Pachinko machine

The gaming machine uses layered lighting effects controlled by a sub-control CPU to create a sense of rhythm and movement, addressing hardware limitations in conventional machines and enhancing game interest.

JP7701512B2Active Publication Date: 2025-07-01FUJI SHOJI CO LTD
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Patent Information

Application Number
JP2024075190
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-07
Publication Date
2025-07-01
Estimated Expiration
2041-10-20

AI Technical Summary

Technical Problem

Conventional gaming machines face limitations in hardware functions when executing multiple sound and lamp effects in parallel, requiring further control and specification ingenuity to enhance game interest without overburdening the control surface.

Method used

A gaming machine with a game board, front frame, light-emitting means, and sub-control means that create a sense of rhythm and movement through layered lighting effects using full-color LEDs, controlled by a sub-control CPU to switch light emission patterns and intensities, simulating a three-dimensional effect.

Benefits of technology

Enhances game interest by performing lamp effects with a sense of rhythm and movement, improving player engagement without overloading the control system.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine capable of performing a well-defined lamp performance and generating a lively feeling in the lamp performance, thereby making it possible to effectively improve the amusement of a game without imposing a burden on control.SOLUTION: A light emission performance is executed by combining a first light emission pattern (Fig. 27 (b)) for executing a light emission performance of switching the luminance of full-color LEDs of light emitting means in a first cycle and a second light emission pattern (Fig. 27 (d)) for executing a light emission performance of switching the luminance of the full-color LEDs of the light emitting means in a second cycle shorter than the first cycle. In this case, when the first light emission pattern and the second light emission pattern are switched, the light emitting means is turned off.SELECTED DRAWING: Figure 27
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Description

Technical Field

[0001] The present invention relates to gaming machines such as pachinko machines, arrangement ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (regulated gaming machines) that circulate enclosed game balls internally. More specifically, it can perform lamp effects with a sense of rhythm and create a sense of movement in the lamp effects. Therefore, the present invention relates to a gaming machine that can effectively improve the interest of the game without imposing a burden on the control surface.

Background Art

[0002] As conventional gaming machines such as pachinko machines, for example, gaming machines described in Patent Documents 1 and 2 are known. This type of gaming machine improves the effects regarding sound and lamp effects through control improvements and wiring ingenuity to enhance the interest of the game.

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Patent Document 2

Summary of the Invention

Problems to be Solved by the Invention

[0004] By the way, the effects mounted on gaming machines have been constantly increasing, and accordingly, sound and lamp effects have also been increasing. Therefore, in the above-described gaming machines, under the situation where multiple types of effects such as announcements and reaches are executed in parallel, there are limitations in hardware functions, and thus, there is a problem that further ingenuity is required in terms of control and specifications to realize these effects.

[0005] Therefore, in view of the above problems, the present invention can perform a lamp effect with a sense of rhythm and can create a sense of movement in the lamp effect. Therefore, an object of the present invention is to provide a gaming machine that can effectively improve the interest of the game without imposing a burden on the control surface.

Means for Solving the Problems

[0006] The object of the present invention is achieved by the following means. The numbers in parentheses are the reference numerals of the embodiments described later, but the present invention is not limited thereto.

[0007] According to the gaming machine according to the invention of claim 1, a game board having a game area (for example, the game area 40 shown in FIG. 2), a front frame (for example, the front frame 3 shown in FIG. 1) disposed on the front surface of the outer frame (for example, the outer frame 2 shown in FIG. 1) of the gaming machine (for example, the pachinko gaming machine 1 shown in FIG. 1), a light-emitting means (for example, the decorative lamp LA shown in FIG. 24) disposed in the gaming machine (for example, the pachinko gaming machine 1 shown in FIG. 1), a sub-control means (for example, the sub-control CPU 800a shown in FIG. 4) for controlling a predetermined effect related to the game and controlling an image displayed on a display means (for example, the liquid crystal display device 41 shown in FIG. 2), the predetermined effect includes a predetermined light-emitting effect for causing the light-emitting means (for example, the decorative lamp LA shown in FIG. 24) to emit light, the predetermined light-emitting effect includes a light-emitting effect for causing the light-emitting means (for example, the decorative lamp LA shown in FIG. 24) to emit light so as to flow from the side where the player views to the back side of the gaming machine (for example, the pachinko gaming machine 1 shown in FIG. 1) or from the back side of the gaming machine (for example, the pachinko gaming machine 1 shown in FIG. 1) to the side where the player views (see paragraph

[0226] of the specification), Specific the light-emitting means includes the light-emitting means for frame effect disposed on the front frame (for example, the front frame 3 shown in FIG. 1) (for example, the first decorative lamps LA1 to the fourth decorative lamps LA4 shown in FIG. 29(b)), ​The board effect light-emitting means (for example, the front-side sixth decorative lamp LA6a shown in FIG. 29(b) and the rear-side sixth decorative lamp LA6b shown in FIG. 29(b)) arranged in multiple layers from the front side to the rear side of the gaming board (for example, the gaming board 4 shown in FIG. 2), and By using the frame lighting effect means and the panel lighting effect means arranged around the display means, the specific lighting effect can execute a lighting effect that creates a three-dimensional effect, The sub-control means (for example, the sub-control CPU 800a shown in FIG. 4) is Based on the light emission control data including the luminance data for setting the luminance, the full-color LEDs constituting the light-emitting means including the frame effect light-emitting means (for example, the first decorative lamp LA1 to the fourth decorative lamp LA4 shown in FIG. 29(b)) and the board effect light-emitting means (for example, the front-side sixth decorative lamp LA6a shown in FIG. 29(b) and the rear-side sixth decorative lamp LA6b shown in FIG. 29(b)) are controlled to emit light (see paragraph

[0212] of the specification), When performing a light emission effect by combining a first light emission pattern (for example, see FIG. 27(b)) that executes a light emission effect of switching the luminance of the full-color LEDs of the light-emitting means in a first cycle and a second light emission pattern (for example, see FIG. 27(d)) that executes a light emission effect of switching the luminance of the full-color LEDs of the light-emitting means in a second cycle shorter than the first cycle, As a trigger point for switching the effect, When switching between the first light emission pattern and the second light emission pattern Or, during a certain period in the middle of the first light emission pattern, The light-emitting means is turned off (for example, see FIG. 28).

Advantages of the Invention

[0008] According to the present invention, a lamp effect with a sense of rhythm can be performed, and a sense of jerk can be generated in the lamp effect. Therefore, the interest of the game can be effectively improved without imposing a burden on the control surface.

Brief Description of the Drawings

[0009]

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Mode for Carrying Out the Invention

[0010] Hereinafter, an embodiment of a gaming machine according to the present invention will be specifically described with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when indicating the up, down, left, and right directions, it shall refer to the up, down, left, and right as seen from the front shown in the drawing.

[0011] <Explanation of the External Appearance Configuration of the Pachinko Gaming Machine> First, with reference to FIGS. 1 to 3, the external appearance configuration of the pachinko gaming machine according to this embodiment will be explained.

[0012] <Explanation of the External Appearance Configuration of the Front of the Pachinko Gaming Machine>

[0013] As shown in Fig. 1, the pachinko machine 1 is configured such that a rectangular front frame 3 is attached to the front surface of a wooden outer frame 2 so as to be openable and closable, and a game board 4 is mounted in a game board storage frame (not shown) attached to the back surface of the front frame 3. The game board 4 is mounted with the game area 40 shown in Fig. 2 facing forward, and as shown in Fig. 1, a glass door frame 5 that supports transparent glass is provided on the front side of this game area 40. Note that the game area 40 is composed of an area surrounded by ball guide rails 6 (see Fig. 2) arranged on the surface of the game board 4.

[0014] On the other hand, as shown in Fig. 1, in the pachinko machine 1, a front operation panel 7 is arranged below the glass door frame 5, and an upper tray unit 8 is provided on the front operation panel 7. An upper tray 9 for storing the discharged game balls is integrally formed in the upper tray unit 8. Further, a ball lending button 11 and a prepaid card discharge button 12 (card return button 12) are provided on the front operation panel 7. On the upper surface portion of the upper tray 9, a push button type effect button device 13 is provided, which can change the production effect when the player presses it when the built-in lamp (not shown) is lit. In addition, a ball extraction button 14 for extracting the game balls stored in the upper tray 9 downward is provided on the upper tray 9, and further, a setting button 15 composed of a substantially cross key is provided. This setting button 15 can be operated by the player, and includes a circular determination key 15a provided at the center, a triangular upper key 15b provided above the determination key 15a in the drawing, a triangular left key 15c provided on the left side of the determination key 15a in the drawing, a triangular right key 15d provided on the right side of the determination key 15a in the drawing, and a triangular lower key 15e provided below the determination key 15a in the drawing.

[0015] On one hand, as shown in FIG. 1, on the right end side of the front operation panel 7, a firing handle 16 for operating the firing unit is provided, and speakers 17 for emitting BGM (Background music), sound effects, etc. are provided on both upper side surfaces of the front frame 3 and in the vicinity of the firing handle 16. In addition, on the peripheral frame of the front frame 3, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged.

[0016] <Explanation of the external configuration of the game board> On the other hand, in the game area 40 of the game board 4, as shown in FIG. 2, a liquid crystal display device 41 made of an LCD (Liquid Crystal Display) or the like is arranged approximately at the center. This liquid crystal display device 41 divides the display area into three areas: left, middle, and right, and can independently display the variation of numbers, characters, letters (character conversations, lyric subtitles, etc.) or patterns (special patterns and ordinary patterns). And around such a liquid crystal display device 41, upper ornaments 42a, left ornaments 42b, and right ornaments 42c for decoration are provided, and a movable accessory device 43 is arranged on the back side of these upper ornaments 42a, left ornaments 42b, and right ornaments 42c. In addition, on the upper ornaments 42a, left ornaments 42b, and right ornaments 42c, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged.

[0017] As shown in FIG. 2, this movable accessory device 43 is composed of a movable accessory 43a that performs a predetermined effect operation as the game progresses, a left movable accessory 43b, a right movable accessory 43c, an upper left movable accessory 43d, and further motors (not shown) such as two-phase stepping motors that drive the upper, left, right, and upper left movable accessories 43a to 43d respectively. In addition, on these upper, left, right, and upper left movable accessories 43a to 43d, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged.

[0018] On one side, directly below the liquid crystal display device 41, a special symbol 1 start port 44 is arranged, and inside it, a special symbol 1 start port switch 44a (see FIG. 4) for detecting winning balls is provided. And the number of valid winning balls detected by this special symbol 1 start port switch 44a (see FIG. 4), that is, the number of first start reserved balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of first start reserved balls is incremented by 1 (+1) when a game ball wins in the special symbol 1 start port 44 and is detected by the special symbol 1 start port switch 44a (see FIG. 4), and is decremented by 1 (-1) when the variable display of a special symbol such as a number, character, or pattern (decorative pattern) starts. Note that decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged around the special symbol 1 start port 44 and its surroundings.

[0019] On the other side, as shown in FIG. 2, a special symbol 2 starting device 45 is arranged on the lower right side of the liquid crystal display device 41. As shown in FIG. 3, this special symbol 2 starting device 45 includes a special symbol 2 start port 45a, an opening / closing part 45b that can change between an "open state" in which the game ball YK can enter the special symbol 2 start port 45a and a "closed state" in which entry is impossible, an entry guide part 45c that can change between a "guide state" in which the game ball YK is guided toward the special symbol 2 start port 45a and a "non-guide state" in which it is not guided, and a special symbol 2 start port switch 45a1 (see FIG. 4) that detects the game ball YK that has entered the special symbol 2 start port 45a.

[0020] The special symbol 2 start port 45a opens substantially horizontally toward the right in the left - right direction of the front view shown in FIG. 2, and a special symbol 2 start port switch 45a1 (see FIG. 4) for detecting winning balls is provided inside the special symbol 2 start port 45a. The number of valid winning balls detected by this special symbol 2 start port switch 45a1 (see FIG. 4), that is, the number of second start - reserved balls, will be displayed on the liquid crystal display device 41 when it reaches a predetermined number (for example, 4). Note that this number of second start - reserved balls is incremented by 1 (+1) when a game ball wins in the special symbol 2 start port 45a and is detected by the special symbol 2 start port switch 45a1 (see FIG. 4), and is decremented by 1 (-1) when the variable display of special symbols such as numbers, characters, or patterns (decorative patterns) starts.

[0021] The opening - closing part 45b includes an opening - closing member 45b1 that can move in the left - right direction with respect to the special symbol 2 start port 45a, and a normal electric accessory solenoid 45b2 (see FIG. 4) for driving and controlling the opening - closing member 45b1. When in the closed state, as shown in FIG. 3(b), the opening - closing member 45b1 protrudes into the special symbol 2 start port 45a (moves to the left side in the figure) to prevent the entry of game balls YK into the special symbol 2 start port 45a. When in the open state, as shown in FIG. 3(a), it retracts to the right side in the figure to allow the entry of game balls YK into the special symbol 2 start port 45a.

[0022] The ball - guiding part 45c includes a guiding member 45c1 that slopes downward from the right side to the left side as shown in FIG. 2 (slopes downward toward the special symbol 2 start port 45a). And this guiding member 45c1 will be driven and controlled by the normal electric accessory solenoid 45b2 (see FIG. 4).

[0023] As shown in Fig. 3(a), when in the guiding state, the ball guiding member 45c1 of the ball guiding portion 45c slides forward (towards the glass door frame 5 shown in Fig. 1) of the game area 40 and protrudes, guiding the game ball YK on it to the special symbol 2 starting port 45a. When in the non-guiding state, as shown in Fig. 3(b), the ball guiding member 45c1 slides backward (towards the rear side of the game area 40) and retracts. Thus, even if a game ball YK is on the ball guiding member 45c1 when it is in the guiding state, if the game ball YK changes to the non-guiding state and the ball guiding member 45c1 slides backward before the game ball YK enters the special symbol 2 starting port 45a, the game ball YK will flow downstream without entering the special symbol 2 starting port 45a. Note that the ball guiding member 45c1 and the opening / closing member 45b1 operate in conjunction. That is, when the ball guiding member 45c1 is in the guiding state, the opening / closing member 45b1 retracts to the right side shown in Fig. 3(a) to allow the game ball YK to enter the special symbol 2 starting port 45a. When the ball guiding member 45c1 is in the non-guiding state, the opening / closing member 45b1 protrudes to the left side shown in Fig. 3(b) to prevent the game ball YK from entering the special symbol 2 starting port 45a.

[0024] Note that hereinafter, the special symbol 2 starting device 45 as described above may be referred to as a normal electric accessory. In addition, decorative lamps such as full-color LED lamps that exhibit an effect through light decoration are arranged in the special symbol 2 starting device 45.

[0025] On the other hand, as shown in Fig. 2, a winning device 46 is arranged on the right side of the special symbol 1 starting port 44. When winning in the lottery of the special symbol described later, that is, during the winning game state, the opening / closing door 46a is driven and controlled by a special electric accessory solenoid 46b (see Fig. 4) so that a large winning port (not shown) closed by the opening / closing door 46a is opened, and game balls can enter the large winning port (not shown). Note that game balls that enter the large winning port (not shown) are detected by a large winning port switch 46c (see Fig. 4) provided inside the large winning port (not shown).

[0026] On the one hand, when not winning the lottery of the special symbol, that is, when not in a winning game state, the opening / closing door 46a is driven and controlled by the special electric accessory solenoid 46b (see Fig. 4), and the big winning opening (not shown) is closed. As a result, game balls cannot enter the big winning opening (not shown). Hereinafter, the device combining such an opening / closing door 46a and the special electric accessory solenoid 46b may be referred to as a special electric accessory. In addition, the winning device 46 is provided with a decorative lamp such as a full-color LED lamp that exhibits a production effect by light decoration.

[0027] Incidentally, a distribution device 47 having a conventionally well-known structure is provided in the winning device 46. As shown in Fig. 2, this distribution device 47 includes a V region 47a and an out port 47b. When a game ball enters the big winning opening (not shown), the game ball is distributed to either the V region 47a or the out port 47b. The distribution device 47 distributes the game balls that enter the big winning opening (not shown) to the out port 47b instead of the V region 47a unless a predetermined game state is reached.

[0028] Incidentally, the one-type two-type mixed type gaming machine (pachinko gaming machine 1) in the present embodiment refers to a machine type that combines a one-type machine that wins the lottery of the special symbol and enters the big win game state, and a two-type machine type in which the big winning opening (not shown) is opened in the small win game state, and when the game ball that enters the big winning opening (not shown) passes through the V region 47a, it enters the big win game state.

[0029] On the upper right part of the other party's liquid crystal display device 41, as shown in FIG. 2, a normal symbol start port 48 composed of gates is arranged, and inside it, a normal symbol start port switch 48a (see FIG. 4) for detecting the passage of game balls is provided. Further, on the right side of the above-mentioned winning device 46 and on the left side of the special symbol 1 start port 44, general winning ports 49 are respectively arranged. This general winning port 49 is composed of an upper right general winning port 49a arranged on the right side of the above-mentioned winning device 46, an upper left general winning port 49b arranged on the left side of the special symbol 1 start port 44, a middle left general winning port 49c, and a lower left general winning port 49d. And inside the upper right general winning port 49a, an upper right general winning port switch 49a1 (see FIG. 4) for detecting the passage of game balls is provided, inside the upper left general winning port 49b, an upper left general winning port switch 49b1 (see FIG. 4) for detecting the passage of game balls is provided, inside the middle left general winning port 49c, a middle left general winning port switch 49c1 (see FIG. 4) for detecting the passage of game balls is provided, and inside the lower left general winning port 49d, a lower left general winning port switch 49d1 (see FIG. 4) for detecting the passage of game balls is provided. Incidentally, on the general winning port 49, a decorative lamp such as a full-color LED lamp that exhibits an effect through light decoration is arranged.

[0030] On the other hand, directly below the special symbol 1 start port 44, an out port 50 is arranged into which game balls (out balls) that have flowed down to the most downstream part of the game area 40 without winning are introduced. Incidentally, the game balls that have entered the out port 50 are detected by an out port switch 50a (see FIG. 4) provided inside as non-winning balls. Further, since the above-mentioned winning balls also flow down to the most downstream part through the back side of the game board 4, they will be detected by the out port switch 50a (see FIG. 4). Therefore, the out port switch 50a (see FIG. 4) will detect the total number of discharged out balls, that is, the same number of game balls as the game balls launched into the game area 40 by the launch handle 16.

[0031] On the other hand, at the lower right peripheral portion of the game area 40 of the game board 4, three 7-segment displays are arranged side by side. Among them, two 7-segment displays are special symbol display devices 51, and the other 7-segment display device 53a displays special symbol 1, special symbol 2, the number of start-hold balls of the normal symbol, and the game state (for example, advantageous game state, etc.). As shown in FIG. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b. On the left side of the special symbol 1 display device 51a, a normal symbol display device 52 composed of one LED is provided. Furthermore, a round lamp 53b for notifying the number of rounds of the jackpot game and a right-hit notification lamp 53c for notifying a right hit are provided.

[0032] Also, an identification lamp device 51A for indicating identification information corresponding to special symbol 1 and special symbol 2 is provided on the upper end side of the left ornament 43b.

[0033] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for notifying the player of the information that special symbol 1 and special symbol 2 are in fluctuation or the hit / miss information of the special symbol 1 and special symbol 2. This first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is in fluctuation, the first identification lamp 51Aa blinks. When special symbol 1 is a hit, the first identification lamp 51Aa lights up. When special symbol 1 is a miss, the first identification lamp 51Aa goes out. Furthermore, when special symbol 2 is in fluctuation, the second identification lamp 51Ab blinks. When special symbol 2 is a hit, the second identification lamp 51Ab lights up. When special symbol 2 is a miss, the second identification lamp 51Ab goes out.

[0034] Note that although not shown in the figure, a plurality of game pins are arranged in the game area 40 of the game board 4, and a windmill 54 as a member for changing the falling direction of the game ball is arranged.

[0035] <Description of the control device> Next, a control device that performs electronic control according to the progress of the game provided in the pachinko game machine 1 having the appearance configuration as described above will be described with reference to FIG. 4. As shown in FIG. 4, this control device mainly includes a main control board 60 that controls the entire game operation, a payout / firing control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.

[0036] <Explanation regarding the main control board> The main control board 60 mainly includes a one-chip microcomputer 600 composed of a main control CPU 600a, a main control ROM 600b that stores a game program and the like describing a series of game control procedures, and a main control RAM 600c that functions as a work area, buffer memory, etc. It also mainly mounts a measurement / setting display device 610 composed of seven segments that doubles as a display of the content regarding the ratio of the number of winning balls in the low-probability time (when the winning lottery probability is in the normal low-probability state) and the like (performance display), and a display of the setting content of the probability of generating a game state advantageous to the player, a RAM clear switch 620, and a setting key switch 630.

[0037] And connected to the main control board 60 configured in this way is a payout / firing control board 70 that controls the payout motor M to payout game balls. Further, there are a special symbol 1 start port switch 44a that detects winning at the special symbol 1 start port 44, a special symbol 2 start port switch 45a1 that detects winning at the special symbol 2 start port 45a, a normal symbol start port switch 48a that detects passage through the normal symbol start port 48, a top right general winning port switch 49a1, a top left general winning port switch 49b1, a middle left general winning port switch 49c1, and a bottom left general winning port switch 49d1 that detect winning at the general winning ports 49 (top right general winning port 49a, top left general winning port 49b, middle left general winning port 49c, bottom left general winning port 49d), a big winning port switch 46c that detects winning at a big winning port (not shown) opened or closed by the opening / closing door 46a, and an out port switch 50a that can detect the same number of game balls as the game balls fired into the game area 40 by the firing handle 16. Additionally, there are a normal electric accessory solenoid 45b2 that drives and controls the opening / closing member 45b1 and the guide member 45c1, a special electric accessory solenoid 46b that controls the operation of the opening / closing door 46a, a distributing device 47, a special symbol 1 display device 51a, a special symbol 2 display device 51b, a normal symbol display device 52, a 7-segment display device 53a, a round lamp 53b, and a right hitting notification lamp 53c.

[0038] When the main control board 60 configured as described above receives a signal from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a1, or the normal symbol start port switch 47a, it conducts a lottery. Depending on the win / loss information which is the result of the lottery, it determines the variation pattern of the special symbol, the stop symbol, or the display content of the normal symbol, and transmits the determined information to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. As a result, the lottery result is displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Further, the main control board 60, that is, the main control CPU 600a generates an effect control command DI_CMD including the determined information and transmits it to the sub-control board 80. When the main control board 60, that is, the main control CPU 600a receives signals from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, it determines how many game balls are to be paid out to the player, and transmits a payout control command PAY_CMD including the determined information to the payout / firing control board 70, whereby the payout / firing control board 70 pays out game balls to the player.

[0039] Also, as a result of the lottery, when winning the lottery for the normal symbol, the normal electric accessory solenoid 45b2 is driven and controlled so that the opening / closing member 45b1 is in the open state and the guiding member 45c1 is in the guiding state for a predetermined time. When winning the lottery for the special symbol, the special electric accessory solenoid 46b is controlled to open the big winning port (not shown).

[0040] In a one-type / two-type mixed type gaming machine, when in a small win gaming state, it is controlled so that the opening / closing door 46a repeatedly opens and closes the big winning port (not shown). When a game ball enters the big winning port (not shown), the sorting device 47 is controlled so that the game ball is sorted into the V area 47a.

[0041] The other party, the main control board 60, that is, the main control CPU 600a, measures the number of prize balls every time it receives signals from the special symbol 1 start port switch 44a, the special symbol 2 start port switch 45a, the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the big winning port switch 46c, and measures the total number of discharged game balls every time it receives a signal from the out port switch 50a. Then, the main control board 60, that is, the main control CPU 600a, based on the measured number of prize balls and the total number of discharged game balls, outputs the content (performance display) regarding the ratio of how many prize balls were awarded during low probability times, etc. to the measurement / setting display device 610. As a result, the content (performance display) regarding the ratio of how many prize balls were awarded during low probability times, etc. is displayed on the measurement / setting display device 610.

[0042] Furthermore, the measurement / setting display device 610 can display the setting content of the probability of generating a game state advantageous to the player in, for example, 6 levels from "1" to "6". Thus, when changing such setting content, a dedicated key is inserted into the setting key switch 630, and when it is turned on, the setting content of the probability of generating a game state advantageous to the player can be set and changed in 6 levels from "1" to "6" by the RAM clear switch 620 (for example, setting "6" has the highest probability of generating a game state advantageous to the player, and setting "1" has the lowest probability of generating a game state advantageous to the player). Then, the setting change content is displayed on the measurement / setting display device 610, and when the setting change content is confirmed, the dot on the lower right side of the 7-segment display lights up, indicating that the setting content has been confirmed.

[0043] On the other hand, the RAM clear switch 620 is such that when it is pressed other than when a dedicated key is inserted into the setting key switch 630 and it is turned on, only a part of the memory area of the main control RAM 600c is cleared instead of clearing all of the memory area.

[0044] <Explanation regarding the payout / firing control board> The payout and launch control board 70 receives the payout control command PAY_CMD from the main control board 60 (main control CPU 600a), and generates a payout motor signal based on the received payout control command PAY_CMD. Then, it controls the payout motor M with the generated payout motor signal to pay out game balls to the player. Further, the payout and launch control board 70 performs a process of starting or stopping the operation of launching game balls in response to the player's operation based on a bonus ball count signal indicating the payout operation of the game balls and a status signal related to an abnormality in the payout operation.

[0045] On the other hand, a touch sensor is provided at the peripheral edge of the launch handle 16 shown in FIG. 1. When the player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout and launch control board 70 as shown in FIG. 4. In response to this, the payout and launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). Then, the main control board 60 (main control CPU 600a) transmits the detection signal to the sub-control board 80 as an effect control command DI_CMD. As a result, it becomes possible to transmit information on whether the player has touched the handle 16 to play the game to the sub-control board 80.

[0046] <Explanation regarding the sub-control board> The sub-control board 80 is equipped with a sub one-chip microcomputer 800 composed of a sub-control CPU 800a that receives the effect control command DI_CMD from the main control board 60 (main control CPU 600a) and executes and controls various effects, and also controls the display image displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores a control program and the like describing the effect control procedure, and a sub-control RAM 800c that functions as a work area, buffer memory, etc.

