Gaming machine
The gaming machine uses adjustable sound and visual effects, along with determination and restriction mechanisms, to enhance gaming properties and maintain player interest by varying jackpot probabilities and preventing excessive jackpots.
Patent Information
- Application Number
- JP2021194324
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-11-30
- Publication Date
- 2025-08-01
- Estimated Expiration
- 2041-11-30
AI Technical Summary
Existing gaming machines lack mechanisms to further enhance gaming properties and maintain player interest by varying jackpot probabilities and setting limits to prevent excessive jackpots, leading to potential decreases in engagement.
A gaming machine with adjustable sound output volume, effect display control, and movable body movements, along with determination and restriction mechanisms to manage special games based on game ball entries and calculated information, ensuring controlled execution and display of game elements.
The solution enhances gaming experience by maintaining interest through varied sound and visual effects, preventing excessive jackpots, and ensuring a balanced gameplay experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] In a gaming machine, a probability variation state is provided in which the jackpot probability is changed from a low probability to a high probability, and an upper limit is set on the continuation of the probability variation state so that the number of jackpots generated by the continuation of the probability variation state does not exceed a predetermined number, thereby realizing a sound gaming property and preventing a decrease in gaming interest (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there is room for improvement in order to realize further sound gaming properties and prevent a decrease in gaming interest.
[0005] In view of such circumstances, an object of the present invention is to realize sound gaming properties and prevent a decrease in gaming interest.
Means for Solving the Problems
[0006] The gaming machine according to the present invention includes main control means for executing predetermined control, effect control means capable of controlling effects in effect display means and sound output means based on control information transmitted from the main control means, a winning port provided in a gaming area and allowing a game ball to enter, and adjustment means capable of adjusting the volume value of the sound output from the sound output means. a movable body capable of a predetermined movement;A gaming machine comprising: acquisition means for acquiring determination information; determination means for determining whether to execute a special game advantageous to a player based on the determination information; and restriction means capable of restricting execution of the predetermined control when a value of specific information calculable from the number of prize balls awarded by the entry of game balls into the winning opening and the number of game balls used in the game satisfies a predetermined value after the calculation condition is satisfied. When the value of the specific information satisfies the predetermined value during the execution of the special game, it is possible to restrict the execution of the predetermined control after the end of the special game. When power is supplied with an initialization operation, the restriction on the execution of the predetermined control can be lifted, The effect display control means When power is supplied, the initial operation of the movable body can be performed; When the value of the specific information satisfies a predetermined value, it is possible to display a predetermined caution image on the effect display means. When the power supply is cut off while the predetermined attention image is being displayed and then power is supplied accompanied by the initialization operation, the initial operation of the movable body can be performed without displaying the predetermined attention image; when the power supply is cut off while the predetermined attention image is being displayed and then power is supplied without the initialization operation, the predetermined attention image can be displayed and the initial operation of the movable body can be performed while the predetermined attention image is being displayed; After the value of the specific information satisfies the predetermined value during the execution of the special game and before the execution of the predetermined control is restricted after the end of the special game, it is possible to adjust the volume value. However, after the execution of the predetermined control is restricted after the end of the special game, the adjustment of the volume value is restricted, and it is possible to display a remaining number image on the effect display means until the value of the specific information satisfies the predetermined value. When the value of the specific information changes by a second number greater than the first number, it is possible to update and display the remaining number image. This is the gist of the present invention.
Advantages of the Invention
[0007] According to the present invention, it is possible to realize a sound gaming property and prevent a decrease in gaming interest.
Brief Description of the Drawings
[0008] [Figure 1] It is a front view of the appearance of the gaming machine according to the first embodiment of the present invention. [Figure 2] It is a rear view of the appearance of the gaming machine according to the first embodiment of the present invention. [Figure 3] It is a front view of the game board according to the first embodiment of the present invention. [Figure 4] It is a block diagram of the gaming machine according to the first embodiment of the present invention. [Figure 5]The figure which shows (A) the special symbol winning determination table and (B) the normal symbol winning determination table according to the first embodiment of the present invention. [Figure 6] The figure which shows (A) the special symbol determination table, (B) the normal symbol determination table, and (C) the round details for each winning special symbol according to the first embodiment of the present invention. [Figure 7] The game state transition diagram according to the first embodiment of the present invention. [Figure 8] The figure which shows the special symbol variation pattern table according to the first embodiment of the present invention. [Figure 9] The figure which shows (A) the determination information storage area of the main RAM and (B) the counter of the main RAM according to the first embodiment of the present invention. [Figure 10] The figure which shows the command table (1 / 2) according to the first embodiment of the present invention. [Figure 11] The figure which shows the command table (2 / 2) according to the first embodiment of the present invention. [Figure 12] The flowchart (1 / 2) which shows the main control board main process according to the first embodiment of the present invention. [Figure 13] The flowchart (2 / 2) which shows the main control board main process according to the first embodiment of the present invention. [Figure 14] The flowchart which shows the set value change process according to the first embodiment of the present invention. [Figure 15] The flowchart which shows the set value confirmation process according to the first embodiment of the present invention. [Figure 16] The flowchart which shows the main control board timer interrupt process according to the first embodiment of the present invention. [Figure 17] The flowchart which shows the input SW detection process according to the first embodiment of the present invention. [Figure 18] The flowchart which shows the process at the time of detecting the first start port according to the first embodiment of the present invention. [Figure 19] The flowchart which shows the process at the time of detecting out according to the first embodiment of the present invention. [Figure 20]It is a flowchart showing special symbol related processing according to the first embodiment of the present invention. [Figure 21] It is a flowchart showing the processing at the start of special symbol variation according to the first embodiment of the present invention. [Figure 22] It is a flowchart showing the processing during special symbol variation according to the first embodiment of the present invention. [Figure 23] It is a flowchart showing the processing according to the game state according to the first embodiment of the present invention. [Figure 24] It is a flowchart showing the winning game processing according to the first embodiment of the present invention. [Figure 25] It is a flowchart showing the abnormality determination processing according to the first embodiment of the present invention. [Figure 26] It is a flowchart showing the limit management processing according to the first embodiment of the present invention. [Figure 27] It is a flowchart showing the main processing of the effect control board according to the first embodiment of the present invention. [Figure 28] It is a flowchart showing the timer interrupt processing of the effect control board according to the first embodiment of the present invention. [Figure 29] It is a flowchart showing the input processing of the operation device according to the first embodiment of the present invention. [Figure 30] It is a flowchart showing the main command reception processing (1 / 2) according to the first embodiment of the present invention. [Figure 31] It is a flowchart showing the main command reception processing (2 / 2) according to the first embodiment of the present invention. [Figure 32] It is a flowchart showing the suspended continuous effect determination processing according to the first embodiment of the present invention. [Figure 33] It is a flowchart showing the control processing of the display of the difference ball number counter according to the first embodiment of the present invention. [Figure 34] It is a diagram explaining the relationship between the winning sound, change sound, and start port lighting device (color) for each icon according to the first embodiment of the present invention. [Figure 35]It is a diagram showing a notice decision table 1 (pre-reach notice) according to the first embodiment of the present invention. [Figure 36] It is a diagram showing a dialogue notice decision table according to the first embodiment of the present invention. [Figure 37] It is a diagram showing a button vibration notice decision table according to the first embodiment of the present invention. [Figure 38] It is a diagram showing a notice decision table 2 (reach-in notice) according to the first embodiment of the present invention. [Figure 39] It is a diagram showing (a) a logo notice decision table and (b) a car group notice decision table according to the first embodiment of the present invention. [Figure 40] It is a diagram showing (a) a notice decision table 3 (super reach-in notice_conversation notice) according to the first embodiment of the present invention, and (b) a notice decision table 4 (super reach-in notice_cut-in notice) according to the first embodiment of the present invention. [Figure 41] It is a diagram showing (c) a notice decision table 5 (super reach-in judge) according to the first embodiment of the present invention. [Figure 42] It is a diagram showing the mode of a dialogue notice according to the first embodiment of the present invention. [Figure 43] It is a diagram showing the mode of a button vibration notice according to the first embodiment of the present invention. [Figure 44] It is a diagram showing the mode of a logo notice according to the first embodiment of the present invention. [Figure 45] It is a diagram showing the mode of a logo notice with a pseudo connection according to the first embodiment of the present invention. [Figure 46] It is a diagram showing the mode of a car group notice according to the first embodiment of the present invention. [Figure 47] It is a diagram showing the mode of a cut-in notice according to the first embodiment of the present invention. [Figure 48] It is a diagram showing the mode of a judge production according to the first embodiment of the present invention. [Figure 49] It is a diagram showing the mode of a conversation notice according to the first embodiment of the present invention. [Figure 50] It is a diagram showing the mode of a conversation notice according to the first embodiment of the present invention. [Figure 51] It is a figure showing an aspect of conversation notice according to the first embodiment of the present invention. [Figure 52] It is a simplified time chart (normal game state) of variable effects according to the first embodiment of the present invention. [Figure 53] It is a simplified time chart (time-saving game state, certain-variable game state) of variable effects according to the first embodiment of the present invention. [Figure 54] It is a figure showing an example related to the game number display (variable pattern 2) according to the first embodiment of the present invention. [Figure 55] It is a figure showing an example related to the game number display (variable pattern 3) according to the first embodiment of the present invention. [Figure 56] It is a figure showing an example related to the game number display (variable pattern 4) according to the first embodiment of the present invention. [Figure 57] It is a figure showing an example related to the game number display (variable pattern 10) according to the first embodiment of the present invention. [Figure 58] It is a figure showing an example related to the game number display (variable pattern 6) according to the first embodiment of the present invention. [Figure 59] It is a figure showing an example of the display aspect of the game number display according to the first embodiment of the present invention. [Figure 60] It is a figure showing an example of the update aspect of the game number display according to the first embodiment of the present invention. [Figure 61] It is a figure showing an example of the update aspect of the game number display according to the first embodiment of the present invention. [Figure 62] It is a figure showing an example of the update aspect of the game number display according to the first embodiment of the present invention. [Figure 63] It is a figure showing an example of the update aspect of the game number display according to the first embodiment of the present invention. [Figure 64] It is a figure showing an example of the game number display for each effect stage according to the first embodiment of the present invention. [Figure 65] It is a figure showing an example of the update aspect of the game number display according to the first embodiment of the present invention. [Figure 66]It is a diagram showing an example (irregular case) of an update mode of the game number display according to the first embodiment of the present invention. [Figure 67] It is a diagram showing an example (a modified example of FIG. 66) of an update mode of the game number display according to the first embodiment of the present invention. [Figure 68] It is a diagram showing a notification mode when the limit function operates according to the first embodiment of the present invention. [Figure 69] It is a diagram for explaining a notification mode when shifting from the time-saving game state to the normal game state according to the first embodiment of the present invention, and a notification mode when the limit function operates in the time-saving game state. [Figure 70] It is a diagram showing a notification mode when the limit function operates in a winning game according to the first embodiment of the present invention. [Figure 71] It is a diagram showing various operation modes when the limit function operates according to the first embodiment of the present invention. [Figure 72] It is a diagram for explaining a notification mode when the power is turned on according to the first embodiment of the present invention. [Figure 73] It is a diagram for explaining a notification mode of mounting the limit function according to the first embodiment of the present invention. [Figure 74] It is a diagram for explaining a notification mode of mounting the limit function according to the first embodiment of the present invention. [Figure 75] It is a diagram for explaining a notification mode of mounting the limit function according to the first embodiment of the present invention. [Figure 76] It is a diagram for explaining a prior notification before the limit function operates according to the first embodiment of the present invention. [Figure 77] It is a diagram for explaining each mode of the prior notification before the limit function operates according to the first embodiment of the present invention. [Figure 78] It is a diagram for explaining a preview effect mode according to the current number of difference balls according to the first embodiment of the present invention. [Figure 79] It is a diagram for explaining a preview effect mode according to the current number of difference balls according to the first embodiment of the present invention. [Figure 80]This is a diagram for explaining a gaming machine according to a second embodiment of the present invention.
Mode for Carrying Out the Invention
[0009] (First Embodiment) Hereinafter, a first embodiment of the present invention will be specifically described with reference to the drawings. In the first embodiment, as a gaming machine according to the present invention, a pachinko gaming machine 1 (a pachinko gaming machine capable of discharging a game ball to the outside of the gaming machine) will be described as an example. In the following description, "front", "rear", "left", "right", "upper", and "lower" refer to the state of the pachinko gaming machine 1 shown in FIG. 1 as viewed from the player side.
[0010] As shown in FIG. 1, the pachinko gaming machine 1 includes an outer frame 2 for installation on a gaming machine installation island (not shown) in a game parlor, a middle frame 3 pivotally supported by the outer frame 2 and detachably holding the game board 6 shown in FIG. 3, a glass frame 4 pivotally supported by the middle frame 3 and facing the front side of the game board 6 so that the game board 6 can be visually recognized through transparent glass, and a tray member 5 pivotally supported by the middle frame 3 and located below the glass frame 4 and capable of storing game balls. Note that the glass frame 4 and the tray member 5 may be configured as a separable type or an integral type.
[0011] The middle frame 3 is provided with a launching device for launching the game balls into the game area 7 of the game board 6, and a launching handle 8 for causing the launching device to perform a launching operation is provided. The launching handle 8 is grasped by the player and can be rotated within a predetermined range, and the launching intensity when launching the game balls into the game area 7 can be adjusted according to the amount of rotation (volume). For example, when rotated by a first rotation amount (when it is the first launching intensity), the game balls are launched to the left side of the game area 7 (the game area 7a shown in FIG. 3) (so-called "left hitting" becomes possible), and when rotated by a second rotation amount greater than the first rotation amount (when it is the second launching intensity), the game balls are launched to the right side of the game area 7 (the game area 7b shown in FIG. 3) (so-called "right hitting" becomes possible). The game area 7a constitutes a predetermined path, and the game area 7b constitutes a specific path.
[0012] The launching handle 8 is provided with a handle touch sensor (not shown). This handle touch sensor turns ON when the launching handle 8 is grasped by the player, and the ON signal is input to the payout control board 300. Thereby, it can be grasped that the launching handle 8 is being grasped by the player.
[0013] The glass frame 4 is provided with a light-emitting device 9 (such as a lamp, LED, etc.), and the pachinko game machine 1 can be decorated by the light emission. For example, in the special symbol hit determination process described later, an effect for notifying that it is a hit can be executed by emitting light in a rainbow color based on the determination that it is a hit.
[0014] Also, a speaker 10 is provided on the glass frame 4 (upper part), and music (BGM), voice, and sound effects can be output. For example, when the normal game state described later is controlled, music corresponding to the normal game state can be output, and when the time-saving game states (A, B) described later are controlled, music corresponding to the time-saving game states (A, B) can be output, and when the certain-variable game state described later is controlled, music corresponding to the certain-variable game state can be output. Note that a lower speaker 10 is provided in the glass frame 4 (lower part), enabling the output of voices and sound effects. A speaker lamp 10a is provided for the lower speaker 10 and is configured to emit light in a winning flash effect to be described later.
[0015] In the light-emitting device 9 and the speaker 10, it is possible to execute an abnormality notification when an abnormality occurs in the pachinko game machine 1. For example, the light-emitting device 9 can emit light in a light-emitting pattern dedicated to abnormality notification, and the speaker 10 can output voices or warning sounds that notify the specific content of the abnormality.
[0016] The tray member 5 is composed of an upper tray 5a and a lower tray 5b. When the storage amount of game balls in the upper tray 5a exceeds a certain amount, the game balls are paid out to the lower tray 5b. Further, on the tray member 5, at the end of the game, there are a ball discharge button 11 for discharging the game balls stored in the upper tray 5a to the lower tray 5b, a ball lending button 12 for requesting the payout of game balls to a game ball lending device (not shown), a card return button 13 for requesting the return of a valuable medium (prepaid card, membership card) inserted into the insertion port of the game ball lending device, a remaining balance display unit 12a for displaying the remaining balance of the valuable medium, and a ball lending available lamp 12b for notifying that ball lending is possible by operating the ball lending button 12.
[0017] Also, on the tray member 5, there are provided an effect button 14 and an effect lever 15 that can be operated by the player when an operation promotion effect (for example, an image imitating the operation means + an image displaying "Push!") for promoting the operation to each operation means is executed. Note that the effect button 14 and the effect lever 15 may be provided independently or integrally.
[0018] Further, a vibration device may be provided on one or both of the effect button 14 and the effect lever 15 to cause vibration. For example, it may be vibrated as a preview effect (see FIG. 37), or it may be vibrated when notifying the transition to a winning game. Note that only one of the effect button 14 and the effect lever 15 may be provided, or a plurality of either one may be provided.
[0019] In addition, the tray member 5 is provided with a cross key button 16 that can be operated by the player and is used to adjust the volume of music (BGM), voice, and sound effects output from the speaker 10, the amount of light emitted from the light emitting device 9, the amount of light emitted from the image display device 26 described later, and to activate a menu screen and perform operations corresponding to each menu. Note that the cross key button 16 may be provided separately and independently as an operation device for performing operations related to the menu screen and a dedicated operation device for adjusting the volume and the amount of light.
[0020] In addition, a decoration part 2a is provided at the upper end of the outer frame 2. This decoration part 2a extends further upward from the upper end of the outer frame, and has, for example, a shape imitating a character, and is configured to give a visual impact. On the other hand, members located on the rear side of the decoration part 2a (for example, the external information display 800) are difficult to visually recognize by some players. Note that the decoration part 2a may always extend upward from the upper end of the outer frame 2, or may be configured to change from a stored state to an extended state when a predetermined trigger is established.
