability-variable symbol 1" and the "6-round probability-variable symbol 2" is the difference in the number of times of time shortening given (details will be described later).

[0309] 〔12-round probability-variable symbol 1〕 In the process during the special symbol stop display, when the special symbol stops and is displayed in the form of "12-round probability-variable symbol 1", an opportunity to shift from the normal state to the big win game state occurs (special game execution means). In this case, in the 1st and 2nd rounds, the first big winning opening of the first variable winning device 30 is short-opened (for example, opened for 0.1 second). Therefore, in the 1st and 2nd rounds when it corresponds to "12-round probability-variable symbol 1", it ends without substantially awarding game balls (bonus balls) to the player. Also, from the 3rd round to the 5th round, the first big winning opening of the first variable winning device 30 is long-opened (for example, opened for 29.0 seconds). Further, in the 6th round, the second big winning opening of the second variable winning device 31 is long-opened (for example, opened for 29.0 seconds). Moreover, from the 7th round to the 12th round, the first big winning opening of the first variable winning device 30 is short-opened (for example, opened for 0.1 second). Therefore, in the 7th round to the 12th round when it corresponds to "12-round probability-variable symbol 1", it ends without substantially awarding game balls (bonus balls) to the player. Thus, the big win game of "12-round probability-variable symbol 1" substantially awards game balls (bonus balls) equivalent to 4 rounds to the player.

[0310] Here, in the 6th round when it corresponds to "12-round probability-variable symbol 1", since the second big winning opening is long-opened, the game balls may pass through the probability-variable area. Therefore, when it corresponds to "12-round probability-variable symbol 1" and the game balls pass through the probability-variable area arranged inside the second variable winning device 31 in the 6th round, after the end of the big win game, the "probability variation function" is activated and the privilege of shifting to the "high probability state" is awarded to the player.

[0311] Furthermore, when it corresponds to "12-round probability-variable symbol 1", regardless of whether the game balls pass through the probability-variable area or not, even if the "time shortening function" was in a non-operating state in the previous game, after the end of the big win game, by activating the "time shortening function", the privilege of shifting to the "time shortening state" is awarded to the player.

[0312] 〔12-round probability-variable symbol 2〕 In the process during the special symbol stop display, when the special symbol stops and is displayed in the form of "12-round probability-variable symbol 2", an opportunity to shift from the normal state to the big win gaming state occurs (special gaming execution means). In this case, from the 1st round to the 5th round, the first big winning opening of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Also, in the 6th round, the second big winning opening of the second variable winning device 31 is opened for a long time (for example, opened for 29.0 seconds). Further, from the 7th round to the 9th round, the first big winning opening of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Furthermore, from the 10th round to the 12th round, the first big winning opening of the first variable winning device 30 is opened for a short time (for example, opened for 0.1 second). Therefore, in the 10th round to the 12th round when it corresponds to "12-round probability-variable symbol 2", it ends without substantially awarding game balls (bonus balls) to the player. For this reason, the big win gaming of "12-round probability-variable symbol 2" substantially awards game balls (bonus balls) equivalent to 9 rounds to the player.

[0313] Here, in the 6th round when it corresponds to "12-round probability-variable symbol 2", since the second big winning opening is opened for a long time, the game ball may pass through the probability-variable area. Therefore, when it corresponds to "12-round probability-variable symbol 2" and the game ball passes through the probability-variable area arranged inside the second variable winning device 31 in the 6th round, after the end of the big win gaming, the "probability variation function" is activated and a privilege of shifting to the "high probability state" is awarded to the player.

[0314] Furthermore, when it corresponds to "12-round probability-variable symbol 2", regardless of whether the game ball passes through the probability-variable area or not, even if the "time shortening function" was in a non-activated state in the previous game, after the end of the big win gaming, by activating the "time shortening function", a privilege of shifting to the "time shortening state" is awarded to the player.

[0315] 〔12-round normal symbol〕 In the process during the special symbol stop display, when the special symbol stops and is displayed in the form of the "12-round normal symbol", an opportunity to shift from the previous normal state to the big win gaming state occurs (special gaming execution means). In this case, from the 1st round to the 5th round, the first big winning opening of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Also, in the 6th round, the second big winning opening of the second variable winning device 31 is opened for a short time (for example, opened for 0.1 second). Further, from the 7th round to the 10th round, the first big winning opening of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Furthermore, in the 10th round and the 11th round, the first big winning opening of the first variable winning device 30 is opened for a short time (for example, opened for 0.1 second). For this reason, in the 10th round and the 11th round when it corresponds to the "12-round normal symbol", it ends without substantially awarding game balls (bonus balls) to the player. For this reason, the big win game of the "12-round normal symbol" substantially awards game balls (bonus balls) equivalent to 9 rounds to the player.

[0316] Here, in the 6th round when it corresponds to the "12-round normal symbol", since the second big winning opening is opened for a short time, it is difficult (impossible) for the game ball to pass through the probability variable area. For this reason, after the big win game ends, the "probability variation function" does not operate, and the privilege of shifting to the "high probability state" is not given to the player.

[0317] Also, when it corresponds to the "12-round normal symbol", even if the "time shortening function" was not operating in the previous game, by operating the "time shortening function" after the big win game ends, the privilege of shifting to the "time shortening state" is given to the player.

[0318] 〔16-round probability variable symbol〕 In the process during the special symbol stop display, when the special symbol stops and is displayed in the form of the "16-round certain-variation symbol", an opportunity to shift from the normal state to the big-win game state occurs (special game execution means). In this case, from the 1st round to the 5th round, the first big winning opening of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Also, in the 6th round, the second big winning opening of the second variable winning device 31 is opened for a long time (for example, opened for 29.0 seconds). Further, from the 7th round to the 16th round, the first big winning opening of the first variable winning device 30 is opened for a long time (for example, opened for 29.0 seconds). Therefore, the big-win game of the "16-round certain-variation symbol" substantially gives the player the number of balls (bonus balls) equivalent to 16 rounds.

[0319] Here, in the 6th round when it corresponds to the "16-round certain-variation symbol", since the second big winning opening is opened for a long time, the game ball may pass through the certain-variation area. Therefore, when it corresponds to the "16-round certain-variation symbol" and the game ball passes through the certain-variation area arranged inside the second variable winning device 31 in the 6th round, after the end of the big-win game, the "probability variation function" is activated and the player is given the privilege of shifting to the "high-probability state".

[0320] Furthermore, when it corresponds to the "16-round certain-variation symbol", regardless of whether the certain-variation area is passed through or not, even if the "time shortening function" was in a non-operating state in the previous game, after the end of the big-win game, by activating the "time shortening function", the player is given the privilege of shifting to the "time shortening state".

[0321] Here, when the number of winnings within one round reaches a specified number (for example, 10 times = 10 game balls) in the first big winning opening of the first variable winning device 30, it is closed without waiting for the elapse of the longest opening time. Similarly, when the number of winnings within one round reaches a specified number (for example, 10 times = 10 game balls) in the second big winning opening of the second variable winning device 31, it is closed without waiting for the elapse of the longest opening time.

[0322] In any case, if the winning symbol corresponds to "any probability-variable symbol other than the 12-round normal symbol" and a game ball passes through the probability-variable area during the jackpot game, a privilege is granted to the player to shift the internal state to the "high-probability time-shortening state" after the jackpot game ends. On the other hand, if the winning symbol corresponds to the "12-round normal symbol", it is difficult for a game ball to pass through the probability-variable area during the jackpot game, so the internal state shifts to the "low-probability time-shortening state" after the jackpot game ends. Note that even if the winning symbol corresponds to "any probability-variable symbol other than the 12-round normal symbol", if a game ball does not pass through the probability-variable area during the jackpot game, the internal state shifts to the "low-probability time-shortening state" after the jackpot game ends.

[0323] Also, in the operation pattern shown in this table, the interval time between rounds is a common "1.5 seconds". Note that the interval time between rounds is the waiting time set between rounds.