[0047] Furthermore, the sub-control board 80 includes an audio LSI 801 that generates desired BGM, sound effects, etc., an audio RAM 802 that functions as a work area, buffer memory, etc., a VDP 803 that generates image data to be displayed on the liquid crystal display device 41 based on instructions from the sub-one-chip microcomputer 800, a work area for decompressing video compressed data, and a DDR2 SDRAM 804 composed of a frame buffer area for temporarily storing the image data to be displayed on the liquid crystal display device 41. It is also equipped with a game ROM 805 in which still image compression data, CG data of video compression data, and audio data such as BGM and sound effects are pre-stored. Note that a still image is a so-called sprite image, which represents a single image such as text data like characters, background images, or special symbols. Also, a video means a collection of multiple (multiple frames) still images that change continuously, and a smooth motion is reproduced by continuously drawing multiple still images on the liquid crystal display device 41.

[0048] Connected to the sub-control board 80 configured as described above is a decorative lamp board 90 equipped with decorative lamps such as full-color LED lamps that exhibit a lamp lighting effect. Furthermore, a push-button type effect button device 13 that can change the effect by being pressed by the player when a built-in lamp (not shown) is lit is connected, and a speaker 17 that emits BGM, sound effects, etc. is connected. And further, a movable accessory device 43 that performs a predetermined effect operation as the game progresses is connected to the sub-control board 80, an identification lamp device 51A for notifying the player of the information on whether the special symbol 1 and the special symbol 2 are in the process of changing or are a hit or a miss is connected, a setting button 15 that enables various settings is connected, and the liquid crystal display device 41 is connected.

[0049] Thus, the sub-control board 80 configured as described above receives, by the sub-control CPU 800a, an effect control command DI_CMD including basic information necessary for a special symbol variation pattern, the current game state, the number of start-retained balls, a decorative symbol to be stopped based on a lottery result, etc., based on the lottery result transmitted from the main control board 60 (main control CPU 600a). Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal for instructing execution of the determined effect pattern.

[0050] The sub-control CPU 800a transmits, to the sound LSI 801, a control signal related to sound among the control signals for instructing execution of the effect pattern stored in the sub-control RAM 800c. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802 and outputs it to the speaker 17. As a result, BGM and sound effects corresponding to the determined effect pattern are emitted from the speaker 17.

[0051] Also, the sub-control CPU 800a transmits, to the decoration lamp board 90, a control signal related to light among the control signals for instructing execution of the effect pattern stored in the sub-control RAM 800c. As a result, the decoration lamp board 90 controls lighting or extinguishing of decoration lamps such as full-color LED lamps that exhibit a lamp effect, and thus a lamp effect corresponding to the determined effect pattern is executed.

[0052] Then, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a command list related to images to the VDP 803. As a result, the VDP 803 generates image data so as to display an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, whereby an image corresponding to the determined production pattern is displayed on the liquid crystal display device 41. Note that the image data displayed on the liquid crystal display device 41 is updated every frame. In order for the sub one-chip microcomputer 800 (sub-control CPU 800a) to recognize that the display operation for one frame has ended, the VSYNC (vertical synchronization signal) shown in FIG. 4 is transmitted from the VDP 803 to the sub-control CPU 800a as an interrupt signal. Thereby, the sub-control CPU 800a can recognize that the image data for one frame has been displayed on the liquid crystal display device 41. Note that this VSYNC interrupt signal is generated, for example, every 33 ms.

[0053] Furthermore, among the control signals for instructing the execution of the production patterns stored in the sub-control RAM 800c, the sub-control CPU 800a transmits a control signal related to the movable accessory to the movable accessory device 43. As a result, the movable accessory device 43 moves corresponding to the determined production pattern.

[0054] <Description of the power supply board> By the way, the power supply to each of the above-described boards is supplied from the power supply board 130 shown in FIG. 4. This power supply board 130 includes a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage AC24V, which is an external power supply supplied from a transformer (not shown) installed in the game arcade, and generates a plurality of types of DC voltages. The generated DC voltages are supplied to each board (not shown).

[0055] In addition, the voltage monitoring unit 1310 monitors the voltage of the above AC voltage AC24V, and outputs a voltage abnormality signal ALARM to the main control board 60 when a voltage abnormality is detected due to the interruption of this voltage or the occurrence of a power failure. Note that the voltage abnormality signal ALARM outputs a signal at the "L" level during a voltage abnormality and a signal at the "H" level during normal operation.

[0056] On the other hand, the system reset generation unit 1320 generates a system reset signal RST at power-on, and the generated system reset signal RST is output to each board.

[0057] <Explanation of Advantageous Games> Next, the advantageous games will be specifically described with reference to FIGS. 5 to 16.

[0058] <Explanation of Conventional Games> Conventional games were classified as shown in FIG. 5(a). That is, in the normal game state, the jackpot lottery probability is in a low probability state and there is no electric support. Also, in the potential probability game state, the jackpot lottery probability is in a high probability state and there is no electric support. Further, in the time-saving game state, the jackpot lottery probability is in a low probability state and there is electric support. And furthermore, in the probability variation game state, the jackpot lottery probability is in a high probability state and there is electric support. Note that "electric support" refers to electric chute support. Under the electric chute (ordinary electric accessory) support state, the time during which the opening and closing member 45b1 is in the open state and the guide member 45c1 is in the guiding state is extended. As a result, the winning rate for the special symbol 2 start port 45a increases, and the winning frequency per unit time increases. Thus, compared to the case where it is not in the electric chute support state, it becomes a game state advantageous to the player.

[0059] Here, to explain the details of the control in the time-saving game state and the probability-variable game state, as shown in Fig. 5(b), in the time-saving game state and the probability-variable game state, the probability of winning the normal symbol lottery is in a high-probability state, the variation time of the normal symbol is in a shortened state, the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in an open state, and the time when the guide member 45c1 is in a guiding state is in an extended state. Note that the probability of winning the normal symbol lottery is 250 / 251 in the high-probability state and 1 / 251 in the low-probability state. Also, the variation time of the normal symbol is 20 seconds in the non-shortened state and 2 seconds in the shortened state. Furthermore, the time when the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in an open state and the guide member 45c1 is in a guiding state is 80 ms in the non-extended state and 4000 ms in the extended state. Note that in the case of 80 ms in the non-extended state, even if the opening / closing member 45b1 is in an open state and the guide member 45c1 is in a guiding state, before the game ball enters the special symbol 2 start port 45a, the opening / closing member 45b1 becomes a closed state and the guide member 45c1 becomes a non-guiding state, so it is impossible to let the game ball enter the special symbol 2 start port 45a. Therefore, it is impossible to let the game ball enter the special symbol 2 start port 45a unless it is in the 4000 ms extended state.

[0060] By the way, in the case of the normal game state, the probability of winning the normal symbol lottery is in a low-probability state, the variation time of the normal symbol is in a non-shortened state, the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in an open state, and the time when the guide member 45c1 is in a guiding state is in a non-extended state.

[0061] <Explanation of Control in Advantageous Game State> Therefore, in this embodiment, by combining three factors: the probability of winning the normal symbol lottery, the variation time of the normal symbol, and the time when the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in an open state and the guide member 45c1 is in a guiding state, a state more advantageous than the normal game state is created.

[0062] That is, as shown in FIG. 5(b), in the advantageous gaming state 1, the probability of winning the normal symbol lottery is in the low-probability state, the variation time of the normal symbol is in the shortened state, the opening / closing member 45b1 of the electric chute (normal electric accessory) is in the open state, and the time during which the guide member 45c1 is in the guiding state is in the non-extended state. Therefore, although it looks the same as the normal gaming state, since the variation time of the normal symbol is in the shortened state, it is a gaming state more advantageous than the normal gaming state.

[0063] On the other hand, as shown in FIG. 5(b), in the advantageous gaming state 2, the probability of winning the normal symbol lottery is in the low-probability state, the variation time of the normal symbol is in the shortened state, the opening / closing member 45b1 of the electric chute (normal electric accessory) is in the open state, and the time during which the guide member 45c1 is in the guiding state is in the extended state. Therefore, it is in a so-called state with electric support. Hence, it is a gaming state more advantageous than the normal gaming state.

[0064] Also on the other hand, as shown in FIG. 5(b), in the advantageous gaming state 3, the probability of winning the normal symbol lottery is in the high-probability state, the variation time of the normal symbol is in the shortened state, the opening / closing member 45b1 of the electric chute (normal electric accessory) is in the open state, and the time during which the guide member 45c1 is in the guiding state is in the extended state. Therefore, it is in a so-called state with electric support. Hence, it is a gaming state more advantageous than the normal gaming state.

[0065] By the way, the advantageous gaming states 1 to 3 described above can be further divided in more detail. That is, the advantageous gaming states 1 to 3 described above can be further divided in more detail depending on whether or not the time during which the opening / closing member 45b1 of the electric chute (normal electric accessory) is in the open state and the guide member 45c1 is in the guiding state is in the extended state. To explain in more detail, in the special symbol, depending on the type of the winning special symbol, a plurality of types of big wins such as 2R big win, 4R big win, and big win with shortened time can be provided. And also in the normal symbol, similar to the special symbol, a plurality of types of wins can be provided.

[0066] Therefore, in the present embodiment, depending on the combination of the type of winning of the normal symbol and which advantageous gaming state it is, whether to extend the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state, the advantageous gaming states 1 to 3 described above are further divided in more detail. To explain using a specific example, as shown in FIG. 5(c), when the main control CPU 600a wins the lottery of the normal symbol, it selects normal symbol win 1 with a probability of 30 / 100 and normal symbol win 2 with a probability of 70 / 100. And at this time, as shown in FIG. 5(c), in the normal gaming state, in either case of normal symbol win 1 or 2, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is in the non-extended state. On the other hand, as shown in FIG. 5(c), in the advantageous gaming state 2A obtained by further dividing the advantageous gaming state 2 in more detail, in the case of normal symbol win 1, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is in the extended state, and in the case of normal symbol win 2, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is in the non-extended state. Also on the other hand, as shown in FIG. 5(c), in the advantageous gaming state 2B obtained by further dividing the advantageous gaming state 2 in more detail, in either case of normal symbol win 1 or 2, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is in the extended state. Incidentally, in the advantageous gaming state 1, in either case of normal symbol win 1 or 2, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is in the non-extended state.

[0067] Thus, in this way, depending on whether to extend the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state, the advantageous gaming states 1 to 3 described above can be further divided in more detail.

[0068] <Explanation of special short-term symbols> Incidentally, it is known that, separately from the lottery of the special symbol, a lottery for a special short-time symbol can be conducted. Winning the lottery for this special short-time symbol puts the game into a short-time game state. Also, when winning the lottery for this special short-time symbol, similar to the special symbol, it is possible to have multiple types of winning results. By utilizing this, it is possible to shift the game state to the advantageous game states 1 to 3 described above. To explain using specific examples, as shown in Fig. 6(a), when winning the special short-time symbol 1, the game shifts to the advantageous game state 1, and 10,000 short-time counts are granted. And, as shown in Fig. 6(a), when winning the special short-time symbol 2, the game shifts to the advantageous game state 2A, and 50 short-time counts are granted. And further, as shown in Fig. 6(a), when winning the special short-time symbol 3, the game shifts to the advantageous game state 2B, and 100 short-time counts are granted.

[0069] Thus, in this way, according to the type of winning of the special short-time symbol, it is possible to shift the game state to the advantageous game states 1 to 3 described above. Note that the shift of the game state to the advantageous game states 1 to 3 is only one type for one special short-time symbol.

[0070] Incidentally, for the lottery of the special short-time symbol, in the game state, it is possible to set whether to conduct the lottery or not. For example, in the normal game state without electric support and the potential-win game state shown in Fig. 5(a), the lottery for the special short-time symbol is conducted, and in the short-time game state with electric support and the certain-win game state shown in Fig. 5(a), it can be set not to conduct the lottery for the special short-time symbol.

[0071] <Explanation of what can be done / what cannot be done when there are multiple advantageous game states> By the way, when there are a plurality of advantageous gaming states as described above, the advantageous gaming state that can be transitioned to is only one predetermined advantageous gaming state for one symbol (including special symbols, ordinary symbols, etc.). In this regard, using the specific example of Fig. 6(b) for explanation, when winning on the jackpot symbol 1, regardless of whether the gaming state at the time of jackpot is the normal gaming state / potential winning gaming state, advantageous gaming state 1 / advantageous gaming state 2, it is configured to transition to advantageous gaming state 1. That is, in this case, since only one predetermined advantageous gaming state is transitioned to for one symbol, such a transition is possible.

[0072] Also, when winning on the jackpot symbol 2, regardless of whether the gaming state at the time of jackpot is the normal gaming state / potential winning gaming state, advantageous gaming state 1 / advantageous gaming state 2, it is configured to transition to advantageous gaming state 2A. That is, in this case, since only one predetermined advantageous gaming state is transitioned to for one symbol, such a transition is possible.

[0073] Furthermore, when winning on the jackpot symbol 3, regardless of whether the gaming state at the time of jackpot is the normal gaming state / potential winning gaming state, advantageous gaming state 1 / advantageous gaming state 2, it is configured to transition to advantageous gaming state 2B. However, when the gaming state at the time of jackpot is the normal gaming state / potential winning gaming state, the number of continuous rotations for which advantageous gaming state 2B continues is 50 rotations, and when the gaming state at the time of jackpot is advantageous gaming state 1 / advantageous gaming state 2, the number of continuous rotations for which advantageous gaming state 2B continues is 100 rotations. In this case, although the number of continuous rotations of advantageous gaming state 2B is different, since only one predetermined advantageous gaming state is transitioned to for one symbol, such a transition is possible.

[0074] On the other hand, when winning on the jackpot symbol 4, when the gaming state at the time of jackpot is the normal gaming state / potential winning gaming state, it is configured to transition to advantageous gaming state 1, and when the gaming state at the time of jackpot is advantageous gaming state 1 / advantageous gaming state 2, it is configured to transition to advantageous gaming state 2A. However, in this case, since it transitions to a plurality of advantageous gaming states for one symbol, such a transition is impossible.

[0075] Thus, when there are a plurality of advantageous gaming states, the advantageous gaming state that can be shifted to is only one predetermined advantageous gaming state for one symbol (including special symbols, normal symbols, etc.).

[0076] <Explanation of the gaming performance using a plurality of advantageous gaming states (Part 1)> Here, based on the content described above, a specification with a gaming performance different from the conventional one will be described.

[0077] In conventional games, in a one - or two - type mixed gaming machine, in the normal gaming state (the state where the player makes a left - hand strike), after winning a jackpot by the variation of a special symbol 1, when the player enters an advantageous gaming state (the state where the player makes a right - hand strike), a game ball is made to enter the special symbol 2 start port 45a. Then, when a game ball wins a prize at the special symbol 2 start port 45a and the special symbol 2 varies, and when winning a minor hit by the lottery of the special symbol 2, a big winning port (not shown) is opened, and when the game ball that has entered the big winning port (not shown) passes through the V region 47a, it becomes a jackpot gaming state. At this time, since the opening and closing member 45b1 of the electric chewing (ordinary electric accessory) is always in an open state and the guiding member 45c1 is always in a guiding state for an extended time, whether or not winning a minor hit by the lottery of the special symbol 2 is the specification of the conventional game.

[0078] Therefore, in the present embodiment, while deriving the specifications of the above-described conventional game to a specification such that a small win is almost won in the lottery of the special symbol 2, using the plurality of advantageous game states, it is set as a specification as to whether or not the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state is extended. That is, in the present embodiment, different from the conventional game, it is not the game property of winning a small win in the lottery of the special symbol 2, but when a normal symbol win occurs, depending on the type of the normal symbol and the advantageous game state, it is the game property as to whether or not the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state is extended. This point will be described in detail using a specific example.

[0079] As shown in FIG. 7, first, the player uses the firing handle 16 to hit a game ball to the left side of the game area 40 of the game board 4, performs a left hit, and a game is played to determine whether or not the special symbol 1 is won. More specifically, as shown in FIG. 7(a), on the liquid crystal display device 41, a stopped decorative symbol is displayed (see image P1), a stopped resident symbol (see image P2) is displayed, and the number of first start-retained balls is displayed (see image P3). Specifically, as shown in the image P1 of the liquid crystal display device 41, the decorative symbol is largely displayed in the center of the screen, and is composed of a left decorative symbol (see image P1a), a middle decorative symbol (see image P1b), and a right decorative symbol (see image P1c). In the drawing, it is shown in a non-winning state of a reach where the left decorative symbol (image P1a) stops at "7", the middle decorative symbol (see image P1b) stops at "6", and the right decorative symbol (image P1c) stops at "7".

[0080] In addition, the resident symbol is displayed small at the upper left corner of the screen as shown in the image P2 of the liquid crystal display device 41 shown in Fig. 7(a). This resident symbol is a reduced version of the number indicated by the variably displayed decorative symbol, and in principle, it is variably displayed in synchronization with the decorative symbol. Specifically, the resident symbol is composed of a left resident symbol (see image P2a), a middle resident symbol (see image P2b), and a right resident symbol (see image P2c). This left resident symbol (see image P2a) corresponds to the left decorative symbol (see image P1a) and stops at "7" in the illustration. The middle resident symbol (see image P2b) corresponds to the middle decorative symbol (see image P1b) and stops at "6" in the illustration. Furthermore, the right resident symbol (see image P2c) corresponds to the right decorative symbol (see image P1c) and stops at "7" in the illustration.

[0081] Furthermore, the first starting hold ball number is the number of valid winning balls detected by the special symbol 1 starting port switch 44a (see Fig. 4), and it is displayed small slightly below the center of the screen as shown in the image P3 of the liquid crystal display device 41 shown in Fig. 7(a). Specifically, in Fig. 7(a), a state where two first starting hold ball numbers are held is displayed.

[0082] Thus, in the state where the display as shown in Fig. 7(a) is being displayed on the liquid crystal display device 41, when one of the two first starting hold ball numbers held (see the image P3a shown in Fig. 7(b)) is subtracted (in the illustration, it is displayed larger than the other first starting hold balls as a variation display indicating that the variation of the special symbol 1 corresponding to the subtracted first starting hold ball is taking place), as shown in Fig. 7(b), the decorative symbol fluctuates at high speed (see image P1), and furthermore, the resident symbol fluctuates at high speed (see image P2), and the resulting display will be shown on the liquid crystal display device 41.

[0083] At this time, when winning the special symbol 1, as shown in FIG. 7(c), the decorative symbol stops (see image P1, shown as "777" in the illustration), and further, the resident symbol stops (see image P2, shown as "777" in the illustration), and the result is displayed on the liquid crystal display device 41, entering the big win gaming state. Then, when entering the big win gaming state, the characters "Big Win!" (see image P4) are displayed in the center of the screen of the liquid crystal display device 41, and the characters "Right Hit" (see image P5), which are small and prompt the player to hit right (the player uses the launch handle 16 to hit the game ball to the right side of the game area 40 of the game board 4), are displayed at the upper right end of the screen.

[0084] Next, after the big win game, when entering the so-called RUSH state, which transitions to the short time game state or the probability variable game state, as shown in FIG. 8(a), the characters "RUSH Enter!" (see image P6) are displayed in the center of the screen of the liquid crystal display device 41, and the characters "Right Hit" (see image P5), which are small and prompt the player to hit right, are displayed at the upper right end of the screen. Then, after that, a game is conducted to determine whether or not to win the normal symbol in which the opening and closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the time during which the guide member 45c1 is in the guiding state is in the extended state.

[0085] Specifically, as shown in FIG. 8(b), on the liquid crystal display device 41, while the characters "Right Hit" (see image P5) which are small and prompt the player to hit right are displayed at the upper right corner of the screen, the stopped decorative symbol is displayed (see image P7), and the stopped resident symbol (see image P8) is displayed. Specifically, this decorative symbol corresponds to the normal symbol. As shown in image P7 of the liquid crystal display device 41, it is displayed large in the center of the screen and is composed of a left decorative symbol (see image P7a), a middle decorative symbol (see image P7b), and a right decorative symbol (see image P7c). In the illustration, the left decorative symbol (image P7a) stops at "7", the middle decorative symbol (see image P7b) stops at "6", and the right decorative symbol (image P7c) stops in a state of a near miss where it stops at "7". This is because "777" shown in FIG. 7(c) is a decorative symbol of the special symbol 1 and will not be displayed after transitioning to the RUSH state after a big win game. Therefore, in FIG. 8(b), the decorative symbol of the normal symbol stopped in a near miss state is displayed. In the present embodiment, the decorative symbol of the normal symbol shown is an example of a near miss state, but it is not limited thereto, and it may be a scattered state or all the symbols may be the same. This is because it may be displayed according to the lottery result of the normal symbol stopped last time.

[0086] Also, the resident symbol is displayed small at the lower right corner of the screen as shown in image P8 of the liquid crystal display device 41 shown in FIG. 8(b). This resident symbol is a reduced version of the number indicated by the decorative symbol corresponding to the normally variably displayed symbol, and in principle, it variably displays in synchronization with this decorative symbol. Specifically, the resident symbol is composed of a left resident symbol (see image P8a), a middle resident symbol (see image P8b), and a right resident symbol (see image P8c). This left resident symbol (see image P8a) corresponds to the left decorative symbol (see image P7a) and stops at "7" in the illustration. And the middle resident symbol (see image P78b) corresponds to the middle decorative symbol (see image P7b) and stops at "6" in the illustration. And furthermore, the right resident symbol (see image P8c) corresponds to the right decorative symbol (see image 7c) and stops at "7" in the illustration.

[0087] Thus, when the normal symbol start opening switch 48a (see FIG. 4) detects the passage of a game ball while the display as shown in FIG. 8(b) is being displayed on the liquid crystal display device 41, as shown in FIG. 8(c), the decorative symbol fluctuates at high speed (see image P7), and further, the stationary symbol that has fluctuated at high speed (see image P8) is displayed on the liquid crystal display device 41. At this time, as shown in FIG. 7, out of the two first start hold ball numbers, one first start hold ball number is subtracted and consumed, but the remaining one first start hold ball number remains. In this case, as shown in FIG. 8(c), the fluctuation of the stationary symbol corresponding to the special symbol 1 (see image P2) is also carried out. At this time, since the decorative symbol corresponding to the normal symbol is being displayed on the liquid crystal display device 41 as shown in FIG. 8(c), the decorative symbol corresponding to the special symbol 1 is not displayed, and only the fluctuation of the stationary symbol corresponding to the special symbol 1 (see image P2) is displayed on the liquid crystal display device 41. Note that, as shown in FIG. 8(c), the character "Right Hit" (see image P5), which is small and prompts the player to hit right, remains displayed at the upper right end of the screen on the liquid crystal display device 41.

[0088] Next, when the variation of the resident symbol corresponding to the special symbol 1 (see image P2) stops, as shown in FIG. 8(d), on the liquid crystal display device 41, the resident symbol corresponding to the stopped special symbol 1 is displayed (see image P2, shown as "543" in the drawing). At this time, the variation of the special symbol 1 becomes a short-time variation and stops without performing a game effect. Also at this time, even if the resident symbol corresponding to the special symbol 1 stops, it has no effect on the variation of the normal symbol, and the variation continues. As shown in FIG. 8(d), on the liquid crystal display device 41, the character "Right Hit" (see image P5), which is small and prompts the player to hit right, remains displayed at the upper right end of the screen. Also, if the number of first start-retained balls is not retained, as shown in FIG. 8(e), the resident symbol corresponding to the special symbol 1 is not displayed, or is displayed to such an extent that the player cannot recognize it. This is because if it is displayed as it is or to such an extent that the player can recognize it, although the decorative symbol of the normal symbol is varying, the stopped symbol, which is the resident symbol of the special symbol, will be displayed, resulting in a mixed display of the varying symbol and the stopped symbol, which may give the player a misunderstanding that it is not varying and may lead to a decrease in the interest of the game.

[0089] Next, if the currently varying normal symbol is not a winning symbol, as shown in FIG. 8(e), the decorative symbol stops (see image P7, shown as "767" in the drawing), and further, what has stopped (see image P8, shown as "767") the resident symbol is displayed on the liquid crystal display device 41 and is displayed as a losing symbol. As shown in FIG. 8(e), on the liquid crystal display device 41, the character "Right Hit" (see image P5), which is small and prompts the player to hit right, remains displayed at the upper right end of the screen. Although not shown in the drawing, similar to the special symbol, the normal symbol can also store, with an upper limit of a predetermined number (for example, 4), the number of valid winning balls detected by the normal symbol start port switch 48a (see FIG. 4), that is, the normal symbol start-retained ball number. Thus, the normal symbol start-retained ball number may be displayed on the liquid crystal display device 41.

[0090] Next, when the normal symbol start port switch 48a (see FIG. 4) detects the passage of the game ball again, as shown in FIG. 8(f), the decorative symbol fluctuates rapidly (see image P7), and further, the stationary symbol that has fluctuated rapidly (see image P8) is displayed on the liquid crystal display device 41. As shown in FIG. 8(f), on the liquid crystal display device 41, the character "Right Hit" (see image P5) that is small and prompts the player to hit right is still displayed at the upper right end of the screen.

[0091] At this time, when winning a normal symbol in which the opening and closing member 45b1 of the electric chew (ordinary electric accessory) is in an open state and the guiding member 45c1 is in a guiding state for an extended time, as shown in FIG. 8(g), the decorative symbol stops (see image P7, shown as "777" in the drawing), and further, the stationary symbol that has stopped (see image P8, shown as "777" in the drawing) is displayed on the liquid crystal display device 41. As shown in FIG. 8(g), on the liquid crystal display device 41, the character "Right Hit" (see image P5) that is small and prompts the player to hit right is still displayed at the upper right end of the screen.

[0092] Thus, when a screen as shown in FIG. 8(g) is displayed on the liquid crystal display device 41, while the character "Right Hit" (see image P5) that prompts the player to hit right is still displayed, as shown in FIG. 8(h), the liquid crystal display device 41 displays a prompt (see image P9) for the player to win a game ball into the special symbol 2 start port 45a and vary the special symbol 2. Thereby, when the player uses the firing handle 16 to win a game ball into the special symbol 2 start port 45a, as shown in FIG. 8(i), on the liquid crystal display device 41, while image P9 is still displayed, a stationary symbol corresponding to the special symbol 2 (see image P10) that has fluctuated rapidly is displayed small at the right end of the screen. As shown in FIG. 8(i), on the liquid crystal display device 41, the character "Right Hit" (see image P5) that is small and prompts the player to hit right is still displayed at the upper right end of the screen.

[0093] Incidentally, in the present embodiment, since the lottery for the special symbol 2 is designed to almost win a minor prize, no variable effects such as a preview effect are performed. When the variable time ends, as shown in FIG. 8(j), on the liquid crystal display device 41, the resident symbol corresponding to the special symbol 2 that has been variably displayed (see the image P10) is stopped and displayed (see the image P10, "333" in the drawing). As shown in FIG. 8(j), on the liquid crystal display device 41, the image P9 and the character "Right Hit" (see the image P5) that is small and prompts the player to hit right are still displayed at the upper right end of the screen.