[0021] Next, based on FIG. 2, the configuration on the back side of the pachinko gaming machine 1 will be described. On the back side of the pachinko gaming machine 1, various control boards such as a main control board 100, an effect control board 200, a payout control board 300, a payout device 304, and a power supply board 400 described later are provided (accurately, these various control boards are attached to the back of the middle frame 3).
[0022] In addition, the main control board 100 is provided with a RAM clear switch 105. The RAM clear switch 105 is a switch for initializing game information that can be rewritten when a game is played in the area of the main RAM 103. For example, when the closing time of the game parlor is reached while in the time-saving game state (A or B), if the administrator (e.g., a game parlor staff member) turns on the power while pressing the RAM clear switch 105, the game information in the time-saving game state (A or B) will be cleared, and at the opening time of the next day, it can be started from the normal game state.
[0023] In addition, the RAM clear switch 105 is also a switch for switching setting values in the setting change state described later. Although the details will be described later in a flowchart, for example, when there are six levels of setting values, when the RAM clear switch 105 is pressed once in the state where the setting value "1" is displayed on the display 104 described later, it switches from the setting value "1" to the setting value "2", and when the RAM clear switch 105 is pressed once again, it switches from the setting value "2" to the setting value "3". Thereafter, each time the RAM clear switch 105 is pressed once, it switches to the setting values "4", "5", "6", and when the setting value "6" is displayed on the display 104, when the RAM clear switch 105 is pressed once, it switches from the setting value "6" to the setting value "1".
[0024] Although the RAM clear switch 105 is provided on the main control board 100, if it can be input to the main control board 100, for example, it may be provided on the power supply board 400 or directly on the middle frame 3.
[0025] In addition, the main control board 100 is provided with a keyhole 31 for setting change (also referred to as a setting key SW in this embodiment). The keyhole 31 for setting change is used when setting any one of the setting values from a plurality of stages of setting values described later. Specifically, a setting change key (not shown) managed by a store clerk of a game parlor is inserted into the keyhole 31 for setting change and rotated 90 degrees clockwise (rotated from the vertical direction to the horizontal direction), and while pressing the above-described RAM clear switch 105, when the power of the pachinko game machine 1 is turned on (the power SW 400a is turned on), a setting change state in which the setting value can be set is obtained. The details of the setting change state will be described later with reference to a flowchart.
[0026] The keyhole 31 for setting change is also used when checking the currently set setting value. Specifically, when a setting change key managed by a store clerk of a game parlor is inserted into the keyhole 31 for setting change and rotated 90 degrees clockwise (rotated from the vertical direction to the horizontal direction), and the power of the pachinko game machine 1 is turned on (the power SW 400a is turned on), a setting confirmation state in which the setting value can be confirmed is obtained. The details of the setting confirmation state will be described later with reference to a flowchart.
[0027] The keyhole 31 for setting change can be rotated by a setting change key. For example, the main CPU 101 can detect three positions (states) in the vertical direction position, the horizontal direction position, and the diagonal direction position.
[0028] Although the keyhole 31 for setting change is provided on the main control board 100, the installation location is not limited to this. For example, the keyhole 31 for setting change may be provided in the middle frame 3.
[0029] In addition, a display 104 is provided on the main control board 100. On the display 104, the setting value is displayed in the setting change state or the setting confirmation state, and if it is not in the setting change state or the setting confirmation state, for example, game performance information calculated by the calculation formula of "(number of game balls paid out in the normal game state ÷ number of out balls in the normal game state) × 100" is displayed.
[0030] The game performance information is calculated every interruption (for example, every 4 ms) in a state that is not the setting change state or the setting confirmation state (for example, the state where interrupt permission is granted in step S24 of FIG. 13), and for each predetermined display timing (for example, every 5 seconds), the current section and the past three sections (the past three sections of one section before, two sections before, and three sections before) can be displayed. That is, the display switches as follows: display of the current section → elapse of a predetermined time (5 seconds elapse) → display of the past section (1) → elapse of a predetermined time (5 seconds elapse) → display of the past section (2) → elapse of a predetermined time (5 seconds elapse) → display of the past section (3) → elapse of a predetermined time (5 seconds elapse) → display of the current section.
[0031] Next, based on FIG. 3, the configuration of the game board 6 of the pachinko game machine 1 will be described. The game board 6 is formed of a veneer material or a synthetic resin material having transparency, and an image display device 26 is detachably assembled on the back side. On the game board 6, a game area 7 where game balls can roll is formed, and an outer rail member 18 and an inner rail member 19 for guiding the game balls launched from the launching device to the game area 7 are formed. Further, in the game area 7, there are a gate member 20 through which game balls can pass, a first starting port 21 into which game balls can enter, a stage 17 for facilitating the entry of game balls into the first starting port 21, a second starting port 22 into which game balls can enter, a normal winning port 23 into which game balls can enter, a big winning port 24 into which game balls can enter when a hitting game described later is being executed, an out port 25 for discharging game balls that have not entered any of the winning ports outside the game area (game ball discharge gutter), a movable body 28 that can move in the vertical direction, and in addition, game pins (not shown), windmills, etc. are provided.
[0032] The game area 7 has a game area 7a formed on the left side of the center (a game area for so-called "left shooting") and a game area 7b formed on the right side of the center (a game area for so-called "right shooting").
[0033] The gate member 20 is provided at the right central part of the game area 7 and allows the game balls to pass through when a so-called "right hit" is performed in which the game balls are launched to the right side of the game area 7. Also, it is always open upward and always allows the game balls to pass through. When the game balls pass through the gate member 20 and are detected by the gate detection SW20a, the "processing at the time of passing gate detection" described later is performed, and a "normal symbol hit determination process" is performed to determine whether or not to project a protruding member (not shown) provided at the second start port 22. After the normal symbol variation time has elapsed, a "normal symbol variation game" is executed to derive the determination result of the normal symbol hit determination process. Note that the gate member 20 may also be provided at the left central part of the game area 7.
[0034] When a normal symbol variation game based on passing through the gate member 20 is being played and the game balls further pass through the gate member 20, the execution of the normal symbol variation game based on the passing is suspended, and up to a maximum of "4" games can be suspended except for the normal symbol variation game that is being executed. Specifically, in the main RAM 103, a suspension storage area for the normal symbol variation game is provided. As shown in FIG. 9, the suspension storage area includes a "corresponding variation storage area" corresponding to the normal symbol variation game that is currently varying, a "first storage area" corresponding to the normal symbol variation game that is to be played after the currently varying normal symbol variation game ends, and thereafter, a "second storage area", a "third storage area", and a "fourth storage area". When the currently varying normal symbol variation game finishes varying, the determination information (random number value) stored in the "first storage area" is transferred to the "corresponding variation storage area", the determination information (random number value) stored in the "second storage area" is transferred to the "first storage area", the determination information (random number value) stored in the "third storage area" is transferred to the "second storage area", the determination information (random number value) stored in the "fourth storage area" is transferred to the "third storage area", and the "fourth storage area" becomes empty.
[0035] The first start port 21 is provided at the center of the game area 7. When a so-called "left shot" is performed, in which a game ball is launched to the left side of the game area 7, the game ball can enter. When a so-called "right shot" is performed, the game ball cannot enter. Also, it is always open upward and always allows the entry of game balls. When a game ball enters the first start port 21 and is detected by the first start port detection SW 21a, for example, "3" game balls are paid out as bonus balls. If there is an empty reserved memory area in addition to the bonus balls, a special symbol hit determination process is performed, and the special symbol, the decorative symbol image, and the fourth symbol image described later are variably displayed. After the elapse of the variable time, a "symbol variation game" is executed to derive (definitely display) the determination result (special symbol and decorative symbol) of the special symbol hit determination process.
[0036] When a symbol variation game based on the entry of a game ball into the first start port 21 is being performed, if a game ball further enters the first start port 21, the execution of the symbol variation game based on the entry is reserved. Excluding the symbol variation game being executed, up to a maximum of "4" can be reserved.
[0037] Specifically, in the main RAM 103, a holding memory area for the symbol variation game is provided. As shown in FIG. 9, the holding memory area includes a "current variation memory area" corresponding to the currently varying symbol variation game, a "first memory area" corresponding to the symbol variation game to be played after the currently varying symbol variation game ends, and subsequently, a "second memory area", a "third memory area", and a "fourth memory area". When the currently varying symbol variation game finishes its variation with determination information (random number values) stored in all the holding memory areas, the determination information (random number values) stored in the "first memory area" is transferred to the "current variation memory area", the determination information (random number values) stored in the "second memory area" is transferred to the "first memory area", the determination information (random number values) stored in the "third memory area" is transferred to the "second memory area", the determination information (random number values) stored in the "fourth memory area" is transferred to the "third memory area", and the "fourth memory area" becomes empty. Although the first starting port 21 is an entry port through which a game ball can enter, it may be configured as a passage area through which a game ball can pass.
[0038] In addition, a starting port lighting device 21a is provided around the first starting port 21. When a game ball enters the first starting port 21, the starting port lighting device 21a can emit light to notify the entry, or when performing a holding preview effect described later, it can emit light in the same color as the color of the holding icon (or the variation icon) that is the target of the holding preview effect. Thus, for example, even if the holding icon (or the variation icon) is temporarily hidden (e.g., during a super reach), the color of the hidden holding icon (or the variation icon) can be recognized from the emission color of the starting port lighting device 21a. Although the starting port lighting device 21a can emit light in the same color as the color of the holding icon (or the variation icon) when a game ball enters the first starting port 21, it may also be configured to emit light in the same color as the color of the holding icon (or the variation icon) when a game ball enters the second starting port 22.
[0039] The second starting port 22 is provided at the right center of the game area 7, and when a so-called "right shot" is performed in which a game ball is launched to the right side of the game area 7, the game ball can enter, and when a so-called "left shot" is performed, the game ball cannot enter. Also, unlike the first starting port 21, the second starting port 22 is not always open upward and, in principle, does not allow the entry of game balls (it is in a "closed" state). That is, the second starting port 22 has a protruding member that can protrude forward, and the entry of game balls is possible only when this protruding member protrudes forward (when it is in an "open" state).
[0040] Regarding whether to allow the entry of game balls by protruding the protruding member forward, when it is determined as a normal symbol hit in the normal symbol hit determination process, it can be opened and closed in the opening and closing mode shown in "Opening and Closing of the Second Starting Port" in FIG. 6 described later. When a game ball enters the second starting port 22 and is detected by the second starting port detection SW22a, for example, "2" game balls are paid out as bonus balls, and if there is an empty reserved storage area in addition to the bonus balls, a symbol variation game is executed.
[0041] When a symbol variation game based on the entry of a game ball into the second starting port 22 is being performed and a game ball further enters the second starting port 22, the execution of the symbol variation game based on the entry is reserved, and excluding the symbol variation game being executed, up to a maximum of "4" can be reserved. Since the specific configuration of the main RAM 103 related to the reservation is the same as that of the first starting port 21 described above, the description is omitted.
[0042] Note that although a protruding member that can move in the front-rear direction is used as the second starting port 22, a so-called "electric tulip" having a movable wing piece may be used. Also, although the second starting port 22 is an entry port through which a game ball can enter, it may be configured as a passage area through which a game ball can pass.
[0043] In addition, in the present embodiment, when a game ball enters the first starting port 21 and the second starting port 22, a special symbol winning determination process is performed, and the special symbol, the decorative symbol image, and the fourth symbol image are variably displayed. After the elapse of the variable time, the determination result (the special symbol, the decorative symbol image, and the fourth symbol image) of the special symbol winning determination process is derived (definitely displayed). A series of such processes may be referred to as a "symbol variation game" or simply as a "one-variation game". Also, the period during which the "symbol variation game" is being executed may be referred to as "variable display".
[0044] Also, when one game ball enters the first starting port 21, a "symbol variation game" based on the entry of the one game ball is executed on the first special symbol display 27a and the image display device 26. When one game ball enters the second starting port 22, a "symbol variation game" based on the entry of the one game ball is executed on the second special symbol display 27b and the image display device 26. Therefore, the "symbol variation game" refers to the general term for the games performed on the first special symbol display 27a and the image display device 26, and the general term for the games performed on the second special symbol display 27b and the image display device 26.
[0045] Also, in the present embodiment, after the variation time in the symbol variation game has elapsed, deriving the determination result (special symbol, decorative symbol image, and fourth symbol image) of the special symbol hit determination process is referred to as "definitive display" of (the special symbol, decorative symbol image, and fourth symbol image). The "definitive display" means that the special symbol, decorative symbol image, and fourth symbol image are in a completely stopped state. On the other hand, in the symbol variation game, before the variation time elapses, once stopping the decorative symbol image is referred to as "temporary stop display" of the decorative symbol image. Examples of the "temporary stop display" include the left and right decorative symbol images when "reach" described later occurs, when deriving a special symbol written with "pseudo" suggesting the execution of a pseudo chain described later, and the "fluctuating variation display" before the "definitive display". The "fluctuating variation display" before the "definitive display" refers to, for example, the decorative symbol image "temporarily stops" with, for example, "767", and then either "definitely displays" as "767" as it is, or once "temporarily stops" with a losing display of "767", performs a reversal effect to derive "777" and then "definitely displays" "777". This is the fluctuating display that occurs at the branching point.
[0046] A total of "4" normal winning holes 23 are provided, with "3" in the lower left and "1" in the lower right of the game area 7. When a so-called "left shot" is being made, the three normal winning holes 23 in the lower left can admit game balls (not possible for a "right shot"), and when a so-called "right shot" is being made, the one normal winning hole 23 in the lower right can admit game balls (not possible for a "left shot"). Also, like the first start hole 21, the normal winning holes 23 are always open upward and always allow game balls to enter. When a game ball enters the normal winning hole 23 and is detected by the normal winning hole detection SW 23a, for example, "8" game balls are paid out as prize balls. Note that the arrangement position of the normal winning holes 23 can be arbitrarily changed, and the number can also be less than "4". Also, the number of prize balls can be made different between the three normal winning holes 23 in the lower left and the one normal winning hole 23 in the lower right.
[0047] The large winning opening 24 is provided in the lower right part of the game area 7, and game balls can enter when so-called "right hitting" is performed (they cannot enter during "left hitting"). The large winning opening 24 has an opening / closing door. When a hit is determined in the special symbol hit determination process, a hit game is executed, the opening / closing door tilts forward, and the entry of game balls is permitted. Then, when a game ball enters the large winning opening 24 and is detected by the large winning opening detection SW24a, for example, 12 game balls are paid out as bonus balls.
[0048] In the hit game, the opening / closing door of the large winning opening 24 opens (tilts forward) over the number of rounds (R) shown in FIG. 6. And for each round, it opens (tilts forward) over 29.5S (S = seconds). If the entry of 10 game balls is detected by the large winning opening detection SW24a before 29.5S has elapsed, even before 29.5S has elapsed, the opening / closing door closes and the next round proceeds, and this is repeated for the specified number of rounds. On the other hand, if 29.5S elapses (so-called "attacker full open") before the entry of 10 game balls is detected by the large winning opening detection SW24a, the opening / closing door closes and the next round proceeds. In this case, since the game of one round ends without reaching the specified number of 10 balls per round, it is disadvantageous for the player.
[0049] In this embodiment, as the large winning opening 24, an opening / closing door that tilts forward is used, but a so-called "electric tulip" may be used, or a "shutter member" that moves forward and backward in the front-rear direction may be used. Also, the game area 7 may have a plurality of large winning openings.
[0050] The image display device 26 has a display area over substantially the entire area, is provided so as to be located above the stage 17, and can display a symbol variation game or a production image in the display area. That is, based on the fact that a game ball has entered the first start port 21 or the second start port 22 and a special symbol hit determination process has been performed, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are variably displayed (vertically scrolled) in the variable display area. Note that whether the game ball has entered the first start port 21 or the second start port 22, the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are commonly variably displayed (vertically scrolled) in the variable display area (although the special symbol displays are different, the decorative symbol images used in the image display device 26 are common).
[0051] Then, a production image is displayed within the variation time, and when the variation time has elapsed, in the case of a hit, for example, "7" is stopped on each decorative symbol image, and the combination of the decorative symbols of "777" is fixedly displayed to notify that it is a hit. On the other hand, in the case of a miss, for example, the combination of the decorative symbols of "765" is fixedly displayed to notify that it is a miss.
[0052] In addition to each decorative symbol image, a fourth symbol image 26d (the "4"th symbol following the above-mentioned left decorative symbol image 26a, middle decorative symbol image 26b, and right decorative symbol image 26c) can be displayed in the lower right of the display area, and variable display and fixed display are possible in synchronization with each decorative symbol image. Further, the image display device 26 includes a first start opening hold number image 26e that displays the number of holds of the symbol variation game at the first start opening 21 as "0" to "4", a second start opening hold number image 26f that displays the number of holds of the symbol variation game at the second start opening 22 as "0" to "4", a first start opening first hold ball image display area 26g, a first start opening second hold ball image display area 26h, a first start opening third hold ball image display area 26i, and a first start opening fourth hold ball image display area 26j that display the number of holds of the symbol variation game at the first start opening 21 as hold ball images (in FIG. 4, simply shown as "g", "h", "i", "j"), and a second start opening first hold ball image display area 26k, a second start opening second hold ball image display area 26l, a second start opening third hold ball image display area 26m, and a second start opening fourth hold ball image display area 26n that display the number of holds of the symbol variation game at the second start opening 22 as hold ball images (in FIG. 4, simply shown as "k", "l", "m", "n"), and can display them. Further, it can display the variable icon display area 26o (simply shown as "o" in FIG. 4) that displays an icon image corresponding to the currently executed symbol variation game.