[0324] 〔Small win〕 In addition, in the present embodiment, a minor winning is provided as a winning type other than non-winning. When winning a minor winning, a minor winning game is conducted separately from the major winning game, and the first variable winning device 30 opens and closes (special game execution means). That is, in the previous special symbol stop display process, when the first special symbol stops and is displayed in the form of a minor winning, a minor winning game (a game in which the first variable winning device 30 operates) is executed in either the low probability state or the high probability state. In such a minor winning game, although the first variable winning device 30 opens and closes a predetermined number of times (for example, 2 times), almost no winning occurs at the first major winning opening. Also, even after the minor winning game ends, the "probability variation function" does not operate, and the "time shortening function" does not operate either, so the privilege of shifting to the "high probability state" or the "time shortening state" is not granted (it is not a prerequisite for that). Also, even if winning a minor winning in the "high probability state", the "high probability state" does not end after the minor winning game ends, and even if winning a minor winning in the "time shortening state", the "time shortening state" does not end after the minor winning game ends (except when the upper limit number of times is reached). In the present embodiment, a game specification for setting a minor winning is adopted, but a game specification without setting a minor winning can also be adopted.

[0325] 〔Pre-processing before special symbol variation〕 FIG. 20 is a flowchart showing an example of the procedure of the pre-processing before special symbol variation. Hereinafter, the description will be made along each procedure.

[0326] Step S2100: First, the main control CPU 72 checks whether the first special symbol operation storage number or the second special symbol operation storage number remains (is greater than 0). This check can be performed by referring to the value of the operation storage number counter stored in the RAM 76. When the operation storage numbers of both the first special symbol and the second special symbol are 0 (No), the main control CPU 72 executes the demo setting process of step S2500.

[0327] Step S2500: In this process, the main control CPU 72 generates a command for demonstration performance. The command for demonstration performance is transmitted to the effect control device 124 in the effect command transmission process (step S142 in FIG. 10). When the demo setting process is executed, the main control CPU 72 returns to the special symbol game process. At the time of return, it returns to the end address as described above (the same applies hereinafter).

[0328] On the other hand, if the value of the operation memory number counter for either the first special symbol or the second special symbol is greater than 0 (Yes), the main control CPU 72 next executes step S2200.

[0329] Step S2200: The main control CPU 72 executes a special symbol memory area shift process. In this process, the main control CPU 72 preferentially reads out the one corresponding to the second special symbol among the lottery random numbers (big win determination random number, big win symbol random number) stored in the random number storage area of the RAM 76. At this time, if random numbers are stored in two or more sections, the main control CPU 72 reads out the random numbers in order from the head section, erases (consumes) them, and then moves (shifts) the remaining random numbers one by one to the previous section. The read random numbers are stored in another temporary storage area, for example. If the random number corresponding to the second special symbol is not stored, the main control CPU 72 reads out the random number corresponding to the first special symbol and stores it in the temporary storage area. Each random number stored in the temporary storage area is used for internal lottery in the next big win determination process. As a result, in this embodiment, the variable display of the second special symbol is preferentially performed over the first special symbol. Note that a program may be used in which random numbers are simply read out in the stored order without providing such a priority order for different special symbols. Also, in this process, the main control CPU 72 subtracts 1 from the value of the operation memory number counter (the one for which the random number shift has been performed among the first special symbol or the second special symbol) stored in the RAM 76, and sets the subtracted value as the "operation memory number at the start of variation". Thereby, the display mode of the memory number by the first special symbol operation memory lamp 34a or the second special symbol operation memory lamp 35a changes (decreases by 1) in the display output management process (step S232 in FIG. 13). After finishing the procedures up to here, the main control CPU 72 then executes step S2300.

[0330] Step S2300: The main control CPU 72 executes a jackpot determination process (internal lottery). In this process, the main control CPU 72 first sets the range of jackpot values and determines whether the randomly generated number read within this range is included (symbol lottery execution means). The range of jackpot values set at this time differs between the low-probability state and the high-probability state (when the probability variation function is activated). In the high-probability state, the range of jackpot values is expanded by approximately 10 times compared to the low-probability state. Also, the range of jackpot values varies depending on the current set value, and the range of jackpot values is set wider in the high-setting case than in the low-setting case. In this way, a special symbol lottery (predetermined lottery) is executed according to the winning probability corresponding to the current set value. If the randomly generated number read at this time is included within the range of jackpot values, the main control CPU 72 sets the jackpot flag (01H) and then proceeds to step S2400.

[0331] If the jackpot flag is not set, in the same jackpot determination process, the main control CPU 72 then sets the range of minor jackpot values and determines whether the randomly generated number read within this range is included (symbol lottery execution means). The "minor jackpot" here is other than non-winning (losing), but has a different nature from the "jackpot". That is, the "jackpot" causes an opportunity (a stage of the game) to shift to the "high-probability state" or the "time-shortening state", while the "minor jackpot" does not cause such an opportunity. However, the "minor jackpot" is positioned as satisfying the conditions for operating the first variable prize device 30 in the same way as the "jackpot". The range of minor jackpot values set at this time may differ or be the same between the normal probability state and the high-probability state (when the probability variation function is activated). In any case, if the randomly generated number read is included within the range of minor jackpot values, the main control CPU 72 sets the minor jackpot flag and then proceeds to step S2400. In this way, in this embodiment, as the winning ranges other than non-winning, the ranges of jackpot values and minor jackpot values are defined in advance in the program. However, a jackpot determination table and a minor jackpot determination table for each state may be written in the ROM 74 in advance and read out to perform jackpot determination while comparing with the randomly generated number.

[0332] Step S2400: The main control CPU 72 determines whether a value (01H) has been set in the jackpot flag in the previous jackpot determination process. If the value (01H) has not been set in the jackpot flag (No), the main control CPU 72 then executes step S2402.

[0333] Step S2402: The main control CPU 72 determines whether a value (01H) has been set in the minor win flag in the previous jackpot determination process. If the value (01H) has not been set in the minor win flag (No), the main control CPU 72 then executes step S2404. Note that the main control CPU 72 may discriminate between a jackpot (for example, setting 01H) or a minor win (for example, setting 0AH) based on the value of a common win flag without separately preparing the jackpot flag and the minor win flag.

[0334] Step S2404: The main control CPU 72 executes a losing stop symbol determination process. In this process, the main control CPU 72 sets the losing stop symbol number data by the first special symbol display device 34 or the second special symbol display device 35. Also, the main control CPU 72 generates a stop symbol command and a lottery result command (for a loss) for transmission to the effect control device 124. These commands are transmitted to the effect control device 124 in the effect command transmission process (step S142 in FIG. 10).

[0335] In this embodiment, since the first special symbol display device 34 and the second special symbol display device 35 use 7-segment LEDs, for example, the display mode of the losing stop symbol can always be set to only the lighting display of one segment (the central bar "-"), and the stop symbol number data can be fixed to one value (for example, 64H). In this case, the storage capacity used in the program can be reduced, the processing load on the main control CPU 72 can be reduced, and the processing speed can be improved.

[0336] Step S2405: Next, the main control CPU 72 executes a deviation time-varying pattern determination process. In this process, the main control CPU 72 determines a deviation time-varying pattern number for the special symbol (deviation pattern selection means). The deviation pattern number is used to distinguish the types (patterns) of the variable display of the special symbol or to correspond to the variable time required for the variable display. Since the deviation time varies depending on whether it is in the "time shortening state" or not, in this process, the main control CPU 72 loads the game state flag and checks whether the current state is the "time shortening state". If it is in the "time shortening state", except for the case of basically performing a reach variation, the deviation time is set to a shortened time (for example, about 2.0 seconds) (shortened time-varying time determination means). Also, even if it is not in the "time shortening state", except for the case of performing a reach variation, the deviation time may be shortened based on the "number of operation memories at the start of variable display (0 to 3)" set in step S2200 (for example, number of operation memories at the start of variable display 0 → about 12.5 seconds, number of operation memories at the start of variable display 1 → about 8 seconds, number of operation memories at the start of variable display 2 → about 5 seconds, number of operation memories at the start of variable display 3 → about 2.5 seconds). Note that the stop display time of the symbol at the time of deviation is constant (for example, about 0.5 seconds) regardless of the deviation pattern. The main control CPU 72 sets the determined value of the variable time (at the time of deviation) to the variable timer and sets the value of the stop display time at the time of deviation to the stop symbol display timer.