[0094] Next, when winning a minor prize in the lottery for the special symbol 2, with the character "Right Hit" (see the image P5) that prompts the player to hit right still displayed, on the liquid crystal display device 41, as shown in FIG. 8(k), a display (see the image P11) that prompts the player to insert a game ball into the big winning opening (not shown) and win in the V area 47a is shown. Thereby, when the player uses the launch handle 16 to insert a game ball into the big winning opening (not shown) and win in the V area 47a, as shown in FIG. 8(l), on the liquid crystal display device 41, the character "V Hit!" (see the image P12) is displayed in the center of the screen, and a big win game state is entered. As shown in FIG. 8(l), on the liquid crystal display device 41, the character "Right Hit" (see the image P5) that is small and prompts the player to hit right is still displayed at the upper right end of the screen.

[0095] On the other hand, when not winning on the normal symbol where the opening and closing member 45b1 of the electric chew (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state for an extended time, and it becomes the last rotation of the time-saving game, as shown in FIG. 9(a), on the liquid crystal display device 41, a display "Remaining 0" (see the image P20) that is small and indicates that it is the last rotation of the time-saving game is shown at the upper left end of the screen. At this time, as shown in FIG. 9(a), on the liquid crystal display device 41, the decorative symbol corresponding to the normal symbol fluctuates at high speed (see the image P7), and further, a display in which the resident symbol corresponding to the normal symbol fluctuates at high speed (see the image P8) is shown. Also, at this time, as shown in FIG. 9(a), the character "Right Hit" (see the image P5) that is small and prompts the player to hit right is also displayed at the upper right end of the screen.

[0096] Next, if the player fails to win the normal symbol in the end, as shown in FIG. 9(b), the decorative symbol stops (see image P7, shown as "767" in the illustration), and further, the resident symbol that has stopped (see image P8, shown as "767" in the illustration) is displayed on the liquid crystal display device 41, and a losing display is shown. As shown in FIG. 9(b), on the liquid crystal display device 41, at the upper left end of the screen, a display of "Remaining 0" (see image P20) indicating that it is the last rotation of the time-saving game is shown in a small size, and further, at the upper right end of the screen, the character "Hit Right" (see image P5) prompting the player to hit right remains displayed in a small size.

[0097] Next, when the last rotation of the time-saving game ends, as shown in FIG. 9(c), the character "RUSH End" (see image P21) is displayed in the center of the screen on the liquid crystal display device 41. Then, after that, as shown in FIG. 9(d), on the liquid crystal display device 41, the character "Hit Left" (see image P22) prompting the player to hit left is displayed so as to hide the character "RUSH End" (see image P21) in the center of the screen.

[0098] By the way, at this time, if the start hold ball of the normal symbol is being held, the start hold ball of the normal symbol being held performs the variation of the normal symbol in the same way as during the time-saving game. Therefore, as shown in FIGS. 9(c) and (d), only the resident symbol corresponding to the normal symbol is displayed (see image P8). At this time, the game state is the normal game state, that is, the opening / closing member 45b1 of the electric chew (ordinary electric accessory) is in the open state, and the guiding member 45c1 is in the guiding state, and the time is not extended. Therefore, even if the player wins the normal symbol, the opening / closing member 45b1 of the electric chew (ordinary electric accessory) will not be in the extended open state, and the guiding member 45c1 will not be in the extended guiding state. Therefore, as shown in FIGS. 9(c) and (d), only the resident symbol corresponding to the normal symbol is displayed (see image P8) without performing the variation effect of the normal symbol. If the number of start hold balls of the normal symbol is being displayed on the liquid crystal display device 41 during the time-saving game, it will become non-displayed when the character display of "RUSH End" is shown.

[0099] Thus, a game is played to determine whether or not the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is extended in this way.

[0100] By the way, in order to realize such a game, a sorting table as shown in FIG. 10 can be used. In the normal symbol win / loss lottery shown in FIG. 10(a), when winning with a winning probability of 1 / 60, the main control CPU 600a selects ordinary symbol win 1 with a probability of 30 / 100 and ordinary symbol win 2 with a probability of 70 / 100 as shown in FIG. 10(a). And at this time, as shown in FIG. 10(a), in the normal game state, in either case of ordinary symbol win 1 or 2, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is not extended. Therefore, the probability that the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is extended is "0".

[0101] On the other hand, as shown in FIG. 10(a), in the advantageous game state 2A, when it is ordinary symbol win 1, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is extended, and when it is ordinary symbol win 2, the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is not extended. Therefore, the probability that the time during which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state is extended is 1 / 60 (winning probability of the normal symbol) × 30 / 100 (probability that ordinary symbol win 1 is selected) = 1 / 200.

[0102] On the other hand, as shown in Fig. 10(a), in the advantageous gaming state 2B, in either case of winning in the normal winning combination, the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state, and the time during which the guide member 45c1 is in the guiding state is in an extended state. Therefore, the probability that the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the time during which the guide member 45c1 is in the guiding state is in an extended state is 1 / 60 (because it is only necessary to win in the normal symbol).

[0103] As described with reference to Figs. 7 to 9, in this embodiment, since the lottery of the special symbol 2 is designed to almost win in the small win, if the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the time during which the guide member 45c1 is in the guiding state is in an extended state, it is almost certain that it will be a big win game. Therefore, the probability that the normal winning symbol in which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the time during which the guide member 45c1 is in the guiding state is in an extended state is selected becomes the de facto big win probability.

[0104] In the sorting table shown in Fig. 10(b), in the winning / losing lottery of the special symbol 1 with no small win and a big win probability of 1 / 199, when winning the big win, as shown in Fig. 10(b), the main control CPU 600a selects the big win 1 with a probability of 50 / 100 and selects the big win 2 with a probability of 50 / 100. At this time, as shown in Fig. 10(b), in the case of the big win 1, it becomes a 3R big win, and as the number of fluctuations of the normal symbol, 50 times of time shortening is given. Further, at this time, in the normal gaming state, it shifts to the advantageous gaming state 2A, and in the advantageous gaming state 2A or the advantageous gaming state 2B, it shifts to the advantageous gaming state 2A.

[0105] Incidentally, in the advantageous gaming state 2A, as described with reference to FIG. 10(a), the probability of selecting a normal winning symbol in which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state for an extended time is 1 / 200. Since this probability is also virtually the probability of a big win, in the case of a big win 1, it becomes almost the same state as the low-probability short gaming state.

[0106] On the other hand, as shown in FIG. 10(b), in the case of a big win 2, it becomes a 3R big win, and 100 times of time shortening is given as the number of variations of the normal symbol. Further, at this time, in the normal gaming state, it shifts to the advantageous gaming state 2B, and in the advantageous gaming state 2A or the advantageous gaming state 2B, it shifts to the advantageous gaming state 2B.

[0107] Incidentally, in the advantageous gaming state 2B, as described with reference to FIG. 10(a), the probability of selecting a normal winning symbol in which the opening / closing member 45b1 of the electric chute (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state for an extended time is 1 / 60. Since this is also virtually the probability of a big win, in the case of a big win 2, it becomes almost the same state as the high-probability short gaming state.

[0108] The distribution table shown in FIG. 10(c) is for the winning / losing lottery of the special symbol 2 with a big win probability of 1 / 199 and a small win probability of 198 / 199. When winning a big win, as shown in FIG. 10(c), the main control CPU 600a selects a big win 1 with a probability of 100 / 100. When winning a small win, as shown in FIG. 10(c), the main control CPU 600a selects a small win 1 with a probability of 50 / 100 and a small win 2 with a probability of 50 / 100. Thus, in this embodiment, it almost wins a small win in the lottery of the special symbol 2.

[0109] On the one hand, as shown in Fig. 10(c), in the case of a big win 1, it becomes a 10R big win, and 100 times are given as the number of short-time plays during which the game in the advantageous game state 2B is maintained. And at this time, in the normal game state, it shifts to the advantageous game state 2B, and in the advantageous game state 2A or the advantageous game state 2B, it shifts to the advantageous game state 2B.

[0110] On the other hand, as shown in Fig. 10(c), in the case of a small win 1, it becomes a 10R small win, and 100 times are given as the number of short-time plays during which the game in the advantageous game state 2B is maintained. And at this time, in the normal game state, it shifts to the advantageous game state 2B, and in the advantageous game state 2A or the advantageous game state 2B, it shifts to the advantageous game state 2B.

[0111] On the other hand, as shown in Fig. 10(c), in the case of a small win 2, it becomes a 3R small win, and 100 times are given as the number of short-time plays during which the game in the advantageous game state 2B is maintained. And at this time, in the normal game state, it shifts to the advantageous game state 2B, and in the advantageous game state 2A or the advantageous game state 2B, it shifts to the advantageous game state 2B.

[0112] By the way, in the advantageous game state 2B, as described with reference to Fig. 10(a), the probability that the opening / closing member 45b1 of the electric chuu (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state for an extended time is 1 / 60, which is also the probability of a virtual big win. Therefore, in any of the cases of big win 1, small win 1, and small win 2, it becomes a so-called probability-variable game state with 100 short-time plays.

[0113] Thus, by using the distribution table as shown in Fig. 10, the games described with reference to Figs. 7 to 9 are realized.

[0114] Also, by using such a distribution table, even in a type of gaming machine in which a probability-variable game state of special symbols and ordinary symbols cannot be set, it is possible to create a low-probability game state and a high-probability game state as the probabilities of obtaining a big win.

[0115] <Explanation of Gameplay Using Multiple Advantageous Game States (Part 2)> Next, an explanation will be given of a specification with a gameplay that has the potential to transition from the normal game state to the advantageous game state 2 by using the special short-time symbols described above.

[0116] First, as shown in FIG. 11, in the normal game state where the player is making a left strike, that is, in a state where the big win lottery probability is in a low probability state and there is no electric support, the special short-time symbol lottery is set to be performed. At this time, the variation time of the normal symbol is set to 5 seconds, and the time when the opening / closing member 45b1 of the electric chew (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state is set to 80 ms in the non-extended state.

[0117] Also, as shown in FIG. 11, in the advantageous game state 1 where the player is making a left strike, that is, in a state where the big win lottery probability is in a low probability state and there is no electric support, the special short-time symbol lottery is set not to be performed. At this time, the variation time of the normal symbol is set to 4.9 seconds, and it is set to a short-time state where it is shortened to a time that the player cannot distinguish, and the time when the opening / closing member 45b1 of the electric chew (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state is set to 80 ms in the non-extended state.

[0118] On the other hand, as shown in FIG. 11, in the advantageous game state 2 where the player is making a right strike, that is, in a state where the big win lottery probability is in a low probability state and there is electric support, the special short-time symbol lottery is set not to be performed. At this time, the variation time of the normal symbol is set to 4.9 seconds, and it is set to a short-time state where it is shortened to a time that the player cannot distinguish, and the time when the opening / closing member 45b1 of the electric chew (ordinary electric accessory) is in the open state and the guide member 45c1 is in the guiding state is set to 4000 ms in the extended state.

[0119] On the other hand, as shown in FIG. 11, in the advantageous gaming state 3 where the player is in the state of making a right strike, that is, in the state where the jackpot lottery probability is in the high probability state and there is an electric support, the special short-time symbol lottery is set not to be performed. At this time, the variation time of the normal symbol is set to 4.9 seconds, and it is set to a short-time state that is shortened to a time that the player cannot distinguish. The time when the opening / closing member 45b1 of the electric chew (normal electric accessory) is in the open state and the guide member 45c1 is in the guiding state is set to 4000 ms in the extended state.

[0120] Thus, after setting as described above, a specific example of the specification having a game property that may be able to shift from the normal gaming state to the advantageous gaming state 2 by using the special short-time symbol will be described below by dividing it into Pattern 1 and Pattern 2.

[0121] <Pattern 1: Gaming machine of a 1-type and 2-type mixed type> As shown in FIG. 12(d), in the present embodiment, as the special symbol 1 jackpot random value in the range of 0 to 65535, in the range of random values 0 to 10000, it is set as a miss, in the range of random values 10001 to 10329, it is set as a jackpot, in the range of random values 10330 to 20000, it is set as a miss, in the range of random values 20001 to 22184, it is set for each special short-time symbol, and in the range of random values 22185 to 65535, it is set as a miss. Therefore, the jackpot probability of the special symbol 1 is 1 / 199, and the probability for each special short-time symbol is 1 / 30.

[0122] Also, as shown in FIG. 12(d), in this embodiment, as a special symbol 2 jackpot random value in the range of 0 to 65535, in the range of random values 0 to 10000, it is set as a miss, in the range of random values 10001 to 10329, it is set as a jackpot, in the range of random values 10330 to 20000, it is set as a miss, in the range of random values 20001 to 22184, it is set as a special short symbol hit, in the range of random values 22185 to 30000, it is set as a miss, in the range of random values 30001 to 62767, it is set as a small hit, and in the range of 62768 to 65535, it is set as a miss. Therefore, the jackpot probability of the special symbol 2 is 1 / 199, the probability per special short symbol hit is 1 / 30, and the small hit probability of the special symbol 2 is 1 / 2. Note that the special symbol 2 basically fluctuates only in the advantageous gaming state 2, and in the advantageous gaming state 2, since the lottery for the special short symbol is not performed, it is not necessary to provide the range of random values 20001 to 22184 set for each special short symbol hit.

[0123] Thus, as a result of the lottery using such random values, when winning the jackpot of the special symbol 1, as shown in the distribution table shown in FIG. 12(a), the main control CPU 600a selects jackpot 1 (4R) with a probability of 50 / 100, selects jackpot 2 (4R) with a probability of 5 / 100, and selects jackpot 3 (4R) with a probability of 45 / 100. And at this time, as shown in FIG. 12(a), when jackpot 1 (4R) is selected, it shifts to the advantageous gaming state 2, and 100 short-time fluctuations are given as the number of fluctuations of the special symbol. Further, as shown in FIG. 12(a), when jackpot 2 (4R) is selected, it shifts to the advantageous gaming state 1, and 50 short-time fluctuations are given as the number of fluctuations of the special symbol. And furthermore, as shown in FIG. 12(a), when jackpot 3 (4R) is selected, it shifts to the advantageous gaming state 1, and 10000 short-time fluctuations are given as the number of fluctuations of the special symbol.

[0124] On the other hand, as a result of a lottery using the random values as described above, when winning the special short-term symbol, the main control CPU 600a selects the special short-term symbol 1 with a probability of 10 / 100 and the special short-term symbol 2 with a probability of 90 / 100 as shown in the distribution table shown in FIG. 12(b). At this time, as shown in FIG. 12(b), when the special short-term symbol 1 is selected, the game shifts to the advantageous game state 2, and 10,000 times is given as the number of short-time periods during which the game in the advantageous game state 2 is maintained. Further, as shown in FIG. 12(b), when the special short-term symbol 2 is selected, the game shifts to the advantageous game state 1, and 10,000 times is given as the number of short-time periods during which the game in the advantageous game state 1 is maintained.

[0125] On the other hand, as a result of a lottery using the random number values as described above, when winning a jackpot in Special Symbol 2, the main control CPU 600a is configured to select Jackpot 1 (9R) with a probability of 100 / 100 as shown in the distribution table shown in FIG. 12(c). At this time, as shown in FIG. 12(c), when Jackpot 1 (9R) is selected, the game shifts to the Advantageous Gaming State 2, and 100 times are given as the number of short-time plays for maintaining the game in the Advantageous Gaming State 2. On the other hand, when winning a minor jackpot in Special Symbol 2, the main control CPU 600a is configured to select Minor Jackpot 1 (V Pass (winning in the V area 47a) with a 9R jackpot) with a probability of 10 / 100, select Minor Jackpot 2 (V Pass (winning in the V area 47a) with a 2R jackpot) with a probability of 80 / 100, select Minor Jackpot 3 (V Pass (winning in the V area 47a) with a 2R jackpot) with a probability of 1 / 100, and select Minor Jackpot 4 (V Pass (winning in the V area 47a) with a 2R jackpot) with a probability of 9 / 100 as shown in the distribution table shown in FIG. 12(c). At this time, as shown in FIG. 12(c), when Minor Jackpot 1 is selected, the game shifts to the Advantageous Gaming State 2, and 100 times are given as the number of short-time plays for maintaining the game in the Advantageous Gaming State 2. Further, as shown in FIG. 12(c), when Minor Jackpot 2 is selected, the game shifts to the Advantageous Gaming State 2, and 100 times are given as the number of short-time plays for maintaining the game in the Advantageous Gaming State 2. Furthermore, as shown in FIG. 12(c), when Minor Jackpot 3 is selected, the game shifts to the Advantageous Gaming State 1, and 50 times are given as the number of short-time plays for maintaining the game in the Advantageous Gaming State 1. And further, as shown in FIG. 12(c), when Minor Jackpot 4 is selected, the game shifts to the Advantageous Gaming State 1, and 10000 times are given as the number of short-time plays for maintaining the game in the Advantageous Gaming State 1.

[0126] Here, regarding the transition of the game states described above, we will explain in more detail with reference to FIG. 13. As shown in FIG. 13, when the game state is the normal game state (no low-voltage power supply support state) YG1, the main control CPU 600a executes the lottery for the special symbol 1 using the special symbol jackpot random value shown in FIG. 12(d). At this time, in the normal game state (no low-voltage power supply support state) YG1, the lottery for the special short-time symbol is also executed. As a result, when winning the special short-time symbol and, as shown in the distribution table shown in FIG. 12(b), the special short-time symbol 1 is selected with a probability of 10 / 100, the game state will transition to the game state YG3 of the advantageous game state 2 as shown in FIG. 13 (see RO1). On the other hand, when the special short-time symbol 2 is selected with a probability of 90 / 100, the game state will transition to the game state YG2 of the advantageous game state 1 as shown in FIG. 13 (see RO2). At this time, since it has not won the jackpot, the big winning opening (not shown) is not opened.

[0127] On the other hand, when winning the special symbol 1 and, as shown in the distribution table shown in FIG. 12(a), jackpot 1 is selected with a probability of 50 / 100, the game state will transition to the game state YG3 of the advantageous game state 2 as shown in FIG. 13 (see RO3). Also, when jackpot 2 is selected with a probability of 5 / 100, the game state will transition to the game state YG2 of the advantageous game state 1 as shown in FIG. 13 (see RO4). Furthermore, when jackpot 3 is selected with a probability of 45 / 100, the game state will transition to the game state YG2 of the advantageous game state 1 as shown in FIG. 13 (see RO5).

[0128] Incidentally, when the pachinko gaming machine 1 is powered on, the RAM clear switch 620 is turned on, and the main control RAM 600c is cleared, the above-described normal gaming state (state without low-probability power supply support) YG1 is entered. Looking at it, in this normal gaming state (state without low-probability power supply support) YG1, since the lottery for the special short-term symbols is executed, when the player starts playing early in the morning, there is a possibility that the player can shift to the advantageous gaming state 2 where the player is in a state of making a right hit, that is, a state where the jackpot lottery probability is in a low-probability state and there is power supply support. Therefore, by doing so, in addition to the gaming property of whether the special symbol 1 becomes a jackpot or not, the gaming property of whether the player can shift to a game with power supply support is also added, so that the interest of the game in the low-probability state can be improved, and the game parlor side can also selectively provide services to the players.

[0129] In the gaming state YG3 of the advantageous gaming state 2, the main control CPU 600a executes the lottery for the special symbol 2 using the special symbol 2 jackpot random value shown in FIG. 12(e). At this time, as described above, the lottery for the special short-term symbols is not executed.

[0130] Thus, when winning the jackpot of the special symbol 2 and when the jackpot 1 is selected with a probability of 100 / 100 as shown in the distribution table shown in FIG. 12(c), the gaming state remains the gaming state YG3 of the advantageous gaming state 2 as shown in FIG. 13 (see RO6).

[0131] On the other hand, when winning the small jackpot of the special symbol 2 and when the small jackpot 1 is selected with a probability of 10 / 100 and the small jackpot 2 is selected with a probability of 80 / 100 as shown in the distribution table shown in FIG. 12(c), the gaming state remains the gaming state YG3 of the advantageous gaming state 2 as shown in FIG. 13 (see RO6).

[0132] When winning a minor hit on the other party's special symbol 2 and a minor hit 3 is selected with a probability of 1 / 100 as shown in the distribution table shown in FIG. 12(c), the game state shifts to the game state YG2 of the advantageous game state 1 as shown in FIG. 13 (see RO7). Also, as shown in the distribution table shown in FIG. 12(c), when a minor hit 4 is selected with a probability of 9 / 100, the game state shifts to the game state YG2 of the advantageous game state 1 as shown in FIG. 13 (see RO8).

[0133] In the game state YG2 of the advantageous game state 1, the main control CPU 600a executes a lottery for the special symbol 1 using the special figure 1 jackpot random value shown in FIG. 12(d). At this time, as described above, the lottery for the special short-time symbol is not executed.

[0134] Thus, when winning a jackpot on the special symbol 1 and a jackpot 1 is selected with a probability of 50 / 100 as shown in the distribution table shown in FIG. 12(a), the game state will shift to the game state YG3 of the advantageous game state 2 as shown in FIG. 13 (see RO9).

[0135] On the other hand, when winning a jackpot on the special symbol 1 and a jackpot 2 is selected with a probability of 5 / 100 as shown in the distribution table shown in FIG. 12(a), the game state remains the game state YG2 of the advantageous game state 1 as shown in FIG. 13 (see RO10). Also, as shown in the distribution table shown in FIG. 12(a), when a jackpot 3 is selected with a probability of 45 / 100, the game state remains the game state YG2 of the advantageous game state 1 as shown in FIG. 13 (see RO11).

[0136] When shifting to the game state YG2 of the advantageous game state 1 and 10,000 times are given as the time-saving number of times, if the jackpot is not won, the game cannot shift to the normal game state without changing the special symbols 10,000 times. That is, the advantageous game state 1 becomes the game state where the player mainly stays substantially. However, when 50 times are given as the time-saving number of times, even if the jackpot is not won, if the special symbols are changed 50 times, the game state shifts to the normal game state (state without low-probability power supply support) YG1 as shown in FIG. 13 (see RO13). Thus, after the time-saving number of times ends, if the game state is set to shift to the normal game state (state without low-probability power supply support) YG1, the lottery of the special time-saving symbols will be executed. Therefore, even in a game in the low-probability state, in addition to the game property of whether the special symbol 1 is a jackpot, the game property of whether the game can shift to a game in the state with power supply support can be enjoyed. Therefore, the interest of the game in the low-probability state can be improved. When the given 10,000 times of the time-saving number of times ends, the game state will shift to the normal game state (state without low-probability power supply support) YG1 as shown in FIG. 13 (see RO12).

[0137] By the way, the game state YG2 of the advantageous game state 1 looks the same as the low-probability state as described above. Mainly, this game state becomes the "normal time", and it is the game state where the player mainly stays, and it becomes a state where the conventional game property of whether it is a jackpot is enjoyed. Also, when the pachinko gaming machine 1 is powered on and the backup restoration process is performed, since there is a high possibility that the game state before the power failure is almost the advantageous game state 1, it is almost in the game state YG2 of the advantageous game state 1.

[0138] <Pattern 2: Gaming Machine Equipped with General Probability-Variable Jackpot and Non-Probability-Variable Jackpot> As shown in FIG. 14(d), in the present embodiment, as a special symbol jackpot random value in the range of 0 to 65535, in the range of random values from 0 to 10000, it is set as a miss. In the range of random values from 10001 to 10205, both the low-probability gaming state and the high-probability gaming state are set as jackpots. In the range of random values from 10206 to 12048, only the high-probability gaming state is set as a jackpot. In the range of random values from 12049 to 20000, it is set as a miss. In the range of random values from 20001 to 22184, it is set as a special short-symbol hit. In the range of random values from 22185 to 65535, it is set as a miss. Therefore, the jackpot probability of the special symbols 1 and 2 in the low-probability gaming state is 1 / 319, the jackpot probability of the special symbols 1 and 2 in the high-probability gaming state is 1 / 32, and the probability of a special short-symbol hit is 1 / 30.

[0139] Thus, as a result of the lottery using such random values, when winning the jackpot of the special symbols 1 and 2, as shown in the distribution table shown in FIG. 14(a), the main control CPU 600a selects jackpot 1 (10R probability variation) with a probability of 60 / 100 and selects jackpot 2 (10R short time) with a probability of 40 / 100. At this time, as shown in FIG. 14(a), when jackpot 1 is selected, it shifts to the advantageous gaming state 3, and 10000 short-time variations are given as the number of variations of the special symbol. Further, as shown in FIG. 14(a), when jackpot 2 is selected, it shifts to the advantageous gaming state 2, and 100 short-time variations are given as the number of variations of the special symbol.

[0140] On the other hand, as a result of the lottery using the random values as described above, if the special short-term symbol is won, the main control CPU 600a selects the special short-term symbol 1 with a probability of 10 / 100 and the special short-term symbol 2 with a probability of 90 / 100 as shown in the distribution table shown in FIG. 14(b). At this time, as shown in FIG. 14(b), when the special short-term symbol 1 is selected, the game shifts to the advantageous game state 2, and 10,000 times is given as the number of short-time periods during which the game in the advantageous game state 2 is maintained. Further, as shown in FIG. 14(b), when the special short-term symbol 2 is selected, the game shifts to the advantageous game state 1, and 10,000 times is given as the number of short-time periods during which the game in the advantageous game state 1 is maintained.

[0141] Here, regarding the transition of the game state described above, it will be described in more detail with reference to FIG. 15. As shown in FIG. 15, when the game state is the normal game state (no low-voltage power supply support state) YG10, the main control CPU 600a executes a lottery for the special symbol 1 using the random values for the special symbol big win shown in FIG. 14(c). At this time, in the normal game state (no low-voltage power supply support state) YG10, a lottery for the special short-term symbol is also executed. As a result, if the special short-term symbol is won and the special short-term symbol 1 is selected with a probability of 10 / 100 as shown in the distribution table shown in FIG. 14(b), the game state will shift to the game state YG12 of the advantageous game state 2 as shown in FIG. 15 (see RO20). On the other hand, if the special short-term symbol 2 is selected with a probability of 90 / 100, the game state will shift to the game state YG11 of the advantageous game state 1 as shown in FIG. 15 (see RO21). Note that since the big win has not been won at this time, the big winning opening (not shown) is not opened.

[0142] On the other hand, if the special symbol 1 is won and the big win 1 is selected with a probability of 60 / 100 as shown in the distribution table shown in FIG. 14(a), the game state will shift to the game state YG13 of the advantageous game state 3 as shown in FIG. 15 (see RO22). Also, if the big win 2 is selected with a probability of 40 / 100, the game state will shift to the game state YG12 of the advantageous game state 2 as shown in FIG. 15 (see RO23).