[0053] The number of holds displayed in the first start opening hold number image 26e is synchronized with the number of holds displayed in the first start opening first hold ball image display area 26g to the first start opening fourth hold ball image display area 26j, and the number of holds displayed in the second start opening hold number image 26f is synchronized with the number of holds displayed in the second start opening first hold ball image display area 26k to the second start opening fourth hold ball image display area 26n. For example, when "4" is displayed in the first start opening hold number image 26e, "4" hold ball images will be displayed in the first start opening first hold ball image display area 26g to the first start opening fourth hold ball image display area 26j.
[0054] The number of holds displayed as the first start opening hold number image 26e and the number of holds displayed as the second start opening hold number image 26f may be referred to as "numeric hold" hereinafter. Also, the hold ball images displayed in the first start opening first hold ball image display area 26g, the first start opening second hold ball image display area 26h, the first start opening third hold ball image display area 26i, the first start opening fourth hold ball image display area 26j, and the hold ball images displayed in the second start opening first hold ball image display area 26k, the second start opening second hold ball image display area 26l, the second start opening third hold ball image display area 26m, the second start opening fourth hold ball image display area 26n may be referred to as "hold icon" hereinafter. Also, the icon image displayed in the variable icon display area 26o may be referred to as "the variable icon" hereinafter. Also, the variable icon and the hold icon may be collectively referred to simply as "icon".
[0055] Note that, although the variable icon display area 26o, the first start opening first hold ball image display area 26g, the first start opening second hold ball image display area 26h, the first start opening third hold ball image display area 26i, the first start opening fourth hold ball image display area 26j, the second start opening first hold ball image display area 26k, the second start opening second hold ball image display area 26l, the second start opening third hold ball image display area 26m, the second start opening fourth hold ball image display area 26n are set to be displayed on the image display device 26, it is not limited thereto, and they may be displayed on an LED, a lamp, etc., or may be displayed on a display device different from the image display device 26 (for example, a second image display device, so-called "sub liquid crystal").
[0056] The left decorative symbol image 26a, the middle decorative symbol image 26b, the right decorative symbol image 26c, and the fourth symbol image 26d can display symbol images from "1" to "8", and when the determination result of the special symbol hit determination process is a hit, a combination of symbols of any of "111", "222", "333", "444", "555", "666", "a77", "888" can be displayed.
[0057] On the other hand, when the determination result of the special symbol hit determination process is a miss, combinations of symbols other than the above symbol combinations can be displayed. In the case of a miss, in the special symbol variation pattern described later, when a special symbol variation pattern with a "reach" is determined, for example, a symbol combination such as "767" is determined and displayed, and when a special symbol variation pattern without a "reach" is determined, for example, a symbol combination such as "765" is determined and displayed.
[0058] The combination of symbols determined and displayed by the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c is the same as the combination of symbols determined and displayed by the fourth symbol image 26d. For example, when "777" is determined and displayed by the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c, the fourth symbol image 26d also determines and displays "777", and when "767" is determined and displayed by the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c, the fourth symbol image 26d also determines and displays "767".
[0059] "Reach" means a state in which the left decorative symbol image 26a and the right decorative symbol image 26c display the same numeric image (temporarily stopped display), and the middle decorative symbol image 26b is in a state of variable display (the symbol images that are temporarily stopped and variably displayed are not limited to this). In the present embodiment, since it is configured to necessarily pass through "reach" when the determination result of the "special symbol hit determination process" is a hit, it can be said that it is a state in which the player can expect a hit game.
[0060] Note that the fourth symbol image 26d may simply display a single-digit number, display a two-digit number, display a symbol or a character, or be configured to be able to distinguish a hit, a miss, or the type of symbol based on the difference in the emission color, without being the above symbol combination.
[0061] The symbol display device 27 is provided in an area outside the game area 7 (outside the outer rail member 18), which is an area of the game board 6 different from the game area 7. As shown in FIG. 4, the symbol display device 27 includes a first special symbol display 27a that is display-controlled by the main control board 100 and executes a symbol variation game based on a game ball entering the first start port 21, and a second special symbol display 27b that executes a symbol variation game based on a game ball entering the second start port 22. The first special symbol display 27a and the second special symbol display 27b are configured by seven-segment displays. In the symbol variation game, the special symbol is made to blink "-" (horizontal bar symbol) from the start of variation, and when it comes to the timing of deriving the determination result of the special symbol hit determination process, if it is a miss, "-" (horizontal bar symbol) is lit (confirmed display), and if it is a hit, for example, "7" is lit (confirmed display). That is, the "special symbol" refers to the symbol that is display-controlled by the main control board 100.
[0062] In the present embodiment, the "special symbol", the above-mentioned left decorative symbol image 26a, middle decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d may be simply referred to as "symbols" or "identification information". Also, the left decorative symbol image 26a, middle decorative symbol image 26b, and right decorative symbol image 26c managed by the effect control board 200 may be simply referred to as "decorative symbols". Further, the left decorative symbol image 26a, middle decorative symbol image 26b, right decorative symbol image 26c, and fourth symbol image 26d managed by the effect control board 200 may be collectively referred to as "sub-symbols".
[0063] As shown in FIG. 4, the symbol display device 27 includes a first special symbol hold display 27c that is display-controlled by the main control board 100 and displays the number of holds of the symbol variation game based on a game ball entering the first start port 21, and a second special symbol hold display 27d that displays the number of holds of the symbol variation game based on a game ball entering the second start port 22.
[0064] The first special symbol hold indicator 27c and the second special symbol hold indicator 27d are each composed of two dot LED indicators, and can display the number of holds by "extinguishing", "lighting", and "flashing". For example, when the number of holds is "0", all dot LED indicators are "extinguished"; when the number of holds is "1", one is "lit" and the other is "extinguished"; when the number of holds is "2", both are "lit"; when the number of holds is "3", one is "lit" and the other is "flashing"; when the number of holds is "4", both are "flashing".
[0065] The first special symbol hold indicator 27c is basically synchronized with the number of holds displayed as the above-mentioned first start port hold number image 26e and the number of holds displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j (except when a command error or the like occurs). The second special symbol hold indicator 27d is basically synchronized with the number of holds displayed as the above-mentioned second start port hold number image 26f and the number of holds displayed in the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n (except when a command error or the like occurs). For example, when the first special symbol hold indicator 27c is "flashing" (when there are 4 holds), "4" is displayed as the first start port hold number image 26e, and 4 hold ball images are displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. In the following, the first special symbol hold indicator 27c and the second special symbol hold indicator 27d may be referred to as "main hold indicators".
[0066] The first special symbol hold indicator 27c and the second special symbol hold indicator 27d are each composed of two dot LED indicators, but are not limited to this. For example, a liquid crystal display device controlled by the main control board 100 may be provided and used to display on the liquid crystal display device.
[0067] In addition, as shown in FIG. 4, the symbol display device 27 is provided with a normal symbol display 27e that is display-controlled by the main control board 100 and executes a normal symbol variation game based on the passage of a game ball through the gate member 20. The normal symbol display 27e is composed of two dot LED displays. In the normal symbol variation game, from the start of variation, it repeatedly executes a mode of lighting one and turning off the other, and a mode of turning off one and lighting the other. When it comes to the timing to derive the determination result of the normal symbol winning determination process, if it is a loss, it performs a fixed display of lighting one and turning off the other, and if it is a normal symbol win, it performs a fixed display of turning off one and lighting the other.
[0068] In addition, the symbol display device 27 is provided with a normal symbol hold display 27f that is display-controlled by the main control board 100 and displays the number of holds of the normal symbol variation game based on the passage of a game ball through the gate member 20. Note that the normal symbol hold display 27f is composed of two dot LED displays, similar to the above-described first special symbol hold display 27c and second special symbol hold display 27d, and since the display mode of the number of holds is the same, detailed description is omitted.
[0069] In addition, the symbol display device 27 is provided with a round display 27g that is display-controlled by the main control board 100 and displays the "number of rounds (see FIG. 6)" indicating the number of openings of the big winning port 24 in the above-described winning game. The round display 27g is composed of "two" dot LED displays, and there are provided one for 5 rounds and one for 10 rounds respectively. And, for example, when winning with special symbol A, the LED display for 10 rounds lights up and the others turn off, and when winning with special symbol B, the LED display for 5 rounds lights up and the others turn off.
[0070] The game board 6 is provided with a plurality of board lighting devices 29 (for example, full-color LEDs), and in a state where the pachinko machine 1 is powered on, it emits light in a predetermined light emission pattern to enhance the decorativeness of the pachinko machine 1. For example, as shown by reference numeral 29 in FIG. 3, the board lighting device 29 can decorate the entire game area 7 of the game board 6. Also, in order to make the display content of the image display device 26 stand out, all of the board lighting devices 29 can be turned off. Further, the predetermined light emission pattern is composed of a plurality of light emission patterns that define the light emission speed, light emission color, LEDs to be lit and LEDs not to be lit, etc.
[0071] On the right side of the image display device 26 (so-called "center accessory"), there are provided a first special symbol sub-reservation display 29a, a second special symbol sub-reservation display 29b, and a right shot display 29c as one aspect of the board lighting device 29. The first special symbol sub-reservation display 29a and the second special symbol sub-reservation display 29b are display-controlled by the effect control board 200 and are each composed of two dot LED displays, and it is possible to display the number of reservations by "turning off", "turning on", and "flashing". For example, when the number of reservations is "0", both dot LED displays are "turned off", when the number of reservations is "1", one is "turned on" and the other is "turned off", when the number of reservations is "2", both are "turned on", when the number of reservations is "3", one is "turned on" and the other is "flashing", and when the number of reservations is "4", both are "flashing".
[0072] The first special symbol sub-hold indicator 29a is synchronized in principle with the number of holds displayed as the first start port hold count image 26e and the number of holds displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j (except when a command error or the like occurs). The second special symbol sub-hold indicator 29b is synchronized in principle with the number of holds displayed as the second start port hold count image 26f and the number of holds displayed as the second start port first hold ball image display area 26k to the second start port fourth hold ball image display area 26n (except when a command error or the like occurs). For example, when the first special symbol sub-hold indicators 29a both "blink" (when there are 4 holds), "4" is displayed as the first start port hold count image 26e, and "4" hold ball images are displayed in the first start port first hold ball image display area 26g to the first start port fourth hold ball image display area 26j. In the following, the first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b may be referred to as "sub-hold indicators".
[0073] Note that the first special symbol sub-hold indicator 29a and the second special symbol sub-hold indicator 29b are each composed of two dot LED indicators, but it is not limited to this. For example, it may be displayed on a display device different from the image display device 26 (for example, a second image display device, so-called "sub liquid crystal").
[0074] The right hit indicator 29c is display-controlled by the effect control board 200. For example, it lights up based on receiving an opening command in a winning game, or lights up based on receiving a game state designation command (certain variable), a game state designation command (time shortening A, B). Thereby, the player can be prompted to perform a right hit. On the other hand, when in the normal game state, it is turned off (turned off based on receiving a game state designation command (normal)), and thereby, the player can be prompted to perform a left hit. Although the right hit indicator 29c being off prompts the player to perform a left hit, a left hit indicator may be provided and the left hit indicator may be lit to prompt the player to perform a left hit.
[0075] Next, based on FIG. 4, the internal configuration (block diagram of the control system) of the pachinko gaming machine 1 will be described. Note that the description of what has been described in the configuration of the game board 6 in FIG. 3 will be omitted as appropriate.
[0076] The pachinko gaming machine 1 has a main control board 100, a performance control board 200, a payout control board 300, and a power supply board 400 mounted on the rear side of the middle frame 3. The main control board 100 and the performance control board 200 are connected via a harness or the like (not shown) so that only one-way communication is possible from the main control board 100 to the performance control board 200. Also, the main control board 100 and the payout control board 300 are connected via a harness or the like so that two-way communication is possible. Also, the payout control board 300 is connected to the performance control board 200 so that only one-way communication is possible. The power supply board 400 receives external power supply via a power plug (not shown) and is connected so that the supplied external power can be supplied to any of the main control board 100, the performance control board 200, and the payout control board 300.
[0077] The main control board 100 is connected via a harness, a relay board, or the like so that inputs from various SWs are possible, and is also connected via a harness, a relay board, or the like so that display control for various displays and drive control for various solenoids are possible. Also, the performance control board 200 is connected via a harness, a relay board, or the like so that inputs from various SWs are possible, and is also connected via a harness, a relay board, or the like so that display control for various displays is possible.
[0078] The main control board 100 is provided with a main CPU 101 that performs control processing related to the progress of the game, a main ROM 102 that stores a control program necessary for the control processing related to the progress of the game, and a main RAM 103 that can be read from and written to as necessary for the control processing related to the progress of the game. Although not shown in the figure, in addition to these, there are also an interrupt controller circuit that gives an interrupt signal to the main CPU 101, a hardware random number generation circuit that generates a random number within a certain range, and the like. The control processing related to the progress of the game in the main CPU 101 will be described in detail later using a flowchart.
[0079] In the main RAM 103, a storage area (not shown) for managing various types of information is provided. For example, a set value storage area for storing set value information, a special symbol state flag storage area for storing the state of special symbols, a game state storage area for storing the game state, a hit state storage area for storing the state in a hit game, a normal symbol state flag storage area for storing the state of normal symbols, and a normal symbol hit state storage area for storing the state in a normal symbol hit game can be mentioned.
[0080] In the main RAM 103, counters (see FIG. 9) for managing various types of information (time and number of times) are provided. For example, a short-time game state B activation game number counter for counting (counting and storing) the number of times the symbol variation game has been performed in the normal game state and the short-time game state A, a short-time game state game number counter for counting (counting and storing) the number of times the symbol variation game has been performed in the short-time game states (A, B), a probability-variable game state game number counter for counting (counting and storing) the number of times the symbol variation game has been performed in the probability-variable game state, a time management counter for managing various times, a round number counter for managing the number of rounds in a hit game, a count storage of out balls, and a count storage of safe balls, and a limit management counter for storing the difference in the number of balls (out balls - safe balls) can be mentioned.
[0081] The game count counter for activating the short-time game state B starts counting from the start of the short-time game state A after the winning game ends, and even if the short-time game state A ends and the game shifts to the normal game state, the counter value is carried over. For example, at the start of the short-time game state A after the winning game ends, the counter value is "0", and when the short-time game state A ends and the game shifts to the normal game state, the counter value becomes "100". Then, when it is determined in step S105-4-11-8 of the game state-specific processing described later that the counter value is "898 (short-time game state 100 + normal game state 798)", the said processing is affirmed.
[0082] Note that the game count counter for activating the short-time game state B may be set to count only the number of games in the normal game state. That is, when the short-time game state A ends and the game shifts to the normal game state, the counter value is "0", and when it is determined in step S105-4-11-8 of the game state-specific processing described later that the counter value is "798 (normal game state 798)", the said processing may be affirmed.
[0083] The gate detection switch SW20a is provided inside the passage of the gate member 20 of the game board 6 and is a switch for detecting that the game ball has passed through the gate member 20. That is, the gate detection switch SW20a and the main control board 100 are connected via a harness, a relay board, etc., and when the passage of the game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has input the detected information controls to immediately execute the normal symbol variation game on the normal symbol hold display 27f if no determination information (random value) is stored in any of the said variation storage areas to the fourth storage area for the normal symbols. For example, if the determination information (random value) is stored up to the third storage area, it controls to hold the execution of the normal symbol variation game, and if the determination information (random value) is stored up to the fourth storage area, it controls not to hold the execution of the normal symbol variation game.
[0084] The first start port detection SW21a is provided inside the winning port of the first start port 21 of the game board 6, and is a SW for detecting that a game ball has entered the first start port 21. That is, the first start port detection SW21a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs a process to cause the payout control board 300 to payout three game balls as bonus balls due to the entry of a game ball into the first start port 21.
[0085] Also, when an input is made from the first start port detection SW21a, the main control board 100 controls to execute a symbol variation game on neither the first special symbol display 27a nor the second special symbol display 27b. If no determination information (random number value) is stored in any of the relevant variation storage areas to the fourth storage area for the special symbol (first start port), it immediately controls to execute a symbol variation game on the first special symbol display 27a. For example, if determination information (random number value) is stored up to the third storage area, it controls to hold off on executing the symbol variation game. If determination information (random number value) is stored up to the fourth storage area, it controls not to hold off on executing the symbol variation game.
[0086] The second start port detection SW22a is provided inside the winning port of the second start port 22, and is a SW for detecting that a game ball has entered the second start port 22. That is, the second start port detection SW22a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has input the detected information performs a process to cause the payout control board 300 to payout two game balls as bonus balls due to the entry of a game ball into the second start port 22.
[0087] Also, when an input is received from the second start port detection SW22a, if the main control board 100 (main CPU 101) is not executing a symbol variation game on either the first special symbol display 27a or the second special symbol display 27b, and no determination information (random number value) is stored in any of the variable storage areas to the fourth storage area for the special symbol (second start port), it immediately controls the second special symbol display 27b to execute a symbol variation game. For example, if determination information (random number value) is stored up to the third storage area, it controls to hold the execution of the symbol variation game. If determination information (random number value) is stored up to the fourth storage area, it controls not to hold the execution of the symbol variation game.
[0088] The second start port opening / closing solenoid 22b is provided behind the second start port 22 and is a solenoid for causing the protruding member provided at the above-mentioned second start port 22 to perform an opening / closing operation. That is, the second start port opening / closing solenoid 22b and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 (main CPU 101) determines a normal symbol hit in the normal symbol hit determination process, it drives and controls the second start port opening / closing solenoid 22b to open and close in the opening / closing mode shown in "Opening and Closing of the Second Start Port" in FIG. 6.
[0089] The normal winning port detection SW23a is provided inside the winning port of the normal winning port 23 on the game board 6 and is a SW for detecting that a game ball has entered the normal winning port 23. That is, the normal winning port detection SW23a and the main control board 100 are connected via a harness, a relay board, etc. When the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU 101) that has received the detected information performs a process to cause the payout control board 300 to pay out 8 game balls as a prize for the entry of a game ball into the normal winning port 23.