[0337] In this embodiment, as a result of the internal lottery, when it corresponds to a non-winning, control is performed to cause, for example, a "reach effect" in the presentation and make it a deviation, or make it a deviation without causing a "reach effect". And in the "deviation time-varying pattern selection table", a plurality of types of presentations, for example, variable patterns corresponding to "non-reach effect" and "reach effect" are defined in advance. When it corresponds to a non-winning, one of the variable patterns is selected from among them. Note that the reach effect includes various reach effects such as normal reach effect, long reach effect, super reach effect, and story reach effect.

[0338] [Example of deviation time-varying pattern selection table] FIG. 21 is a diagram showing an example of a deviation time-varying pattern selection table. This selection table is a table used at the time of deviation (when it corresponds to non-winning) (variation pattern specifying means). Further, this selection table has a structure in which, for example, from its head address in order, "comparison value" and "variation pattern number" are set one byte each and stored. In the "comparison value", for example, eight different values "101", "201", "211", "221", "231", "241", "251", "255 (FFH)" are provided, and "1" to "8" of the "variation pattern number" are assigned to each "comparison value".

[0339] Variation pattern numbers "1" to "3" correspond to variation patterns that deviate without a reach effect, and variation pattern numbers "4" to "8" correspond to variation patterns that deviate after a reach. Among these, variation pattern numbers "4" to "6" correspond to variation patterns that deviate after a normal reach, variation pattern number "7" corresponds to a variation pattern that deviates after a super reach, and variation pattern number "8" corresponds to a variation pattern that deviates after a story reach. Note that the variation pattern selection table may have different table contents according to the operation memory number at the start of variation, the internal state (low probability state or high probability state, non-time reduction state or time reduction state), and the winning symbol (the same applies hereinafter).

[0340] Here, the lengths of the set variation times are significantly different between non-reach variation patterns and reach variation patterns. That is, the "non-reach variation pattern" basically corresponds to a short variation time (for example, about 2.0 seconds to 13.0 seconds according to the operation memory number), whereas the "reach variation pattern" corresponds to a variation time that is more than twice as long (for example, about 30 seconds to 150 seconds).

[0341] Then, the main control CPU 72 sequentially compares the acquired variable pattern determination random number value with the "comparison value" in the above variable pattern selection table. If the random number value is less than or equal to the comparison value, it selects the variable pattern number corresponding to that comparison value (variable pattern determination means). For example, assuming that the variable pattern determination random number value at that time is "190", when comparing with the first comparison value "101", since the random number value exceeds the comparison value, the main control CPU 72 compares the random number value with the next comparison value "201". In this case, since the random number value is less than or equal to the comparison value, the main control CPU 72 selects "2" as the corresponding variable pattern number.

[0342] [Figure 20: Refer to the special symbol variation preprocessing] The above steps S2404 and S2405 are control procedures when the big win determination result is a miss (other than non-winning cases). However, when the determination result is a big win (step S2400: Yes) or a small win (step S2402: Yes), the main control CPU 72 executes the following procedures. First, the case of a big win will be described.

[0343] Step S2410: The main control CPU 72 executes the big win stop symbol determination process (winning type determination means). In this process, the main control CPU 72 determines the type (big win stop symbol number) of the winning symbol for this time for each special symbol (the first special symbol or the second special symbol) based on the big win symbol random number. The relationship between the big win symbol random number value and the type of the winning symbol is defined in the special symbol determination data table in advance (winning type definition means). Therefore, the main control CPU 72 can refer to the big win stop symbol selection table in the big win stop symbol determination process and determine the type of the winning symbol based on the big win symbol random number from its stored content.

[0344] [Winning symbols in case of a big win] In this embodiment, as winning symbols selectively determined at the time of a big win, six types of winning symbols are generally prepared. The breakdown of the six types is "6-round certain-variation symbol 1", "6-round certain-variation symbol 2", "12-round certain-variation symbol 1", "12-round certain-variation symbol 2", "12-round normal symbol", and "16-round certain-variation symbol". Note that each winning symbol may further include a plurality of winning symbols. For example, in the case of "6-round certain-variation symbol 1", it would be in the form of "6-round certain-variation symbol 1a", "6-round certain-variation symbol 1b", "6-round certain-variation symbol 1c", and so on.

[0345] Also, in this embodiment, for the first special symbol and the second special symbol, the selection ratios of the winning symbols selected at the time of a big win in the corresponding internal lottery are different. Therefore, the main control CPU 72 distinguishes the winning symbols to be selected depending on whether the result of this big win corresponds to the first special symbol or the second special symbol.

[0346] 〔Stop Symbol Selection Table for First Special Symbol Big Win〕 FIG. 22 is a diagram showing a configuration example of the stop symbol selection table for the first special symbol big win. When the result of this big win corresponds to the first special symbol, the main control CPU 72 refers to this stop symbol selection table for the first special symbol big win (winning type regulation means) to determine the type of the winning symbol.

[0347] In the first special symbol jackpot stop symbol selection table, the left column shows the allocation values for each winning symbol. Each of the allocation values "40", "10", and "50" corresponds to a percentage when the denominator is 100. Also, in the second column from the left, "12-round certain change symbol 1 (substantially 4 rounds)", "12-round certain change symbol 2 (substantially 9 rounds)", and "12-round normal symbol (substantially 9 rounds)" corresponding to each allocation value are shown. That is, when there is a jackpot corresponding to the first special symbol, the percentage of "12-round certain change symbol 1 (substantially 4 rounds)" being selected is 40 out of 100 (= 40%), the percentage of "12-round certain change symbol 2 (substantially 9 rounds)" being selected is 10 out of 100 (= 10%), and the percentage of "12-round normal jackpot (substantially 9 rounds)" being selected is 50 out of 100 (= 50%). The magnitude of each allocation value corresponds to the selection ratio for each winning symbol using the jackpot symbol random number.

[0348] In any case, when the result of this jackpot corresponds to the first special symbol, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number and selectively determines the winning symbol at the selection ratio shown in the first special symbol jackpot stop symbol selection table. Also, in the first special symbol jackpot stop symbol selection table, as shown in the third column from the left, for example, 2-byte command data is defined as the stop symbol command at the time of winning. The stop symbol command is described, for example, as a combination of the MODE value - EVENT value. Among these, the upper byte MODE value "B1H" indicates that the winning symbol selected at the time of this jackpot is the one selected when there is a jackpot for the first special symbol. Also, the lower byte EVENT values "01H", "02H", and "03H" represent the types of the corresponding winning symbols in the selection table. Therefore, for example, when the result of this jackpot corresponds to the first special symbol and "12-round certain change symbol 1" is selected as the winning symbol, the stop symbol command at the time of winning will be described as "B1H01H".

[0349] As described above, when the main control CPU 72 selects a winning symbol from the first special symbol big win stop symbol selection table, it generates a stop symbol command at that time. The generated stop symbol command is transmitted to the effect control device 124, for example, in the effect command transmission process. Further, the main control CPU 72 determines the big win stop symbol number for the first special symbol based on the selected winning symbol.

[0350] 〔Number of probability variation times〕 In the second column from the right of the first special symbol big win stop symbol selection table, the value of the number of probability variation times (ST times) given after the end of the big win game is shown. In the present embodiment, when it corresponds to "12-round probability variation symbol 1" or "12-round probability variation symbol 2" and the game ball passes through the probability variation area during the big win game, the number of probability variation times is given as 170 times. On the other hand, when it corresponds to "12-round normal symbol", it is difficult for the game ball to pass through the probability variation area during the big win game, so the number of probability variation times is not given. In addition, even if it corresponds to "12-round probability variation symbol 1" or "12-round probability variation symbol 2", if the game ball does not pass through the probability variation area during the big win game, the number of probability variation times is not given.