[0143] Incidentally, even in such a pachinko machine, when the power is turned on, the RAM clear switch 620 is turned on, and the main control RAM 600c is cleared, the normal game state (low power support state) YG10 described above is entered. Considering this, in this normal game state (low power support state) YG10, since the lottery for the special short symbols is executed, when the player starts playing early in the morning, there is a possibility that the player can shift to the advantageous game state 2 where the player is in the state of making a right hit, that is, the jackpot lottery probability is in the low probability state and the power support state. Therefore, by doing so, in addition to the game property of whether the special symbol 1 becomes a jackpot or not, the game property of whether the game can shift to a game in the power support state is also added, so that the interest of the game in the low probability state can be improved.

[0144] In the game state YG12 of the advantageous game state 2, the lottery for the special symbol 2 is executed by the main control CPU 600a using the special figure jackpot random value shown in FIG. 14(c). At this time, as described above, the lottery for the special short symbols is not executed.

[0145] Thus, when winning the jackpot of the special symbol 2 and the jackpot 1 is selected with a probability of 60 / 100 as shown in the distribution table shown in FIG. 14(a), the game state will shift to the game state YG13 of the advantageous game state 3 as shown in FIG. 15 (see RO24). Also, when the jackpot 2 is selected with a probability of 40 / 100, the game state remains the game state YG12 of the advantageous game state 2 as shown in FIG. 15 (see RO25).

[0146] When shifting to the game state YG12 of the advantageous game state 2 and when the given limited time count of 100 times ends, the game state shifts to the normal game state (no low-probability power supply support state) YG10 as shown in FIG. 15 (see RO26). Thus, if it shifts to the normal game state (no low-probability power supply support state) YG10 after the limited time count ends, since the lottery of the special limited time symbol will be executed, even in a game in a low-probability state, in addition to the game playability of whether the special symbol 1 is a big win, the game playability of whether it can shift to a game in a state with power supply support can be enjoyed. Therefore, the interest of the game in the low-probability state can be improved.

[0147] In the game state YG13 of the advantageous game state 3, the main control CPU 600a executes the lottery of the special symbol 2 using the special symbol big win random value shown in FIG. 14(c). At this time, as described above, the lottery of the special limited time symbol is not executed.

[0148] Thus, when winning the big win of the special symbol 2 and when big win 1 is selected with a probability of 60 / 100 as shown in the distribution table shown in FIG. 14(a), the game state remains the game state YG13 of the advantageous game state 3 as shown in FIG. 15 (see RO27). Also, when big win 2 is selected with a probability of 40 / 100, the game state will shift to the game state YG12 of the advantageous game state 2 as shown in FIG. 15 (see RO28).

[0149] In the game state YG11 of the advantageous game state 1, the main control CPU 600a executes the lottery of the special symbol 1 using the special symbol big win random value shown in FIG. 14(c). At this time, as described above, the lottery of the special limited time symbol is not executed.

[0150] Thus, when winning a jackpot on the special symbol 1 and when jackpot 1 is selected with a probability of 60 / 100 as shown in the distribution table shown in FIG. 14(a), the gaming state will shift to the gaming state YG13 of the advantageous gaming state 3 as shown in FIG. 15 (see RO29). Also, when jackpot 2 is selected with a probability of 40 / 100, the gaming state will shift to the gaming state YG12 of the advantageous gaming state 2 as shown in FIG. 15 (see RO30).

[0151] Note that the gaming state YG11 of the advantageous gaming state 1 looks the same as the low-probability state as described above, and mainly, this gaming state becomes the "normal time". Also, when the pachinko gaming machine 1 is powered on and the backup restoration process is performed, the gaming state is almost the gaming state YG11 of the advantageous gaming state 1.

[0152] Thus, as described in the above patterns 1 and 2, by using the special short symbol, it is possible to adopt a specification having a game property that allows the possibility of shifting from the normal gaming state to the advantageous gaming state 2.

[0153] Therefore, as described above, by using a plurality of advantageous gaming states and the special short symbol, new game properties can be created, and thus the interest of the game in the low-probability state can be improved.

[0154] Incidentally, when there are such a plurality of advantageous gaming states, in the conventional process, management may become complicated. That is, conventionally, as shown in Fig. 16(a), in the normal gaming state, the jackpot lottery probability is in the low probability state and there is no electric support, so the special figure probability variation flag is OFF (00H) and the electric support flag is OFF (00H). Also, in the potential probability gaming state, the jackpot lottery probability is in the high probability state and there is no electric support, so the special figure probability variation flag is ON (5AH) and the electric support flag is OFF (00H). Further, in the time-saving gaming state, the jackpot lottery probability is in the low probability state and there is electric support, so the special figure probability variation flag is OFF (00H) and the electric support flag is ON (5AH). And furthermore, in the probability variation gaming state, the jackpot lottery probability is in the high probability state and there is electric support, so the special figure probability variation flag is ON (5AH) and the electric support flag is ON (5AH). In addition to this, there are various flags indicating the gaming state, such as the general figure probability variation flag.

[0155] Thus, conventionally, various gaming states were managed using flags in this way.

[0156] However, if the above-mentioned plurality of advantageous gaming states are managed only by the ON / OFF of the flags as in the conventional case, the more the advantageous gaming states increase, the more likely the management will become complicated.

[0157] Therefore, in the present embodiment, as shown in Fig. 16(b), management is performed using an advantageous gaming state flag and an advantageous gaming state pattern. That is, in the normal gaming state, the advantageous gaming state flag is set to OFF (00H) and the advantageous gaming state pattern is set to 00H. And in advantageous gaming state 1, the advantageous gaming state flag is set to ON (5AH) and the advantageous gaming state pattern is set to 01H. Further, in advantageous gaming state 2, the advantageous gaming state flag is set to ON (5AH) and the advantageous gaming state pattern is set to 02H. And furthermore, in advantageous gaming state 3, the advantageous gaming state flag is set to ON (5AH) and the advantageous gaming state pattern is set to 03H.

[0158] In this way, even if multiple advantageous game states are increased, it is only necessary to increase the value of the advantageous game state pattern accordingly, so there is no need to increase the number of flags, and the situation in which management becomes complicated can be reduced. Needless to say, conventional flags such as special probability flag, electric support flag, and normal probability flag may also be provided.

[0159] On the other hand, when notifying the player of a plurality of advantageous game states, the main control CPU 600a outputs an advantageous game state LED signal to the 7-segment display device 53a based on the advantageous game state flag and / or advantageous game state pattern. This allows the 7-segment display device 53a to display whether the game state is an advantageous game state or not. However, in the case of advantageous game state 1, the notification is not made. In other words, the advantageous game state 1 is not displayed on the 7-segment display device 53a. This is because if the game state is notified that it is advantageous game state 1, the player will recognize that he is in a game state in which the lottery for the special time-saving pattern is not performed, and thus the interest in the game will decrease, and there is a possibility that the player will stop playing. Therefore, in the advantageous game state 1, the notification is not made.

[0160] <Explanation of sound and lamp effects> Next, the sound and lamp effects will be specifically described with reference to Figs.

[0161] <Explanation of the sounds in the preview> First, referring to FIG. 17, the sound in the preview effect will be described. The preview effects shown in FIGS. 17(a) to (c) are examples of information preview effects. Specifically, as shown in FIG. 17(a), on the liquid crystal display device 41, a rapidly changing decorative pattern is displayed (refer to image P30), and a rapidly changing resident pattern (refer to image P31) is displayed. At this time, the characters "Ganbatte" are displayed in a balloon shape at the lower left corner of the screen (refer to image P32). And when these characters "Ganbatte" are, for example, black characters with a low expectation level of hitting the jackpot gaming state, an effect sound SE1 of "Pon" is emitted from the speaker 17 shown in FIG. 1.

[0162] Next, as shown in FIG. 17(b), on the liquid crystal display device 41, the characters "Ii kanji!" are displayed in a balloon shape at the lower left corner of the screen (refer to image P33). And when these characters "Ii kanji!" are, for example, red characters with a high expectation level of hitting the jackpot gaming state, an effect sound SE2 of "Pikinn" is emitted from the speaker 17 shown in FIG. 1.

[0163] Next, as shown in FIG. 17(c), on the liquid crystal display device 41, when the so-called danger pattern characters of "Gekiatsu!" sandwiched between the characters "DANGER" are displayed in a balloon shape at the lower left corner of the screen (refer to image P34), which have a high expectation level of hitting the jackpot gaming state, an effect sound SE3 of "Bee! Bee! Bee! Bee!" is emitted from the speaker 17 shown in FIG. 1.

[0164] On the other hand, the preview effects shown in FIGS. 17(d) to (f) are examples of chime sound preview effects. Specifically, as shown in FIG. 17(d), on the liquid crystal display device 41, a rapidly changing decorative pattern is displayed (refer to image P30), and a rapidly changing resident pattern (refer to image P31) is displayed. At this time, the characters "Pinpon" are displayed slightly above the center of the screen (refer to image P40). And when these characters "Pinpon" are, for example, white characters with a low expectation level of hitting the jackpot gaming state, an effect sound SE4 of "Pinpon" is emitted from the speaker 17 shown in FIG. 1.

[0165] Next, as shown in FIG. 17(e), on the liquid crystal display device 41, characters "Ping Pong! Ping Pong!" are displayed slightly above the center of the screen (see image P41). When these characters "Ping Pong! Ping Pong!" are, for example, in red characters indicating a high expectation level for the jackpot gaming state, an effect sound SE5 of "Ping Pong! Ping Pong!" is emitted from the speaker 17 shown in FIG. 1.

[0166] Next, as shown in FIG. 17(f), when characters of a so-called danger pattern, "DANGER DANGER DANGER", which indicate a high expectation level for the jackpot gaming state, are displayed slightly above the center of the screen on the liquid crystal display device 41 (see image P42), an effect sound SE6 of "Bee! Bee! Bee! Bee!" is emitted from the speaker 17 shown in FIG. 1. That is, a common effect sound is emitted from the speaker 17 shown in FIG. 1 along with the information announcement effect.

[0167] Thus, even for such different announcement effects, for the so-called danger pattern with a high expectation level for the jackpot gaming state, by emitting a common effect sound from the speaker 17, the player can recognize that the expectation level for the jackpot gaming state is high for any announcement effect. Therefore, in this way, it is possible to effectively improve the interest of the game without imposing a burden on the control surface in a situation where a plurality of types of announcements, reaches, and other effects are executed in parallel.

[0168] Also, at this time, the sound effects in the information preview performance shown in FIGS. 17(a) to (b) are different from the sound effects in the chime sound preview performance shown in FIGS. 17(d) to (e). Therefore, during the execution of the chime sound preview performance shown in FIGS. 17(d) to (e), the information preview performance shown in FIGS. 17(a) to (b) may be executed. That is, the execution timing of the chime sound preview performance shown in FIGS. 17(d) to (e) and part or all of the execution timing of the information preview performance shown in FIGS. 17(a) to (b) may be overlapped. However, the execution timing of the information preview performance shown in FIG. 17(c) and the execution timing of the chime sound preview performance shown in FIG. 17(f) are not to be overlapped. If they are overlapped, the common sound effect will be emitted from the speaker 17 repeatedly, which may cause the player to feel uncomfortable and reduce the interest of the game.

[0169] In this embodiment, for the so-called dangerous symbols with a high expectation level of the jackpot gaming state, the sound effect of "BEE! BEE! BEE! BEE!" is emitted from the speaker 17. However, the time when this sound effect is played may be different between the information preview performance and the chime sound preview performance. That is, the common sound effect may be of the same kind even if it is not identical.

[0170] Also, in this embodiment, in the information preview performance, when the character "Good feeling!" is in red characters, for example, with a high expectation level of the jackpot gaming state, the sound effect SE2 of "Pikkin" is emitted from the speaker 17 shown in FIG. 1. However, even if it is in red characters with a high jackpot expectation level and is a different character (for example, "It's hot!"), the same sound effect SE2 of "Pikkin" may be emitted from the speaker 17 shown in FIG. 1. In this way, even if the characters are different, as long as they are the same color, the same sound effect SE2 of "Pikkin" will be emitted, so that the player can recognize that the jackpot expectation level increases as long as it is the same color (for example, red characters).

[0171] In addition, the preview effect in this embodiment is merely an example and is applicable to any preview effect.

[0172] <Explanation of Sound Classification in Effects> Next, with reference to FIGS. 18 to 21, the classification of sounds in effects will be described. As the classification of sounds in effects, BGM, sound effects, and voiceovers are known. Although these may be played simultaneously during a series of effects, if they are all set to the same volume, there is a risk that the BGM, sound effects, and voiceovers may not be recognized by the player respectively, and thus the enjoyment of the game may be reduced.

[0173] Therefore, in this embodiment, in the case of an effect where any of the BGM, sound effects, and voiceovers occur simultaneously, the volume settings in these sound data are set so that the relationship of voiceover > sound effects > BGM holds, so that the maximum volumes of the BGM, sound effects, and voiceovers do not overlap. Note that the volume setting in the sound data here does not refer to the volume that can be set by the player using the setting button 15 or the volume that can be set using setting means (not shown) such as a dial provided on the back side of the pachinko machine 1 by the game hall (hall) side, but is the volume set in terms of control when being played by the sound LSI 801. This will be specifically described with reference to FIGS. 18 and 19.

[0174] Figure 18 shows a preview performance. First, as shown in Figure 18(a), on the liquid crystal display device 41, the decorative pattern stops (refer to image P50, shown as "767" in the illustration), and further, the resident pattern stops (refer to image P51, shown as "767" in the illustration) and is displayed. At this time, the BGM shown in Figure 19 is being played by the audio LSI 801 at a volume one level lower than the maximum volume (refer to timing T1), and thus, the BGM is emitted from the speaker 17 shown in Figure 1 at a volume one level lower than the maximum volume. Note that the maximum volume shown here is the volume that can be set by the player using the setting button 15 or the volume that can be set using setting means (not shown) such as a dial provided on the back side of the pachinko gaming machine 1 by the game hall (hall) side. When this is the maximum, it is the volume set under control in the sound functions within the audio LSI 801 and the VDP 803.

[0175] Next, on the liquid crystal display device 41 shown in Figure 18(b), the decorative pattern fluctuates rapidly (refer to image P50), and further, the resident pattern fluctuates rapidly (refer to image P51) and is displayed. At this time, the BGM shown in Figure 19 is played by the audio LSI 801 at a certain volume.

[0176] Next, when the sub-control CPU 800a executes a preview performance with a higher expectation of a big win gaming state and an effect sound is generated, the sub-control CPU 800a sends a control signal to lower the volume of the BGM to the audio LSI 801. In response to this, the audio LSI 801 plays the BGM at the lowest volume as shown in Figure 19 at timing T2. As a result, the BGM is emitted from the speaker 17 shown in Figure 1 at the lowest volume. Note that this lowest volume is the minimum volume value that the player can lower using the setting button 15 and is also a volume that the player can recognize. Also, the volume that the player can lower using the setting button 15 is not limited to the BGM, and the volumes of the effect sound and the voice lines can also be lowered. Also, in the illustration, it switches to the lowest volume instantaneously, but of course, it may be set to gradually decrease to the lowest volume.

[0177] Next, a preview performance that increases the expectation level for the jackpot gaming state is executed. That is, as shown in FIG. 18(c), the screen shown on the liquid crystal display device 41 fades to black, and the characters "CHANCE" (see image P52) are displayed in the center of the screen. When these characters "CHANCE" (see image P52) are displayed, the sound LSI 801 plays the sound effect shown in FIG. 19 at a volume one level lower than the maximum volume (see timing T3), and thus, from the speaker 17 shown in FIG. 1, the sound effect SE10 of "Bashh" shown in FIG. 18(c) is emitted at a volume one level lower than the maximum volume. At this time, the BGM is emitted from the speaker 17 at the lowest volume, but since the volume of the sound effect SE10 is louder than the volume of the BGM, the player can easily hear the sound effect SE10. Note that the volume of this sound effect SE10 gradually decreases as shown in FIG. 19.

[0178] Next, as shown in FIG. 18(d), when the screen shown on the liquid crystal display device 41 fades to black and the state where the characters "CHANCE" (see image P52) are displayed in the center of the screen continues, at the timing T4 shown in FIG. 19, at the timing when the playback of the sound effect SE10 is almost finished, the voice line shown in FIG. 19 is played by the sound LSI 801 at the maximum volume, and thus, from the speaker 17 shown in FIG. 1, the voice line VC1 of "Chance" shown in FIG. 18(d) is emitted at the maximum volume. At this time, the BGM and the sound effect SE10 are emitted from the speaker 17 at the lowest volume, but since the volume of the voice line VC1 is louder than the volume of the BGM and the sound effect SE10, the player can easily hear the voice line VC1. Note that the volume of this voice line VC1 gradually decreases as shown in FIG. 19.

[0179] Thus, after displaying the characters "CHANCE" (see image P52) on the liquid crystal display device 41 in this way, by making the voice line VC1 indicating the content of the characters be emitted from the speaker 17 with a time difference, it is possible to make it easier for the player to recognize the content of the performance.

[0180] Next, when the playback of the voice VC1 ends and, as shown in FIG. 18(e), a screen similar to the screen shown in FIG. 18(b) is displayed on the liquid crystal display device 41, that is, when the preview effect indicating a high expectation of a big win gaming state ends, the sub-control CPU 800a transmits a control signal to return the BGM volume to the original volume to the audio LSI 801. In response to this, the audio LSI 801 will play the BGM at the original volume at timing T5 shown in FIG. 19.

[0181] Thus, in the preview effect where sound effects and voice are generated, by controlling the volume of the BGM to be lowered, the sound effects and voice can be made easier to hear. However, at this time, the audio LSI 801 is set so that the start of playback of the sound effects and the start of playback of the voice do not occur simultaneously. This is because if they are played simultaneously, the sounds of the sound effects and the voice may be mixed, which may reduce the effect of the performance on the player. Therefore, in this embodiment, the timing of the start of playback of the sound effects and the timing of the start of playback of the voice are shifted to make each sound easier to hear.

[0182] By doing so, in a situation where multiple types of previews and reach effects are executed in parallel, the interest of the game can be effectively improved without imposing a burden on the control surface.

[0183] Note that this BGM is looped. Also, regarding the setting of the BGM volume, it is set to be larger during big win gaming and electric support gaming (probability change gaming state / short time gaming state) than during the normal gaming state (without low probability electric support). That is, the relationship BGM (during big win gaming and electric support gaming) > BGM (normal gaming state (without low probability electric support)) is established.

[0184] On the one hand, in this embodiment, the start maximum volume of the sound effect SE10 and the start maximum volume of the voice VC1 are made not to overlap, and the voice VC1 is played near the end of the reproduction of the sound effect SE10. However, it is not limited to this, and the voice VC1 may be played after the reproduction of the sound effect SE10 is completed. That is, they may not completely overlap.

[0185] Also, in this embodiment, an example is shown in which the volume of the BGM is set to the lowest volume when an effect that increases the expectation of the jackpot gaming state shown in FIGS. 18(c) to (d) is executed. However, it is not limited to this, and the volume of the BGM may be muted (that is, "0" or approximately "0"), or the reproduction of the BGM may be stopped by the sound LSI 801. This will be specifically described with reference to FIGS. 20 and 21.

[0186] FIG. 20 shows a preview effect with a high degree of confidence in the jackpot gaming state. First, as shown in FIG. 20(a), on the liquid crystal display device 41, a decorative symbol has stopped (see image P60, "767" in the drawing), and further, a resident symbol has stopped (see image P61, "767" in the drawing) and is displayed. At this time, the BGM1 shown in FIG. 21 is being played by the sound LSI 801 at a volume one level lower than the maximum volume (see timing T10), and thus, the BGM1 is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. Note that this BGM1 is looped.

[0187] Next, in the liquid crystal display device 41 shown in FIG. 20(b), a decorative pattern rapidly changes (see image P60), and furthermore, a resident pattern rapidly changes (see image P61) and is displayed. Then, further, a character CH1 holding a sword is displayed in the left part of the screen of the liquid crystal display device 41. At this time, the voice LSI 801 reproduces the dialogue voice shown in FIG. 21 at the maximum volume (see timing T11), and thus, from the speaker 17 shown in FIG. 1, the dialogue voice VC10 of "Ya!" shown in FIG. 20(b) is emitted at the maximum volume. At this time, since the dialogue voice VC10 is short, the volume of the BGM1 shown in FIG. 21 is not lowered. Therefore, the BGM1 is emitted from the speaker 17 at a volume one lower than the maximum volume, but since the volume of the dialogue voice VC10 is larger than the volume of the BGM1, the player can easily hear the dialogue voice VC10. Note that the volume of this dialogue voice VC10 gradually decreases as shown in FIG. 21.

[0188] Next, an effect that increases the expectation of the jackpot gaming state is executed. That is, as shown in FIG. 20(c), the screen shown on the liquid crystal display device 41 fades to black, the display of the decorative pattern is erased or becomes difficult to view, the characters "DANGER DANGER DANGER" are displayed in the center of the screen, and an explosion effect is displayed (see image P62). At this time, the voice LSI 801 reproduces the sound effect shown in FIG. 21 at a volume one lower than the maximum volume (see timing T12), and thus, from the speaker 17 shown in FIG. 1, a sound effect (not shown) of "Bee! Bee! Bee! Bee!" is emitted at a volume one lower than the maximum volume. At this time, in order to emphasize the sound effect of the so-called danger pattern, which has a high expectation of the jackpot gaming state, the sub-control CPU 800a transmits a control signal to the voice LSI 801 to mute the BGM1 (that is, "0", or approximately "0"), or to stop the reproduction of the BGM1. In response to this, the voice LSI 801 mutes the BGM1 (that is, "0", or approximately "0"), or stops the reproduction of the BGM1. Note that the volume of this sound effect gradually decreases as shown in FIG. 21.

[0189] Next, at timing T13 shown in FIG. 21, at the timing when the reproduction of the sound effect has almost ended, as shown in FIG. 20(d), the screen shown on the liquid crystal display device 41 changes from dark to bright, and a character CH2 is displayed in the left part of the screen. At this time, the voice LSI 801 reproduces the dialogue sound shown in FIG. 21 at the maximum volume (refer to timing T13), and thus, the dialogue sound VC11 of "It's so intense!" shown in FIG. 20(d) is emitted from the speaker 17 shown in FIG. 1 at the maximum volume. At this time, an effect sound with a gradually decreasing volume is being emitted from the speaker 17, but since the volume of the dialogue sound VC11 is louder than that of the effect sound, the player can easily hear the dialogue sound VC11. Note that the volume of this dialogue sound VC11 gradually decreases as shown in FIG. 21.

[0190] Next, at timing T14 shown in FIG. 21, the reproduction of the dialogue sound VC11 ends, and as shown in FIG. 20(e), a winning state decorative symbol is displayed on the liquid crystal display device 41 (refer to image P60), and the character "REACH" (refer to image P63) is displayed so as to overlap the winning state decorative symbol. At this time, the sub-control CPU 800a transmits a control signal for reproducing BGM2, which is different from BGM1, to the voice LSI 801. In response to this, the voice LSI 801 reproduces BGM2, which is different from BGM1, at a volume one level lower than the maximum volume (refer to timing T14). As a result, BGM2 is emitted from the speaker 17 shown in FIG. 1 at a volume one level lower than the maximum volume. Note that when BGM1 is being reproduced with muting (i.e., "0" or approximately "0") by the voice LSI 801, at timing T14 shown in FIG. 21, the sub-control CPU 800a transmits a control signal for stopping the reproduction of BGM1 to the voice LSI 801. In response to this, the voice LSI 801 stops the reproduction of BGM1. Note that this BGM2 is not looped.

[0191] Thus, in the preview effect where sound effects and voice lines are generated, by performing control to mute or stop the volume of BGM1, the sound effects and voice lines can be made easier to hear. However, at this time, the sound LSI 801 is used to prevent the start of playback of the sound effects and the start of playback of the voice lines from occurring simultaneously. If they were to be played simultaneously, the sounds of the sound effects and voice lines would be mixed, potentially reducing the impact of the effects on the player. Therefore, in this embodiment, the timing of the start of playback of the sound effects and the timing of the start of playback of the voice lines are shifted to make each sound easier to hear.

[0192] However, even in this way, in a situation where multiple types of previews, reaches, and other effects are executed in parallel, it is possible to effectively improve the enjoyment of the game without imposing a burden on the control surface.

[0193] In this embodiment, the maximum start volume of the sound effects and the maximum start volume of the voice line VC11 are made not to overlap, and the voice line VC11 is played near the end of the playback of the sound effects. However, it is not limited to this, and the voice line VC11 may be played after the playback of the sound effects has ended. That is, they may not overlap completely.

[0194] Also, in this embodiment, when the effect where the voice line VC10 saying "Yaa!" shown in FIG. 20(b) is emitted is executed, the volume of BGM1 is not lowered. However, as shown in FIGS. 18 and 19, it may be lowered.

[0195] Also, in this embodiment, the volume of BGM1 is muted or stopped. However, as shown in FIG. 19, the volume of BGM1 may be set to the lowest volume.

[0196] <Explanation of an example of only playing sound in the effect> Incidentally, in the above description, when reducing the volume of the BGM due to the occurrence of the preview effect, an example of reducing the volume by control according to the occurrence of the preview effect was shown. This is because when the occurrence of the preview effect is determined by lottery, the volume of the BGM will be reduced. However, if the user does not win the lottery and the preview effect does not occur, the BGM will continue to be played at the original volume without reducing the volume. Therefore, the volume is reduced by control according to the occurrence of the preview effect.

[0197] However, for example, in the reach effect, it is determined that a preview effect in which an effect sound or a voice line indicating that it is a SP reach will always occur. Therefore, instead of reducing the volume by control until such a preview effect, in order not to impose a burden on the control surface, it is also possible to cause the sound LSI 801 to reproduce BGM data that has been set in a state where the volume has been lowered in advance in accordance with the timing when such a preview effect occurs. This will be specifically described with reference to FIGS. 22 and 23.

[0198] FIG. 22 shows an effect that develops from a normal reach effect to a SP reach effect. First, as shown in FIG. 22(a), on the liquid crystal display device 41, a decorative symbol in the reach state is displayed (see image P70), and the character "REACH" (see image P71) is displayed so as to overlap the decorative symbol in the reach state, and a resident symbol that is rapidly changing is displayed (see image P72). At this time, the sub-control CPU 800a transmits a control signal for reproducing BGM2 to the sound LSI 801. In response to this, as shown in FIG. 23, the sound LSI 801 reproduces BGM2 at a volume one lower than the maximum volume (see timing T20). As a result, BGM2 is emitted from the speaker 17 shown in FIG. 1 at a volume one lower than the maximum volume.