[0090] The big winning opening detection SW24a is provided inside the winning opening of the big winning opening 24 and is a SW for detecting that a game ball has entered the big winning opening 24. That is, the big winning opening detection SW24a and the main control board 100 are connected via a harness, a relay board, etc., and when the entry of a game ball is detected, the detected information is input to the main control board 100. Then, the main control board 100 (main CPU101) that has received the detected information performs processing to cause the payout control board 300 to payout 12 game balls as prize balls due to the entry of a game ball into the big winning opening 24. Also, the main control board 100 (main CPU101) transmits a big winning opening winning command indicating that a game ball has entered the big winning opening 24 to the effect control board 200. Thereby, the effect control board 200 can also recognize the situation of game balls entering the big winning opening 24.
[0091] The big winning opening opening / closing solenoid 24b is provided behind or on the side of the big winning opening 24 and is a solenoid for causing the opening / closing door provided in the above-mentioned big winning opening 24 to perform an opening / closing operation. That is, the big winning opening opening / closing solenoid 24b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU101) drives and controls the big winning opening opening / closing solenoid 24b to open and close the opening / closing door over the number of rounds in FIG. 6 in a winning game.
[0092] The out detection SW25a is provided at a downstream position of a flow path that aggregates game balls that have entered the first starting opening 21 and have been detected by the first starting opening detection SW21a, game balls that have entered the second starting opening 22 and have been detected by the second starting opening detection SW22a, game balls that have entered the normal winning opening 23 and have been detected by the normal winning opening detection SW23a, game balls that have entered the big winning opening 24 and have been detected by the big winning opening detection SW24a, and game balls that have entered the out opening 25. That is, it is possible to detect the game balls detected by these detection SWs and the game balls that have entered the out opening 25.
[0093] The out detection SW25a and the main control board 100 are connected via a harness, a relay board, etc. When the entry of a game ball is detected, the detected information is input to the main control board 100. As a result, the main control board 100 can grasp the number of out balls. Note that an out detection SW may be provided at the out port 25, and the game balls detected by the out detection SW may be counted as the number of out balls.
[0094] When the main control board 100 inputs the information of detecting a game ball from the out detection SW25a, it updates the number of out balls and the number of difference balls in the above-mentioned limit management counter. For example, when one game ball is detected from the out detection SW25a, the number of out balls is incremented by "1", and the number of difference balls is calculated using the updated number of out balls and the number of safe balls. On the other hand, when the information of detecting a game ball is input from the first start port detection SW21a, the number of safe balls in the above-mentioned limit management counter is updated. In this case, "3" corresponding to the bonus balls of the first start port 21 is added to the number of safe balls, and the number of difference balls is calculated using the number of safe balls after the addition. Hereinafter, when the information of detecting a game ball is input from the second start port detection SW22a, "2" corresponding to the bonus balls of the second start port 22 is added to the number of safe balls. When the information of detecting a game ball is input from the normal winning port detection SW23a, "8" corresponding to the bonus balls of the normal winning port 23 is added to the number of safe balls. When the information of detecting a game ball is input from the big winning port detection SW24a, "12" corresponding to the bonus balls of the big winning port 24 is added to the number of safe balls, and the number of difference balls is calculated using the number of safe balls after the addition.
[0095] Note that updating the number of difference balls using the number of out balls is just an example, and the number of difference balls may be updated using the number of launched balls. For example, an SW capable of detecting the game balls launched by the launching device 305 may be provided to count the number of launched balls, or an SW may be provided at the portion of the inner rail member 19 closest to the game area 7 to count the number of launched balls.
[0096] The first special symbol display 27a is provided in the symbol display device 27, is display-controlled by the main control board 100, and is a display for executing a symbol variation game based on a game ball entering the first start port 21. That is, the first special symbol display 27a and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the symbol variation game on the first special symbol display 27a when the execution conditions for the symbol variation game on the first special symbol display 27a are satisfied. Note that the satisfaction of the execution conditions for the symbol variation game on the first special symbol display 27a corresponds to the case where an affirmative determination is made in the process of step S105-2-4 in the "processing at the start of special symbol variation" (see FIG. 21) described later.
[0097] The second special symbol display 27b is provided in the symbol display device 27, is display-controlled by the main control board 100, and is a display for executing a symbol variation game based on a game ball entering the second start port 22. That is, the second special symbol display 27b and the main control board 100 are connected via a harness, a relay board, etc., and the main control board 100 (main CPU 101) controls the display of the symbol variation game on the second special symbol display 27b when the execution conditions for the symbol variation game on the second special symbol display 27b are satisfied. Note that the satisfaction of the execution conditions for the symbol variation game on the second special symbol display 27b corresponds to the case where an affirmative determination is made in the process of step S105-2-1 in the "processing at the start of special symbol variation" (see FIG. 21).
[0098] The first special symbol hold indicator 27c is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of holds of the symbol variation game based on the entry of a game ball into the first start port 21. That is, the first special symbol hold indicator 27c and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 inputs information detecting a game ball from the first start port detection SW21a, if the upper limit value (4) of the hold has not been reached, it display-controls the first special symbol hold indicator 27c (from turning off to lighting up, or from lighting up to flashing). On the other hand, when the symbol variation game based on the entry of a game ball into the currently varying first start port 21 ends, it display-controls the first special symbol hold indicator 27c (from flashing to lighting up, or from lighting up to turning off).
[0099] The second special symbol hold indicator 27d is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is an indicator for displaying the number of holds of the symbol variation game based on the entry of a game ball into the second start port 22. That is, the second special symbol hold indicator 27d and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 inputs information detecting a game ball from the second start port detection SW22a, if the upper limit value (4) of the hold has not been reached, it display-controls the second special symbol hold indicator 27d (from turning off to lighting up, or from lighting up to flashing). On the other hand, when the symbol variation game based on the entry of a game ball into the currently varying second start port 22 ends, it display-controls the second special symbol hold indicator 27d (from flashing to lighting up, or from lighting up to turning off).
[0100] The normal symbol indicator 27e is provided in the symbol display device 27, and is an indicator for executing a normal symbol variation game that is display-controlled by the main control board 100. That is, the normal symbol indicator 27e and the main control board 100 are connected via a harness, a relay board, etc. When the execution conditions of the normal symbol variation game in the normal symbol indicator 27e are satisfied in the main control board 100 (main CPU 101), it display-controls the normal symbol variation game in the normal symbol indicator 27e.
[0101] The normal symbol hold indicator 27f is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for displaying the number of holds of the normal symbol variation game based on the passage of the game ball through the gate member 20. That is, the normal symbol hold indicator 27f and the main control board 100 are connected via a harness, a relay board, etc. When the main control board 100 (main CPU 101) inputs information detecting the game ball from the gate detection SW 20a, if the upper limit value (4) of the hold has not been reached, it display-controls the normal symbol hold indicator 27f (turns it on from off, or blinks it from on). On the other hand, when the normal symbol variation game that is currently varying ends, it display-controls the normal symbol hold indicator 27f (changes it from blinking to on, or turns it off from on).
[0102] The round indicator 27g is provided in the symbol display device 27, and is display-controlled by the main control board 100. It is a display for displaying the number of times the big winning opening 24 in the above-mentioned winning game is opened. That is, the round indicator 27g and the main control board 100 are connected via a harness, a relay board, etc. For example, at the timing when the symbol variation game determined to be a win in the special symbol win determination process ends and the special symbol indicating a win (e.g., "7") is displayed on the first special symbol indicator 27a, it controls the lighting of the LED display of the round number corresponding to the determined winning game. Then, when the winning game is being executed, it continuously controls the lighting of the round indicator 27g, and when the winning game ends, it controls the round indicator 27g to turn off.
[0103] The magnetic sensor 27h is provided at a plurality of locations on the game board 6 and is a sensor for detecting magnetism. That is, the magnetic sensor 27h and the main control board 100 are connected via a harness, a relay board, etc. For example, when abnormal magnetism exceeding a predetermined specified value is detected, the detected information is input to the main control board 100. Thereby, the main control board 100 can detect abnormal magnetism. And when abnormal magnetism is detected, information (error designation command for magnetic abnormality) indicating that abnormal magnetism has been detected is transmitted to the effect control board 200. Thereby, it is possible to execute notification of the detection of abnormal magnetism.
[0104] The radio wave sensor 27i is provided at a plurality of locations on the game board 6 and is a sensor for detecting radio waves. That is, the radio wave sensor 27i and the main control board 100 are connected via a harness, a relay board, etc. For example, when abnormal radio waves exceeding a predetermined specified value are detected, the detected information is input to the main control board 100. Thereby, the main control board 100 can detect abnormal radio waves. And when abnormal radio waves are detected, information (error designation command for radio wave abnormality) indicating that abnormal radio waves have been detected is transmitted to the effect control board 200. Thereby, it is possible to execute notification of the detection of abnormal radio waves.
[0105] The performance control board 200 is provided with a performance control unit 200a, and the performance control unit 200a includes a sub CPU 201 that performs performance control processing, a sub ROM 202 that stores a control program necessary for the performance control processing, and a sub RAM 203 that can be read from and written to as required in the performance control processing. Also, an image / sound control unit 200b is provided and connected via a harness or the like so as to enable two-way communication with the performance control unit 200a. The image / sound control unit 200b includes an image / sound CPU 204 that performs image / sound control processing, a sound ROM 205 that stores sound data, a CG ROM 206 that stores image data, and a VRAM 207 that includes a frame buffer for storing image generation data and the like. Further, a light emission drive control unit 200c is provided and connected via a harness or the like so as to enable two-way communication with the performance control unit 200a. The light emission drive control unit 200c includes a light emission drive CPU 208 that performs light emission control processing and drive control processing, a light emission drive ROM 209 that stores a control program necessary for the light emission control processing and the drive control processing, and a light emission drive RAM 210 that can be read from and written to as required in the light emission control processing and the drive control processing.
[0106] Also, the performance control unit 200a is connected so that operation information from the performance button detection SW 14a, operation information from the performance lever detection SW 15a, and operation information from the cross key detection SW 16a can be input.
[0107] The performance button detection SW14a is provided on the performance button 14 and is a SW for detecting that the performance button 14 has been pressed by the player when the performance button 14 is within the operation valid period. That is, the performance button detection SW14a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the performance button 14 has been pressed is input to the performance control board 200. Then, the performance control board 200 that has input information indicating that the performance button 14 has been pressed controls the performance according to the pressing of the performance button 14 via the image display device 26 and the speaker 10. Here, for example, in the symbol variation game, the operation valid period is set for a predetermined time for the performance button 14, and the performance button detection SW14a detects only the pressing when the operation valid period is set.
[0108] The performance lever detection SW15a is provided on the performance lever 15 and is a SW for detecting that the performance lever 15 has been operated by the player when the performance lever 15 is within the operation valid period. That is, the performance lever detection SW15a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the performance lever 15 has been operated is input to the performance control board 200. Then, the performance control board 200 that has input information indicating that the performance lever 15 has been operated controls the performance according to the operation of the performance lever 15 via the image display device 26 and the speaker 10. Here, for example, in the symbol variation game, the operation valid period is set for a predetermined time for the performance lever 15, and the performance lever detection SW15a detects only the operation when the operation valid period is set.
[0109] The cross key detection SW16a is provided on the cross key button 16 and is a SW for detecting that the cross key button 16 has been pressed by the player. That is, the cross key detection SW16a and the performance control board 200 are connected via a harness, a relay board, etc., and information indicating that the cross key button 16 has been operated is input to the performance control board 200.
[0110] As described above, by operating the cross key button 16, it is possible to adjust the amount of light emitted from the light emitting device 9, the amount of light emitted from the image display device 26, and the volume emitted from the speaker 10. Specifically, when the upward button of the cross key button 16 is pressed, the amount of light can be increased (step by step), and when the downward button of the cross key button 16 is pressed, the amount of light can be decreased (step by step). When the rightward button of the cross key button 16 is pressed, the volume can be increased (step by step), and when the leftward button of the cross key button 16 is pressed, the volume can be decreased (step by step).
[0111] Note that the amount of light may be set in three levels of "strong", "medium", and "weak", or may be set in five more finely divided levels. Also, the volume may be set in three levels of "large", "medium", and "small", or may be set in five more finely divided levels. Further, in the image display device 26, a level gauge image indicating the degree of adjustment of the amount of light or volume may be displayed, and in the speaker 10, an adjustment sound corresponding to the level may be emitted. For example, when the degree of adjustment of the volume is configured in five levels, the adjustment sound corresponding to the minimum volume value level 1 is set as "Do♪", the adjustment sound corresponding to the volume value level 2 is set as "Re♪", the adjustment sound corresponding to the volume value level 3 is set as "Mi♪", the adjustment sound corresponding to the volume value level 4 is set as "Fa♪", and the adjustment sound corresponding to the maximum volume value level 5 is set as "So♪". Note that the adjustment sound may be output at a volume value corresponding to the volume value level. For example, "Re♪" may be output at a larger volume value than "Do♪".
[0112] Note that the level gauge image may be a display mode according to the light amount or volume level, or may be a fixed display mode regardless of the light amount or volume level. Specifically, the display mode according to the light amount or volume level is, for example, assumed to display a larger size (display area) of the level gauge image indicating volume level 2 with a larger volume value than volume level 1, compared to the size (display area) of the level gauge image indicating volume level 1. On the other hand, the fixed display mode regardless of the light amount or volume level is assumed to be a display where the size (display area) of the level gauge image does not change whether it is volume level 1 or volume level 2.
[0113] Note that the adjustment sound corresponding to the volume value level may be, for example, the sound of "Pi♪" at any level, and the volume value may be varied for each stage. Specifically, when it is volume level 1, it is assumed to emit the sound of "Pi♪" at the volume value corresponding to volume level 1, and when it is volume level 2, it is assumed to emit the sound of "Pi♪" at the volume value (a volume value larger than volume level 1) corresponding to volume level 2.
[0114] Note that in this embodiment, the adjustment of the light amount and the adjustment of the volume are executable when the symbol variation game is not being played, but may also be executable when the symbol variation game is being played. In this case, it is preferable to perform the adjustment without displaying the above-mentioned level gauge image and without emitting the adjustment sound, or to display it in a small size and output the adjustment sound at a low volume. By doing so, it is possible to prevent the production image and production sound corresponding to the symbol variation game from being hindered by the level gauge image and the adjustment sound.
[0115] Also, it may be possible to adjust the light amount and the volume during the execution of the hit game. In this case, the display control of the level gauge image and the output control of the adjustment sound may be performed in the same manner as when the light amount or volume is adjusted when the symbol variation game is not being played, which was described above, or may be performed in the same manner as when the light amount or volume is adjusted when the symbol variation game is being played.
[0116] Although the above-described display of the level gauge image is to be performed by the image display device 26, when a display device is provided in addition to the image display device 26, it may be displayed on the other display device. By doing so, it is possible to prevent the display content displayed on the image display device 26 from being inhibited by the display of the level gauge image.
[0117] In addition, when the light amount is adjusted, the level gauge image may be displayed, but the output of the adjustment sound may be stopped.
[0118] The image / sound control unit 200b is connected to the image display device 26, and the image information generated by the image / sound control unit 200b can be displayed. Further, the image / sound control unit 200b is connected to the speaker 10, and the sound information generated by the image / sound control unit 200b can be output.
[0119] The speaker 10 can output music (BGM), voices, and sound effects. For example, unless information indicating a closed state is input from the frame opening detection SW3a described later, it outputs a notification sound indicating that the middle frame 3 is in an open state. That is, the speaker 10 and the image / sound control unit 200b are connected via a harness, a relay board, or the like, and the above-described sound is output from the speaker 10 under the control of the image / sound control unit 200b.
[0120] In addition, the light emission drive control unit 200c is connected to the light emission device 9, the start port light emission device 21a, and the board illumination device 29, and light emission control is possible by the light emission drive control unit 200c. Further, the light emission drive control unit 200c is connected to the board drive device 30, and the movable body 28 can be drive-controlled via the board drive device 30.
[0121] The movable body 28 is provided on the game board 6 and can perform operations such as "falling", "swinging", and "rotating". By performing these operations, it suggests the possibility of a winning game being awarded.
[0122] Also, when the movable body 28 receives a power-related subcommand, it performs an initial operation for checking whether operations such as the above-described "falling", "swinging", and "rotating" are normally performed in front of the display area of the image display device 26. Since the movable body 28 moves in front of the display area of the image display device 26 during the initial operation, the display content displayed in the display area becomes difficult to view for a certain period of time due to the movable body 28. Note that even if the display content displayed in the display area becomes difficult to view due to the initial operation, other members (for example, the start port lighting device 21a, the first special symbol holding display 27c, the second special symbol holding display 27d, the board lighting device 29, etc.) do not become difficult to view due to the initial operation of the movable body 28.
[0123] Although not shown in the drawings, in addition to these, there are also provided an interrupt controller circuit that gives an interrupt signal to the sub-CPU 201, a hardware random number generation circuit that generates a random number within a certain range, and the like.
[0124] The payout control board 300 is provided with a payout CPU 301 that performs payout control processing, a payout ROM 302 that stores a control program necessary for the payout control processing, and a payout RAM 303 that can be read from and written to as necessary in the payout control processing. Further, a payout device 304 is connected to the payout control board 300 via a harness or the like, and by controlling the payout device 304, game balls are paid out to the upper receiving tray 5a.