[0351] 〔Number of time shortening times〕 In the right column of the first special symbol big win stop symbol selection table, the value of the number of time shortening times (limit number of times) given after the end of the big win game is shown. In the present embodiment, when it corresponds to "12-round probability variation symbol 1" or "12-round probability variation symbol 2" and the game ball passes through the probability variation area during the big win game, the number of time shortening times is given as 170 times. On the other hand, when it corresponds to "12-round normal symbol", the number of time shortening times is given as 100 times. In addition, even if it corresponds to "12-round probability variation symbol 1" or "12-round probability variation symbol 2", if the game ball does not pass through the probability variation area during the big win game, the number of time shortening times is given as 100 times.

[0352] 〔Second special symbol big win stop symbol selection table〕 FIG. 23 is a diagram showing a configuration example of a stop symbol selection table for the second special symbol jackpot. When the result of this jackpot corresponds to the second special symbol, the main control CPU 72 refers to this stop symbol selection table for the second special symbol jackpot (winning type specifying means) to determine the type of the winning symbol.

[0353] Also in the stop symbol selection table for the second special symbol jackpot, the left column shows the allocation values for each winning symbol, and the allocation values "60", "20", "20" correspond to the ratios when the denominator is 100. Similarly, in the second column from the left, "16-round certain change symbol", "6-round certain change symbol 1", and "6-round certain change symbol 2" corresponding to the allocation values are shown. That is, when there is a jackpot corresponding to the second special symbol, the ratio of the "16-round certain change symbol" being selected is 60 / 100 (= 60%), the ratio of the "6-round certain change symbol 1" being selected is 20 / 100 (= 20%), and the ratio of the "6-round certain change symbol 2" being selected is 20 / 100 (= 20%).

[0354] When the result of this jackpot corresponds to the second special symbol, the main control CPU 72 performs a selection lottery based on the jackpot symbol random number, and selectively determines the winning symbol at the selection ratio shown in the stop symbol selection table for the second special symbol jackpot. Similarly, in the stop symbol selection table for the second special symbol jackpot, as shown in the third column from the left, for example, 2-byte command data is defined as the stop symbol command at the time of winning. Here too, the stop symbol command is described by a combination of the MODE value - EVENT value. Among these, the upper byte MODE value "B2H" indicates that the winning symbol selected this time is the one selected at the time of the second special symbol jackpot. Also, the lower byte EVENT values "01H", "02H", "03H" represent the types of the corresponding winning symbols in the selection table. Therefore, for example, when the result of this jackpot corresponds to the second special symbol and the "16-round certain change symbol" is selected as the winning symbol, the stop symbol command will be described as "B2H01H".

[0355] As described above, when the main control CPU 72 selects a winning symbol from the second special symbol big win stop symbol selection table, it generates a stop symbol command at that time. The generated stop symbol command is transmitted to the effect control device 124, for example, in the effect command transmission process. Further, the main control CPU 72 determines the big win stop symbol number for the second special symbol based on the selected winning symbol.

[0356] 〔Number of probability variation times〕 In the second column from the right of the second special symbol big win stop symbol selection table, the value of the number of probability variation times (ST times) given after the end of the big win game is shown. In the present embodiment, when it corresponds to the "16-round probability variation symbol", "6-round probability variation symbol 1" or "6-round probability variation symbol 2" and the game ball passes through the probability variation area during the big win game, the number of probability variation times is given 170 times. Note that if it corresponds to the "16-round probability variation symbol", "6-round probability variation symbol 1" or "6-round probability variation symbol 2", but the game ball does not pass through the probability variation area during the big win game, the number of probability variation times is not given.

[0357] 〔Number of time shortening times〕 In the right column of the second special symbol big win stop symbol selection table, the value of the number of time shortening times (limit number of times) given after the end of the big win game is shown. In the present embodiment, when it corresponds to the "16-round probability variation symbol" or "6-round probability variation symbol 1" and the game ball passes through the probability variation area during the big win game, the number of time shortening times is given 170 times. On the other hand, when it corresponds to the "6-round probability variation symbol 2" and the game ball passes through the probability variation area during the big win game, the number of time shortening times is given 100 times. Note that if it corresponds to the "16-round probability variation symbol", "6-round probability variation symbol 1" or "6-round probability variation symbol 2", but the game ball does not pass through the probability variation area during the big win game, the number of time shortening times is given 100 times.

[0358] 〔Refer to FIG. 20: Special symbol variation pre-processing〕 Step S2412: Next, the main control CPU 72 executes a jackpot time-varying pattern determination process. In this process, the main control CPU 72 determines the variation pattern (variation time and stop display time) of the first special symbol or the second special symbol based on the variation pattern determination random number shifted in the previous step S2200. In addition, the main control CPU 72 sets the value of the determined variation time in the variation timer and sets the value of the stop display time in the stop symbol display timer. Generally, in the case of a jackpot reach variation, a variation time longer than that at the time of a loss is determined.

[0359] In this embodiment, as a result of the internal lottery, when a jackpot is hit, control is performed to generate, for example, a "reach effect" in the presentation and consider it a jackpot. In the "jackpot time-varying pattern selection table", variation patterns corresponding to a plurality of types of "reach effects" are defined. When a jackpot is hit, one of the variation patterns is selected from among them. Here, the reach effects include various reach effects such as a normal reach effect, a long reach effect, and a super reach effect. Also, when winning while the time reduction function is operating, a variation pattern having a short variation time (a variation pattern without a reach effect) may be selected instead of a variation pattern having a long variation time.

[0360] 〔Example of Jackpot Time-Varying Pattern Selection Table〕 FIG. 24 is a diagram showing an example of a jackpot time-varying pattern selection table. This selection table is a table used at the time of a jackpot (variation pattern prescribing means). Also, this selection table has a structure in which, for example, starting from its head address, "comparison value" and "variation pattern number" are set one byte each in a set and stored. The "comparison value" is provided with, for example, eight different values in stages: "101", "201", "211", "221", "231", "241", "251", "255 (FFH)", and "61" to "68" of the "variation pattern number" are assigned to each "comparison value".

[0361] The variable pattern numbers "61" to "68" all correspond to variable patterns that result in a win when a reach effect is performed. Among these, the variable pattern numbers "61" to "64" correspond to variable patterns that result in a win after a story reach, the variable pattern numbers "65" and "66" correspond to variable patterns that result in a win after a super reach, and the variable pattern numbers "67" and "68" correspond to variable patterns that result in a win after a normal reach. Note that when winning in the high-probability time reduction state, a variable pattern that results in a win without executing the reach effect may be set.

[0362] The main control CPU 72 sequentially compares the acquired variable pattern determination random number value with the "comparison values" in the above variable pattern selection table. If the random number value is less than or equal to the comparison value, it selects the variable pattern number corresponding to that comparison value (variable pattern determination means). For example, assuming that the variable pattern determination random number value at that time is "190", when comparing it with the first comparison value "101", since the random number value exceeds the comparison value, the main control CPU 72 compares the random number value with the next comparison value "201". In this case, since the random number value is less than or equal to the comparison value, the main control CPU 72 selects "62" as the corresponding variable pattern number.

[0363] [Refer to Figure 20: Special symbol variation preprocessing] Step S2414: Next, the main control CPU 72 executes other setting processes during a big win. In this process, regardless of which winning symbol the type of winning symbol (big win stop symbol number) determined in the previous step S2410 is, the main control CPU 72 sets the value (01H) of the time reduction function activation flag as the game state flag in the flag area of the RAM 76 (time reduction state transition means, time reduction function activation means, advantageous game state transition means, special state transition means).

[0364] Also, in the process of step S2414, the main control CPU 72 determines the display mode of the stop symbol (big win symbol) by the first special symbol display device 34 or the second special symbol display device 35 based on the big win stop symbol number. At the same time, the main control CPU 72 generates a lottery result command (big win) together with the stop symbol command (big win). These stop symbol commands and lottery result commands are also transmitted to the effect control device 124 in the effect command transmission process.