[0199] Next, in the liquid crystal display device 41 shown in FIG. 22(b), a decorative pattern is displayed (see image P70) in which the left decorative pattern moves to the upper left corner of the screen, the right decorative pattern moves to the upper right corner of the screen, and the middle decorative pattern fluctuates rapidly. Further, a resident pattern that fluctuates rapidly is displayed (see image P72). At this time, the BGM2 shown in FIG. 23 is reproduced at a constant volume by the audio LSI 801.

[0200] Next, when the reproduction of BGM2 ends, a preview effect is executed in which, in the liquid crystal display device 41 shown in FIG. 22(c), instead of the rapidly fluctuating middle decorative pattern, the characters "SP REACH" (see image P73) are displayed in the center of the screen. At this time, the sub-control CPU 800a transmits a control signal for reproducing BGM3 and voice lines to the audio LSI 801. In response to this, the audio LSI 801 starts reproducing BGM3 and voice lines at timing T21 shown in FIG. 23. At this time, since the volume at the beginning of BGM3 is muted in advance (i.e., "0" or approximately "0"), although it is being reproduced, BGM3 cannot be emitted from the speaker 17 shown in FIG. 1. Note that this BGM3 is not looped.

[0201] On the other hand, the voice line shown in FIG. 23 is reproduced at the maximum volume by the audio LSI 801 (see timing T21), so that the voice line VC20 of "SP REACH!" shown in FIG. 22(c) is emitted from the speaker 17 shown in FIG. 1 at the maximum volume. At this time, since only the voice line VC20 is emitted from the speaker 17, the player can easily hear the voice line VC10. Note that the volume of this voice line VC20 gradually decreases as shown in FIG. 23.

[0202] Next, it will change to a character color according to the reliability of the jackpot gaming state, and an effect sound corresponding to the reliability of the jackpot gaming state will be played. That is, in the liquid crystal display device 41 shown in FIG. 22(d), the character color of "SP REACH" displayed in the center of the screen changes to, for example, red (see image P73) and is displayed. At this time, the sub-control CPU 800a transmits a control signal for playing the effect sound to the sound LSI 801. In response to this, the sound LSI 801 plays the effect sound at timing T22 shown in FIG. 23. As a result, it is played at a volume one lower than the maximum volume (see timing T22), and thus, from the speaker 17 shown in FIG. 1, the effect sound SE20 of "DADAAN!" shown in FIG. 22(d) is emitted at a volume one lower than the maximum volume. At this time, if the BGM3 that is set to be muted (i.e., "0" or approximately "0") to the lowest volume in advance is being played by the sound LSI 801, it will automatically switch from being muted (i.e., "0" or approximately "0") to the lowest volume and be played at timing T22 shown in FIG. 23. That is, the sound LSI 801 is not simply controlling the volume while playing the BGM3. Thus, the effect sound SE20 is emitted from the speaker 17 at a volume one lower than the maximum volume, and the BGM3 at the lowest volume is being emitted. However, since the volume of the effect sound SE20 is louder than the volume of the BGM3, the player can easily hear the effect sound SE20. Note that the volume of this effect sound SE20 gradually decreases as shown in FIG. 23.

[0203] By the way, if the character color of "SP REACH" displayed in the center of the screen is black, the effect sound of "DAN!" is played, and if it is a danger symbol, the effect sound of "BEE! BEE! BEE! BEE!" is played. Therefore, the preview effect according to the title character color as exemplified in FIG. 22(d) is not a lottery of whether to execute it or not, but a lottery of which color to execute it in. Therefore, no matter which color is selected, the effect sound will always be played.

[0204] Next, at timing T23 shown in FIG. 23, when the volume of BGM3 switches from the lowest volume to a volume one lower than the maximum volume after a preset period, the SP reach effect is started. That is, on the liquid crystal display device 41 shown in FIG. 22(e), instead of the characters "SP reach" (see image P73), a character CH10 holding a sword is displayed in the center of the screen. At this time, the sub-control CPU 800a sends a control signal for reproducing the voice of the line to the audio LSI 801. In response to this, the audio LSI 801 reproduces the voice of the line shown in FIG. 24 at the maximum volume (see timing T24). As a result, from the speaker 17 shown in FIG. 1, the voice of the line "Let's go!" VC21 shown in FIG. 22(e) is emitted at the maximum volume. At this time, BGM3 is emitted from the speaker 17 at a volume one lower than the maximum volume, but since the volume of the voice of the line VC21 is louder than the volume of BGM3, the player can easily hear the voice of the line VC21. Note that the volume of this voice of the line VC21 gradually decreases as shown in FIG. 23.

[0205] Thus, if the BGM with the volume lowered in advance is prepared in this way, the burden on the control surface can be eliminated and the interest of the game can be effectively improved.

[0206] In the present embodiment, an example is shown in which BGM3 is set to be muted to the lowest volume from timing T21 to timing T23 shown in FIG. 23, but the present invention is not limited to this, and it may remain muted from timing T21 to timing T23, or may remain at the lowest volume from timing T21 to timing T23.

[0207] Also, in the present embodiment, an example is shown in which the sound effect SE20 is reproduced after the voice of the line VC20 is reproduced in "SP reach", but the present invention is not limited to this, and the voice of the line VC20 may be reproduced after the sound effect SE20 is reproduced.

[0208] <Explanation of Lamp Effects> Next, the lamp effects will be described.

[0209] <Explanation of the types of lamp patterns> First, the case of the blinking of the lamp pattern will be described. The decorative lamp such as the full-color LED lamp mounted on the decorative lamp substrate 90 described above can blink as a lamp pattern that exhibits a lamp effect. Specifically, when making it blink, the method shown in FIGS. 24(a-1) and 24(b-1) can be adopted. That is, as shown in FIG. 24(a-1), the decorative lamp LA such as the full-color LED lamp mounted on the decorative lamp substrate 90 is lit (for example, white), and after a predetermined period, as shown in FIG. 24(b-1), it is turned off. Then, again, after a predetermined period, the decorative lamp LA shown in FIG. 24(a-1) is lit (for example, white), and the cycle is alternately repeated to make it blink. Note that the time when the decorative lamp LA is lit and the time when it is turned off are not limited to the same time, and those set to different times may be alternately repeated periodically. Also, the cycle is set so as not to be shorter than 1 frame (=33 ms), which is the drawing update cycle for drawing an image for one screen on the liquid crystal display device 41, in order for the player to recognize that it is blinking. Thereby, by synchronizing the cycle for drawing an image for one screen and the update cycle of the decorative lamp LA, or synchronizing the blinking cycle that is an integer multiple of the cycle for drawing an image for one screen, the performance by the decorative lamp LA and the liquid crystal display can be executed without giving the player a sense of discomfort.

[0210] On the other hand, the method shown in FIGS. 24(a-2) to 24(d-2) can also be adopted. That is, as shown in FIG. 24(a-2), a decorative lamp LA such as a full-color LED lamp mounted on the decorative lamp substrate 90 is lit (for example, white), and after a predetermined period, it is turned off as shown in FIG. 24(b-2). Next, as shown in FIG. 24(c-2), the decorative lamp LA is lit with a color different from the color shown in FIG. 24(a-2) (for example, yellow), and after a predetermined period, it is turned off as shown in FIG. 24(d-2). Then, again, after a predetermined period, the cycle of lighting (for example, white) the decorative lamp LA shown in FIG. 24(a-2) is repeated to cause it to blink. Thus, when performing an effect for the player in which the white and yellow decorative lamps LA blink alternately in this way, as described above, it blinks through the off state. This is because when changing from white to yellow, passing through the off state can prevent an afterimage of the white decorative lamp LA from remaining in the player's eyes, and thus the lamp effect when switching between different colors can be made to look natural. Note that the cycle is set so as not to be shorter than one frame (=33 ms) in order for the player to recognize that it is blinking.

[0211] Incidentally, as shown in FIGS. 24(a-2) to 24(d-2), when blinking the decorative lamp LA using different colors, it is preferable not to use blue and red. This is because there is a possibility that an accident such as a photosensitive seizure may occur to the player.

[0212] Next, a lamp pattern that gradually changes the brightness and color of the decorative lamp will be described. The decorative lamp such as a full-color LED lamp mounted on the decorative lamp substrate 90 described above can gradually change its brightness and color as a lamp pattern that exhibits a lamp effect. Specifically, since the decorative lamp can control its light emission based on brightness data for setting brightness and RGB data for setting color, when adjusting the brightness, the method shown in FIGS. 25(a-1) to (f-1) can be adopted. That is, as shown in FIG. 25(a-1), the decorative lamp LA lights up at 100% brightness, for example, in white. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 25(b-1), the decorative lamp LA is adjusted to 75% brightness and changes from white to light gray and lights up. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 25(c-1), the decorative lamp LA is adjusted to 50% brightness and changes from light gray to dark gray and lights up. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 25(d-1), the decorative lamp LA is adjusted to 25% brightness and changes from dark gray to darker gray and lights up. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 25(e-1), the decorative lamp LA is adjusted to 50% brightness and changes from darker gray to dark gray and lights up. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 25(f-1), the decorative lamp LA is adjusted to 75% brightness and changes from dark gray to light gray and lights up. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 25(a-1), the decorative lamp LA is adjusted to 100% brightness and changes to white and lights up.

[0213] Thus, in this way, the decorative lamp LA repeats the cycle of performing the brightness adjustment shown in FIGS. 25(a-1) to (f-1) while remaining lit without being turned off, whereby the brightness of the decorative lamp can be changed step by step. Note that not turning off the lamp is to prevent the player's interest in the game from decreasing. That is, when performing a brightness gradation that changes the brightness step by step, if the lamp is turned off, it may give the player a feeling that the step change in brightness has ended, and the player may feel uncomfortable, which may reduce the player's interest in the game. Note that the cycle is set so as not to be shorter than one frame (= 33 ms) in order for the player to recognize that the brightness of the decorative lamp is changing.

[0214] On the other hand, when performing color adjustment, the method shown in FIG. 25(a-2) can be adopted. That is, based on the RGB data for setting the color transmitted from the sub-control CPU 800a, as shown in FIG. 25(a-2), the decorative lamp LA such as a full-color LED lamp mounted on the decorative lamp board 90 is changed in color from yellow ⇒ green ⇒ blue ⇒ red (so-called rainbow color) from the bottom to the top of the pachinko game machine 1. Note that even when performing such a color gradation, if the lamp is turned off, it may give the player a feeling that the step change in color has ended, and the player may feel uncomfortable, which may reduce the player's interest in the game. Therefore, to prevent such a situation, the lamp is not turned off, and the color is changed step by step while remaining lit.

[0215] Next, a lamp pattern for causing the decorative lamp to perform gradational flashing (strobe flash) will be described. The decorative lamp such as the full-color LED lamp mounted on the decorative lamp substrate 90 described above can be caused to perform gradational flashing (strobe flash) as a lamp pattern for exhibiting a lamp effect. Specifically, as shown in FIG. 26(a), the decorative lamp LA lights up at 100% brightness, for example, in white. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 26(b), the decorative lamp LA is adjusted to 75% brightness and lights up while changing from white to light gray. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 26(c), the decorative lamp LA is adjusted to 50% brightness and lights up while changing from light gray to dark gray. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 26(d), the decorative lamp LA is adjusted to 25% brightness and lights up while changing from dark gray to darker gray. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 26(e), the decorative lamp LA is adjusted to 0% brightness and turns off. Then, based on the brightness data transmitted from the sub-control CPU 800a, after a predetermined period, as shown in FIG. 26(a), the decorative lamp LA is adjusted to 100% brightness and lights up while changing to white. Thus, by incorporating such turning off, when it is desired to impress the player more than other effects by deliberately giving the player the sense of discomfort caused by the turning off described above, the lamp pattern for performing gradational flashing (strobe flash) is executed. Therefore, it is set to have a lower appearance frequency than brightness gradation and color gradation.

[0216] Thus, by changing the brightness of the decorative lamp LA stepwise to 0% and then suddenly changing it to 100%, a lamp pattern like a strobe can be realized. Note that the periods shown in FIGS. 26(a) to (e) are set so as not to be shorter than one frame (= 33 ms) in order for the player to recognize that the brightness of the decorative lamp is changing.

[0217] Thus, by simply turning on, off, adjusting the brightness, and adjusting the color of the decorative lamp LA, various types of lamp patterns can be realized. Therefore, in a situation where multiple types of announcements, reach effects, etc. are executed in parallel, the interest of the game can be effectively improved without imposing a burden on the control surface.

[0218] <Explanation of the "static" and "dynamic" lamp patterns> By the way, using the lamp patterns described above, "static" and "dynamic" lamp patterns can be created. That is, the "static" lamp pattern is used when performing a lamp effect without (or with little) movement. For example, as shown in Fig. 27(a), by using the lighting and extinguishing of the decorative lamp, the decorative lamp is lit from frame 0 (0f) to frame 150 (150f), and the decorative lamp is extinguished from frame 150 (150f) to frame 300 (300f).

[0219] Also, as shown in Fig. 27(b), low-speed gradation can be achieved by adjusting the brightness of the decorative lamp. That is, the decorative lamp is lit at 100% brightness, for example, in white, from 0 frame (0f) to 15 frames (15f), and is lit from white to light gray at 75% brightness from 15 frames (15f) to 30 frames (30f). Next, the decorative lamp is lit from light gray to slightly darker gray at 65% brightness from 30 frames (30f) to 45 frames (45f). Next, the decorative lamp is lit from slightly darker gray to dark gray at 50% brightness from 45 frames (45f) to 60 frames (60f). Next, the decorative lamp is lit from dark gray to even darker gray at 25% brightness from 60 frames (60f) to 75 frames (75f). Next, the decorative lamp is lit from even darker gray to dark gray at 50% brightness from 75 frames (75f) to 90 frames (90f). Next, the decorative lamp is lit from dark gray to slightly darker gray at 65% brightness from 90 frames (90f) to 105 frames (105f). Next, the decorative lamp is lit from slightly darker gray to light gray at 75% brightness from 105 frames (105f) to 120 frames (120f). Next, the decorative lamp is lit from light gray to white at 100% brightness from 120 frames (120f) to 135 frames (135f). Such processing is repeated up to 300 frames (300f).

[0220] Thus, by doing so, low-speed gradation can be achieved by adjusting the brightness of the decorative lamp.

[0221] On the other hand, the "moving" lamp pattern is used when performing a lamp effect with movement (intense). For example, as shown in Fig. 27(c), it can be made to blink at high speed by using the lighting and extinguishing of the decorative lamp. That is, as shown in Fig. 27(c), the lighting and extinguishing of the decorative lamp are alternately repeated, where the decorative lamp is lit from 0 frame (0f) to 1 frame (1f) and extinguished from 1 frame (1f) to 2 frames (2f).

[0222] Also, as shown in FIG. 27(d), gradation blinking (stroboflash) can be performed using the brightness adjustment of the decorative lamp. That is, over 0 frame (0f) to 1 frame (1f), the decorative lamp is lit at 100% brightness, for example, in white. Over 1 frame (1f) to 2 frames (2f), it is lit at 75% brightness, changing from white to light gray. Next, over 2 frames (2f) to 3 frames (3f), it is lit at 50% brightness, changing from light gray to dark gray. Next, over 3 frames (3f) to 4 frames (4f), it is lit at 25% brightness, changing from dark gray to darker gray. Next, over 4 frames (4f) to 5 frames (5f), it is turned off at 0% brightness, changing from dark gray to black. Then, by returning the brightness of the decorative lamp to 100% and lighting it in white, gradation blinking (stroboflash) is performed, and this process is repeated.

[0223] Thus, by combining such a "static" lamp pattern and a "dynamic" lamp pattern, a lamp effect with a sense of rhythm can be achieved. For example, as shown in Fig. 28, from frame 0 (0f) to frame 60 (60f) (for example, during the change of the decorative pattern), the decorative lamp is set to a low-speed gradation (see Fig. 27(b)). Then, from frame 60 (60f) to frame 90 (90f) (for example, at the start of the tempai aoori), the decorative lamp is set to a high-speed blinking (see Fig. 27(c)). Then, from frame 90 (90f) to frame 120 (120f), the decorative lamp is turned off. Then, from frame 120 (120f) to frame 150 (150f) (for example, during the aoori of the tempai aoori), the decorative lamp is set to a low-speed gradation (see Fig. 27(b)), and from frame 150 (150f) to frame 210 (210f) (for example, during the aoori of the tempai aoori), the decorative lamp is set to a high-speed blinking (see Fig. 27(c)). Then, from frame 210 (210f) to frame 270 (270f) (for example, for the tempai aoori (tame)), the decorative lamp is turned off. Then, from frame 270 (270f) to frame 300 (300f) (for example, for the tempai), the decorative lamp is set to a high-speed blinking (see Fig. 27(c)). Then, from frame 300 (300f) to frame 330 (330f), the decorative lamp is turned off. Then, from frame 330 (330f) to frame 390 (390f) (for example, during the standby of the decorative pattern), the decorative lamp is set to a low-speed gradation (see Fig. 27(b)).

[0224] Thus, in this way, when combining the "static" lamp pattern and the "dynamic" lamp pattern, by sandwiching "turning off the light" at the switching point of the effect, a lamp effect with a sense of rhythm can be achieved.

[0225] <Explanation of the arrangement of the decorative lamp> Incidentally, a decorative lamp as described above can be arranged as shown in FIG. 29. FIG. 29 is a schematic diagram schematically showing the pachinko machine 1. As shown in the schematic front view of the pachinko machine 1 shown in FIG. 29(a), on the peripheral frame of the front frame 3, in the upper right of the drawing, a first decorative lamp LA1 composed of a plurality of decorative lamps is arranged in an inclined manner, and in the lower right of the drawing, a second decorative lamp LA2 composed of a plurality of decorative lamps is arranged in an inclined manner, in the upper left of the drawing, a third decorative lamp LA3 composed of a plurality of decorative lamps is arranged in an inclined manner, and in the lower left of the drawing, a fourth decorative lamp LA4 composed of a plurality of decorative lamps is arranged in an inclined manner. And as shown in FIG. 29(a), above the liquid crystal display device 41 of the game board 4, a fifth decorative lamp LA5 composed of a plurality of decorative lamps is arranged linearly, on the right side of the liquid crystal display device 41 of the game board 4, a sixth decorative lamp LA6 composed of a plurality of decorative lamps is arranged linearly, and on the left side of the liquid crystal display device 41 of the game board 4, a seventh decorative lamp LA7 composed of a plurality of decorative lamps is arranged linearly.

[0226] Thus, among the decorative lamps arranged in this way, as shown in the schematic diagram of the right side vertical sectional view of FIG. 29(b), the first decorative lamp LA1 and the third decorative lamp LA3 are arranged in a downward inclined manner from the front side (the side visible to the player) of the front frame 3 toward the rear side (the back side of the pachinko machine 1), and the second decorative lamp LA2 and the fourth decorative lamp LA4 are arranged in an upward inclined manner from the front side (the side visible to the player) of the front frame 3 toward the rear side (the back side of the pachinko machine 1). Therefore, when lighting the first decorative lamp LA1 to the fourth decorative lamp LA4, if it is lit from the front side (the side visible to the player) of the front frame 3 toward the rear side (the back side of the pachinko machine 1), or from the rear side (the back side of the pachinko machine 1) of the front frame 3 toward the front side (the side visible to the player), a three-dimensional effect will appear, and a flowing lighting pattern can be created, thereby generating a sense of movement in the lamp effect.

[0227] In addition, as shown in Fig. 29(b), the sixth decorative lamp LA6 is composed of a front-side sixth decorative lamp LA6a and a rear-side sixth decorative lamp LA6b. And as shown in Fig. 29(b), this front-side sixth decorative lamp LA6a is arranged on the front side of the game board 4 (the side visible to the player), and the rear-side sixth decorative lamp LA6b is offset from the front-side sixth decorative lamp LA6a so as to be located on the rear side of the front-side sixth decorative lamp LA6a, and is arranged on the rear side of the game board 4 (the back side of the pachinko machine 1). As a result, the sixth decorative lamp LA6 is arranged in multiple layers, so a three-dimensional effect is produced, and a sense of movement is generated in the lamp effect.

[0228] <Explanation of the illumination panel> Next, an explanation of the illumination panel will be given. As shown in Fig. 30, the illumination panel IP is arranged on the front side of the liquid crystal display device 41 (the side visible to the player), and includes a transparent light guide plate IPa and an illumination part IPb in which a plurality of full-color LEDs arranged along the end side (the upper end side in the figure) of the light guide plate IPa are arranged. On the surface of the light guide plate IPa, a large number of minute recesses (not shown) that reflect the light irradiated by the illumination part IPb forward are formed. Thus, a predetermined display mode is displayed on the light guide plate IPa by the high-density aggregate of these minute recesses. For example, in Fig. 30, as the display mode, an image imitating the movable accessory device 43 is displayed. When the movable accessory device 43 moves to the front of the liquid crystal display device 41, by irradiating the illumination panel IP with light, the effect produced by the movable accessory device 43 can be improved. Note that the colors of the plurality of full-color LEDs are set based on RGB data, and the brightness can be set based on the brightness data.

[0229] Incidentally, when effectively expressing such an illumination panel, when the plurality of full-color LEDs arranged in the illumination unit IPb emit light in white based on the RGB data transmitted from the sub-control CPU 800a, they emit light at a luminance of less than 100% based on the luminance data transmitted from the sub-control CPU 800a. If they emit light at 100% luminance, the predetermined display mode displayed on the light guide plate IPa will shine very dazzlingly, and thus there is a possibility that the player will feel uncomfortable. As will be described later, when effectively expressing the illumination panel, it is necessary to arrange many full-color LEDs within a predetermined range. Therefore, when emitting light in white, since the luminance becomes even higher by lighting all three RGB LEDs in the full-color LED, it is preferable that the plurality of full-color LEDs arranged in the illumination unit IPb emit light at a luminance of less than 100%. However, unlike the plurality of full-color LEDs arranged in the illumination unit IPb, the above-described decorative lamp does not display any particular pattern. Therefore, even when it emits light in white, it may emit light at 100% luminance, or of course, it may emit light at 100% or less luminance.

[0230] Thus, even if the decorative lamp with a different use and the plurality of full-color LEDs arranged in the illumination unit IPb emit light in the same color white, the optimal expression can be achieved only by changing the luminance. Therefore, in a situation where a plurality of types of effects such as announcements and reaches are executed in parallel, the interest of the game can be effectively improved without imposing a burden on the control surface.

[0231] Incidentally, both the decorative lamp and the plurality of full-color LEDs arranged in the illumination unit IPb can have their luminance adjusted by the player using the setting button 15. However, even if the set value of the luminance adjustment adjusted by the player using the setting button 15 is the maximum value, the luminance of the plurality of full-color LEDs arranged in the illumination unit IPb is configured to be less than 100% even when the plurality of full-color LEDs emit light in the same color white.

[0232] On the other hand, when the pachinko gaming machine 1 is powered on and there is no player, in order to check the operation of the plurality of full-color LEDs arranged in the illumination unit IPb, when the RGB data is set to white and lit in white, the brightness of the full-color LEDs may be set to 100% for emission.

[0233] On the other hand, in order to effectively display the illumination panel, the arrangement interval of the plurality of full-color LEDs arranged in the illumination unit IPb is preferably, for example, 10 mm or less and smaller than the arrangement interval of the decorative lamps. Also, it is preferable to increase the current value of the full-color LEDs to the allowable limit. Further, the plurality of full-color LEDs arranged in the illumination unit IPb are preferably arranged at a right angle (90 degrees) to the light guide plate IPa.

[0234] Also, in order to effectively display the illumination panel, the brightness of the liquid crystal screen of the liquid crystal display device 41 is preferably reduced to 50% to 100%. However, even if the brightness of the liquid crystal screen is not reduced, a black semi-transparent image may be displayed in front of the liquid crystal screen to darken the liquid crystal screen. Also, after setting the background image to a black image, only necessary symbols such as the resident symbol may be displayed.

[0235] <Explanation of Specific Lamp Effects> Next, an explanation of specific lamp effects will be given. For example, before winning a jackpot game and starting the jackpot game state, as shown in Fig. 31(a), when a guidance effect is executed to guide the player to hit a game ball to the right side of the game area 40 of the game board 4 using the launch handle 16, for example, a display such as "Hit Right =>" is shown on the liquid crystal display device 41. At this time, the opening / closing door 46a of the winning device 46 is opened, and game balls can enter a large winning opening (not shown). However, depending on the player, there may be cases where it is unclear where on the right side of the game board 4 to aim for the game ball to flow down.

[0236] Therefore, in the present embodiment, a lamp effect pattern that allows the target to be known is executed. That is, as shown in Fig. 31(a), a plurality of decorative lamps LA arranged in the winning device 46 are rapidly blinked (see Fig. 27(c)), and in the direction of arrow Y1, a plurality of decorative lamps LA arranged in the upper decoration 42a, the right decoration 42c, etc. are sequentially lit from the left side to the right side, making it appear as if light is flowing into the winning device 46. At this time, a part of the other decorative lamps arranged on the game board 4 is turned off. Fig. 31(a) illustrates a state in which a plurality of decorative lamps LA arranged on the left decoration 42b side, the special symbol 1 start port 44 side, or the general winning port 49 side, etc. are turned off. By executing such a lamp effect pattern, the player can recognize where to aim the game ball. Note that such a lamp effect pattern is the "dynamic" lamp pattern described above, and is executed when a guidance effect occurs so that the player is not disadvantaged by a lamp pattern with movement, and is not executed in other effects. This is because, in order to emphasize the switching of the game method from left-handed to right-handed, if it is executed in other effects, there is a risk that this degree of emphasis will be reduced.

[0237] On one hand, when a predetermined period elapses from the state shown in Fig. 31(a) and the jackpot game state starts, a round effect is executed. At this time, as shown in Fig. 31(b), in addition to the display of "Right hit ⇒", the display of "ROUND1" is made on the liquid crystal display device 41. Also at this time, a lamp effect pattern is executed. Different from Fig. 31(a), as shown in Fig. 31(b), a plurality of decorative lamps LA arranged in the winning device 46 are slowly blinked (the blinking cycle is lengthened and blinked slowly). Or, they are lit in a rainbow color. Then, as shown in Fig. 31(b), a plurality of decorative lamps LA arranged on the upper decoration 42a side, the left decoration 42b side, the right decoration 42c side, the special symbol 1 start port 44 side, or the general winning port 49 side, etc. are lit in a rainbow color. Thus, if such a lamp effect pattern is executed, the player can recognize that the jackpot game state has started. Note that this lamp effect pattern is the "static" lamp pattern described above. In order to convey to the player who already grasps aiming at the big winning port by right hitting that the jackpot game is executed without changing from the right hitting state, it is set as the "static" lamp pattern. Also, such a lamp effect pattern can be executed not only in the round effect but also in other effects such as jackpot variation.