[0125] Specifically, in the main control board 100, for example, when information on detecting a game ball from the first start port detection SW 21a is input, a payout command signal is transmitted from the main control board 100 to the payout control board 300 so as to payout three bonus balls. The payout control board 300 that has received this controls the payout device 304 to payout three bonus balls to the upper receiving tray 5a. Then, when the payout of the three bonus balls is completed, a payout completion signal is transmitted from the payout control board 300 to the main control board 100 to complete the payout of the game ball for the input of the information on detecting the game ball from the first start port detection SW 21a.
[0126] In addition, a firing handle 8 is connected to the payout control board 300 via a harness or the like. When a player touches the above-described handle touch sensor provided on the firing handle 8, information indicating that the firing handle 8 is being gripped is input, and the amount of rotation of the firing handle 8 is input according to the amount of a firing volume (not shown) provided on the firing handle 8.
[0127] In addition, a firing device 305 is connected to the payout control board 300 via a harness or the like. By controlling the firing device 305, a game ball is fired into the game area 7. Specifically, when the payout control board 300 receives input indicating that the firing handle 8 is being gripped by the player and the amount of rotation of the firing handle 8 from the firing handle 8, the payout control board 300 controls the firing device 305 with a firing intensity corresponding to the amount of rotation of the firing handle 8 to fire the game ball.
[0128] Although not shown in FIG. 4, the payout control board 300 is connected via a ball lending unit or the like so as to be able to receive an input signal from the ball lending button 12 shown in FIG. 1. When the ball lending button 12 is operated by the player, the payout control board 300 controls the payout device 304 to payout a number (for example, 125 balls) of game balls corresponding to one operation of the ball lending button 12 onto the upper receiving tray 5a.
[0129] The frame opening detection switch SW3a is provided in the middle frame 3, and can detect the "open" state such as when the glass frame 4 is open, when the glass frame 4 and the middle frame 3 are open, or when the middle frame 3 is open, and can also detect the "closed" state when the glass frame 4 and the middle frame 3 are closed. That is, the frame opening detection switch SW3a and the payout control board 300 are connected via a harness, a relay board, etc. When in the above-mentioned "closed" state, information indicating the closed state is input to the payout control board 300. On the other hand, when in the above-mentioned "open" state, the information indicating the above-mentioned closed state is not input to the payout control board 300. By not being input, the payout control board (payout CPU 301) can detect that it is in the above-mentioned "open" state. Note that the payout control board (payout CPU 301) can transmit the information detected as being in the "closed" state and the information detected as being in the "open" state to the effect control board 200.
[0130] A passage for guiding the game balls that cannot be completely stored in the upper saucer 5a to the lower saucer 5b is formed between the upper saucer 5a and the lower saucer 5b, and a full detection switch SW300a is provided in the passage. When the game balls guided to the lower saucer 5b are stored without being discharged (outside the gaming machine), the game balls stay in the passage. When a predetermined amount of game balls stay, the full detection switch SW300a turns on. Thereby, it is also possible to detect that the game balls in the lower saucer 5b are in a full state. Then, when the full detection switch SW300a turns on, the payout CPU 301 stops the payout of the game balls by the payout device 304 and transmits the information that the full detection switch SW300a is on to the effect control board 200. Thereby, the effect control board 200 can execute a notification prompting to discharge the game balls stored in the lower saucer 5b.
[0131] The main control board 100, the effect control board 200, and the payout control board 300 are connected to the power supply board 400 via a harness or the like. As described above, the power supply board 400 receives external power supply via a power plug (not shown) and supplies the supplied external power to any of the main control board 100, the effect control board 200, and the payout control board 300. Although not shown, the power supply board 400 is provided with a conversion circuit or the like that converts external power (100 VAC) into 24 VDC.
[0132] Next, with reference to FIG. 5, the special symbol hit determination table and the normal symbol hit determination table will be described. The special symbol hit determination table in FIG. 5(A) is stored in the main ROM 102. Here, in the present embodiment, six levels of setting values can be set. FIG. 5(A) shows an example of the special symbol hit determination table for setting value 1, and descriptions of other setting values are omitted. When, for example, 1 is set as the setting value, the main CPU 101 performs the special symbol hit determination process with reference to the special symbol hit determination table for setting value 1 shown in (A). When 6 is set as the setting value, the main CPU 101 performs the special symbol hit determination process with reference to the special symbol hit determination table for setting value 6 (not shown). Also, the fact that the first start port and the second start port are common means that the special symbol hit determination table to be referred to is the same whether a game ball enters the first start port 21 or the second start port 22. Note that the setting value is not limited to "six" levels and can be arbitrary. For example, it may be "four" levels or "two" levels.
[0133] Alternatively, it may be configured to include only the special symbol hit determination table in FIG. 5(A) without providing a setting value (it may be a machine without setting). Also, although there are setting values, it may be configured to have only the special symbol hit determination table in Fig. 5(A). That is, even if it has only a one-stage setting value and uses the same content as that of the main control board main process shown in Figs. 12 and 13 for a gaming machine having a multi-stage setting value, there will be no problem. Also, even when it has only a one-stage setting value, there will be no problem even if the setting value change process shown in Fig. 14 and the setting value confirmation process shown in Fig. 15 are performed. By doing so, the processes and the like can be made common between a gaming machine (a machine equipped with settings) having a multi-stage setting value and a gaming machine (substantially a machine not equipped with settings) having only a one-stage setting value, so the developer's effort can be reduced. Also, when it has only a one-stage setting value, there will be no problem even if the main control board 100 uses the same one as that of a gaming machine having a multi-stage setting value (the hardware aspect may also be made common). By doing so, the members can also be made common, so the cost can be reduced.
[0134] In the special symbol hit determination table in Fig. 5(A), when the game state is the normal game state and when it is the time-saving game states A and B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 319", and the probability of being determined as a miss is "318 / 319". When the game state is the probability-variable game state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 32", and the probability of being determined as a miss is "31 / 32". That is, when the game state is the probability-variable game state, the probability of being determined as a hit fluctuates by about 10 times compared to the normal game state and the time-saving game states A and B. Therefore, it can be said that the probability-variable game state is a game state advantageous to the player compared to the normal game state and the time-saving game states A and B.
[0135] In the special symbol hit determination table for the setting value "6" (not shown), when the game state is the normal game state and when it is the time-limited game states A and B, the probability of being determined as a hit in the special symbol hit determination process is "1 / 280", and the probability of being determined as a miss is "279 / 280". When the game state is the probability-variable game state, the probability of being determined as a hit in the special symbol hit determination process is "1 / 28", and the probability of being determined as a miss is "27 / 28". By being able to set different hit probabilities for each setting value in this way, it becomes easier for the game parlor side to manage the ball output.
[0136] Also, in the time-limited game states A and B and the probability-variable game state, compared to the normal game state, as shown in FIGS. 5(B) and 6(B), in the normal symbol hit determination process, it is easier to get a normal symbol hit, and since an advantageous opening and closing mode as the opening and closing mode of the protruding member of the second start port 22 when getting a normal symbol hit is selected, the probability-variable game state is the most advantageous game state for the player. Next, the time-limited game states A and B are advantageous game states for the player, and the normal game state is the most disadvantageous game state for the player. As shown in FIG. 7, since the upper limit of the time-limited game state A is 100 times and the upper limit of the time-limited game state B is 1212 times, the time-limited game state B is a more advantageous game state for the player than the time-limited game state A.
[0137] In this embodiment, as shown in FIG. 3, the gate member 20 is provided on the right side of the game area 7 and not on the left side of the game area 7. If a right shot is made in the normal game state and the game ball passes through the gate member 20, as shown in FIG. 5, the probability of hitting the general drawing is "4 / 256". Therefore, the protruding member of the second start port 22 can be opened. However, since the opening time is "0.9S", it is difficult to make the game ball enter the second start port 22, and most of the hit game balls will pass through the out port 25. Therefore, in the normal game state, it is the optimal game for the player to make a left shot and make the game ball enter the first start port 21. For this reason, when the gate detection SW20a detects a game ball in the normal game state, a left shot notification is given to encourage the player to play the optimal game.
[0138] Hereinafter, the normal game state, the short-time game states A and B may be collectively referred to as a low-probability state, and the probability-variable game state may be referred to as a high-probability state. Also, the normal game state may be referred to as non-shortening or non-shortened state, and the probability-variable game state and the short-time game states A and B may be collectively referred to as shortening state, or shortening in progress state, or ball entry rate improvement state.
[0139] Next, the normal symbol hit determination table in FIG. 5(B) is stored in the main ROM 102. When the game state is the normal game state, the probability of being determined as a normal symbol hit in the normal symbol hit determination process is "4 / 256", and the probability of being determined as a normal symbol miss is "252 / 256". When it is in the time-saving game states A and B or in the probability-variable game state, the probability of being determined as a normal symbol hit in the normal symbol hit determination process is "251 / 256", and the probability of being determined as a normal symbol miss is "5 / 256". Therefore, it can be said that the time-saving game states A and B and the probability-variable game state are more likely to be determined as a normal symbol hit in the normal symbol hit determination process than in the case of the normal game state, and they are advantageous game states for the player. Although no set value is provided in the normal symbol hit determination table (the set values are common), a set value may be provided in the same way as in the special symbol hit determination table. For example, the set value "6" may be more likely to result in a normal symbol hit in the normal symbol hit determination compared to the set value "1". Also, when the game state is the normal game state, the probability of being determined as a normal symbol hit in the normal symbol hit determination process is "4 / 256", and the probability of being determined as a normal symbol miss is "252 / 256", but it is not limited to this, and the probability of being determined as a normal symbol miss may be "256 / 256".
[0140] Next, with reference to FIG. 6, the special symbol determination table and the normal symbol determination table will be described. First, the special symbol determination table in FIG. 6(A) is referred to when determining the special symbol to be definitely displayed on the first special symbol display 27a, in the case of a win and in the case of a loss, as a result of performing the special symbol winning determination process based on the entry of a game ball into the first start port 21. (1) The table for the first start port 21, and when the special symbol winning determination process is performed based on the entry of a game ball into the second start port 22, and in the case of a win and in the case of a loss, it has two tables, namely (2) the table for the second start port 22, which is referred to when determining the special symbol to be definitely displayed on the second special symbol display 27b. These are stored in the main ROM 102. Then, the main CPU 101 refers to the table corresponding to the start port into which the game ball has entered, and determines the special symbol based on the determination result of the special symbol winning determination process.
[0141] In the special symbol determination table of (1) in FIG. 6(A), as a result of performing the special symbol hit determination process, if it is a hit, the main CPU 101 determines one of the special symbols among "Special Symbol A", "Special Symbol B", and "Special Symbol C". Specifically, when a game ball enters the first start port 21, a random number for special symbol determination is acquired, and one of the special symbols is determined by referring to the acquired random number for special symbol determination. For example, if the acquired random number for special symbol determination is "0 to 9", "Special Symbol A" is determined; if the acquired random number for special symbol determination is "10 to 64", "Special Symbol B" is determined; and if the acquired random number for special symbol determination is "65 to 99", "Special Symbol C" is determined. Then, when the special symbol is determined, the "number of rounds" and the "game state after a hit" are uniquely determined. When "Special Symbol A" is determined, 10 rounds are assigned as the "number of rounds", and a probability variable game state is assigned as the "game state after a hit". When "Special Symbol B" is determined, 5 rounds are assigned as the "number of rounds", and a probability variable game state is assigned as the "game state after a hit". When "Special Symbol C" is determined, 10 rounds are assigned as the "number of rounds", and a time shortening game state A is assigned as the "game state after a hit". On the other hand, as a result of performing the special symbol hit determination process, if it is a miss, the main CPU 101 determines "Special Symbol D". Since neither the "number of rounds" nor the "game state after a hit" is defined for "Special Symbol D", a hit game is not awarded.
[0142] In the special symbol determination table of (2) in FIG. 6(A), if as a result of the special symbol hit determination process it is a hit, the main CPU 101 determines one of the special symbols from "special symbol E" and "special symbol F". Since the specific determination method is the same as that of (1) in FIG. 6(A) described above, the explanation is omitted. Then, if the acquired random number for special symbol determination is "0 to 64", "special symbol E" is determined, and if the acquired random number for special symbol determination is "65 to 99", "special symbol F" is determined. When "special symbol E" is determined, 10 rounds are given as the "number of rounds", and a probability variable game state is given as the "game state after a hit". When "special symbol F" is determined, 10 rounds are given as the "number of rounds", and a short-time game state A is given as the "game state after a hit". On the other hand, if as a result of the special symbol hit determination process it is a miss, the main CPU 101 determines "special symbol G".
[0143] In this way, since the rate at which the probability variable game state is given is "65%" for the first start port 21 and also "65%" for the second start port 22, there is no difference in the entry rate into the probability variable game state between the first start port 21 and the second start port 22. On the other hand, as for the "number of rounds", since 10 rounds are always given to the second start port 22 and 5 rounds are never given, it can be said that it is more advantageous for the player that a hit game is given based on the ball entry into the second start port 22 than a hit game is given based on the ball entry into the first start port 21. In the present embodiment, no set value was provided in the special symbol determination table, but a set value may be provided. For example, the determination ratio of the special symbol may be made different between the case where the set value is "1" and the case where the set value is "6". In that case, the entry rate into the probability variable game state may be common for all set values, but the "number of rounds" may be made to have different ratios for each set value. For example, it may be made easier to give an advantageous number of rounds as the set value is "6", or it may be made easier to give an advantageous number of rounds as the set value is "1".
[0144] Thus, since it is more advantageous for the player that a winning game is awarded based on the ball entry into the second starting port 22 than based on the ball entry into the first starting port 21, in the short-time game states A and B where the second starting port 22 can be opened for "1.8S × 3 times" and in the probability-variable game state, it is the optimal game for the player to perform a right hit and make the game ball enter the second starting port 22. For this reason, when the first starting port detection SW21a detects a game ball in the short-time game states A and B and the probability-variable game state, a right hit notification that encourages the player to perform the optimal game for the player is given.
[0145] Next, the normal symbol determination table in FIG. 6(B) is stored in the main ROM 102, and is a table referred to when determining the normal symbol to be definitely displayed on the normal symbol display 27e, depending on whether it is a normal symbol win or a normal symbol loss as a result of performing a normal symbol win / loss determination process based on the fact that a game ball has passed through the gate member 20. When the game state is the normal game state and as a result of performing the normal symbol win / loss determination process, if it is a normal symbol win, the main CPU 101 determines "normal symbol A" in the normal symbol determination process performed in the normal symbol related process, and if it is a normal symbol loss, determines "normal symbol B". Further, when the game state is the short-time game states A and B and when the game state is the probability-variable game state, and as a result of performing the normal symbol win / loss determination process, if it is a normal symbol win, the main CPU 101 determines "normal symbol C" in the normal symbol determination process performed in the normal symbol related process, and if it is a normal symbol loss, determines "normal symbol D".
[0146] In the normal symbol as well, similar to the special symbol described above, the content to be imparted is uniquely determined. When "Normal Symbol A" is determined, the protruding member of the second start port 22 is opened "1" time at "0.9S", and when "Normal Symbol B" is determined, the protruding member of the second start port 22 is not opened. Also, when "Normal Symbol C" is determined, the protruding member of the second start port 22 is opened "3" times at "1.8S", and when "Normal Symbol D" is determined, the protruding member of the second start port 22 is not opened. Therefore, when it is a hit in the normal symbol, the opening and closing mode of the protruding member of the second start port 22 is more advantageous in the time-saving game states A and B and the probability-variable game state than in the normal game state, so it can be said that it is a game state advantageous to the player.
[0147] Note that although no set values are provided in the normal symbol determination table, set values may be provided in the same way as in the special symbol determination table. For example, for each set value, the probability of being determined as a hit in the normal symbol in the normal symbol hit determination process may be made different. In the case of the set value "6", it may be easier to hit than in the case of the set value "1", or vice versa. Also, for each set value, the opening and closing mode of the second start port 22 may be different. For example, in the case of the set value "6", it may open and close in a more advantageous opening and closing mode than in the case of the set value "1", or vice versa.
[0148] Next, Fig. 6(C) shows the round details for each winning special symbol. When the number of rounds is "10" (special symbols A, C, E, F), the big winning port 24 is opened for "29.5 seconds" per round, and this is repeated 10 times. Also, when the number of rounds is "5" (special symbol B), the big winning port 24 is opened for "29.5 seconds" per round, and this is repeated 5 times.
[0149] Next, with reference to Fig. 7, the game state transition (game flow) in this embodiment will be described. In this embodiment, as described above, it includes a normal game state, a time-saving game state, and a probability-variable game state. Strictly speaking, the time-saving game state includes a time-saving game state A and a time-saving game state B.
[0150] In the normal gaming state, the state managed by the main control board is a low-probability state, and there is no general power support. General power support means that in the normal symbol hit determination process, it is easy to hit the normal symbol, and when hitting, the opening and closing of the second start port shown in Fig. 6 will be "1.8S × 3 times". Also, on the effect control board, as effect modes (also referred to as effect stages), effect modes A to E can be executed.
[0151] In the short-time gaming state A, the state managed by the main control board is a low-probability state, and there is "yes" general power support. Also, in the short-time gaming state A, the upper limit number of times is 100 times. That is, one of the end conditions is that 100 symbol variation games have been performed, and during the execution of 100 symbol variation games, the general power support is "yes". Also, on the effect control board, as an effect mode, effect mode F can be executed.
[0152] In the short-time gaming state B, the state managed by the main control board is a low-probability state, and there is "yes" general power support. Also, in the short-time gaming state B, the upper limit number of times is 1212 times. That is, one of the end conditions is that 1212 symbol variation games have been performed, and during the execution of 1212 symbol variation games, the general power support is "yes". Also, on the effect control board, as an effect mode, effect mode G can be executed.