[0365] Next, the process at the time of a small win will be described. Step S2407: The main control CPU 72 executes a small win stop symbol determination process. In this process, the main control CPU 72 determines the type of winning symbol (small win stop symbol number) at the time of a small win based on the big win symbol random number. Similarly here, the relationship between the big win symbol random number value and the type of winning symbol at the time of a small win is defined in advance in the small win special symbol selection table (winning type specifying means). In this embodiment, in order to reduce the load on the main control CPU 72, the big win symbol random number is used to determine the winning symbol at the time of a small win, but a dedicated random number may be used separately.

[0366] 〔Winning Symbol at the Time of a Small Win〕 In this embodiment, the winning symbol at the time of a small win is only one type of "one-time release small win symbol". However, other types such as "two-time release small win symbol" or "three-time release small win symbol" may be prepared. Since "small win" as a result of the internal lottery does not trigger a change to a "high probability state" or a "time shortening state" in the subsequent state, it is possible to provide a "one-time release small win symbol" without being restricted by the regulation of "two rounds (two-time release) or more" which is essential for this type of pachinko machine.

[0367] Step S2408: Next, the main control CPU 72 executes the small hit time-varying pattern determination process. In this process, the main control CPU 72 determines the varying pattern (varying time and stop display time) of the first special symbol or the second special symbol based on the varying pattern determination random number shifted in the previous step S2200 (varying pattern selection means). Also, the main control CPU 72 sets the value of the determined varying time in the varying timer, and sets the value of the stop display time in the stop symbol display timer. Note that in this embodiment, a reach varying pattern can be selected in the case of a small hit, or a varying pattern equivalent to that in the case of a loss normal variation can be selected.

[0368] Step S2409: Next, the main control CPU 72 executes other setting processes in the case of a small hit. In this process, the main control CPU 72 determines the display mode of the stop symbol (small hit symbol) by the first special symbol display device 34 or the second special symbol display device 35 based on the small hit stop symbol number. At the same time, the main control CPU 72 generates a stop symbol command and a lottery result command (in the case of a small hit) to be transmitted to the effect control device 124. These stop symbol commands and lottery result commands are also transmitted to the effect control device 124 in the effect command transmission process.

[0369] Step S2415: Next, the main control CPU 72 executes the special symbol varying start process. In this process, the main control CPU 72 selects varying pattern data based on the varying pattern number (in the case of a loss / hit). At the same time, the main control CPU 72 sets a special symbol varying start flag in the flag area of the RAM 76. Then, the main control CPU 72 generates a varying start command to be transmitted to the effect control device 124. This varying start command is also transmitted to the effect control device 124 in the effect command transmission process. After finishing the above steps, the main control CPU 72 sets the special symbol varying process (step S3000) to the next jump destination and returns to the special symbol game process.

[0370] [Figure 18: Special symbol varying process, special symbol stop display process] In the special symbol variation process, the main control CPU 72 loads the value of the variation timer from the register into the timer counter, and then decrements the value of the timer counter according to the passage of time (the count of clock pulses or the value of the interrupt counter). Then, while referring to the value of the timer counter, the main control CPU 72 controls the variation display of the special symbol until the value becomes 0. When the value of the timer counter becomes 0, the main control CPU 72 sets the special symbol stop display process (step S4000) to the next jump destination and generates a confirmation command. Here, the "confirmation command" is a command indicating that the special symbol has stopped. The confirmation command is transmitted to the effect control device 124 in the effect command transmission process (step S142 in FIG. 10) executed within the main loop.

[0371] Also, in the special symbol stop display process, the main control CPU 72 controls the stop display of the special symbol based on the stop symbol determined in the stop symbol determination process (steps S2404, S2407, S2410 in FIG. 20). Also, the main control CPU 72 generates a stop display time end command. The stop display time end command is transmitted to the effect control device 124 in the effect command transmission process. When the stop symbol is displayed for a predetermined time during the special symbol stop display process, the main control CPU 72 clears the symbol variation flag.

[0372] 〔Special Symbol Memory Area Shift Process〕 FIG. 25 is a flowchart showing an example of the procedure of the special symbol memory area shift process. In the previous special symbol variation preprocess, when the value of the operation memory counter corresponding to the first special symbol or the second special symbol is greater than "0" (step S2100: Yes in FIG. 20), the main control CPU 72 executes this special symbol memory area shift process. The following will be described according to each procedure.

[0373] Step S2210: The main control CPU 72 checks whether the oldest one among the current working memories corresponds to the first special symbol. That is, it accesses the storage area of the RAM 76. If the oldest working memory among them does not correspond to the first special symbol but corresponds to the second special symbol (No), the main control CPU 72 proceeds to step S2212 next.

[0374] Step S2212: The main control CPU 72 designates the second special symbol as the special symbol for which the storage area is to be shifted. This designation is made, for example, by setting "02H" as the target symbol designation value.

[0375] Step S2214: On the other hand, if the oldest working memory corresponds to the first special symbol (step S2210: Yes), the main control CPU 72 designates the first special symbol as the special symbol for which the storage area is to be shifted. In this case, the designation is made, for example, by setting "01H" as the target symbol designation value.

[0376] Step S2216: For the special symbol of the target designated in either step S2212 or step S2214, the main control CPU 72 shifts the random number storage area of the RAM 76. The specific content of the processing is as already described in the previous special symbol variation preprocessing.

[0377] Step S2218: Next, the main control CPU 72 subtracts the value of the working memory counter for the target special symbol. For example, if the target for which the storage area is to be shifted this time is the second special symbol, the main control CPU 72 subtracts (-1) the value of the working memory counter corresponding to the second special symbol.

[0378] Step S2220: Then, the main control CPU 72 sets the "number of working memories at the start of variation" from the value of the working memory counter after subtraction. Here, for both the first special symbol and the second special symbol, the "number of working memories at the start of variation" may be set after adding the value of the working memory counter.

[0379] Step S2222: Further, the main control CPU 72 checks whether the special symbol for which the current memory area is to be shifted is the second special symbol. Step S2224: If the target is the second special symbol (Step S2222: Yes), the main control CPU 72 sets an effect command for when the operation memory count decreases with respect to the second special symbol. The effect command set here is also generated as a one-word-length command, but its configuration is contrary to the above-mentioned "effect command for when the operation memory count increases". That is, for the effect command for when the operation memory count decreases, a value of the lower byte representing the operation memory count after the decrease (for example, "00H" to "03H") is added to the leading value of the upper byte representing the command type (for example, "BCH"), and for the value of the lower byte, an additional value (for example, "10H") meaning "decrease in the operation memory count due to consumption" is further added (logical sum). Therefore, for the lower byte, the second bit becomes "1" by logically summing the additional value "10H", and this value represents "the result (change information) due to the decrease in the operation memory count". That is, if the lower byte of the command is "13H", it means that as a result of the previous operation memory count "4" (command notation "14H") decreasing by one, the current operation memory count has become "3" (command notation "13H"). Similarly, if the lower byte is "12H" to "10H", it means that as a result of the previous operation memory count "3" to "1" (command notation "13H" to "11H") decreasing by one respectively, the current operation memory count has become "2" to "0" (command notation "12H" to "10H"). Note that the leading value "BCH" is a value indicating that the current effect command is an operation memory count command for the second special symbol.

[0380] Step S2226: If the current target is the first special symbol (Step S2222: No), the main control CPU 72 sets an effect command for when the operation memory count decreases with respect to the first special symbol. The command in this case is the same as the above except that the leading value is a value (for example, "BBH") indicating that it is an operation memory count command for the first special symbol.

[0381] Step S2228: Then, the main control CPU 72 executes effect command output processing. This processing is for transmitting the effect command at the time of decreasing the operation memory number set in the previous step S2224 or step S2226 to the effect control device 124 (memory number notification means). After finishing the above procedure, the main control CPU 72 returns to the special symbol variation pre-processing (Figure 20).

[0382] 〔Processing during special symbol stop display〕 Next, FIG. 26 is a flowchart showing an example of the procedure of the processing during special symbol stop display. Hereinafter, it will be described along with each procedure.

[0383] Step S4100: The main control CPU 72 subtracts the value of the stop symbol display timer (decrements by the interrupt period).