[0238] Thus, by simply changing the lighting state of the plurality of decorative lamps LA arranged in the winning device 46 according to the difference in the effect in this way, the player can recognize the difference in the effect, and thus, in the situation where a plurality of types of announcements, reach, etc. effects are executed in parallel, the interest of the game can be effectively improved without imposing a burden on the control surface.

[0239] In the present embodiment, an example of the lighting pattern of the plurality of decorative lamps LA arranged in the winning device 46 has been shown. However, the present invention is not limited thereto. After a big win game, when a player aims at the electric chewing gum (ordinary electric accessory), that is, the special symbol 2 starting device 45 and hits a game ball using the firing handle 16, a plurality of decorative lamps arranged in the special symbol 2 starting device 45 may be caused to blink at high speed (see FIG. 27(c)) in the same manner as in FIG. 31(a), and a plurality of decorative lamps LA arranged in the upper decoration 42a, the right decoration 42c, etc. may be sequentially lit from the left side toward the right side in the direction of arrow Y1 so as to give the appearance that light flows into the special symbol 2 starting device 45. However, if it is possible to understand the guiding state to the winning device 46 or the special symbol 2 starting device 45, decorative lamps other than the winning device 46 and the special symbol 2 starting device 45 may be turned off.

[0240] Also, the lamp lighting pattern of the high-speed blinking of the plurality of decorative lamps LA arranged in the winning device 46 shown in the present embodiment is preferably not used when other decorative lamps different from the winning device 46 are caused to blink and emit light except when the opening / closing door 46a of the winning device 46 is opened. That is, if such a lamp lighting pattern of high-speed blinking is executed when the opening / closing door 46a of the winning device 46 is not opened, a player who sees it may misrecognize that the opening / closing door 46a of the winning device 46 is opened, which may cause trouble with the casino side (hall side). Therefore, when causing decorative lamps other than the plurality of decorative lamps LA arranged in the winning device 46 to blink and emit light, it is preferable to make the cycle of switching between lighting and extinguishing longer than the cycle of the lamp lighting pattern of high-speed blinking.

[0241] <Main control: Explanation of program> Here, the processing methods of the above-described various contents will be described in detail below. First, the outline of the program stored in the main control ROM 600b (see FIG. 4) processed by the main control board 60 will be described in detail by referring to FIGS. 32 to 47.

[0242] First, when the pachinko gaming machine 1 is powered on, a power-on signal indicating that the DC voltage generated by the voltage generation unit 1300 of the power supply board 130 (see FIG. 4) is applied to each control board is sent. In response to this signal, the main control CPU 600a (see FIG. 4) reads out the program stored in the main control ROM 600b and performs the main control main process shown in FIG. 32. At this time, the main control CPU 600a first sets itself to the interrupt prohibition state (step S1).

[0243] Next, the main control CPU 600a performs a stack pointer setting process of setting the value of the stack pointer inside the main control CPU 600a corresponding to the final address of the normal use stack area (step S2).

[0244] Next, the main control CPU 600a clears the watchdog timer (WDT) (not shown) built into the main control CPU 600a (step S3) and clears the output port that outputs the emission control signal (step S4).

[0245] Subsequently, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears the watchdog timer (WDT) (not shown) (step S7).

[0246] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8). If it has not become "0" (step S8: ≠ 0), the process returns to the process of step S7. If it has become "0" (step S8: = 0), the process proceeds to the process of step S9.

[0247] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice, and checks whether the levels of the voltage abnormality signals ALARM acquired twice match. Then, it stores the signal in an internal register (not shown) of the main control CPU 600a and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is at the "L" level (step S10: YES), the process returns to step S9. If the level of the voltage abnormality signal ALARM is at the "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process until the voltage abnormality signal ALARM changes to the normal level (i.e., the "H" level) (steps S9 to S10). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.

[0248] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the working area of the main control RAM 600c (step S12). Specifically, 00H is set in the power supply abnormality confirmation counter, and 01H is set in the system operation status.

[0249] Next, the main control CPU 600a transmits a processing command (production control command DI_CMD) to the sub-control board 80 to cause the liquid crystal display device 41 to display a standby screen (step S13).

[0250] Next, the main control CPU 600a clears a watchdog timer (WDT) (not shown) (step S14) and checks whether a signal indicating that power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14. If the power-on signal has been received (step S15: ON), the process proceeds to step S16.

[0251] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves it in the working area of the main control RAM 600c (step S16).

[0252] Next, the main control CPU 600a acquires the door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open, the signal of the RAM clear switch 620 saved in the working area of the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all of them are ON (step S18: YES), the main control CPU 600a performs setting switching processing (step S19).

[0253] <Main control: Main processing: Explanation regarding setting switching processing> Here, this setting switching processing will be specifically described with reference to FIG. 34.

[0254] First, the main control CPU 600a sends a setting switch start command (production control command DI_CMD) indicating that setting changes are in progress to the sub-control board 80 (step S50).

[0255] Next, the main control CPU 600a clears the backup flag (step S51). Note that this backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power failure or the like is detected in the power failure check processing shown in FIG. 33. Also, the reason for clearing this backup flag is to detect in step S21 shown in FIG. 33 described later the case where a power cut occurs due to some factor during the setting switching process and the main control RAM 600c is not normally backed up.

[0256] Next, the main control CPU 600a sets 02H in the system operation status (step S52), acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4), and sets it in the W register (step S53). Specifically, when the set value is, for example, from "1" to "6", in the program, the set values "1" to "6" are made to correspond to the values "00H" to "05H" and set in the W register.

[0257] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). Then, if the value set in the W register is greater than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), it is determined that it is an abnormal value, and 00H is set in the W register (step S56).

[0258] On the other hand, if the value set in the W register is smaller than the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined that it is a normal value, and the process proceeds to the process of step S57.

[0259] Next, the main control CPU 600a sets the security signal output to a hall computer (not shown) used for game island management in the game hall to ON via an external terminal not shown, and outputs the security signal to the hall computer (not shown) via an external terminal not shown (step S57).

[0260] Next, the main control CPU 600a sets 00H in the LED common port (step S58).

[0261] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).

[0262] Next, the main control CPU 600a sets the LED common port for displaying the set value to ON (step S60).

[0263] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so that a 4 ms wait is imposed, and performs a countdown process (step S61). Note that this process is to ensure that when checking the change in the level data of the RAM clear switch 620 (see FIG. 4) and the setting key switch 630 (see FIG. 4), at least 4 ms has elapsed since the acquisition of the previous switch level, so as to confirm that the change in the level data is not due to irregularities such as noise. Furthermore, when checking the change in the voltage abnormality signal in the subsequent power supply abnormality check process and counting the power supply abnormality confirmation counter, a 4 ms time is also provided to confirm that the "L" level of the voltage abnormality signal is not level data due to irregularities such as noise.

[0264] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). The power supply abnormality check process will be specifically described with reference to FIG. 35.

[0265] <Explanation regarding the main control: main process: power supply abnormality check process> As shown in FIG. 35, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 4) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 4) twice (step S80), and checks whether the levels of the voltage abnormality signals ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), it returns to the process of step S80.

[0266] Next, if the level of the voltage abnormality signal ALARM is at the "H" level (step S82: OFF), the main control CPU 600a clears the power supply abnormality confirmation counter (step S83) and ends the power supply abnormality check process.

[0267] On the other hand, if the level of the voltage abnormality signal ALARM is at the "L" level (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process is ended.

[0268] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or more (step S85: YES), the main control CPU 600a sends a power-off command (production control command DI_CMD) indicating that the power supply to the sub-control board 80 has been cut off (step S86).

[0269] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it is determined that the setting change process is in progress (step S87: YES), the backup flag is not set to ON, and the process proceeds to step S89. In this way, if the power is cut off due to some factor during the setting switching process and the main control RAM 600c is not normally backed up, it can be detected at step S21 shown in FIG. 33 described later.

[0270] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).

[0271] Next, the main control CPU 600a sets the data writing to the main control RAM 600c to the prohibited state (step S89), clears the output data of all output ports (step S90), prohibits the timer interrupt (step S91), and repeats the infinite loop process to wait for the voltage to drop.

[0272] <Explanation of Main Control: Main Processing: Setting Switching Processing> Thus, after completing the power failure check process (step S62) through the above-described processes, the main control CPU 600a creates switch edge data of the RAM clear switch 620 signal and switch edge data of the setting key switch 630 signal from the level data of the RAM clear switch 620 and the level data of the setting key switch 630 for the previous time and this time (step S63). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c.

[0273] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c. If the setting key switch 630 is ON (step S64: NO), the process proceeds to the process of step S65. If the setting key switch 630 is OFF (step S64: YES), the process proceeds to the process of step S67.

[0274] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments (+1) the value of the W register (step S66) and returns to the process of step S54.

[0275] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to the process of step S57.

[0276] Thus, until the setting key switch 630 is turned OFF, the above processes are repeated. When the setting key switch 630 is turned OFF, the main control CPU 600a overwrites and stores the value of the W register with the setting value (for example, the setting values corresponding to "00H" to "05H" for "1" to "6") of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4) (step S67).

[0277] Next, the main control CPU 600a outputs the setting confirmation display to the LED data port (step S68).

[0278] Next, the main control CPU 600a transmits a setting switch completion command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S69).

[0279] <Main control: Explanation of main processing> Thus, after going through the above-described processing and finishing the setting switch processing (step S19) shown in FIG. 32, the main control CPU 600a proceeds to the processing of step S26 shown in FIG. 33.

[0280] On the other hand, the main control CPU 600a checks whether the signals of the RAM clear switch 620 and the setting key switch 630 are all ON (step S18). If they are not all ON (step S18: NO), the main control CPU 600a performs the processing of step S20 shown in FIG. 33.

[0281] That is, the main control CPU 600a acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 4) (for example, the set value of "00H" to "05H" corresponding to "1" to "6"), and checks whether it is less than or equal to the set maximum value (for example, "05H" corresponding to "6") (step S20). If it is less than or equal to the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).

[0282] <Main control: Main processing: Explanation regarding RAM error processing> If it is not less than or equal to the set maximum value (step S20: NO), or if the backup flag is not set to ON (step S21: NO), the main control CPU 600a transmits a RAM error command (production control command DI_CMD) indicating a RAM error to the sub-control board 80 (step S22).

[0283] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).

[0284] Next, the main control CPU 600a performs a power failure check process (step S24), returns to the process of step S23, and repeats the process. Note that this power failure check process is the same process as the power failure check process shown in FIG. 35.

[0285] <Main control: Explanation of main process> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is confirmed (step S25).

[0286] <Main control: Main process: Explanation regarding RAM clear process> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting change process shown in FIG. 32 (step S19) is performed, the main control CPU 600a does not clear the measurement RAM area and measurement stack area of the main control RAM 600c, but clears the normal RAM area and normal stack area of the main control RAM 600c (step S26). Note that since the normal RAM area and normal stack area of the main control RAM 600c are cleared, the game state becomes the normal game state.

[0287] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30 s) (step S27), and sets the timer for outputting a security signal output to a hall computer (not shown) used for game island management in the game hall via an external terminal (not shown) to 30 seconds (30 s) (step S28).

[0288] Next, the main control CPU 600a performs initial value setting on a part of the main control RAM 600c (step S29), and proceeds to the process of step S41.

[0289] <Main control: Explanation of main process> On the other hand, if the signal of the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires the door open signal indicating whether the glass door frame 5 shown in FIG. 1 is open and the signal of the setting key switch 630 (step S30), and checks whether all of them are ON (step S31). If not all of them are ON (step S31: NO), the process proceeds to the process of step S40.

[0290] <Explanation regarding the main control: main process: setting confirmation process> On the other hand, if all of them are ON (step S31: YES), the main control CPU 600a transmits a set value command (production control command DI_CMD) reflecting the set value to the sub-control board 80 (step S32).

[0291] Next, the main control CPU 600a sets a timer for 30 seconds (30 s) to output a security signal that is output to a hall computer (not shown) used for game island management in the game arcade via an external terminal (not shown) (step S33).

[0292] Next, the main control CPU 600a sets the security signal output to the hall computer (not shown) used for game island management in the game arcade to ON via an external terminal (not shown), and outputs the security signal to the hall computer (not shown) via the external terminal (not shown) for 30 seconds (30 s) set by the above timer (step S34).

[0293] Next, the main control CPU 600a outputs the set value to the LED data port (step S35).

[0294] Next, the main control CPU 600a sets a predetermined value in a register in the main control CPU 600a so as to take a 4 ms wait, and performs a countdown process (step S36).

[0295] Next, the main control CPU 600a performs a power supply abnormality check process (step S37). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG. 35.

[0296] Next, the main control CPU 600a creates switch edge data of the setting key switch 630 signal from the level data of the setting key switch 630 for the previous time and this time (step S38). Note that the main control CPU 600a stores the created edge data in the main control RAM 600c (see FIG. 4).

[0297] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (see FIG. 4) (step S39). If the setting key switch 630 is ON (step S39: NO), the process returns to the process of step S34.

[0298] <Explanation of the main control: Main process> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values such as a backup flag and an error detection timer are set in a part of the main control RAM 600c (step S40).

[0299] Next, the main control CPU 600a transmits a command (production control command DI_CMD) indicating whether it is a power-off recovery by RAM clear or a power-off recovery by backup to the sub-control board 80 (step S41).

[0300] Next, the main control CPU 600a performs a game state notification information update process for updating the game state notification information (step S42).

[0301] Next, the main control CPU 600a sets the internal function registers (step S43). Specifically, it sets the emission control signal to ON and transmits it to the payout control board 70. Thereby, the payout control board 70 controls to start the operation of the emission control board 71. Also, the main control CPU 600a sets the CTC (Counter Timer Circuit) which has functions such as creating a pulse output with a fixed period provided inside the main control CPU 600a and a time measurement function. That is, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 4 ms.

[0302] Next, the main control CPU 600a performs the process of the winning ball count management process 1 for calculating performance such as the total number of game balls launched into the game area 40 including the number of winning balls and the number of non-winning balls in a state where interrupts to itself are set to the prohibited state (step S44) (step S45). Then, after the main control CPU 600a performs the update process of various random number counters (step S46), it returns to the interrupt permission state (step S47), returns to step S44, and performs a loop process of repeatedly performing the processes of steps S44 to S47.

[0303] <Main control: Explanation of the winning ball count management process 1> Here, referring to FIGS. 36 to 39, the winning ball count management process 1 will be described in detail.

[0304] As shown in FIG. 36, the winning ball count management process 1 first executes a save process of saving the contents of the register group in the main control CPU 600a to the measurement stack area of the main control RAM 600c (step S100).

[0305] Next, the main control CPU 600a initializes the measurement RAM area of the main control RAM 600c (step S101).

[0306] <Main control: Explanation of the initialization of the measurement RAM area> Regarding this point, referring to FIG. 37 for a more detailed explanation, as shown in FIG. 37, first, the main control CPU 600a (see FIG. 4) checks the RAM error flag (step S110). If the RAM error flag is set to ON, it is determined that it does not indicate any value from "1" to "6" (step S110: YES), and an abnormality occurs in the main control RAM 600c (RAM error), and without performing the processes of step S111 and step S112, the process proceeds to step S113.

[0307] On the other hand, if the RAM error flag is set to OFF, the main control CPU 600a determines that it indicates any value from "1" to "6" (step S110: NO), and acquires the value of the initialized flag (step S111). Next, the main control CPU 600a checks whether the acquired value of the initialized flag is 5AH (step S112). If it is not 5AH (step S112: NO), 5AH is set in the initialized flag (step S113), the measurement RAM area is initialized (cleared) (step S114), and the initial setting process of the measurement RAM area is completed. On the other hand, if it is 5AH (step S112: YES), it is determined that the measurement RAM area has already been initialized, and the initial setting process of the measurement RAM area is completed.

[0308] Thus, when the acquired set value does not indicate any value from "1" to "6", since there is a possibility that the measurement (described later) according to the current set value is not being performed normally, even if it has been initialized, the measurement RAM area of the main control RAM 600c may be cleared.

[0309] <Explanation of the main control: Prize ball winning count management process 1> Thus, as shown in FIG. 36, after the main control CPU 600a initializes the measurement RAM area of the main control RAM 600c (step S101), it executes a count process (step S102).

[0310] <Explanation of the main control: Count process> In this regard, referring to FIG. 38 for a more detailed explanation, as shown in FIG. 38, the main control CPU 600a acquires a set value (for example, a set value from "1" to "6") of the probability of generating a special gaming state advantageous to the player stored in the main control RAM 600c (see FIG. 4), and selects a count counter table corresponding to the set value with the current set value as an offset (step S120).

[0311] Incidentally, the content corresponding to the set values 1 to 6 is stored in this count counter table.

[0312] That is, in the count counter table for set value 1, Total prize ball counter 1 for set value 1, Total prize ball counter 2 for set value 1, First accessory cumulative prize ball counter 1 for set value 1, First accessory cumulative prize ball counter 2 for set value 1, Second accessory cumulative prize ball counter 1 for set value 1, Second accessory cumulative prize ball counter 2 for set value 1, Cumulative out counter 1 for set value 1, Cumulative out counter 2 for set value 1, are stored.

[0313] In the count counter table for set value 2, Total prize ball counter 1 for set value 2, Total prize ball counter 2 for set value 2, First accessory cumulative prize ball counter 1 for set value 2, First accessory cumulative prize ball counter 2 for set value 2, Second accessory cumulative prize ball counter 1 for set value 2, Second accessory cumulative prize ball counter 2 for set value 2, Cumulative out counter 1 for set value 2, Cumulative out counter 2 for set value 2, are stored.

[0314] In the count counter table for set value 3, Total prize ball counter 1 for set value 3, Total prize ball counter 2 for set value 3, The first accessory cumulative prize ball counter 1 for setting value 3, The first accessory cumulative prize ball counter 2 for setting value 3, The second accessory cumulative prize ball counter 1 for setting value 3, The second accessory cumulative prize ball counter 2 for setting value 3, The cumulative out counter 1 for setting value 3, The cumulative out counter 2 for setting value 3, are stored.

[0315] In the counter table for setting value 4, The total prize ball counter 1 for setting value 4, The total prize ball counter 2 for setting value 4, The first accessory cumulative prize ball counter 1 for setting value 4, The first accessory cumulative prize ball counter 2 for setting value 4, The second accessory cumulative prize ball counter 1 for setting value 4, The second accessory cumulative prize ball counter 2 for setting value 4, The cumulative out counter 1 for setting value 4, The cumulative out counter 2 for setting value 4, are stored.

[0316] In the counter table for setting value 5, The total prize ball counter 1 for setting value 5, The total prize ball counter 2 for setting value 5, The first accessory cumulative prize ball counter 1 for setting value 5, The first accessory cumulative prize ball counter 2 for setting value 5, The second accessory cumulative prize ball counter 1 for setting value 5, The second accessory cumulative prize ball counter 2 for setting value 5, The cumulative out counter 1 for setting value 5, The cumulative out counter 2 for setting value 5, are stored.

[0317] In the counter table for setting value 6, The total prize ball counter 1 for setting value 6, The total prize ball counter 2 for setting value 6, The first accessory cumulative prize ball counter 1 for setting value 6, The first accessory cumulative prize ball counter 2 for setting value 6, The second accessory cumulative prize ball counter 1 for setting value 6, The second accessory cumulative prize ball counter 2 for setting value 6, The cumulative output counter 1 for setting value 6, The cumulative output counter 2 for setting value 6, are stored.

[0318] Therefore, for example, if the current setting value is "2", the counter table for setting value 2 is selected. The counter table corresponding to the above-described setting value is stored in the measurement RAM area of the main control RAM 600c.

[0319] Next, the main control CPU 600a obtains the input flags of the upper right general winning port switch 49a1, the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, the lower left general winning port switch 49d1, and the special symbol 1 start port switch 44a stored in the main control RAM 600c in step S505 shown in FIG. 47 described later (step S121). Then, these input flags are checked (step S122). If all the input flags are in the OFF state (step S122: NO), the process proceeds to the process of step S126. If any one of the input flags is in the ON state (step S122: YES), the value is added to the total prize ball counter 1 for setting values 1 to 6 of the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S123). Specifically, if the input flag of the upper right general winning port switch 49a1 is in the ON state, 5 prize balls are awarded, so +5 is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2). If the input flags of the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, and the lower left general winning port switch 49d1 are in the ON state, 10 prize balls are awarded for each ON input flag, so +10 (× the number of ON input flags) is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2). Further, if the input flag of the special symbol 1 start port switch 44a is in the ON state, 3 prize balls are awarded, so +3 (× the number of ON input flags) is added to the value of the total prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2).

[0320] Next, the main control CPU 600a checks whether the game state is a low-probability (the winning lottery probability is in the normal low-probability state) game state (step S124). If the game state is not in the low-probability state (step S124: NO), the process proceeds to the process of step S126.

[0321] On the other hand, if the game state is in the low-probability state (step S124: YES), the main control CPU 600a adds it to the value of the cumulative bonus ball counter (step S125). Specifically, if the input flag of the upper right general winning port switch 49a1 is in the ON state, 5 bonus balls are awarded, so +5 is added to the value of the cumulative bonus ball counter. And if the input flags of the upper left general winning port switch 49b1, the middle left general winning port switch 49c1, and the lower left general winning port switch 49d1 are in the ON state, 10 bonus balls are awarded for each ON input flag, so +10 (× the number of ON input flags) is added to the value of the cumulative bonus ball counter. And further, if the input flag of the special symbol 1 start port switch 44a is in the ON state, 3 bonus balls are awarded, so +3 (× the number of ON input flags) is added to the value of the cumulative bonus ball counter. Note that this cumulative bonus ball counter will be stored in the measurement RAM area of the main control RAM 600c.

[0322] Next, the main control CPU 600a acquires the input flag of the special symbol 2 start port switch 45a1 stored in the main control RAM 600c in step S505 shown in FIG. 47 described later (step S126). If this input flag is in the OFF state (step S127: NO), the process proceeds to the process of step S132. If this input flag is in the ON state (step S127: YES), it is added to the value of the first accessory cumulative bonus ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the first accessory cumulative bonus ball counter 1 for setting value 2) (step S128), and is added to the value of the total bonus ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the total bonus ball counter 1 for setting value 2) (step S129). Specifically, if the input flag of the special symbol 2 start port switch 45a1 is in the ON state, 3 bonus balls are awarded, so +3 is added to the value of the first accessory cumulative bonus ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the first accessory cumulative bonus ball counter 1 for setting value 2), and +3 is added to the value of the total bonus ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 (for example, if the current setting value is "2", the total bonus ball counter 1 for setting value 2).

[0323] Next, the main control CPU 600a checks whether the game state is a low-probability state (the winning lottery probability is in the normal low-probability state) (step S130). If the game state is not the low-probability state (step S130: NO), the process proceeds to the process of step S132.

[0324] On the other hand, if the game state is the low-probability state (step S130: YES), the main control CPU 600a adds to the value of the first accessory cumulative prize ball counter (step S131). Specifically, if the input flag of the special symbol 2 start port switch 45a1 is in the ON state, 3 prize balls are awarded, so +3 is added to the value of the first accessory cumulative prize ball counter. This first accessory cumulative prize ball counter will be stored in the measurement RAM area of the main control RAM 600c.

[0325] Next, the main control CPU 600a obtains the input flag of the big winning port switch 46c stored in the main control RAM 600c in step S505 shown in FIG. 47 described later (step S132). If this input flag is in the OFF state (step S133: NO), the process proceeds to the process of step S138. If this input flag is in the ON state (step S133: YES), the value is added to the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2) (step S134), and the value is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) (step S135). Specifically, if the input flag of the big winning port switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2), and +15 is added to the value of the total prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2).

[0326] Next, the main control CPU 600a checks whether the game state is a low-probability state (the winning lottery probability is in the normal low-probability state) (step S136). If the game state is not the low-probability state (step S136: NO), the process proceeds to the process of step S138.

[0327] On the other hand, if the game state is the low-probability state (step S136: YES), the main control CPU 600a adds to the value of the second accessory cumulative prize ball counter (step S137). Specifically, if the input flag of the big winning opening switch 46c is in the ON state, 15 prize balls are awarded, so +15 is added to the value of the second accessory cumulative prize ball counter. This second accessory cumulative prize ball counter will be stored in the measurement RAM area of the main control RAM 600c.

[0328] Next, the main control CPU 600a obtains the input flag of the output port switch 50a stored in the main control RAM 600c in step S505 shown in FIG. 47 described later (step S138). If this input flag is in the OFF state (step S139: NO), the process proceeds to the process of step S142. If this input flag is in the ON state (step S139: YES), the value of the cumulative output counter is incremented (+1) (step S140), and the value of the cumulative output counter 1 for setting values 1 to 6 of the counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the cumulative output counter 1 for setting value 2) is incremented (+1) (step S141). The cumulative output counter will be stored in the measurement RAM area of the main control RAM 600c.

[0329] Next, the main control CPU 600a checks the value of the cumulative output counter (step S142). If the total cumulative output count has not reached the predetermined value (60,000) (step S142: NO), the process proceeds to step S148. If the total cumulative output count has reached the predetermined value (60,000) (step S142: YES), the value of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) is stored in the total prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the total prize ball counter 2 for setting value 2) (step S143). The value of the first accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 1 for setting value 2) is stored in the first accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 2 for setting value 2) (step S144). The value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2) is stored in the second accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 2 for setting value 2) (step S145). The value of the cumulative output counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the cumulative output counter 1 for setting value 2) is stored in the cumulative output counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the cumulative output counter 2 for setting value 2) (step S146).

[0330] Next, the main control CPU 600a clears the values of the total prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2), the first accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 1 for setting value 2), the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2), and the cumulative out counter 1 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 (for example, if the current setting value is "2", the cumulative out counter 1 for setting value 2) (step S147).

[0331] Next, the main control CPU 600a checks whether the game state is a low probability (normal low probability state) game state (step S148). If the game state is not a low probability state (step S148: NO), the counting process ends. If the game state is a low probability state (step S148: YES), the low probability cumulative out counter is incremented (+1) (step S149), and the counting process ends. Note that the low probability cumulative out counter will be stored in the measurement RAM area of the main control RAM 600c.

[0332] <Explanation of the main control: Prize ball winning number management process 1> Thus, as shown in FIG. 36, after the main control CPU 600a executes the counting process (step S102), it executes the counting process (step S103).

[0333] <Explanation of the main control: Counting process> Regarding this point, referring to FIG. 39 for a more detailed explanation, as shown in FIG. 39, the main control CPU 600a checks the value of the low probability cumulative out counter (step S160). If the value of the low probability cumulative out counter is 0 (step S160: YES), the counting process ends.