[0153] In the high-probability gaming state, the state managed by the main control board is a high-probability state, and there is "yes" general power support. Also, in the high-probability gaming state, the upper limit number of times is 10000 times. That is, one of the end conditions is that 10000 symbol variation games have been performed, and during the execution of 10000 symbol variation games, the general power support is "yes". Also, on the effect control board, as an effect mode, effect mode H can be executed.
[0154] In the winning game, the state managed by the main control board is a low-probability state, and there is no general power support.
[0155] In addition, in the short-time game state A, the upper limit number of times is set to 100 times, but it may be less than 100 times or more than 100 times. Also, in the short-time game state B, the upper limit number of times is set to 1212 times, but any number of times may be used as long as it is 3.8 times or less of the denominator (for example, 319) of the winning probability in the special symbol winning determination table.
[0156] In addition to the above-described short-time game states A and B, or instead of the above-described short-time game states A and B, a short-time game state C may be provided. This short-time game state C is a short-time game state that can be shifted in part when it is not determined as a win in the special symbol winning determination process in the normal game state. For example, it may be set to shift at about 1 / 500. Note that the combination of the short-time game states A, B, and C may be arbitrary. For example, it may include the short-time game states A and B and not include the short-time game state C, or it may include the short-time game states A and C and not include the short-time game state B, or it may include the short-time game states B and C and not include the short-time game state A, or it may include all of the short-time game states A, B, and C.
[0157] Also, in the probability-variable game state, an upper limit number of times is set, but it may not be provided. In addition, in this embodiment, as shown in FIG. 6, it is a so-called probability-variable loop type, but it may be a so-called ST type or a falling lottery type.
[0158] Also, in the case of the ST type, it may have a special symbol (for example, ST100 times) to which the probability-variable game state is assigned, and a special symbol (for example, ST100 times + short-time 100 times) to which the probability-variable game state and the short-time game state are assigned after the end of the probability-variable game state.
[0159] Next, the transition of the game state will be described. a: This is the transition when it is determined as a win in the special symbol winning determination process. b: The transition when any one of special symbols A, B, or E is determined. c: The transition when a hit is determined in the special symbol hit determination process. d: The transition when any one of special symbols C or F is determined. e: The transition when a hit is determined in the special symbol hit determination process. f: The transition when 100 consecutive symbol variation games are executed without hitting. g: The transition when 898 consecutive symbol variation games are executed without hitting in the short-time game state A and the normal game state. h: The transition when 1212 consecutive symbol variation games are executed without hitting. i: The transition when a hit is determined in the special symbol hit determination process. j: The transition when 10000 consecutive symbol variation games are executed without hitting.
[0160] Note that in g, although it is set to 898 times, any number of times may be used as long as it is 2.5 times or more and 3.0 times or less of the denominator (for example, 319) of the hit probability in the special symbol hit determination table. Also, the number of times in g is a fixed value that cannot be changed, but it may be possible to set an arbitrary value by the game store staff of the game store.
[0161] Next, the special symbol variation pattern table will be described with reference to FIG. 8. The special symbol variation pattern table in FIG. 8 is stored in the main ROM 102 and is a table referred to when determining the variation time in the symbol variation game.
[0162] When the game state is the normal game state and the result of the special symbol hit determination process is a miss, the main CPU 101 determines one of the variable patterns from "variable pattern 1" to "variable pattern 8". Specifically, when a game ball enters the first start port 21 or the second start port 22, a random number for determining the variable pattern is acquired, and one of the variable patterns is determined by referring to the acquired random number for determining the variable pattern. When a game ball enters the first start port 21 or the second start port 22, a random number for reach determination is acquired. If the random number for reach determination corresponds to a random number for executing a reach, one of the variable patterns is determined from "variable pattern 3" to "variable pattern 8", and if the random number for reach determination does not correspond to a random number for executing a reach, "variable pattern 1" or "variable pattern 2" may be determined. On the other hand, when the game state is the normal game state and the result of the special symbol hit determination process is a hit, the main CPU 101 determines one of the variable patterns from "variable pattern 9" to "variable pattern 15" by referring to the random number for determining the variable pattern.
[0163] Once the variation pattern is determined, the "performance content" and the "variation time" (in seconds S) are uniquely determined. When "variation pattern 1" is determined, "shortened variation" is determined as the "performance content" and "2S" is determined as the "variation time". "Shortened variation" refers to a variation where it does not reach a reach state and the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c are simultaneously stopped. When "variation pattern 2" is determined, "normal variation" is determined as the "performance content" and "7S" is determined as the "variation time". "Normal variation" refers to a variation where it does not reach a reach state and the left decorative pattern image 26a, the middle decorative pattern image 26b, and the right decorative pattern image 26c are stopped in sequence. When "variation pattern 3" is determined, "normal reach" is determined as the "performance content" and "15S" is determined as the "variation time". "Normal reach" refers to a reach that performs a reach but does not perform a special development performance (for example, a performance where the middle decorative pattern image 26b is varied after a temporary stop display with a miss once). Since the selection ratio at the time of a win is low and the selection ratio at the time of a miss is high, it is positioned as a reach with a low expectation of a win.
[0164] When "Variation Pattern 4" is determined, "Super Reach 1" is determined as the "Presentation Content", and "40S" is determined as the "Variation Time". "Super Reach 1" refers to a reach that performs a development presentation during the execution of a reach (normal reach) and displays a live-action image on, for example, the image display device 26 at the development destination. Since the selection ratio at the time of a win is higher than that of the "Normal Reach" and the selection ratio at the time of a loss is lower than that of the "Normal Reach", it is positioned as a reach with a higher expectation of winning than the "Normal Reach". When "Variation Pattern 5" is determined, "Super Reach 2" is determined as the "Presentation Content", and "50S" is determined as the "Variation Time". "Super Reach 2" refers to a reach that performs a development presentation during the execution of a reach (normal reach) and displays a live-action image on, for example, the image display device 26 at the development destination. Since the selection ratio at the time of a win is higher than that of the "Normal Reach" and the selection ratio at the time of a loss is lower than that of the "Normal Reach", it is positioned as a reach with a higher expectation of winning than the "Normal Reach". Note that the expectation of winning of "Super Reach 1" may be the same, or it may be positioned as a reach with a higher expectation of winning than "Super Reach 1".
[0165] When "Variation Pattern 6" is determined, "Pseudo-Consecutive 2 Normal Reaches" is determined as the "Presentation Content", and "30S" is determined as the "Variation Time". Regarding "Pseudo-Consecutive", although it will be described in detail later, "Pseudo-Consecutive 2 Normal Reaches" is positioned as a reach with a higher expectation of winning than only "Normal Reaches" and a lower expectation of winning than "Super Reaches 1 and 2". When "Variation Pattern 7" is determined, "Pseudo-Consecutive 3 Super Reach 1" is determined as the "Presentation Content", and "70S" is determined as the "Variation Time". "Pseudo-Consecutive 3 Super Reach 1" is positioned as a reach with a higher expectation of winning than only "Super Reach 1". When "Variation Pattern 8" is determined, "Pseudo-Consecutive 3 Super Reach 2" is determined as the "Presentation Content", and "80S" is determined as the "Variation Time". "Pseudo-Consecutive 3 Super Reach 2" is positioned as a reach with a higher expectation of winning than only "Super Reach 2". "Variation Patterns 9" to "Variation Pattern 14" have only the difference of a miss or a win compared to "Variation Patterns 3" to "Variation Pattern 8", and since the presentation content and variation time are the same, the explanation is omitted.
[0166] When "Variation Pattern 15" is determined, "Full Rotation Reach" is determined as the "Presentation Content", and "120S" is determined as the "Variation Time". "Full Rotation Reach" is a reach in which the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c are scrolled (variably displayed) at a low speed in a state where they are aligned with "111", "222", "333", "444", "555", "666", "777", "888", and finally, for example, are fixedly displayed with "777".
[0167] Note that the selectable variation patterns in the case of a win may be determined by the determined special symbol. For example, variation patterns 9 to 14 may be selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined, and variation pattern 15 may be made selectable only when special symbol A is determined. Also, variation patterns 9 to 15 may be made selectable regardless of whether special symbol A, special symbol B, or special symbol C is determined.
[0168] When the gaming state is the time-saving gaming states A or B and when it is the probability-variable gaming state, if the result of the special symbol winning determination process is a loss, the main CPU 101 determines one of the variable patterns from "variable pattern 16" to "variable pattern 21". If "variable pattern 16" is determined, "ultra-shortened variation" is determined as the "production content", and "1S" is determined as the "variation time". If "variable pattern 17" is determined, "shortened variation" is determined as the "production content", and "2S" is determined as the "variation time". Here, when the gaming state is the time-saving gaming states A or B and when it is the probability-variable gaming state, if the result of the special symbol winning determination process is a loss and the number of held balls is 1 to 3, since this "ultra-shortened variation" or "shortened variation" is likely to be selected, the time-saving gaming states A or B and the probability-variable gaming state can be efficiently completed. Note that "variable pattern 16" may be executed only in the time-saving gaming state B. Thereby, the time-saving gaming state B with a higher upper limit than the time-saving gaming state A can be efficiently completed.
[0169] If "variable pattern 18" is determined, "normal variation" is determined as the "production content", and "7S" is determined as the "variation time". If "variable pattern 19" is determined, "reach incitement" is determined as the "production content", and "10S" is determined as the "variation time". "Reach incitement" is an effect, for example, of inciting whether a reach is formed by temporarily pausing the display of the "7" symbol as the left decorative symbol image 26a and inciting whether to temporarily pause the display of the 7 symbol as the right decorative symbol image 26c. As a result of performing the "reach incitement", for example, if the 8 symbol is temporarily paused as the right decorative symbol image 26c, no reach is formed. For example, if the 7 symbol is temporarily paused as the right decorative symbol image 26c, a reach is formed and it develops into the "shortened super reach" in "variable patterns 20" to "variable patterns 23" described later.
[0170] When the "variation pattern 20" is determined, "super reach 1 during shortening" is determined as the "performance content", and "30S" is determined as the "variation time". "Super reach 1 during shortening" is a "super reach" dedicated to the short-time game state and the certain-win game state, and is different from the "super reaches 1 and 2" carried out in the normal game state.
[0171] When the "variation pattern 21" is determined, "super reach 2 during shortening" is determined as the "performance content", and "40S" is determined as the "variation time". Note that "super reach 2 during shortening" may have the same winning expectation as "super reach 1 during shortening", or may be positioned as a reach with a higher winning expectation than "super reach 1 during shortening". For "variation pattern 22" and "variation pattern 23", there are only differences in winning or losing compared to "variation pattern 20" and "variation pattern 21", and the performance content and variation time are the same, so the description is omitted. When the "variation pattern 24" is determined, "sudden win" is determined as the "performance content", and "20S" is determined as the "variation time". "Sudden win" is an effect in which "777" is temporarily stopped and then confirmed without going through a reach. Note that "variation pattern 24" may be executed only in the short-time game state B. Thus, the short-time game state B with a higher upper limit than the short-time game state A can be efficiently cleared.
[0172] The above special symbol variation patterns are not limited to those listed in FIG. 8, and may further include a plurality of special symbol variation patterns. Also, the special symbol variation pattern table referred to by the setting value may be different. For example, an easy-to-select special symbol variation pattern may be provided for each setting value, or a special symbol variation pattern that can only be selected by that setting value may be provided. Thereby, from the performance content of the executed special symbol variation pattern, it is possible to infer (or grasp) what the setting value is, which leads to an improvement in the gaming interest.
[0173] Also, although the special symbol variation pattern table to be referred to is common between the short-time game state A and the short-time game state B, they may be made different. This can also give a feeling as if different game states are being executed while in the same short-time game state.
[0174] Next, with reference to FIG. 9, (A) the determination information storage area of the main RAM and (B) the counter of the main RAM will be described. FIG. 9(A) is a schematic diagram showing the determination information storage area (pending storage area) provided in the main RAM 103 and the counter of the main RAM. In the main RAM 103, (A) a pending storage area corresponding to the special symbol and (B) a pending storage area corresponding to the normal symbol are provided. At the first start port 21, determination information (random number value) related to the special symbol can be stored in the "corresponding variation storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area" respectively. Also at the second start port 22, determination information (random number value) related to the special symbol can be stored in the "corresponding variation storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area" respectively. Also at the gate member 20, determination information (random number value) related to the normal symbol can be stored in the "corresponding variation storage area", "first storage area", "second storage area", "third storage area", and "fourth storage area" respectively. Since the counter of the main RAM has been described above, the description here is omitted.
[0175] Next, with reference to FIGS. 10 and 11, the commands transmitted from the main control board 100 to the effect control board 200 will be described. Note that FIGS. 10 and 11 extract the main commands, and there are also commands whose descriptions are omitted.
[0176] The "first special symbol storage designation command" indicates the number of reserved first special symbols. It is set in the main RAM 103 when the number of reserved first special symbols increases or decreases and is transmitted to the effect control board 200.
[0177] The "Second Special Symbol Memory Designation Command" indicates the number of reserved second special symbols. When the number of reserved second special symbols increases or decreases, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0178] The "Effect Symbol Designation Command" indicates the type of special symbol to be stopped and displayed. When various special symbols are determined and the variable display of the special symbol starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0179] The "Special Symbol Variation Pattern Designation Command" indicates the variation time of the special symbol on the first special symbol display 27a or the second special symbol display 27b. When the variable display of the special symbol starts on the first special symbol display 27a or the second special symbol display 27b, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0180] The "Special Symbol Determination Command" indicates that the special symbol has stopped being displayed. When the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0181] The "Normal Symbol Determination Command" indicates that the normal symbol has stopped being displayed. When the normal symbol is stopped and displayed on the normal symbol display 27e, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0182] The "Command for Updating the Display of the Number of Games" indicates the number of symbol variation games from the above-mentioned predetermined timing. When the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0183] In this embodiment, when in the normal game state, the game number image 26q is displayed on the image display device 26 (see FIG. 54 and the like). For example, when the effect control board 200 receives a power-on designated command, a power recovery designated command, or a winning game ending designated command, it performs processing to display "0" as the game number image 26q. Thereafter, when one symbol variation game is executed and the "game number display update command" is received, it performs processing to update and display the game number image 26q (display incrementally by one). Thereby, even without visually recognizing the external information display installed at the upper part of the pachinko gaming machine 1, by visually recognizing the game number image 26q displayed on the image display device 26, it becomes possible to recognize the number of times the symbol variation game has been executed from the predetermined timing described above.
[0184] In the short-time game states A and B and the sure-win game state, the game number image 26q becomes difficult to visually recognize. In particular, in the short-time game states A and B, since the remaining number image 26s (see FIG. 59) indicating the number of playable times in the short-time game state is displayed, if the game number image 26q is also displayed, it will become difficult to understand.
[0185] Note that being difficult to visually recognize may mean that the game number image 26q is not expanded on any display layer, or that it is expanded on the display layer but the display layer is difficult to visually recognize. In the latter case, although it cannot be visually recognized by the player, it means that the game number image 26q is updated every time the symbol variation game is executed.
[0186] The "game count command" indicates the number of times the symbol variation game has been performed in the normal game state and the short-time game state A. It is set in the main RAM 103 when the special symbol is stopped and displayed on the first special symbol display 27a or the second special symbol display 27b, and is transmitted to the effect control board 200.
[0187] In this embodiment, in the normal game state, when the number of symbol variation games remaining until the short-time game state B is activated reaches 100, the game count counter image 26p is displayed on the image display device 26 (see FIG. 54 etc.). That is, when the received "game count counter command" (the value of the counter) indicates "798", the effect control board 200 performs processing for displaying the game count counter image 26p (for example, there are 100 times left). Thereafter, every time the "game count counter command" is received, processing for updating and displaying (subtracting and displaying one by one) the game count counter image 26p is performed.
[0188] That is, the game count counter image 26p is not displayed until the number of symbol variation games remaining until the short-time game state B is activated reaches 100, and is displayed when the number of symbol variation games remaining until the short-time game state B is activated reaches 100. Thereby, if the game count counter image 26p is always displayed, there is a risk of getting overly involved in the game more than necessary, but such a situation can be prevented.
[0189] In this embodiment, it is assumed that the game count counter image 26p is displayed when the remaining number reaches 100, but it may be always displayed starting from the remaining 898, or may be displayed starting from the remaining 10, or may be displayed at every predetermined number of times (remaining 100, remaining 50, remaining 10...). Also, hereinafter, the display of the game number image 26q, the game count counter image 26p, and the remaining number image 26s may be collectively referred to simply as "game number display".
[0190] The "start port winning designation command" is for notifying the effect control board 200 of the result of the winning determination in advance. When a game ball wins in the first start port 21 or the second start port 22, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0191] The "winning game opening designation command" indicates that a winning game is starting. When various winning games start, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0192] The "round designation command" indicates the number of rounds of a winning game. When the round game of a winning game starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0193] The "winning game ending designation command" indicates the end of a winning game. When various winning games end, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0194] The "normal symbol memory designation command" indicates the number of normal symbol holds. When the value stored in the normal symbol hold number storage area increases or decreases, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0195] The "normal symbol designation command" indicates the type of normal symbol stopped and displayed on the normal symbol display 27e. When various normal symbols are determined and the variable display of normal symbols starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0196] The "normal symbol variation designation command" indicates the variation time of normal symbols on the normal symbol display 27e. When the variable display of normal symbols starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0197] The "normal symbol winning opening designation command" indicates the start of a normal symbol winning game. When a normal symbol winning game starts, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0198] The "normal symbol winning ending designation command" indicates the end of various normal symbol winning games. When a normal symbol winning game ends, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0199] The "game state designation command" indicates whether it is a time-saving game state, a high-probability game state, and if it is a time-saving game state, whether it is a time-saving game state A or a time-saving game state B. According to each game state designation command, when the special symbol variation starts, when the special symbol variation ends (when the winning game starts), and when the winning game ends, it is set in the main RAM 103 and transmitted to the effect control board 200. Each game state designation command will also be described in detail in the flowchart.