[0384] Step S4200: Then, the main control CPU 72 determines whether or not the stop display time has ended based on the value of the stop symbol display timer subtracted this time. Specifically, if the value of the stop symbol display timer is not less than 0, the main control CPU 72 determines that the stop display time has not ended yet (No). In this case, the main control CPU 72 returns to the special symbol game processing and jumps from the execution selection processing (step S1000 in FIG. 18) also in the next interrupt period to repeatedly execute the processing during special symbol stop display.

[0385] On the other hand, if the value of the stop symbol display timer is less than or equal to 0, the main control CPU 72 determines that the stop display time has ended (Yes). In this case, the main control CPU 72 next executes step S4250.

[0386] Step S4250: The main control CPU 72 generates a stop display time end command. The stop display time end command is transmitted to the effect control device 124 in the effect command transmission processing. Also, the main control CPU 72 erases the symbol variation in progress flag here. Note that the "stop display time end command" is a command indicating that the stop display time of the special symbol has ended (elapsed).

[0387] Step S4300: Here, the main control CPU 72 checks whether the value of the jackpot flag (01H) is set. If the value of the jackpot flag (01H) is set (Yes), the main control CPU 72 then executes step S4350.

[0388] 〔When winning〕 Step S4350: The main control CPU 72 sets the jump destination of the jump table to "Variable Prize Device Management Process during Jackpot". Note that the main control CPU 72 executes a process of setting various functions to inoperative in this process. Specifically, the probability variation function is set to inoperative, and the time shortening function is set to inoperative. As a result, before the start of a special game (big winning combination), the system will shift to a low-probability and non-time-shortened state.

[0389] Step S4400: Then, the main control CPU 72 sets "Big Winning Combination Start (During Jackpot Game)" as an internal state flag for control. Also, the main control CPU 72 sets the value of the continuous operation count status according to the type of jackpot symbol. For example, when the type of jackpot symbol is "16-round probability-variable symbol", a value corresponding to "16 rounds" is set in the continuous operation count status. When the type of jackpot symbol is "12-round probability-variable symbol 1, 2" or "12-round normal symbol", a value representing "12 rounds" is set in the continuous operation count status. Furthermore, when the type of jackpot symbol is "6-round probability-variable symbol 1, 2", a value representing "6 rounds" is set in the continuous operation count status. Then, the main control CPU 72 generates a status command indicating during jackpot. The status command indicating during jackpot is transmitted to the effect control device 124 in the effect command transmission process.

[0390] Step S4500: Then, the main control CPU 72 generates a continuous operation count command. The continuous operation count command can be generated based on the type of jackpot symbol (stop symbol number) determined in the previous jackpot stop symbol determination process (step S2410 in FIG. 20). For example, when the type of jackpot symbol is the "16-round probability-variable symbol", the continuous operation count command is generated as a value representing "16 rounds". Also, when the type of jackpot symbol is the "12-round probability-variable symbol 1, 2" or the "12-round normal symbol", the continuous operation count command is generated as a value representing "12 rounds". Further, when the type of jackpot symbol is the "6-round probability-variable symbol 1, 2", the continuous operation count command is generated as a value representing "6 rounds". The generated continuous operation count command is transmitted to the effect control device 124 in the effect command transmission process.

[0391] When the above procedure is completed at the time of jackpot, the main control CPU 72 returns to the special symbol game process.

[0392] 〔When not winning〕 On the other hand, in cases other than the jackpot, the following procedure is executed. That is, when the main control CPU 72 determines in step S4300 that the value (01H) of the jackpot flag is not set (No), the main control CPU 72 then executes step S4600.

[0393] Step S4600: The main control CPU 72 then checks whether the value (01H) of the minor jackpot flag is set. And when the value (01H) of the minor jackpot flag is not set either and it is simply a miss (No), the main control CPU 72 then executes step S4602.

[0394] Step S4602: The main control CPU 72 sets the address of the special symbol variation preprocessing as the jump destination address of the jump table.

[0395] Step S4605: In contrast, when the value (01H) of the small hit flag is set (Step S4600: Yes), the main control CPU 72 sets the address of the variable winning device management process at the time of small hit as the jump destination address of the jump table.

[0396] Step S4606: Then, the main control CPU 72 sets "small hit start (during small hit)" as an internal state flag for control. Also, the main control CPU 72 generates a state command indicating during small hit. The state command indicating during small hit is transmitted to the effect control device 124 in the effect command transmission process.

[0397] Step S4610: Next, the main control CPU 72 loads the value of the count-down counter. In the "high probability state" and "time shortening state", the respective counter values of the "count-down counter" are set in the probability variation count area and the time shortening count area of the RAM 76. In this embodiment, since the so-called count-down probability variation function is adopted, when shifting to the "high probability time shortening state", the count-down counter related to the high probability state is set to a predetermined value (for example, 170 times), and the count-down counter related to the time shortening state is set to a predetermined value (for example, 170 times or 100 times). Also, when shifting to the "low probability time shortening state", the count-down counter related to the high probability state is not set, and the count-down counter related to the time shortening state is set to a predetermined value (for example, 100 times).

[0398] Step S4620: The main control CPU 72 checks whether the loaded counter value is 0. At this time, if the count-down counter value is already 0 (Yes), the main control CPU 72 returns to the special symbol game process. On the other hand, if the count-down counter value is not 0 (No), after generating a count-down counter value command, the main control CPU 72 then executes Step S4630.

[0399] Step S4630: The main control CPU 72 decrements (subtracts 1) the count-down counter value. Step S4640: Then, the main control CPU 72 determines whether the subtraction result is not zero. If the value of the count-down counter is not zero as a result of the subtraction (Yes), the main control CPU 72 returns to the special symbol game process. On the other hand, if the value of the count-down counter becomes zero (No), the main control CPU 72 proceeds to step S4650.

[0400] Step S4650: Here, the main control CPU 72 resets the flag when the count-down function is activated. In the present embodiment, when shifting to the "high probability time shortening state" corresponding to "any of the probability variation symbols other than the 6-round probability variation symbol 2", the count-down counters for the high probability state and the time shortening state are set to a predetermined value (for example, 170 times). Therefore, what is reset are the probability variation function activation flag and the time shortening function activation flag.

[0401] Also, when shifting to the "high probability time shortening state" corresponding to the 6-round probability variation symbol 2, the count-down counter for the high probability state is set to a predetermined value (for example, 170 times), and the count-down counter for the time shortening state is set to a predetermined value (for example, 100 times). For this reason, what is reset at the end of the 100th variation is the time shortening function activation flag, and what is reset at the end of the 170th variation is the probability variation function activation flag (advantageous game state transition means, special state transition means).

[0402] Furthermore, when shifting to the "low probability time shortening state", since the count-down counter for the time shortening state is set to a predetermined value (for example, 100 times), what is reset is only the time shortening function activation flag. As a result, the time shortening state and the high probability state end after the stop display of the special symbol. After finishing the above procedure, it returns to the special symbol game process.

[0403] 〔Display Output Management Process〕 Next, FIG. 27 is a flowchart showing a configuration example of display output management processing (step S232 in FIG. 13) executed during timer interrupt processing. The display output management processing is configured to include a subroutine group of special symbol display setting processing (step S1200), normal symbol display setting processing (step S1210), status display setting processing (step S1220), operation memory display setting processing (step S1230), and continuous operation count display setting processing (step S1240).

[0404] Among these, for the special symbol display setting processing (step S1200), normal symbol display setting processing (step S1210), and operation memory display setting processing (step S1230), as already described, it is processing for generating and outputting drive signals applied to the respective LEDs of the first special symbol display device 34, second special symbol display device 35, normal symbol display device 33, normal symbol operation memory lamp 33a, first special symbol operation memory lamp 34a, and second special symbol operation memory lamp 35a.