[0334] On the other hand, if the value of the low-probability cumulative out-counter is not 0 (step S160: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first accessory cumulative prize ball counter, and the second accessory cumulative prize ball counter, and divides the added value by the value of the low-probability cumulative out-counter to calculate a base value of how many prize balls were awarded during the low-probability period, and stores it in the bL base monitor work area in the measurement RAM area of the main control RAM 600c (step S161).

[0335] Next, the main control CPU 600a checks the value of the cumulative out-counter (step S162). If the value of the cumulative out-counter is 0 (step S162: YES), the counting process ends.

[0336] On the other hand, if the cumulative out-counter is not 0 (step S162: NO), the main control CPU 600a adds the values of the cumulative prize ball counter, the first accessory cumulative prize ball counter, and the second accessory cumulative prize ball counter, and divides the added value by the value of the cumulative out-counter to calculate a base value of how many prize balls were awarded, and stores it in the b6 base monitor work area in the measurement RAM area of the main control RAM 600c (step S163).

[0337] Next, the main control CPU 600a checks the value of the cumulative out-counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the cumulative out-counter 2 for setting value 2) (step S164).

[0338] If the value of the cumulative output counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the cumulative output counter 2 for setting value 2) reaches 60000 (step S164: YES), the main control CPU 600a adds the values of the first accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 2 for setting value 2) and the second accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 2 for setting value 2), and divides the added value by the value of the total prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the total prize ball counter 2 for setting value 2) to calculate the accessory ratio, and stores it in the y6 accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S165).

[0339] Next, the main control CPU 600a divides the value of the second accessory cumulative prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 2 for setting value 2) by the value of the total prize ball counter 2 for setting values 1 to 6 in the counting counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the total prize ball counter 2 for setting value 2) to calculate the accessory ratio related to the big winning opening, stores it in the yA accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S166), and finishes the counting process.

[0340] On the other hand, if the value of the cumulative output counter 2 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the cumulative output counter 2 for setting value 2) has not reached 60,000 (step S164: NO), the main control CPU 600a adds the value of the first accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the first accessory cumulative prize ball counter 1 for setting value 2) and the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2), and divides the added value by the value of the total prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) to calculate the accessory ratio, which is then stored in the y6 accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S167).

[0341] Next, the main control CPU 600a divides the value of the second accessory cumulative prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the second accessory cumulative prize ball counter 1 for setting value 2) by the value of the total prize ball counter 1 for setting values 1 to 6 in the counter table for setting values 1 to 6 selected in step S120 shown in FIG. 38 (for example, if the current setting value is "2", the total prize ball counter 1 for setting value 2) to calculate the accessory ratio related to the big winning opening, which is then stored in the yA accessory ratio work area in the measurement RAM area of the main control RAM 600c (step S168), and ends the counting process.

[0342] <Explanation of the main control: Prize ball winning number management process 1> Thus, after finishing the above-described processing, as shown in FIG. 36, the main control CPU 600a executes counting processing (step S103), restores the content of the register saved in the measurement stack area of the main control RAM 600c (step S104), and ends the prize ball winning count management process 1.

[0343] In this embodiment, in the count processing shown in FIG. 38, an example in which the counter is incremented when the game state is a low probability state has been shown. However, when using the advantageous game described with reference to FIGS. 5 to 16, in order not to increment the counter in the case of the advantageous game state 1, it is preferable to determine steps S124, S130, and S136 shown in FIG. 38 based on whether or not the advantageous game state flag shown in FIG. 16(b) is ON (5AH). On the other hand, when incrementing the counter including the advantageous game state 1, it is preferable to determine based on whether or not the advantageous game state pattern shown in FIG. 16(b) is 01H or less (advantageous game state pattern ≤ 01H).

[0344] <Explanation of main control: Timer interrupt processing> Next, with reference to FIG. 40, the main processing described above is interrupted, and the timer interrupt program started every 4 ms will be described.

[0345] When this timer interrupt occurs, a save process for saving the content of the register group in the main control CPU 600a to the normal stack area of the main control RAM 600c is executed (step S200), and then a voltage abnormality check process is executed (step S201). This voltage abnormality check process is the same process as the power supply abnormality check process shown in FIG. 37.

[0346] Next, the main control CPU 600a receives ON / OFF signals of various switches including the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), the out port switch 50a (see FIG. 4), and the big winning port switch 46c (see FIG. 4). The ON / OFF signal levels and their rising states are stored in the working area within the main control RAM 600c (step S202).

[0347] Next, the main control CPU 600a performs timer subtraction processing on various timers (such as the normal symbol variation timer and the normal symbol accessory timer) that manage the time of each gaming operation (step S203).

[0348] Next, the main control CPU 600a performs random number management processing (step S204). Specifically, it updates the random numbers for normal symbols, special symbols, etc. used in the win / loss lottery.

[0349] Next, the main control CPU 600a performs error management processing (step S205). The error management processing determines whether there is an abnormality inside the device, such as when the supply of game balls stops, or when the game balls jam, or when there is a disconnection in the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), the out port switch 50a (see FIG. 4), and the big winning port switch 46c (see FIG. 4). When any error occurs, a command (the effect control command DI_CMD) corresponding to the error is transmitted to the sub-control board 80.

[0350] Next, the main control CPU 600a executes a prize ball management process (step S206). In this prize ball management process, a payout control command PAY_CMD for causing the payout control board 70 (see FIG. 4) to perform a payout operation is output.

[0351] Next, the main control CPU 600a executes a normal symbol process (step S207). This normal symbol process executes a win / loss lottery for the normal symbols, and determines the variation pattern and the stopped display state of the normal symbols based on the lottery result. The details of this process will be described later.

[0352] Next, the main control CPU 600a executes a normal electric accessory management process (step S208). In this normal electric accessory management process, signals related to the control of the normal electric accessory solenoid 45b2 (see FIG. 4), which is necessary for the occurrence of a normal electric accessory opening game, are generated based on the lottery result of the normal symbol process (step S207).

[0353] Next, the main control CPU 600a executes a special symbol process (step S209). In this special symbol process, a win / loss lottery for the special symbols is executed, and the variation pattern and the stopped display mode of the special symbols are determined based on the lottery result. The details of this process will be described later.

[0354] Next, the main control CPU 600a executes a special electric accessory management process (step S210). In this special electric accessory management process, mainly when the jackpot lottery result is "jackpot" or "minor jackpot", setting processes necessary for executing and controlling the corresponding winning games are performed. At this time, signals related to the control of the special electric accessory solenoid 46b (see FIG. 4) are also generated. When the jackpot lottery result is "jackpot" or "minor jackpot", a command (production control command DI_CMD) related to this is transmitted to the sub-control board 80.

[0355] Next, the main control CPU 600a performs right-handed notification information management processing (step S211). In this right-handed notification information management processing, when the opening / closing member 45b1 of the electric pachinko (ordinary electric accessory) is in the open state and the guiding member 45c1 is in the guiding state for an extended time, or when the opening / closing door 46a is opened and the big winning opening (not shown) is opened, etc., in a situation where right-handed is advantageous, processing is performed to present a "launch position guidance effect (right-handed notification effect)" that performs right-handed instruction notification. When the right-handed notification effect is performed, in this right-handed notification information management processing, a command (effect control command DI_CMD) regarding the right-handed notification effect is transmitted to the sub-control board 80 (sub-control CPU 800a). In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the liquid crystal display device 41 to display the determined stop symbol (ordinary symbol stop symbol) to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, as shown in FIGS. 7 to 9, the liquid crystal display device 41 will display "right-handed". When prompting the player to play left-handed, a command (effect control command DI_CMD) regarding left-handed is transmitted to the sub-control board 80. As a result, as shown in FIG. 9(d), the liquid crystal display device 41 will display "left-handed".

[0356] Next, the main control CPU 600a executes LED management processing (step S212). At this time, the main control CPU 600a outputs an advantageous game state LED signal to the 7-segment display device 53a based on the advantageous game state flag and / or advantageous game state pattern shown in FIG. 16(b). Thereby, the 7-segment display device 53a can display whether the game state is an advantageous game state. However, in the case of advantageous game state 1, no notification is made. That is, the fact that it is advantageous game state 1 is not displayed on the 7-segment display device 53a.

[0357] Next, the main control CPU 600a executes external terminal management processing (step S213). In this external terminal management processing, predetermined game information such as the number of winning occurrences, the number of fluctuations of special symbols, winning ball detection information at the winning port, information during the time-limited game state, and security information is output from an external terminal (not shown) to a hall computer (not shown) used for game island management in the game arcade.

[0358] Next, the main control CPU 600a performs solenoid management processing (step S214). At this time, the main control CPU 600a confirms a signal related to the control of the normal electric accessory solenoid 45b2 (see FIG. 4) generated in the normal electric accessory management processing (step S208), and also confirms a signal related to the control of the special electric accessory solenoid 46b (see FIG. 4) generated in the special electric accessory management processing (step S210). Then, based on this signal, the operation / stop of the normal electric accessory solenoid 45b2 or the special electric accessory solenoid 46b is controlled, and the time when the opening / closing member 45b1 of the electric chute (normal electric accessory) is in the open state and the guide member 45c1 is in the guiding state becomes the extended state / non-extended state, or the opening / closing door 46a (see FIG. 2) operates so that the large winning port (not shown) opens or closes.

[0359] Next, the main control CPU 600a performs processing outside the usage area (step S215). The details of this processing will be described later.

[0360] Next, the main control CPU 600a clears a watchdog timer (WDT) not shown (step S216), returns to the interrupt permission state (step S217), restores the contents of the registers saved in the normal stack area of the main control RAM 600c, and ends the timer interrupt (step S218). As a result, the process returns from the interrupt processing routine to the main processing (see FIG. 32).

[0361] <Explanation of Main Control: Normal Symbol Processing> Next, with reference to FIG. 41, the above normal symbol processing will be described in detail.

[0362] As shown in FIG. 41, in the normal symbol start port 48 (see FIG. 2) composed of gates, the normal symbol process first checks whether the passage of the game ball is detected, that is, checks the signal level of the normal symbol start port switch 48a (see FIG. 4) of the normal symbol start port 48 (step S250). When the passage of the game ball is detected (step S250: YES), the main control CPU 600a checks the main control RAM 600c (see FIG. 4) in which the number of reserved balls for starting the normal symbol is stored in order to determine whether the number of reserved balls for starting the normal symbol is, for example, 4 or more (step S251). At this time, if the number of reserved balls for starting the normal symbol is less than 4 (step S251: ≠ MAX), the number of reserved balls for starting the normal symbol is incremented by 1 (step S252). After that, the main control CPU 600a stores the random number value for determining the win or loss of the normal symbol used in the win or loss lottery of the normal symbol in the main control RAM 600c (see FIG. 4) in which the number of reserved balls for starting the normal symbol is stored (step S253), and then proceeds to the process of step S254.

[0363] On the other hand, if the passage of the game ball is not detected in step S250 (step S250: NO), or if it is determined in step S251 that the number of reserved balls for starting the normal symbol is 4 or more (step S251: = MAX), the processes of steps S252 to S253 are not performed, and the process proceeds to the process of step S254.

[0364] When the main control CPU 600a proceeds to the process of step S254, it checks whether the operation flag for each normal symbol is set to ON, that is, whether 5AH is set in the operation flag for each normal symbol (step S254). If 5AH is set in the operation flag for each normal symbol (step S254: ON), it is determined that the normal symbol is a winning symbol. After updating the display data of the normal symbol (step S263), the normal symbol process ends.

[0365] On the one hand, if 5AH is not set in the operation flag per normal symbol (step S254: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is checked (step S255). If the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is the state before the start of the variation of the normal symbol, proceeds to step S256, and checks whether the number of balls reserved for starting the normal symbol is 0 (step S256).

[0366] After checking the main control RAM 600c (see FIG. 4) in which the number of balls reserved for starting the normal symbol is stored, if the main control CPU 600a determines that it is 0 (step S256: = 0), after updating the display data of the normal symbol (step S263), the normal symbol process ends. On the other hand, if it is determined that it is not 0 (step S256: ≠ 0), the number of balls reserved for starting the normal symbol is decremented by 1 (step S257).

[0367] Thereafter, the main control CPU 600a performs a winning determination of a random number value corresponding to the number of balls reserved for starting the normal symbol stored in the main control RAM 600c using a normal symbol per determination table (not shown). At this time, if a win is selected, 5AH is set in the normal symbol per win determination flag to turn it ON. In the case of non-winning, the normal symbol per win determination flag is turned OFF.

[0368] On the other hand, when a game is being played to determine whether to win a normal symbol in which the opening / closing member 45b1 of an electric pachinko (ordinary electric accessory) as shown in FIG. 8 is in an open state and the time during which the guide member 45c1 is in a guiding state is in an extended state, if a win is selected for the normal symbol, the main control CPU 600a uses a distribution table as shown in FIG. 10 to select either 1 per normal symbol win or 2 per normal symbol win.

[0369] Next, the main control CPU 600a determines a stop symbol (normal symbol stop symbol) based on the lottery result determined in the above random number lottery process (step S259). Thereby, the main control CPU 600a transmits the determined stop symbol (normal symbol stop symbol) to the sub-control CPU 800a as an effect control command DI_CMD. In response to this, the sub-control CPU 800a transmits a command list regarding an image (video) for causing the liquid crystal display device 41 to display the determined stop symbol (normal symbol stop symbol) to the VDP 803. Thereby, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, whereby the liquid crystal display device 41 is displayed as shown in FIGS. 8(b) to (g) and FIG. 9.

[0370] Next, the main control CPU 600a checks whether a normal symbol time shortening flag for shortening the variation time of the normal symbol is set to ON. If it is set to ON, the main control CPU 600a sets a corresponding variation time in the normal symbol variation timer. If it is set to OFF, the main control CPU 600a performs a process of setting a normal variation time in the normal symbol variation timer (step S260).

[0371] Next, the main control CPU 600a shifts the storage area of the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to the number of starting hold balls of the normal symbol is stored (step S261). That is, assuming that the maximum number of starting hold balls of the normal symbol that can be held is 4, the random number value used for the winning / losing lottery of the normal symbol corresponding to 4 starting hold balls of the normal symbol is shifted to the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 3 starting hold balls of the normal symbol was stored, and the random number value used for the winning / losing lottery of the normal symbol corresponding to 3 starting hold balls of the normal symbol is shifted to the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 2 starting hold balls of the normal symbol was stored, and the random number value used for the winning / losing lottery of the normal symbol corresponding to 2 starting hold balls of the normal symbol is shifted to the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 1 starting hold ball of the normal symbol was stored. The process of shifting is performed.

[0372] After this process, the main control CPU 600a sets 01H in the normal symbol operation status flag used in step S255 above, and performs a process of setting 00H in the main control RAM 600c (see FIG. 4) in which the random number value used for the winning / losing lottery of the normal symbol corresponding to 4 starting hold balls of the normal symbol was stored (step S262).

[0373] Then, after finishing the process of step S262, the main control CPU 600a updates the display data of the normal symbol (step S263), and ends the normal symbol process.

[0374] On the other hand, in step S255 described above, if the main control CPU 600a is in a processing state indicating the behavior of the normal symbol, that is, if the value of the normal symbol operation status flag is 01H, the main control CPU 600a determines that the normal symbol is changing, proceeds to step S264, and checks whether the normal symbol change timer is 0 (step S264). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol process ends. If the normal symbol change timer is 0 (step S264: = 0), the main control CPU 600a sets 02H in the normal symbol operation status flag used in step S255 above, and sets, for example, about 600 ms in the normal symbol change timer in order to maintain the winning / losing lottery result of the normal symbol for a certain period of time (step S265).

[0375] After the main control CPU 600a finishes the process of step S265 above, the display data of the normal symbol is updated (step S263), and the normal symbol process ends.

[0376] On the other hand, in step S255 described above, if the main control CPU 600a is in a processing state indicating the behavior of the normal symbol, that is, if the value of the normal symbol operation status flag is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation time (stopped after the change of the normal symbol has ended), proceeds to step S266, and checks whether the normal symbol change timer is 0 (step S266). If the normal symbol change timer is not 0 (step S266: ≠ 0), the display data of the normal symbol is updated (step S263), and the normal symbol process ends. If the normal symbol change timer is 0 (step S266: = 0), the main control CPU 600a sets 00H in the normal symbol operation status flag used in step S255 above (step S267), and checks whether the normal symbol winning determination flag is set to ON (5AH is set) (step S268).

[0377] Accordingly, if the normal symbol winning determination flag is set to OFF (5AH is not set) (step S268: OFF), the main control CPU 600a updates the display data of the normal symbol (step S263) and ends the normal symbol process. Then, if the normal symbol winning determination flag is set to ON (5AH is set) (step S268: ON), the main control CPU 600a sets the normal symbol winning operation flag used in step S254 to ON (sets 5AH) (step S269), and then ends the normal symbol process.

[0378] <Main control: Explanation of special symbol process> Next, with reference to FIGS. 42 to 46, the above special symbol process will be described in detail.

[0379] As shown in FIG. 42, in the special symbol process, first, at the special symbol 1 start port switch 44a (see FIG. 4) of the special symbol 1 start port 44 (see FIG. 2), it is confirmed whether a game ball has entered (a winning ball) (step S300). Further, at the special symbol 2 start port switch 45a1 (see FIG. 4) of the special symbol 2 start port 45a (see FIG. 2), it is confirmed whether a game ball has entered (a winning ball) (step S301).

[0380] <Main control: Special symbol process: Explanation of start port check process> Regarding this process, when explained in detail with reference to FIG. 43, the main control CPU 600a confirms whether a game ball has entered (won) the special symbol 1 start port 44 or the special symbol 2 start port 45a, that is, checks the level of the special symbol 1 start port switch 44a of the special symbol 1 start port 44 or the special symbol 2 start port switch 45a1 of the special symbol 2 start port 45a (step S350). Accordingly, if a game ball entry (winning) is not detected (step S350: NO), the special symbol process ends.

[0381] On the other hand, if the entry (winning) of a game ball is detected (step S350: YES), the main control CPU 600a checks whether the number of start-hold balls that trigger the variation of the special symbol is a predetermined number and is stored in the main control RAM 600c (see FIG. 4) (step S351). If the number of start-hold balls is less than 4 (step S351: ≠ MAX), the number of start-hold balls is incremented by 1 (+1) (step S352).

[0382] Next, the main control CPU 600a stores the random number value used when the special symbol stops, the random number value for the variation pattern, and the random number value for the big win determination in the main control RAM 600c (see FIG. 4) where the number of start-hold balls that trigger the variation of the special symbol is stored (step 353).

[0383] Next, the main control CPU 600a checks the current game state (such as whether the special symbol big win determination flag is set to ON) and determines whether it is in a pre-reading prohibited state (step S354). If it is not in the pre-reading prohibited state (step S354: NO), the main control CPU 600a obtains the random number value for the big win determination used for the winning / losing lottery of the special symbol stored in the main control RAM 600c (see FIG. 4) in step S353 (step S355), and further obtains a start-port winning random number determination table (not shown) (step S356).

[0384] Next, the main control CPU 600a performs a jackpot lottery using the jackpot determination random number value obtained in step S355 above and the start port winning random number determination table (not shown) obtained in step S356. Further, using the special symbol random number value stored in the main control RAM 600c (see FIG. 4) in step S353 above, the type of jackpot (such as rank-up bonus win, normal jackpot, etc.) is determined, and using the variable pattern random number value, the variable pattern is determined, and a special symbol start port winning command corresponding thereto is generated (step S357). At this time, not only the jackpot lottery but also the small win lottery and the special short symbol lottery are performed. The type of small win or the type of special short symbol is determined using the special symbol random number value described above or a random number value different from the special symbol random number value, and using the variable pattern random number value, the variable pattern is determined, and a special symbol start port winning command corresponding thereto may be generated.

[0385] Next, the main control CPU 600a generates a start hold addition command for the lower byte corresponding to the generated special symbol start port winning command (step S358).

[0386] On the other hand, the main control CPU 600a generates a start hold addition command for the upper byte corresponding to the increased start hold ball number when the process of step S358 above is completed, or when the number of start hold balls for special symbol 1 or 2 is 4 or more in step S351 above (step S351 := MAX), or if it is in the pre-reading prohibited state (step S354: YES) (step S359).

[0387] Next, the main control CPU 600a combines the start hold addition command for the lower byte generated in step S358 above and the start hold addition command for the upper byte generated in step S359 above, and then transmits it as a start hold addition command (production control command DI_CMD) to the sub-control board 80 (step S360).

[0388] <Main control: Explanation of special symbol processing> Thus, after finishing the processes of step S300 and step S301 shown in FIG. 42, the main control CPU 600a checks whether the special symbol small hit operation flag is set to ON, that is, whether 5AH is set in the special symbol small hit operation flag (step S302). If 5AH is set in the special symbol small hit operation flag (step S302: ON), it is determined that the special symbol is in the small hit state. After updating the display data of the special symbol (step S308), the special symbol process ends.

[0389] On the other hand, if 5AH is not set in the special symbol small hit operation flag (step S302: OFF), it checks whether the special symbol big hit operation flag is set to ON, that is, whether 5AH is set in the special symbol big hit operation flag (step S303). If 5AH is set in the special symbol big hit operation flag (step S303: ON), it is determined that the special symbol is in the big hit state. After updating the display data of the special symbol (step S308), the special symbol process ends.

[0390] On the other hand, if 5AH is not set in the special symbol big hit operation flag (step S303: OFF), it checks the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag (step S304). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is waiting for variation (indicating that the variation of the special symbol has not occurred and it is in the waiting state for the next variation), and performs the special symbol variation start process (step S305).

[0391] <Main control: Special symbol process: Explanation of special symbol variation start process> Regarding this process, a detailed explanation will be given with reference to FIG. 44. The main control CPU 600a checks whether the number of start hold balls, which is the trigger for the special symbol variation, is 0 (step S400). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c (see FIG. 4). If it is determined that the number of start hold balls is 0 (step S400 := 0), the main control CPU 600a checks whether the value of the special symbol operation status flag is 00H (step S401). If the value of the special symbol operation status flag is 00H (step S401: YES), the special symbol variation start process is terminated.

[0392] On the other hand, if the value of the special symbol operation status flag is not 00H (step S401: NO), the main control CPU 600a transmits the customer waiting demo command as the production control command DI_CMD to the sub-control board 80 (see FIG. 4) (step S402).

[0393] Next, the main control CPU 600a sets 00H in the special symbol operation status flag (step S403) and terminates the special symbol variation start process.

[0394] On the other hand, if the main control CPU 600a determines that the number of start hold balls is not 0 (step S400: ≠ 0), it subtracts 1 (-1) from the number of start hold balls (step S404) and transmits the start hold subtraction command as the production control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).

[0395] Next, the main control CPU 600a shifts the storage area in the main control RAM 600c (see FIG. 4) where the random number value used when the special symbol stops, the random number value for the variation pattern, and the random number value for the jackpot determination (see step S353 in FIG. 43) are stored (step S406), and sets 0 in the area in the main control RAM 600c (see FIG. 4) where the random number value used for the win / loss lottery of the special symbol corresponding to start hold 4 was stored (step S407).

[0396] Next, the main control CPU 600a performs a hit determination process (step S408). Specifically, the main control CPU 600a executes a win / loss lottery for special symbol 1 and a win / loss lottery for special symbol 2. If a big win is selected, 5AH is set in the special symbol big win determination flag to turn it ON. If a small win is selected, 5AH is set in the special symbol small win determination flag to turn it ON. At this time, the main control CPU 600a uses the big win determination random value to perform a win / loss lottery for special symbol 1. When winning a big win with a big win probability of 1 / 199 as shown in Fig. 10(b), using the distribution table as shown in Fig. 10(b), big win 1 is selected with a probability of 50 / 100, and big win 2 is selected with a probability of 50 / 100. At this time, according to the selected big win, values are set in the advantageous game state flag and the advantageous game state pattern shown in Fig. 16(b).

[0397] Also, the main control CPU 600a uses the big win determination random value to perform a win / loss lottery for special symbol 2. When winning a big win with a big win probability of 1 / 199 as shown in Fig. 10(c), using the distribution table as shown in Fig. 10(c), big win 1 is selected with a probability of 100 / 100. On the other hand, the main control CPU 600a uses the big win determination random value to perform a win / loss lottery for special symbol 2. When winning a small win with a small win probability of 198 / 199 as shown in Fig. 10(c), using the distribution table as shown in Fig. 10(c), small win 1 is selected with a probability of 50 / 100, and small win 2 is selected with a probability of 50 / 100. At this time, according to the selected big win and small win, values are set in the advantageous game state flag and the advantageous game state pattern shown in Fig. 16(b).

[0398] For the other party, using the special symbol 1 jackpot random value shown in Fig. 12(d) described for the above <Pattern 1: One - type and two - type mixed type gaming machine>, the main control CPU 600a conducts a winning or losing lottery for the special symbol 1. When winning the jackpot of the special symbol 1, the main control CPU 600a uses the distribution table shown in Fig. 12(a) to select Jackpot 1 (4R) with a probability of 50 / 100, select Jackpot 2 (4R) with a probability of 5 / 100, and select Jackpot 3 (4R) with a probability of 45 / 100. At this time, according to the selected jackpot, values will be set in the advantageous gaming state flag and the advantageous gaming state pattern shown in Fig. 16(b).

[0399] On the other hand, using the special symbol 2 jackpot random value shown in Fig. 12(e) described for the above <Pattern 1: One - type and two - type mixed type gaming machine>, the main control CPU 600a conducts a winning or losing lottery for the special symbol 2. When winning the jackpot of the special symbol 2, the main control CPU 600a uses the distribution table shown in Fig. 12(c) to select Jackpot 1 (9R) with a probability of 100 / 100. On the other hand, using the special symbol 2 jackpot random value shown in Fig. 12(e), when the main control CPU 600a conducts a winning or losing lottery for the special symbol 2 and wins the minor jackpot of the special symbol 2, the main control CPU 600a uses the distribution table shown in Fig. 12(c) to select Minor Jackpot 1 (V - passing (winning in the V - area 47a) with a 9R jackpot) with a probability of 10 / 100, select Minor Jackpot 2 (V - passing (winning in the V - area 47a) with a 2R jackpot) with a probability of 80 / 100, select Minor Jackpot 3 (V - passing (winning in the V - area 47a) with a 2R jackpot) with a probability of 1 / 100, and select Minor Jackpot 4 (V - passing (winning in the V - area 47a) with a 2R jackpot) with a probability of 9 / 100. At this time, according to the selected jackpot and minor jackpot, values will be set in the advantageous gaming state flag and the advantageous gaming state pattern shown in Fig. 16(b).