[0200] The "power-on designation command" and the "power recovery designation command" indicate whether the power-on to the pachinko game machine 1 involves the initialization of the main RAM 103. When the power of the pachinko game machine 1 is turned on, the presence or absence of the initialization of the main RAM 103, and the power-on designation command or the power recovery designation command corresponding to the game state are transmitted to the effect control board 200.
[0201] In this embodiment, in either the reception of the "power-on designation command" or the reception of the "power recovery designation command", processing is performed to display "0" as the game number image 26q. Thereby, for example, it is possible to prevent the number of times of executing the symbol variation game until the opening of the game parlor or the transition to the time-saving game state B from being easily understood.
[0202] When the "power recovery designation command" is received (when the main RAM 103 is not initialized), when the game number image 26q displays a number smaller than the above-mentioned "898" times (a smaller number), there may be a transition to the time-saving game state B. For example, when the number of times of executing the symbol variation game at the closing of the previous day is "100" and the main RAM 103 is not initialized, when the game number image 26q displays "798" times, there may be a transition to the time-saving game state B.
[0203] The "customer waiting state designation command" indicates that the special symbol variation display has entered the customer waiting state where no variation is performed. When the customer waiting state is entered, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0204] The "error specification command" indicates that an error has occurred in the pachinko machine 1 and the type of the error. When the occurrence of various abnormalities is determined, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0205] The "error cancellation specification command" indicates that the error that has occurred in the pachinko machine 1 has been eliminated. When the elimination of various abnormalities is detected, it is set in the main RAM 103 and transmitted to the effect control board 200.
[0206] The "setting value specification command" indicates the setting value set in the pachinko machine 1. After the power of the pachinko machine 1 is turned on, specifically, after the power-on specification command or the power recovery specification command is transmitted, during the execution of the setting change process or during the execution of the setting confirmation process, it is transmitted to the effect control board 200.
[0207] The "command during setting value change" indicates that the setting change process is being executed. During the execution of the setting change process (Fig. 14), it is transmitted to the effect control board 200. The "command during setting value confirmation" indicates that the setting confirmation process is being executed. During the execution of the setting confirmation process (Fig. 15), it is transmitted to the effect control board 200. The "command for completion of setting value confirmation" indicates that the setting confirmation process has ended. During the execution of the setting confirmation process (Fig. 15), it is transmitted to the effect control board 200.
[0208] The "limit function cancellation promotion command" is for promoting the initialization (clearing) of the main RAM 103. During the execution of the main control board main process (Fig. 12), it is transmitted to the effect control board 200. The "limit management counter clear command" indicates that the limit management counter (the number of out balls, the number of safe balls, the number of difference balls counted and stored) has been initialized (cleared). During the execution of the main control board main process (Fig. 12), it is transmitted to the effect control board 200.
[0209] The "Limit Management Counter (Number of Balls in Hopper) Command" indicates the value of the limit management counter (especially the current number of balls in the hopper), and is transmitted to the effect control board 200 during the execution of the limit management process (Fig. 26).
[0210] The "Limit Function Activation Start Command" indicates that the limit function has been activated, and is transmitted to the effect control board 200 during the execution of the limit management process (Fig. 26). The limit function will be described in the limit management process of Fig. 26. The "Launch Stop Command" is for stopping the operation of the launch device 305 (for example, turning off the launch solenoid), and is transmitted to the payout control board 300 during the execution of the limit management process (Fig. 26).
[0211] Next, the control process performed by the main CPU 101 of the main control board 100 will be described.
[0212] (Regarding the main control board main process) Fig. 12 is a flowchart showing the main process (1 / 2) performed on the main control board 100. This process is started by the main CPU 101 of the main control board 100 when the pachinko gaming machine 1 is powered on and voltage is supplied from the power supply board 400 to each control board.
[0213] (Step S1) In step S1, the main CPU 101 determines whether the pachinko gaming machine 1 is in a power-off state (power failure state). As a result, if it is in a power-off state (power failure state), the process of step S1 is repeatedly executed, and if it is not in a power-off state (power failure state), the process proceeds to step S2. When it is in a power-off state (power failure state), this process can be executed using a backup power supply (not shown).
[0214] (Step S2) In step S2, the main CPU 101 prohibits an interrupt (the occurrence of main control board timer interrupt processing). As a result, the main CPU 101 executes only this process until interrupts are permitted in step S24 described later. Then, when the interrupt is prohibited, the process proceeds to step S3.
[0215] Note that after the process of step S2 is completed, a signal for stopping firing (a firing stop command) may be output to put the firing permission signal in a prohibited state. Thereby, it is possible to prevent the firing of game balls during the interrupt prohibition. Then, in the first main control board timer interrupt process after interrupts are permitted in step S24 described later, the firing permission signal may be set to a permitted state.
[0216] (Step S3) In step S3, the main CPU 101 initializes (clears) the limit management counter. Specifically, the out ball count, safe ball count, and difference ball count that are counted and stored in the limit management counter of the main RAM 103 are initialized (cleared) to all be "0". Note that the initial values of the out ball count and safe ball count are not limited to "0" and may be arbitrary values, and the initial value of the safe ball count may be larger than the initial value of the out ball count. For example, the initial value of the out ball count may be "0" and the initial value of the safe ball count may be "100,000". Thereby, it is possible to prevent a negative value from being calculated in the difference ball count calculation process described later and to prevent the occurrence of problems in the program. Then, when the limit management counter is initialized (cleared), the process proceeds to step S4.
[0217] (Step S4) In step S4, the main CPU 101 transmits a limit management counter clear command to the effect control board 200. As described above, this command indicates that the limit management counter (the number of out balls, safe balls, and difference balls counted and stored) has been initialized (cleared). When this command is transmitted to the effect control board 200, it is notified that the limit management counter (the number of out balls, safe balls, and difference balls counted and stored) has been initialized (cleared) (see Fig. 72). Thereby, the administrator of the pachinko gaming machine 1 can be made to recognize that the limit management counter has been initialized (cleared). Then, when the command is transmitted, the process proceeds to step S5.
[0218] (Step S5) In step S5, the main CPU 101 determines whether the RAM clear switch 105 is ON (pressed). That is, it determines whether the power of the pachinko gaming machine 1 has been turned ON (the power switch 400a is ON) with the RAM clear switch 105 pressed. As a result, if the RAM clear switch 105 is ON, the process proceeds to step S6, and if the RAM clear switch 105 is not ON, the process proceeds to step S13.
[0219] (Step S6) In step S6, the main CPU 101 determines whether the limit function is in operation. Specifically, it checks the limit function operation flag that is set to ON in step S113-10 of the limit management process (Fig. 26), and if the flag is ON, it determines that the limit function is in operation. As a result, if the limit function is in operation, the process proceeds to step S7, and if the limit function is not in operation, the process proceeds to step S8.
[0220] (Step S7) In step S7, the main CPU 101 performs a state restoration (limit function inoperative) process. Specifically, it turns off the limit function operating flag to deactivate the operating limit function. That is, to cancel the activated limit function, it is necessary to turn on the power of the pachinko gaming machine 1 (power switch 400a is ON) with the RAM clear switch 105 pressed. Then, after completing the state restoration (limit function inoperative) process, the process proceeds to step S8.
[0221] (Step S8) In step S8, the main CPU 101 determines whether the setting change key is in the setting change position. For example, when it detects that the setting change key is inserted into the keyhole 31 for setting change and the setting change key is rotated 90 degrees, it determines that the setting change key is in the setting change position. If the above detection is not made, it determines that the setting change key is not in the setting change position. As a result, if the setting change key is in the setting change position, the process proceeds to step S9, and if the setting change key is not in the setting change position, the process proceeds to step S11.
[0222] (Step S9) In step S9, the main CPU 101 performs the setting value change process shown in FIG. 14. This process will be described in detail later with reference to FIG. 14. Then, after completing the setting value change process, the process proceeds to step S10.
[0223] (Step S10) In step S10, the main CPU 101 sends a power-on command. The power-on command is a command indicating that the power is turned on with the RAM clear switch 105 ON. When the effect control board 200 receives the command, it causes, for example, the image display device 26 to display "Powering on" and outputs a voice "Powering on" from the speaker 10 via the image / sound control unit 200b. Then, after sending the power-on command, the process proceeds to step S23.
[0224] (Step S11) In step S11, when the RAM clear switch 105 is ON and the power switch SW400a is ON, the main CPU 101 initializes areas 1 and 2 (excluding the setting value storage area) of the main RAM 103. As a result, for example, when in the time-limited game state (A or B) at the closing of the game parlor, it can be started from the normal game state at the opening of the game parlor the next day. In this process, each game count counter shown in FIG. 9 is also cleared (the counter value becomes 0). Then, when areas 1 and 2 (excluding the setting value storage area) of the main RAM 103 are initialized, the process proceeds to step S12.
[0225] (Step S12) In step S12, the main CPU 101 sends a power-on command. Then, when the power-on command is sent, the process proceeds to step S23.
[0226] (Step S13) In step S13, the main CPU 101 determines whether the limit function is in operation in the same manner as in step S6. As a result, if the limit function is in operation, the process proceeds to step S14, and if the limit function is not in operation, the process proceeds to step S15.
[0227] (Step S14) In step S14, the main CPU 101 sends a limit function release promotion command to the effect control board 200. As described above, this command is for promoting the initialization (clear) of the main RAM 103, and when this command is sent to the effect control board 200, it is notified that the initialization (clear) of the main RAM 103 is promoted (see FIG. 72). As a result, it is possible to make it easier for the administrator of the pachinko gaming machine 1 to understand the method of releasing the limit function. Then, when this command is sent, the process remains in this process unless the power of the pachinko gaming machine 1 is turned on (the power switch SW400a is ON) with the RAM clear switch 105 pressed.
[0228] (Step S15) In step S15, the main CPU 101 determines whether the setting change key is at the setting change position. As a result, if the setting change key is at the setting change position, the process proceeds to step S16, and if the setting change key is not at the setting change position, the process proceeds to step S17.
[0229] (Step S16) In step S16, the main CPU 101 performs the setting value confirmation process shown in FIG. 15. This process will be described in detail later with reference to FIG. 15. Then, when the setting value confirmation process ends, the process proceeds to step S17.
[0230] (Step S17) In step S17, the main CPU 101 determines whether there is backed-up data. For example, when the power of the pachinko machine 1 is turned off, a backup process (not shown) is performed to hold data, store a checksum, and turn on a backup flag. Then, if the backup flag is ON, it is determined that there is backed-up data, and if the backup flag is not ON, it is determined that there is no backed-up data. As a result, if there is backed-up data, the process proceeds to step S18, and if there is no backed-up data, it is determined as the first power-on and the process proceeds to step S23.
[0231] (Step S18) In step S18, the main CPU 101 calculates the checksum of the area of the main RAM 103. Then, when the checksum of the area of the main RAM 103 is calculated, the process proceeds to step S19.
[0232] (Step S19) In step S19, the main CPU 101 determines whether the checksum of the area of the main RAM 103 is normal. For example, it determines whether the checksum value stored in a backup process (not shown) matches the checksum value calculated in step S18. If they match, it is determined that the checksum is normal; if they do not match, it is determined that the checksum is not normal. As a result, if the checksum is normal, the process proceeds to step S21; if the checksum is not normal, the process proceeds to step S20.
[0233] (Step S20) In step S20, the main CPU 101 performs a game stop process (error setting). Specifically, it sends an error command for error notification using the light emitting device 9, the speaker 10, the image display device 26, etc. to the effect control board 200, or performs a process such that the error cannot be cleared unless the setting value change process in FIG. 14 is performed. And it stays in this process unless the setting value change process in FIG. 14 is performed.
[0234] (Step S21) In step S21, the main CPU 101 performs a recovery process. That is, it normally returns to the state before the power failure state. And when it normally returns to the state before the power failure state, the process proceeds to step S22.
[0235] (Step S22) In step S22, the main CPU 101 sends a power recovery command. The power recovery command is a command indicating that the power has been restored with the RAM clear switch 105 off. When the effect control board 200 receives the command, it causes, for example, the image display device 26 to display "Power recovery in progress" and the speaker 10 to output a voice "Power is being recovered" via the image / sound control unit 200b. And when the power recovery command is sent, the process proceeds to step S23.
[0236] (Step S23) In step S23, the main CPU 101 performs the CTC setting. That is, it performs the setting of the CTC (counter timer circuit) having functions such as creating a pulse output with a constant period and a time measurement function, and sets the time constant register of the CTC so that the main control board timer interrupt process described later is periodically performed every 4 ms. Then, when the CTC setting is completed, the process proceeds to step S24.
[0237] (Step S24) In step S24, the main CPU 101 enables interrupts. Then, after enabling the interrupts, it waits, and thereafter, the main control board timer interrupt process described later is performed every 4 ms.
[0238] (Regarding the setting value change process) FIG. 14 is a flowchart showing the setting value change process performed on the main control board 100 (a subroutine of step S9 of the main control board main process). The state in which the process of FIG. 14 is being performed corresponds to the above-described "setting change state".
[0239] (Step S9-1) In step S9-1, the main CPU 101 initializes the area of the main RAM 103 (excluding the setting value storage area). In this process, each game count counter shown in FIG. 9 is also cleared (the counter value becomes 0). Then, when the area of the main RAM 103 (excluding the setting value storage area) is initialized, the process proceeds to step S9-2.
[0240] Note that in step S9-1, although each game count counter shown in FIG. 9 is cleared (the counter value becomes 0), each game count counter may not be cleared. This can meet the needs such as wanting to change the setting value but not wanting to clear each game count counter.
[0241] (Step S9-2) In step S9-2, the main CPU 101 transmits a command indicating that the setting value is being changed. The command indicating that the setting value is being changed is a command indicating that the setting value change process is in progress. When the effect control board 200 receives the command, for example, it causes the image display device 26 to display "Setting is being changed" via the image / sound control unit 200b and outputs a voice message "The setting is being changed" from the speaker 10. Then, after transmitting the command indicating that the setting value is being changed, the process proceeds to step S9-3.
[0242] (Step S9-3) In step S9-3, the main CPU 101 reads out the current setting value and displays it on the display 104. For example, if the setting value stored in the setting value storage area of the main RAM 103 is "1", "1" is displayed on the display 104. Then, after reading out the current setting value and displaying it on the display 104, the process proceeds to step S9-4.
[0243] (Step S9-4) In step S9-4, the main CPU 101 determines whether a setting value change operation has been performed. Specifically, it determines whether the RAM clear switch 105 is ON. If the RAM clear switch 105 is ON, the process proceeds to step S9-5. If the RAM clear switch 105 is not ON, the process proceeds to step S9-7.
[0244] (Step S9-5) In step S9-5, the main CPU 101 performs a process of changing the set value. For example, when the RAM clear switch 105 turns ON when the set value is "1", the set value is changed to "2"; when the RAM clear switch 105 turns ON when the set value is "2", the set value is changed to "3"; when the RAM clear switch 105 turns ON when the set value is "3", the set value is changed to "4"; when the RAM clear switch 105 turns ON when the set value is "4", the set value is changed to "5"; when the RAM clear switch 105 turns ON when the set value is "5", the set value is changed to "6"; when the RAM clear switch 105 turns ON when the set value is "6", the set value is changed to "1". Then, when the set value is changed, the process proceeds to step S9-6.
[0245] (Step S9-6) In step S9-6, the main CPU 101 displays the changed set value on the display 104 (for example, the rightmost segment). For example, when the RAM clear switch 105 turns ON while the set value "1" is being displayed, the set value "2" is displayed; when the RAM clear switch 105 turns ON while the set value "2" is being displayed, the set value "3" is displayed; when the RAM clear switch 105 turns ON while the set value "3" is being displayed, the set value "4" is displayed; when the RAM clear switch 105 turns ON while the set value "4" is being displayed, the set value "5" is displayed; when the RAM clear switch 105 turns ON while the set value "5" is being displayed, the set value "6" is displayed; when the RAM clear switch 105 turns ON while the set value "6" is being displayed, the set value "1" is displayed. Then, when the changed set value is displayed on the display 104, the process proceeds to step S9-7.
[0246] (Step S9-7) In step S9-7, the main CPU 101 determines whether a set value confirmation operation has been performed. Specifically, it determines whether the setting change key is in the position rotated counterclockwise by 90 degrees (vertical direction) from the position rotated clockwise by 90 degrees (horizontal direction). If the set value confirmation operation has been performed, the process proceeds to step S9-8. If the set value confirmation operation has not been performed, the process proceeds to step S9-4.
[0247] (Step S9-8) In step S9-8, the main CPU 101 stores the set value in the set value storage area of the main RAM 103. That is, when the setting change key is in the position rotated counterclockwise by 90 degrees (vertical direction) with the desired set value displayed on the display 104, the set value of the pachinko game machine 1 is determined. Thereafter, the subsequent games will be performed based on the stored set value. When the set value is stored in the set value storage area of the main RAM 103, the process proceeds to step S9-9.
[0248] (Step S9-9) In step S9-9, the main CPU 101 turns off the display 104. That is, the set value displayed on the display 104 in step S9-6 is turned off. When the display 104 is turned off, the process proceeds to step S9-10.
[0249] (Step S9-10) In step S9-10, the main CPU 101 transmits a set value specification command. The set value specification command is a command indicating the information of the set value. When the effect control board 200 receives the command, it stores the information of the set value in the sub-RAM 203 and refers to the information of the set value stored in the sub-RAM 203 when executing the set value suggestion effect described later. Also, when the effect control board 200 receives the command, it ends the above-mentioned notification such as "Setting is in progress". When the set value specification command is transmitted, the process proceeds to step S10 of the main control board main process.