[0405] The state display setting process (step S1220) and the continuous operation count display setting process (step S1240) are processes for generating and outputting drive signals applied to each LED of the game state display device 38. First, in the state display setting process, the main control CPU 72 controls the lighting of the probability variation state display lamp 38d and the time shortening state display lamp 38e according to the values of the probability variation function operation flag or the time shortening function operation flag, respectively. For example, when the power of the pachinko machine 1 is turned on and the value (01H) is set in the probability variation function operation flag, the main control CPU 72 outputs a lighting signal to the LED corresponding to the probability variation state display lamp 38d. Note that the probability variation state display lamp 38d continues to light until a big win game related to the special symbol starts, or until the probability variation function is turned off after the variation display of the special symbol is performed a specified number of times, and then it is switched to non-display (extinguished). On the other hand, if the value (01H) is set in the time shortening function operation flag, regardless of whether it is particularly when the power is turned on, the main control CPU 72 outputs a lighting signal to the LED corresponding to the time shortening state display lamp 38e. Further, the main control CPU 72 controls the lighting of the firing position designation lamp 38f according to the special game management status. In this embodiment, right-handed shooting is not adopted. However, for models that adopt right-handed shooting, in situations where right-handed shooting is required, the main control CPU 72 outputs a lighting signal to the LED corresponding to the firing position designation lamp 38f.

[0406] In addition, the main control CPU 72 controls the lighting of the jackpot type display lamps 38a, 38b, and 38c in the continuous operation count display setting process. Specifically, the main control CPU 72 outputs a lighting signal for any one of the jackpot type display lamps 38a, 38b, and 38c based on the value of the continuous operation count status. At this time, the target for which the lighting signal is output is any one of the display lamps 38a, 38b, and 38c corresponding to the jackpot symbol specified by the value of the continuous operation count status. For example, if the value of the continuous operation count status designates "16 rounds", the main control CPU 72 outputs a lighting signal to the lamp 38c representing "16 rounds (16R)". Also, if the value of the continuous operation count status designates "12 rounds", the main control CPU 72 outputs a lighting signal to the lamp 38b representing "12 rounds (12R)". Further, if the value of the continuous operation count status designates "6 rounds", the main control CPU 72 outputs a lighting signal to the lamp 38a representing "6 rounds (6R)".

[0407] 〔Variable prize device management process during jackpot〕 Next, the details of the variable prize device management process during jackpot will be described. FIG. 28 is a flowchart showing a configuration example of the variable prize device management process during jackpot. The variable prize device management process during jackpot is configured to include a subroutine group of a jackpot game process selection process (step S5100), a jackpot big winning opening pattern setting process (step S5200), a jackpot big winning opening / closing operation process (step S5300), a jackpot big winning closing process (step S5400), and a jackpot end process (step S5500).

[0408] Step S5100: In the jackpot game process selection process, the main control CPU 72 selects the jump destination of the process to be executed next (any one of steps S5200 to S5500). That is, the main control CPU 72 selects the program address of the process to be executed next from the jump table as the jump destination address, and sets the end of the jackpot variable winning device management process as the return destination address in the stack pointer. Which process is selected as the next jump destination depends on the progress of the processes performed so far. For example, if the operation (opening and closing operation) of the first variable winning device 30 or the second variable winning device 31 has not yet started, the main control CPU 72 selects the jackpot big winning opening pattern setting process (step S5200) as the next jump destination. On the other hand, if the jackpot big winning opening pattern setting process has already been completed, the main control CPU 72 selects the jackpot big winning opening and closing operation process (step S5300) as the next jump destination. If the jackpot big winning opening and closing operation process has been completed, the main control CPU 72 selects the jackpot big winning closing process (step S5400) as the next jump destination. Also, when the jackpot big winning opening and closing operation process and the jackpot big winning closing process are repeatedly executed over the set number of continuous operations (number of rounds), the main control CPU 72 selects the jackpot end process (step S5500) as the next jump destination. Hereinafter, each process will be described in more detail.

[0409] 〔Jackpot Big Winning Opening Pattern Setting Process〕 Figure 29 is a flowchart showing an example of the procedure of the jackpot big winning opening pattern setting process. This process is for setting conditions such as the number of times the first variable winning device 30 or the second variable winning device 31 is opened and closed during the jackpot and the time of each opening. The following will be described according to each procedure.

[0410] Step S5204: The main control CPU 72 executes the symbol-by-symbol opening pattern selection process. In this process, the main control CPU 72 selects the opening pattern of the big winning port (the number of opening times per round and the time of each opening), the interval time between rounds, the count number (maximum winning times) during one round, and the operation pattern of the solenoid 99 for the probability variation area according to the corresponding winning symbol this time. Regarding the opening pattern of the big winning port for each winning symbol, the operation pattern of the solenoid 99 for the probability variation area, and the interval time between rounds, it is as described in the operation pattern of the variable winning device during the big win shown in FIG. 19. Note that the count number (maximum winning times) during one round is basically about 10, but it is almost impossible (not impossible but extremely difficult) for a winning to occur during an opening in an extremely short time (about 0.1 second).

[0411] Step S5206: The main control CPU 72 sets the number of execution rounds in this big win game based on the winning symbol during the big win determined in the previous big win stop symbol determination process (step S2410 in FIG. 20). Specifically, if the winning symbol "16-round probability variation symbol" is selected, the main control CPU 72 sets the number of execution rounds to 16. Also, if the winning symbol "12-round probability variation symbol 1, 2" or "12-round normal symbol" is selected, the main control CPU 72 sets the number of execution rounds to 12. Further, if the winning symbol "6-round probability variation symbol 1, 2" is selected, the main control CPU 72 sets the number of execution rounds to 6. The number of execution rounds set here is stored in, for example, the buffer area of the RAM 76 using the corresponding value in the program.

[0412] Step S5208: Next, the main control CPU 72 sets a jackpot opening timer and a probability variation area timer (a timer that counts the opening time of the probability variation area) based on the jackpot opening pattern set in the previous step S5204 and the operation pattern of the solenoid 99 for the probability variation area. The value of the timer set here becomes the opening time of the first variable winning device 30 or the second variable winning device 31 and the opening time of the probability variation area. If a time of about 20.0 to 29.0 seconds is set as the value of the jackpot opening timer and the probability variation area timer, the opening time is a sufficient time (for example, a time when 10 or more game balls are launched by the launch control board set 174, preferably 6 seconds or more) for balls to easily enter the big winning opening or pass through the probability variation area during one opening. On the other hand, if 0.1 second is set as the value of the jackpot opening timer and the probability variation area timer, the opening time is a short time (for example, a time shorter than 1 second, preferably a time shorter than the launch interval of game balls by the launch control board set 174) in which it is difficult for balls to enter the big winning opening or pass through the probability variation area during one opening, even if it is not impossible.

[0413] Step S5210: Then, the main control CPU 72 sets a jackpot interval timer and a probability variation area interval timer (a timer that counts the waiting time for temporarily closing the probability variation area) based on the jackpot opening pattern set in the previous step S5204 and the operation pattern of the solenoid 99 for the probability variation area. The value of the timer set here becomes the waiting time between rounds during the jackpot or the temporary closing time of the probability variation area.

[0414] Step S5212: After finishing the above procedure, the main control CPU 72 sets the next jump destination to the jackpot big winning opening opening / closing operation process and returns to the jackpot variable winning device management process (Fig. 28).

[0415] 〔Jackpot Big Winning Opening Opening / Closing Operation Process〕 Fig. 30 is a flowchart showing an example of the procedure of the jackpot big winning opening opening / closing operation process. This process is for controlling the opening / closing operation of the first variable winning device 30 or the second variable winning device 31 during the jackpot. The following will be described according to the procedure.

[0416] Step S5301: The main control CPU 72 checks whether the big winning opening interval timer is counting down. Specifically, it can be checked whether the big winning opening interval timer is counting down by checking whether the big winning opening interval timer set in the following step S5314 is already in operation.

[0417] As a result, if it is confirmed that the big winning opening interval timer is counting down (Yes), the main control CPU 72 executes step S5314. On the other hand, if it cannot be confirmed that the big winning opening interval timer is counting down (No), the main control CPU 72 executes step S5302.

[0418] Step S5302: The main control CPU 72 opens the first big winning opening or the second big winning opening. Specifically, based on the operation pattern of the variable winning device during the big win shown in FIG. 19, a drive signal applied to the first big winning opening solenoid 90 or the second big winning opening solenoid 97 is output. Thereby, the first variable winning device 30 or the second variable winning device 31 operates and shifts from the closed state to the open state.