[0400] Using the special symbol jackpot random value shown in FIG. 14(c) described for the other party's <Pattern 2: Pachinko machine with general jackpot hits and non-jackpot hits>, the main control CPU 600a conducts a winning / losing lottery for special symbol 1 or special symbol 2. When winning the jackpot, the main control CPU 600a selects jackpot 1 (10R probability variable) with a probability of 60 / 100 and selects jackpot 2 (10R time shortening) with a probability of 40 / 100 using the distribution table shown in FIG. 14(a). At this time, according to the selected jackpot, values are set in the advantageous game state flag and the advantageous game state pattern shown in FIG. 16(b).

[0401] Next, after the main control CPU 600a finishes the above-mentioned winning determination process (step S408), it conducts a special time shortening symbol winning determination process (step S409). Specifically, the main control CPU 600a executes a winning / losing lottery for the special time shortening symbol. If winning, it sets 5AH in the special time shortening winning determination flag and turns it ON. However, the main control CPU 600a checks the values set in the advantageous game state flag and the advantageous game state pattern shown in FIG. 16(b), and only executes the winning / losing lottery for the special time shortening symbol in the case of the set game state (in this embodiment, the normal game state).

[0402] By the way, using the special symbol 1 jackpot random value shown in FIG. 12(d) described for the above <Pattern 1: One-kind and two-kind mixed type pachinko machine>, when the main control CPU 600a conducts a lottery for the special time shortening symbol and wins the special time shortening symbol, the main control CPU 600a selects the special time shortening symbol 1 with a probability of 10 / 100 and selects the special time shortening symbol 2 with a probability of 90 / 100 using the distribution table shown in FIG. 12(b). In the process during the special symbol confirmation time described later (step S307 shown in FIG. 42), according to the selected special time shortening symbol, values are set in the advantageous game state flag and the advantageous game state pattern shown in FIG. 16(b).

[0403] On the other hand, using the special symbol jackpot random value shown in FIG. 14(c) described for the above <Slot Machine with General Probability Hit and Non-Probability Hit>, the main control CPU 600a conducts a lottery for the special short symbols. When winning the special short symbols, the main control CPU 600a selects special short symbol 1 with a probability of 10 / 100 and special short symbol 2 with a probability of 90 / 100 using the distribution table shown in FIG. 14(b). During the process of confirming special symbols described later (step S307 shown in FIG. 42), values will be set in the advantageous game state flag and advantageous game state pattern shown in FIG. 16(b) according to the selected special short symbol.

[0404] Next, after finishing the above-described special short symbol hit determination process (step S409), the main control CPU 600a generates the stop symbol of the special symbol using the random value for use at the time of stopping the special symbol stored in the main control RAM 600c (see FIG. 4) in step S353 of FIG. 43 (step S410).

[0405] Next, the main control CPU 600a prepares to shift to game states such as the normal state, short time state, latent probability variation state, probability variation state, and advantageous game (step S411).

[0406] Next, the main control CPU 600a generates the variation pattern of the special symbol using the random value for the variation pattern stored in the main control RAM 600c (see FIG. 4) in step S353 of FIG. 43, and transmits the variation pattern command of the generated special symbol variation pattern as the effect control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). Receiving this, the sub-control CPU 800a will execute effects as shown in FIGS. 7, 8(a), (h)-(l), 17, 18, 20, 22, 31. In this step S412, the main control CPU 600a sets the variation time in the special symbol variation timer, sets the short time count in the special symbol short time count counter, and sets the probability variation count in the special symbol probability variation count counter.

[0407] Next, the main control CPU 600a sets 5AH in the special symbol variation flag and sets it to the ON state (step S413).

[0408] Next, the main control CPU 600a generates a symbol designation command for designating the special symbol displayed on the liquid crystal display device 41 (step 414), and performs a process of transmitting the generated symbol designation command to the sub-control board 80 (sub-control CPU 800a) as an effect control command DI_CMD (step S415).

[0409] Next, the main control CPU 600a sets 02H in the special symbol operation status flag (step S416), and ends the special symbol variation start process.

[0410] <Main control: Explanation of special symbol processing> On the other hand, as shown in FIG. 42, when the value of the special symbol operation status flag is 02H, the main control CPU 600a determines that the special symbol is in variation (indicating that the special symbol is currently in variation), and performs the special symbol variation process (step S306).

[0411] <Main control: Special symbol processing: Explanation of special symbol variation process> Explaining this process in detail with reference to FIG. 45, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer in step S412 of FIG. 44 has elapsed, that is, whether it has become 0 (step S420). If the special symbol variation timer is not 0 (step S420: NO), the main control CPU 600a ends the special symbol variation process.

[0412] On the other hand, if the special symbol variation timer is 0 (step S420: YES), the main control CPU 600a transmits a symbol determination command to the sub-control board 80 (sub-control CPU 800a) as an effect control command DI_CMD (step S421). In response to this, the sub-control CPU 800a transmits a command list for determining the symbol to the VDP 803. In response to this, the VDP 803 generates image (video) data so as to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41. As a result, the liquid crystal display device 41 is displayed as shown in FIGS. 7(a), (c), FIG. 18(a), and FIG. 20(a).

[0413] Next, the main control CPU 600a sets 03H in the special symbol operation status flag and sets 00H in the special symbol variation flag. Then, further, the main control CPU 600a sets, for example, about 500 ms in the special symbol variation timer in order to maintain the winning or losing lottery result of the special symbol for a certain period of time (step S422). After that, the main control CPU 600a ends the special symbol variation process.

[0414] <Main control: Explanation of special symbol processing> On the other hand, as shown in FIG. 42, when the value of the special symbol operation status flag is 03H, the main control CPU 600a determines that it is during special symbol confirmation (indicating that the variation of the special symbol has ended and is stopped), and performs processing during the special symbol confirmation time (step S307).

[0415] <Main control: Special symbol processing: Explanation of processing during special symbol confirmation> Regarding this process, when explained in detail with reference to FIG. 46, the main control CPU 600a first checks whether the variation time set in the special symbol variation timer in step S412 of FIG. 44 has elapsed, that is, whether it has become 0 (step S450). If the special symbol variation timer is not 0 (step S450: ≠ 0), the main control CPU 600a ends the processing during the special symbol confirmation time.

[0416] On the one hand, if the special symbol variation timer is 0 (step S450 := 0), the main control CPU 600a sets 01H in the special symbol operation status flag (step S451), and checks whether the special symbol jackpot determination flag is set to ON (whether 5AH is set) (step S452). If the special symbol jackpot determination flag is set to ON (if 5AH is set) (step S452: YES), the main control CPU 600a sets 00H in the special symbol jackpot determination flag, sets 5AH in the special symbol jackpot operation flag, sets 00H in the special symbol time shortening flag, sets 00H in the special symbol sure change flag, and performs the process of setting 00H in the special symbol time shortening count counter and the special symbol sure change count counter described later (step S453). Thereafter, the main control CPU 600a ends the process during the special symbol confirmation time.

[0417] On the other hand, if the special symbol jackpot determination flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special time shortening jackpot determination flag is set to ON (whether 5AH is set) (step S454). If the special time shortening jackpot determination flag is set to ON (if 5AH is set) (step S454: YES), the main control CPU 600a sets 00H in the special time shortening jackpot determination flag, and performs the process of setting values in the general symbol sure change flag, the general symbol time shortening flag, the extension state flag, the advantageous game state flag shown in FIG. 16(b), and the advantageous game state pattern according to the selected special time shortening symbol (step S455). Thereafter, the main control CPU 600a ends the process during the special symbol confirmation time.

[0418] On the one hand, if the special time shortening jackpot determination flag is not set to ON (if 5AH is not set) (step S454: NO), the main control CPU 600a checks whether the special symbol minor jackpot determination flag is set to ON (whether 5AH is set) (step S456). If the special symbol minor jackpot determination flag is set to ON (if 5AH is set) (step S456: YES), the main control CPU 600a sets 00H in the special symbol minor jackpot determination flag and sets 5AH in the special symbol minor jackpot operation flag (step S457).

[0419] After the main control CPU 600a finishes the process of step S457, or if the special symbol short-time count flag is not set to ON (if 5AH is not set) (step S456: NO), the main control CPU 600a checks whether the value of the special symbol short-time counter is 0 (step S458).

[0420] If the value of the special symbol short-time counter is not 0 (step S458: NO), the main control CPU 600a subtracts 1 (-1) from the value of the special symbol short-time counter (step S459), and then the main control CPU 600a checks again whether the value of the special symbol short-time counter is 0 (step S460). If the value of the special symbol short-time counter is 0 (step S460: YES), various settings at the end of the special symbol short-time are performed (step S461).

[0421] After finishing the process of step S461, or if the value of the special symbol short-time counter is 0 (step S458: YES), or if the value of the special symbol short-time counter is not 0 (step S460: NO), the main control CPU 600a checks whether the value of the special symbol certain-variation counter is 0 (step S462). If the value of the special symbol certain-variation counter is 0 (step S462: YES), the main control CPU 600a ends the process during the special symbol confirmation time.

[0422] On the other hand, if the value of the special symbol certain-variation counter is not 0 (step S462: NO), the main control CPU 600a subtracts 1 (-1) from the value of the special symbol certain-variation counter (step S463), and then checks again whether the value of the special symbol certain-variation counter is 0 (step S464). If the value of the special symbol certain-variation counter is not 0 (step S464: NO), the main control CPU 600a ends the process during the special symbol confirmation time.

[0423] On the other hand, if the value of the special symbol determination change count counter is 0 (step S464: YES), the main control CPU 600a sets 00H in the special symbol short flag and sets 00H in the special symbol determination change flag (step S465), and ends the process during the special symbol confirmation time.

[0424] <Main control: Explanation of special symbol processing> Thus, when any one of the above steps S305, S306, and S307 shown in FIG. 42 is completed, after updating the display data of the special symbol (step S308), the main control CPU 600a ends the special symbol processing.

[0425] <Main control: Explanation of processing outside the usage area> Next, with reference to FIG. 47, the above processing outside the usage area will be described in detail.

[0426] The main control CPU 600a saves all registers to the measurement stack area of the main control RAM 600c (step S500), and saves the stack pointer during normal processing to the measurement stack area of the main control RAM 600c (step S501).

[0427] Next, the main control CPU 600a sets the stack pointer address outside the usage area in the stack pointer inside the main control CPU 600a (step S502).

[0428] Next, the main control CPU 600a performs the prize ball winning count management process 2 (step S503). In this prize ball winning count management process 2, a process of displaying the value of the performance display calculated in the prize ball winning count management process 1 of step S45 shown in FIG. 33 on the measurement / setting display device 610 (see FIG. 4) is performed.

[0429] Next, the main control CPU 600a performs the LED update process outside the usage area (step S504).

[0430] Next, the main control CPU 600a stores input flags, which are switch detection information outside the usage area such as the special symbol 1 start port switch 44a (see FIG. 4), the special symbol 2 start port switch 45a1 (see FIG. 4), the normal symbol start port switch 48a (see FIG. 4), the upper right general winning port switch 49a1 (see FIG. 4), the upper left general winning port switch 49b1 (see FIG. 4), the middle left general winning port switch 49c1 (see FIG. 4), the lower left general winning port switch 49d1 (see FIG. 4), the out port switch 50a (see FIG. 4), and the big winning port switch 46c (see FIG. 4), in the measurement RAM area of the main control RAM 600c (step S505).

[0431] Next, in the calibration test (firing test) of the gaming machine, the main control CPU 600a performs a process of updating the firing test signal used when outputting various signals related to the game to the test machine (step S506), restores the stack pointer during normal processing that was saved in the measurement stack area of the main control RAM 600c (step S507), and restores all registers (step S508).

[0432] <Processing Contents of the Sub-Control Board> Next, a specific explanation will be given with reference to the processing contents (outline of the program) of the sub-control board 80 shown in FIGS. 48 to 52.

[0433] First, when the pachinko gaming machine 1 is powered on, a power-on signal indicating that power has been supplied to each control board is sent from the power supply board 130 (see FIG. 4). In response to this signal, the sub-control CPU 800a performs the main process shown in FIG. 48.

[0434] <Sub-Control: Main Process> As shown in FIG. 48, first, the sub-control CPU 800a initializes the registers provided inside and sets the input / output directions of the input / output ports. Then, further, it is set so that the data transmitted from the output ports set to the output direction becomes serial transfer (step S1000).

[0435] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c that stores the effect control command DI_CMD received from the main control board 60 (see FIG. 4) (step S1001). Then, the sub-control CPU 800a performs an interrupt permission setting process for the input port that receives the interrupt signal from the main control board 60 (step S1002).

[0436] Next, the sub-control CPU 800a initializes the memory area in the sub-control RAM 800c used as the work area and stack area (step S1003), and issues an initialization command to the sound LSI 801 (see FIG. 4). As a result, the sound LSI 801 initializes the registers provided therein (step S1004).

[0437] Next, the sub-control CPU 800a checks whether there is an abnormality in the motor (not shown) that operates the upper, left, right, and upper left movable props 43a to 43d (see FIG. 2), and checks the memory area in the sub-control RAM 800c where the motor data for operating the motor (not shown) is stored. If abnormal data is stored, the sub-control CPU 800a issues a command to return the motor to the origin position. As a result, the upper, left, right, and upper left movable props 43a to 43d return to the initial position (step S1005).

[0438] Next, the sub-control CPU 800a sets a CTC (Counter Timer Circuit) having functions such as creating a pulse output with a fixed period and measuring time provided therein. That is, the sub-control CPU 800a sets the time constant register of the CTC so that a timer interrupt occurs periodically every 1 ms (step S1006).

[0439] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation on the working area of the sub-control RAM 800c (step S1007). It then compares the checksum operation value with the checksum operation value calculated in the memory backup (see step S1015) described later and stored in the sub-control RAM 800c to check whether they match (step S1008). If they do not match (step S1008: NO), a process is performed to clear all areas in the sub-control RAM 800c (step S1009).

[0440] On the other hand, when they match (step S1008: YES), or after the process of step S1009 is completed, the sub-control CPU 800a releases the watchdog timer function (not shown) (step S1010) and executes a refresh of the hardware such as the sub-control CPU 800a and the VDP 803 (step S1011).

[0441] Next, the sub-control CPU 800a reads out the production control command DI_CMD received from the main control board 60 (see FIG. 4) stored in the memory area in the sub-control RAM 800c, and determines a production pattern corresponding to the content by lottery from among a number of production patterns previously stored in the sub-control ROM 800b (step S1012). At this time, if there is no waiting customer demo command and the game state shifts to the waiting customer demo state triggered by the symbol determination command, when the symbol determination command is received, a timer is started and counts for a predetermined time.

[0442] Next, the sub-control CPU 800a performs a process of analyzing the input content of the setting button 15 or the production button device 13 acquired in the timer interrupt process described later (step S1013). Specifically, it analyzes whether the setting button 15 or the production button device 13 is pressed, released, or held down by the player at the moment of pressing or releasing.

[0443] Next, the sub-control CPU 800a executes operation control of the upper, left, right, and upper-left movable accessories 43a to 43d (see FIG. 2), control of lighting or extinguishing of decorative lamps such as LED lamps mounted on the decorative lamp board 90 (see FIG. 4), control of the speaker 17, and control of the image displayed on the liquid crystal display device 41 based on the production pattern determined by lottery in the above step S1012 (step S1014). Note that the specific processing method will be described later.

[0444] Next, the sub-control CPU 800a performs a checksum operation, which is an 8-bit addition operation targeting the work area of the sub-control RAM 800c, and performs a memory backup process of storing the checksum operation value in the sub-control RAM 800c (step S1015).

[0445] Next, the sub-control CPU 800a checks whether a VSYNC interrupt signal has been transmitted from the VDP 803 to the sub-control CPU 800a (step S1016). If the VSYNC interrupt signal has not been transmitted (step S1016: NO), the sub-control CPU 800a repeatedly executes the process of step S1016 until the VSYNC interrupt signal is transmitted. When the VSYNC interrupt signal is transmitted (step S1016: YES), the process returns to step S1007 again, and the processes of steps S1007 to S1016 are repeated.

[0446] <Sub-control: Data analysis process> Subsequently, with reference to FIG. 53, the data analysis process in step S1014 of the main process will be described in detail. First, the sub-control CPU 800a generates a command list for generating image data to be displayed on the liquid crystal display device 41 on the VDP 803 based on the production pattern determined by lottery in step S1012 (step S1050).

[0447] Next, the sub-control CPU 800a generates a control signal related to light based on the determined production pattern and stores it in the sub-control RAM 800c. At this time, control signals related to light for the decorative lamp described with reference to FIGS. 24 to 31 and the lighting / extinguishing of a plurality of full-color LEDs arranged in the illumination unit IPb are generated.

[0448] Also, the sub-control CPU 800a determines the operation contents of the upper, left, right, upper-left movable devices 43a to 43d based on the determined production pattern, and generates motor data of a motor (not shown) of the movable device 43 according to the determined operation contents.

[0449] Furthermore, the sub-control CPU 800a generates a control signal related to sound based on the determined production pattern (step S1051). At this time, control signals related to the sound of the effect sounds SE1 to SE6 described with reference to FIG. 17, the BGM, effect sound SE10, and voice sound VC1 described with reference to FIGS. 18 and 19, the BGM1, BGM2, effect sound, and voice sounds VC10 to VC11 described with reference to FIGS. 20 and 21, and the BGM2, BGM3, effect sound SE20, and voice sounds VC20 to VC21 described with reference to FIGS. 22 and 23 are generated. Then, the generated control signal related to sound is transmitted by the sub-control CPU 800a to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the transmitted control signal from the game ROM 805 or the sound RAM 802 and outputs it to the speaker 17. As a result, the effect sounds SE1 to SE6 described with reference to FIG. 17, the BGM, effect sound SE10, and voice sound VC1 described with reference to FIGS. 18 and 19, the BGM1, BGM2, effect sound, and voice sounds VC10 to VC11 described with reference to FIGS. 20 and 21, and the BGM2, BGM3, effect sound SE20, and voice sounds VC20 to VC21 are emitted from the speaker 17.

[0450] Thus, until the sub-control CPU 800a finishes generating all the data based on the production pattern determined by lottery in step S1012 shown in FIG. 48 (step S1052: NO), the processes of step S1050 and step S1051 are repeatedly performed. When all the data is generated (step S1052: YES), the process proceeds to step S1053.

[0451] Next, the sub-control CPU 800a performs button valid-time processing based on the content stored in the sub-control RAM 800c in step S1051 and the input content of the setting button 15 or the production button device 13 processed in step S1013 shown in FIG. 48 (step S1053).

[0452] <Sub-control: Command reception interrupt processing> Subsequently, with reference to FIG. 50, the processing when the production control command DI_CMD and the interrupt signal are transmitted from the main control board 60 during the execution of such main processing will be described.

[0453] As shown in FIG. 50, when the sub-control CPU 800a receives the interrupt signal, it executes a save process of saving the content of each register in the stack area in the sub-control RAM 800c (step S1100). After that, the sub-control CPU 800a reads the register of the input port that has received the production control command DI_CMD (step S1101) and calculates a pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1102).

[0454] Subsequently, the sub-control CPU 800a reads the register of the input port that has received the production control command DI_CMD again (step S1103), and checks whether the value read in step S1101 matches the value read in step S1103. If they do not match (step S1104: NO), it proceeds to step S1107. If they match (step S1104: YES), it stores the production control command DI_CMD received from the main control board 60 at the address corresponding to the calculated pointer (step S1105). Note that this stored production control command DI_CMD will be read by the sub-control CPU 800a during the process of step S1012 shown in FIG. 48.

[0455] Next, the sub-control CPU 800a updates the pointer indicating the address of the command transmission / reception memory area in the sub-control RAM 800c (step S1106), and restores the register saved in the process of step S1100 (step S1107). Thereby, it returns to the main process shown in FIG. 48.

[0456] <Sub-control: Timer Interrupt Processing> Subsequently, with reference to FIG. 51, the processing when a 1-ms timer interrupt occurs, which is set in the process of step S1006 (see FIG. 48) of the main process, will be described.

[0457] As shown in FIG. 51, when a 1-ms timer interrupt occurs, the sub-control CPU 800a executes a save process of saving the contents of each register in the stack area in the sub-control RAM 800c (step S1150).

[0458] Next, the sub-control CPU 800a acquires the data of the setting button 15, the data of the effect button device 13, the motor data of the movable prop device 43, etc. twice (step S1151), and checks whether the data acquired twice matches (step S1152). If the data does not match (step S1152: NO), the sub-control CPU 800a repeats the process of step S1151 until the data matches. If it matches (step S1152: YES), the matching data is stored in the sub-control RAM 800c (step S1153).

[0459] Next, the sub-control CPU 800a receives a signal from the setting button 15 or the effect button device 13 (step S1154). This received signal will be analyzed by the button analysis process of step S1013 shown in FIG. 48.

[0460] Next, the sub-control CPU 800a transmits the control signal related to light stored in the sub-control RAM 800c to the decoration lamp board 90 (see FIG. 4) in step S1051 shown in FIG. 49, and also transmits it to the plurality of full-color LEDs arranged in the illumination unit IPb shown in FIG. 30. Furthermore, the control signal necessary to turn on or off the identification lamp device 51A (see FIG. 2) is also transmitted (step S1155). As a result, the decoration lamp and the plurality of full-color LEDs arranged in the illumination unit IPb are turned on or off, and thus the lamp patterns and lamp effects described with reference to FIGS. 24 to 31 are executed.

[0461] Next, the sub-control CPU 800a restores the register saved in the process of step S1150 (step S1156). As a result, the process returns to the main process shown in FIG. 48.

[0462] <Sub-control: Command list> Here, the command list generated in step S1050 shown in FIG. 49 will be described in detail with reference to FIG. 52.

[0463] This command list is a command sequence listing the commands for the VDP803. However, the description content and order are slightly different when instructing video drawing and when instructing still image drawing.

[0464] When instructing the VDP803 to draw a video, it consists of the initial command list in Fig. 52(a) and the steady command list in Fig. 52(b).

[0465] As shown in Fig. 52(a), the sub-control CPU800a first generates a command to set the memory area of the DDR2SDRAM804 where the frame buffer area is set, as well as the memory area for storing the video data of the DDR2SDRAM804 (step S1200).

[0466] Next, it generates a command to instruct video decoding (step S1201). Specifically, it is an instruction on which video compression data to decode, and it is instructed together with the address of the CG data storage area of the game ROM805 shown in Fig. 4 where the corresponding video is stored and the number of frames of that video.

[0467] Next, it fills in the end processing command to finish generating the initial command list (step S1202).

[0468] Subsequently, the sub-control CPU800a generates the steady command list shown in Fig. 52(b).

[0469] This steady command list is composed of video drawing instructions as shown in Fig. 52(b). In the above initial command list, for the decoded video data, it generates a command on which frame number of the decoded data to draw at which coordinate position on the liquid crystal display device 41 (step S1203). Next, it fills in the end processing command to finish generating the steady command list (step S1204).

[0470] On the other hand, when instructing the VDP803 to draw a still image, as shown in FIG. 52(c), the sub-control CPU 800a first generates a command for setting the memory area of the DDR2 SDRAM 804 in which the frame buffer area is set and the memory area of the built-in VRAM (not shown) for storing the still image data (step S1210).

[0471] Next, a command for instructing the decoding of the still image is generated (step S1211). Specifically, it is an instruction as to which still image compression data is to be decoded, and it is instructed together with the address number and data size of the CG data storage area of the game ROM 805 shown in FIG. 4 in which the corresponding still image is stored.

[0472] Next, a command is generated as to at which coordinate position on the liquid crystal display device 41 and in what mode (rotation angle, reduction / enlargement, etc.) the decoded still image data is to be drawn (step S1212). Next, an end processing command is entered to complete the generation of the command list regarding the still image (step S1213).

[0473] Thus, such a command list regarding the moving image and the command list regarding the still image are transmitted to the VDP803 (see FIG. 4), and after being appropriately processed, they are transmitted to the liquid crystal display device 41. As a result, a desired image is displayed on the liquid crystal display device 41. As a specific example, it will be displayed as shown in FIGS. 7 to 9, FIGS. 17 to 18, FIG. 20, and FIG. 22.

[0474] Therefore, according to the present embodiment described above, it is possible to effectively improve the interest of the game without imposing a burden on the control surface in a situation where a plurality of types of effects such as announcements and reaches are executed in parallel.

[0475] On the other hand, according to the present embodiment, it is possible to improve the interest of the game in the low-probability state.

[0476] Note that, in this embodiment, an example in which the audio LSI 801 and the VDP 803 are separately configured has been shown, but they may be integrated as a single chip.

[0477] Also, in this embodiment, an example in which the sub-control CPU 800a is provided in the sub one-chip microcomputer 800 has been shown, but it is not limited thereto, and the sub-control CPU 800a may be provided in the VDP 803.

Explanation of Signs

[0478] 1 Pachinko gaming machine (gaming machine) 2 Outer frame 3 Front frame 4 Game board 41 Liquid crystal display device (display means) 800a Sub-control CPU (sub-control means) LA Decorative lamp (light-emitting means) LA1 First decorative lamp (frame effect light-emitting means) LA2 Second decorative lamp (frame effect light-emitting means) LA3 Third decorative lamp (frame effect light-emitting means) LA4 Fourth decorative lamp (frame effect light-emitting means) LA6a Front-side sixth decorative lamp (board effect light-emitting means) LA6b Rear-side sixth decorative lamp (board effect light-emitting means)

Claims

[Claim 1] A game board having a game area; A front frame disposed on the front side of the outer frame of the gaming machine; A light emitting means disposed in the gaming machine; a sub-control means for controlling predetermined effects occurring in relation to a game and for controlling an image to be displayed on the display means; The predetermined effect includes a predetermined light-emitting effect that causes the light-emitting means to emit light, The predetermined light-emitting effect includes a specific light-emitting effect in which the light-emitting means emits light in a manner that flows from the side viewed by the player to the back side of the gaming machine, or from the back side of the gaming machine to the side viewed by the player, The light emitting means is A frame effect light emitting means disposed on the front frame; A board performance light emitting means arranged in multiple layers from the front side to the rear side of the game board, The specific light-emitting performance can be performed by using the frame performance light-emitting means and the board performance light-emitting means arranged around the display means to produce a three-dimensional light-emitting performance; The sub-control means A full-color LED constituting the light-emitting means including the frame effect light-emitting means and the board effect light-emitting means is controlled to emit light based on light-emitting control data including brightness data for setting brightness; This gaming machine performs a light-emitting performance by combining a first light-emitting pattern that executes a light-emitting performance in which the luminance of the full-color LED of the light-emitting means is switched in a first cycle, and a second light-emitting pattern that executes a light-emitting performance in which the luminance of the full-color LED of the light-emitting means is switched in a second cycle that is shorter than the first cycle, and the light-emitting means is turned off when switching between the first light-emitting pattern and the second light-emitting pattern, or for a certain period during the first light-emitting pattern, as a trigger point for switching the performance.

Citation Information

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