[0419] Step S5303: Next, the main control CPU 72 executes an open timer countdown process. In this process, the countdown of the open timer set in the previous big win big winning opening open pattern setting process (step S5208 in FIG. 29) is executed.

[0420] Step S5303a: The main control CPU 72 checks whether the sure change area interval timer is counting down. Specifically, it can be checked whether the sure change area interval timer is counting down by checking whether the sure change area interval timer set in the following step S5314 is already in operation.

[0421] As a result, when it is confirmed that the probability variation area interval timer is counting down (Yes), the main control CPU 72 executes step S5314. On the other hand, when it cannot be confirmed that the probability variation area interval timer is counting down (No), the main control CPU 72 executes step S5304.

[0422] Step S5304: The main control CPU 72 executes the probability variation area release process. Specifically, based on the operation pattern of the variable winning device during the jackpot shown in FIG. 19, a drive signal to be applied to the solenoid 99 for the probability variation area is output. As a result, the blade member 31d for the probability variation area is opened, and the game ball can be guided to the probability variation area disposed inside the second variable winning device 31.

[0423] Step S5305: Next, the main control CPU 72 executes the probability variation area timer countdown process. In this process, the countdown of the probability variation area timer set in the previous jackpot big winning opening pattern setting process (step S5208 in FIG. 29) is executed.

[0424] Step S5306: Subsequently, the main control CPU 72 checks whether the opening time of the big winning opening has ended. Specifically, it is checked whether the value of the opening timer after the countdown process is 0 or less. If the value of the opening timer has not yet become 0 or less (No), the main control CPU 72 next executes step S5307a.

[0425] Step S5307a: Subsequently, the main control CPU 72 checks whether the release time of the probability variation area has ended. Specifically, it is checked whether the value of the probability variation area timer after the countdown process is 0 or less. If the value of the opening timer has not yet become 0 or less (No), the main control CPU 72 executes step S5308.

[0426] On the other hand, when the value of the probability variation area timer has become 0 or less (Yes), the main control CPU 72 executes step S5307b.

[0427] Step S5307b: Execute the variable probability area closing process. Specifically, execute the process of stopping the output of the drive signal applied to the variable probability area solenoid 99. As a result, the variable probability area vane member 31d closes, and the game balls cannot be guided into the variable probability area arranged inside the second variable winning device 31.

[0428] Step S5308: The main control CPU 72 executes the winning ball count process. In this process, the number of game balls that have won in the first variable winning device 30 or the second variable winning device 31 (the first large winning opening or the second large winning opening that is open) within the opening time is counted. Specifically, the main control CPU 72 increments the value of the count number based on the winning detection signal input from the first count switch 84 or the second count switch 85 within the opening time.

[0429] Step S5310: Next, the main control CPU 72 checks whether the current count number is less than a predetermined number (10). This predetermined number determines the upper limit of the number of winning balls allowed per opening (one round during the big win) (the upper limit of the prize ball number). If the count number has not yet reached the predetermined number (Yes), the main control CPU 72 returns to the variable winning device management process during the big win. Then, when the variable winning device management process during the big win is executed next, since the jump destination is set to the big winning opening opening / closing operation process at the current stage, the main control CPU 72 repeatedly executes the procedures of steps S5301 to S5310.

[0430] If it is determined in step S5306 that the opening time of the large winning opening has ended (Yes), or if it is confirmed in step S5310 that the count number has reached the predetermined number (No), the main control CPU 72 then executes step S5312.

[0431] Step S5312: The main control CPU 72 closes the first large winning opening or the second large winning opening. Specifically, stop the output of the drive signal applied to the first large winning opening solenoid 90 or the second large winning opening solenoid 97. As a result, the first variable winning device 30 or the second variable winning device 31 shifts from the open state to the closed state.

[0432] Step S5313: The main control CPU 72 executes the variable probability area closing process. Specifically, it executes a process of stopping the output of the drive signal applied to the variable probability area solenoid 99. As a result, the variable probability area blade member 31d closes, and the game balls cannot be guided into the variable probability area disposed inside the second variable winning device 31.

[0433] Step S5314: Next, the main control CPU 72 executes the interval timer countdown process. In this process, the main control CPU 72 executes the countdown of the big winning opening interval timer and the variable probability area interval timer set in the big winning opening pattern setting process (step S5210 in FIG. 29).

[0434] Step S5315: The main control CPU 72 checks whether the big winning opening interval time has ended. Specifically, it checks whether the value of the big winning opening interval timer after the countdown process is 0 or less. If the value of the big winning opening interval timer has not yet become 0 or less (No), the main control CPU 72 returns to the end address of the variable winning device management process during big winning (FIG. 28). Then, when the big winning opening opening / closing operation process is executed in the next call, it jumps from the first step S5301 and directly executes step S5314. On the other hand, when it is confirmed that the value of the big winning opening interval timer after the countdown process has become 0 or less (Yes), the main control CPU 72 executes step S5318.

[0435] Step S5318: The main control CPU 72 increments the value of the opening count counter. Note that the value of the opening count counter is stored in the count area of the RAM 76 with an initial value of 0, for example.

[0436] Step S5320: The main control CPU 72 checks whether the value of the open count counter after incrementing has reached the number of times set within the current round. Here, the reason for determining the "number of times set within the current round" is to correspond to an opening pattern such as "operating the first variable winning device 30 or the second variable winning device 31 multiple times within one round during the jackpot". In this embodiment, such an opening pattern is not adopted, and the "number of times set within the current round" is set to once per round. Therefore, during each round of the jackpot game, since the counter value reaches the set number of times with one opening and closing operation (Yes), the main control CPU 72 will proceed to step S5322 next.

[0437] On the other hand, when adopting a pattern of repeating multiple opening and closing operations within one round, it means that the counter value has not yet reached the set number of times at the end of one opening (No). In this case, when the main control CPU 72 returns to the variable winning device management process during the jackpot, since the jump destination is set to the jackpot big winning opening closing operation process at the current stage, the procedures from step S5301 to step S5320 are repeatedly executed. As a result, the increment of the open count counter progresses at step S5318, and when the counter value reaches the set number of times (Yes), the main control CPU 72 will proceed to step S5322 next.

[0438] Step S5322: The main control CPU 72 sets the next jump destination to the jackpot big winning opening closing process and returns to the variable winning device management process during the jackpot. Then, when executing the variable winning device management process during the jackpot next, the main control CPU 72 will execute the jackpot big winning opening closing process next.

[0439] 〔Jackpot big winning opening closing process〕 Figure 31 is a flowchart showing an example of the procedure of the jackpot big winning opening closing process. This jackpot big winning opening closing process is for continuing or ending the operation of the first variable winning device 30 or the second variable winning device 31. The following is an explanation along the procedure.

[0440] Step S5402: The main control CPU 72 increments the round counter. As a result, for example, at the end of the first round and when moving on to the second round, the value of the round counter is "1".

[0441] Step S5404: The main control CPU 72 checks whether the value of the incremented round counter has reached the set number of execution rounds. Specifically, the main control CPU 72 refers to the value of the incremented round counter (1 to 15), and if the value is less than the set number of execution rounds (1 to 15 after subtracting 1) (No), it then executes step S5405.

[0442] Step S5405: The main control CPU 72 generates a round number command from the current value of the round counter. This command is transmitted to the effect control device 124 in the effect command transmission process. The effect control device 124 can check the current round number based on the received round number command.

[0443] Step S5406: The main control CPU 7...

Claims

1. A liquid crystal display; A detection means; A determination means for determining whether or not to execute a performance in response to detection by the detection means; a performance execution means for executing both a first performance and a second performance when the determination means determines that the performance is to be executed; A specific performance execution means for executing a specific performance based on the detection by the detection means, The first performance is A performance displayed on the liquid crystal display, The display of the specific effect is restricted when the specific effect is executed. The second performance is A gaming machine characterized in that the display is not restricted even when the specific performance is executed.

2. 2. The gaming machine according to claim 1, The first performance is The presentation changes depending on the game state. The second performance is This game machine is characterized in that the presentation form does not change depending on the game state.

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