[0250] Note that, as described above, the setting value change process may also be performed when there is a one-step setting value. In step S9-5, for example, the setting value may be changed from "1" to "1". In step S9-6, for example, when the RAM clear switch 105 is turned on while the setting value "1" is being displayed, the setting value "1" may be displayed. Also, in step S9-8, although the setting value "1" has already been stored, it may be newly updated and stored.
[0251] (Regarding the setting value confirmation process) FIG. 15 is a flowchart showing the setting value confirmation process performed on the main control board 100 (a subroutine of step S16 in the main control board main process). The state in which the process of FIG. 15 is being performed corresponds to the "setting confirmation state" described above.
[0252] (Step S16-1) In step S16-1, the main CPU 101 transmits a command during setting value confirmation. The command during setting value confirmation is a command indicating that the setting value confirmation process is being performed. When the effect control board 200 receives the command, it performs a display such as "confirming settings" on the image display device 26 via the image / sound control unit 200b and outputs a voice such as "confirming settings" from the speaker 10. Then, after transmitting the command during setting value confirmation, the process proceeds to step S16-2.
[0253] (Step S16-2) In step S16-2, the main CPU 101 reads out the current setting value and displays it on the display 104. For example, if the setting value stored in the setting value storage area of the main RAM 103 is "1", "1" is displayed on the display 104. Then, after reading out the current setting value and displaying it on the display 104, the process proceeds to step S16-3.
[0254] (Step S16-3) In step S16-3, the main CPU 101 determines whether an end operation has been performed. Specifically, it determines whether the setting change key is at the position rotated counterclockwise by 90 degrees (vertical direction) from the position rotated clockwise by 90 degrees (horizontal direction). If the end operation has been performed, the process proceeds to step S16-4. If the end operation has not been performed, the process loops until the end operation is performed.
[0255] (Step S16-4) In step S16-4, the main CPU 101 makes the display 104 non-displayed. That is, the set value displayed on the display 104 in step S16-2 is made non-displayed. Then, when the display 104 is made non-displayed, the process proceeds to step S16-5.
[0256] (Step S16-5) In step S16-5, the main CPU 101 sends a set value confirmation end command. The set value confirmation end command is a command indicating that the confirmation process of the set value has ended. When the effect control board 200 receives the command, it ends the above-mentioned notification such as "Confirmation in progress". Then, when the set value confirmation end command is sent, the process proceeds to step S17 of the main control board main process.
[0257] As described above, when there is a one-stage set value, the set value confirmation process may also be performed. Also, when there is no set value at all and it is a non-set-mounted machine, the processes in FIGS. 14 and 15 may be omitted.
[0258] (Regarding the main control board timer interrupt process) FIG. 16 is a flowchart showing the main control board timer interrupt process performed in the main control board 100. The process is a process that is periodically (for example, every 4 ms) interrupted and executed in the above-mentioned main control board main process.
[0259] (Step S101) In step S101, the main CPU 101 saves the information stored in the register. Then, after saving the information stored in the register, the process proceeds to step S102.
[0260] (Step S102) In step S102, the main CPU 101 performs time management processing to update the timer used in the game (for example, the opening time of the big winning opening 24). Then, after updating the timer used in the game, the process proceeds to step S103.
[0261] (Step S103) In step S103, the main CPU 101 updates the initial value random numbers such as the random number value for hit determination, the random number for determining special symbols, and the random number for determining the variation pattern. Then, after the various random number update processes are completed, the process proceeds to step S104.
[0262] (Step S104) In step S104, the main CPU 101 detects the input from each SW shown in FIG. 4. This process will be described in detail later with reference to FIG. 17. Then, after detecting the input from each SW, the process proceeds to step S105.
[0263] (Step S105) In step S105, the main CPU 101 performs processing related to special symbols. Note that this process will be described in detail later with reference to FIG. 20. Then, after the processing related to special symbols is completed, the process proceeds to step S106.
[0264] (Step S106) In step S106, the main CPU 101 performs processing related to normal symbols. For example, when the game ball passes through the gate member 20, "normal symbol hit determination processing" is performed, and processing such as determining the normal symbol and determining the variation time of the normal symbol is performed. Then, after the processing related to normal symbols is completed, the process proceeds to step S107.
[0265] (Step S107) In step S107, the main CPU 101 performs processing related to the payout of game balls. For example, in the input SW detection process of step S104, when the entry of a game ball is detected, in order to transmit a payout command signal to the payout control board 300 to payout the corresponding bonus balls, the payout command signal is set in the command transmission area for payout, and a payout completion signal is received from the payout control board 300. Then, when the processing related to the payout of game balls is completed, the processing proceeds to step S108.
[0266] (Step S108) In step S108, the main CPU 101 performs an abnormality determination process. This process will be described in detail later with reference to FIG. 25. Then, when the abnormality determination process is completed, the processing proceeds to step S109.
[0267] (Step S109) In step S109, the main CPU 101 performs processing to transmit various commands to the effect control board 200. For example, in this process, the main CPU 101 checks whether a command is set in the command transmission area provided in the main control board 100. If a command is set, the set command is transmitted to the effect control board 200 and the payout control board 300. Then, when the command transmission process is completed, the processing proceeds to step S110.
[0268] (Step S110) In step S110, when it is a symbol variation game based on a game ball entering the first start port 21, the main CPU 101 performs display control (variable display and fixed display) of the special symbol on the first special symbol display 27a. When it is a symbol variation game based on a game ball entering the second start port 22, the main CPU 101 performs display control (variable display and fixed display) of the special symbol on the second special symbol display 27b. Also, based on a game ball entering each start port and the symbol variation game at each start port ending, the main CPU 101 also performs display control of the first special symbol hold display 27c and the second special symbol hold display 27d. Then, when the display control of the special symbol ends, the process proceeds to step S111.
[0269] (Step S111) In step S111, the main CPU 101 performs display control (variable display and fixed display) of the normal symbol on the normal symbol display 27e. Also, based on a game ball passing through the gate member 20 and the normal symbol variation game ending, the main CPU 101 also performs display control of the normal symbol hold display 27f. Then, when the display control of the normal symbol ends, the process proceeds to step S112.
[0270] (Step S112) In step S112, the main CPU 101 performs game performance information management processing. Specifically, the main CPU 101 calculates game performance information using the calculation formula of "(the number of game balls paid out in the normal game state ÷ the number of out balls in the normal game state) × 100" described above, and performs processing such as displaying the calculated game performance information on the display 104. Then, when the game performance information management processing ends, the process proceeds to step S113.
[0271] (Step S113) In step S113, the main CPU 101 performs limit management processing. This processing will be described in detail later with reference to FIG. 26. Then, when the limit management processing ends, the process proceeds to step S114.
[0272] (Step S114) In step S114, the main CPU 101 restores the information saved in step S101 to the register. Then, after restoring the saved information to the register, the main control board timer interrupt process ends.
[0273] (Regarding the input SW detection process) FIG. 17 is a flowchart showing the input SW detection process performed on the main control board 100 (a subroutine of step S104 in the main control board timer interrupt process).
[0274] (Step S104-1) In step S104-1, the main CPU 101 performs a process for detecting the first start port. This process will be described in detail later with reference to FIG. 18. Then, after the process for detecting the first start port ends, the process proceeds to step S104-2.
[0275] (Step S104-2) In step S104-2, when the main CPU 101 inputs information detecting the entry of a game ball from the second start port detection SW 22a, the main CPU 101 executes a process for detecting the second start port. Note that this process will be described by substituting the second start port 22 in FIG. 18. Then, after the process for detecting the second start port ends, the process proceeds to step S104-3.
[0276] (Step S104-3) In step S104-3, when the main CPU 101 inputs information detecting the entry of a game ball from the normal winning port detection SW 23a, in order to cause the payout control board 300 to pay out eight game balls as bonus balls, the main CPU 101 performs a process of setting a payout command signal in the command transmission area for payout. Also, in a winning game, when a game ball enters the normal winning port 23, in order to perform an entry notification using the speaker 10 and the image display device 26, the main CPU 101 sets a normal winning port entry detection signal in the command transmission area. Then, after the process for detecting the normal winning port ends, the process proceeds to step S104-4.
[0277] (Step S104-4) In step S104-4, when the main CPU 101 inputs information detecting the entry of a game ball from the big winning opening detection SW 24a, in order to cause the payout control board 300 to pay out 12 game balls as prize balls, the main CPU 101 performs a process of setting a payout command signal in the command transmission area for payout. Further, in order to notify that a game ball has entered the big winning opening 24 by using the image display device 26 or the like, the main CPU 101 sets a big winning opening entry detection signal in the command transmission area. The notification using the image display device 26 or the like means, for example, when more than 10 game balls are detected by the big winning opening detection SW 24a per round (also referred to as an over-win), notifying the fact by display on the image display device 26 or by sound from the speaker 10 (for example, the sound of "Pirorin♪"). Then, when the process at the time of big winning opening detection ends, the process proceeds to step S104-5. Note that the over-win notification is not limited to the sound from the speaker 10, and may be by the light emitting device 9, may be by displaying a specific character on the image display device 26, or may be by vibrating the effect button 14 or the effect lever 15 with a vibrating device.
[0278] (Step S104-5) In step S104-5, when the main CPU 101 inputs information detecting the entry of a game ball from the gate detection SW 20a, the main CPU 101 performs a process at the time of passing gate detection. Then, when the process at the time of passing gate detection ends, the process proceeds to step S104-6.
[0279] (Step S104-6) In step S104-6, the main CPU 101 performs a process at the time of out detection. This process will be described in detail later with reference to FIG. 19. Then, when the process at the time of out detection ends, the process proceeds to step S105 of the main control board timer interrupt process.
[0280] (Regarding the process at the time of first start opening detection) FIG. 18 is a flowchart showing the process at the time of detecting the first start port in the main control board 100 (subroutine of step S104-1 of the input SW detection process). Note that since the same process is performed also at the time of detecting the second start port, it is only necessary to read the first start port as the second start port.
[0281] (Step S104-1-1) In step S104-1-1, the main CPU 101 determines whether information indicating that it has detected the entry of a game ball from the first start port detection SW 21a has been input. If information indicating that the entry of a game ball has been detected from the first start port detection SW 21a has been input, the process proceeds to step S104-1-2. If information indicating that the entry of a game ball has not been detected from the first start port detection SW 21a has been input, the process proceeds to step S104-2 of the input SW detection process.
[0282] (Step S104-1-2) In step S104-1-2, the main CPU 101 sets a bonus ball command in the command transmission area for payout in order to cause the payout control board 300 to pay out three game balls (two game balls if it is the second start port 22) as a bonus for the entry of a game ball into the first start port 21. Then, after setting the bonus ball command, the process proceeds to step S104-1-3.
[0283] (Step S104-1-3) In step S104-1-3, the main CPU 101 counts and stores the planned number of bonus balls (safety balls) in the limit management counter. That is, if a ball enters the first start port 21, "3" is counted and stored, and if a ball enters the second start port 22, "2" is counted and stored. Then, after counting and storing the planned number of bonus balls (safety balls) in the limit management counter, the process proceeds to step S104-1-4.
[0284] (Step S104-1-4) In step S104-1-4, the main CPU 101 determines whether the above-mentioned "fourth storage area" has been stored. That is, it determines whether the number of holds of the symbol variation game at the first start port 21 is "4". If it has been stored up to the "fourth storage area", the process proceeds to step S104-2 of the input SW detection process. If it has not been stored up to the "fourth storage area", the process proceeds to step S104-1-5.
[0285] (Step S104-1-5) In step S104-1-5, the main CPU 101 acquires a random number value for winning determination. The random number value acquired in this process will be used in the winning determination process (step S104-1-9) and the special symbol variation start process (see FIG. 21) described later. After acquiring the random number value for winning determination, the process proceeds to step S104-1-6.
[0286] Note that the acquisition of the random number value for winning determination may be performed before step S104-1-4. If it is determined in step S104-1-4 that the "fourth storage area" has been stored, the acquired random number value may be discarded.
[0287] (Step S104-1-6) In step S104-1-6, the main CPU 101 acquires a random number value for special symbol determination. The random number value acquired in this process will be used in the winning determination process (step S104-1-9) and the special symbol variation start process (see FIG. 21) described later. After acquiring the random number value for special symbol determination, the process proceeds to step S104-1-7.
[0288] Note that the acquisition of the random number value for special symbol determination may be performed before step S104-1-4. If it is determined in step S104-1-4 that the "fourth storage area" has been stored, the acquired random number value may be discarded.
[0289] (Step S104-1-7) In step S104-1-7, the main CPU 101 acquires a random number value for determining a special symbol variation pattern. The random number value acquired in this process will be used in the winning determination process (step S104-1-9) and the special symbol variation start process (see FIG. 21) described later. Then, after acquiring the random number value for determining the special symbol variation pattern, the process proceeds to step S104-1-8.
[0290] Note that the acquisition of the random number value for determining the special symbol variation pattern may be performed before step S104-1-4. And when it is determined in step S104-1-4 that the storage has reached the "fourth storage area", the acquired random number value may be discarded.
[0291] (Step S104-1-8) In step S104-1-8, the main CPU 101 stores the random number value for winning determination, the random number value for determining the special symbol, and the random number value for determining the special symbol variation pattern as determination information in an empty storage area. For example, if the storage has reached the "third storage area" and the "fourth storage area" is empty, each random number value is stored in the "fourth storage area". Then, after storing each random number value in the empty storage area, the process proceeds to step S104-1-9.
[0292] (Step S104-1-9) In step S104-1-9, the main CPU 101 performs a winning determination process. This winning determination process is a process of determining whether the random number value acquired in step S104-1-5 is a winning number prior to the special symbol winning determination process in the special symbol variation start process (see FIG. 21). As a result, for example, when the random number value for winning determination stored in the "fourth storage area" in step S104-1-8 is a winning number, a preview effect (the "advance preview effect" described later) can be executed across a plurality of variations. Then, after the winning determination process ends, the process proceeds to step S104-1-10.
[0293] (Step S104-1-10) In step S104-1-10, the main CPU 101 sets the first start port winning designation command in the command transmission area in order to transmit the first start port winning designation command to the effect control board 200. The first start port winning designation command also includes information on the determination result of the winning determination process in step S104-1-9. By receiving this command, the effect control board 200 can recognize whether the determination result of the winning determination process is a win or a loss. Then, after setting the first start port winning designation command, the process proceeds to step S104-1-11.
[0294] (Step S104-1-11) In step S104-1-11, the main CPU 101 sets the special symbol storage designation command in the command transmission area in order to transmit the special symbol storage designation command to the effect control board 200. Then, after setting the special symbol storage designation command, the process proceeds to step S104-2 of the input SW detection process.
[0295] (Regarding the out detection process) FIG. 19 is a flowchart showing the out detection process performed on the main control board 100 (a subroutine of step S104-6 of the input SW detection process).
[0296] (Step S104-6-1) In step S104-6-1, the main CPU 101 determines whether information on detecting the entry of a game ball from the out detection SW 25a has been input. If information on detecting the entry of a game ball from the out detection SW 25a has been input, the process proceeds to step S104-6-2. If information on detecting the entry of a game ball from the out detection SW 25a has not been input, the process proceeds to step S105 of the main control board timer interrupt process.
[0297] (Step S104-6-2) In step S104-6-2, the main CPU 101 counts and stores the number of out balls in the limit management counter. Then, when the number of out balls is counted and stored in the limit management counter, the process proceeds to step S105 of the main control board timer interrupt process.
[0298] (Regarding special symbol related processing) FIG. 20 is a flowchart showing the special symbol related processing performed on the main control board 100 (a subroutine of step S105 of the main control board timer interrupt process).
[0299] (Step S105-1) In step S105-1, the main CPU 101 determines whether a flag indicating stop is stored in the special symbol state flag storage area of the main RAM 103. For example, when starting the variation of the special symbol, the main CPU 101 sets the value "1" indicating variation in the special symbol state flag storage area (step S105-2-13 in FIG. 21 described later), and when stopping the variation of the special symbol, the main CPU 101 sets the value "0" indicating stop in the special symbol state flag storage area (step S105-4-3 in FIG. 22 described later). Note that after setting the value "0" indicating stop, if it is a win, the value "2" indicating a winning game is set. And if the value "0" indicating stop is set, the process proceeds to step S105-2, and if the value "0" indicating stop is not set, the process proceeds to step S105-3.
[0300] (Step S105-2) In step S105-2, the main CPU 101 performs the special symbol variation start time processing shown in FIG. 21. This process will be described in detail later with reference to FIG. 21. Then, when the special symbol variation start time processing ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0301] (Step S105-3) In step S105-3, the main CPU 101 determines whether a flag indicating fluctuation is stored in the special symbol state flag storage area of the main RAM 103. If the value "1" indicating fluctuation is set, the process proceeds to step S105-4. If the value "1" indicating fluctuation is not set, the process proceeds to step S105-5.
[0302] (Step S105-4) In step S105-4, the main CPU 101 performs the special symbol fluctuation process shown in FIG. 22. This process will be described in detail later with reference to FIG. 22. After the special symbol fluctuation process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0303] (Step S105-5) In step S105-5, when the main CPU 101 determines that the value "0" indicating stop is not set and the value "1" indicating fluctuation is not set, and determines that the value "2" indicating a winning game is set, it performs the winning game process shown in FIG. 24. This process will be described in detail later with reference to FIG. 24. After the winning game process ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0304] (Regarding the special symbol fluctuation start process) FIG. 21 is a flowchart showing the special symbol fluctuation start process performed on the main control board 100 (a subroutine of step S105-2 of the special symbol related process).
[0305] (Step S105-2-1) In step S105-2-1, the main CPU 101 determines whether there is a reservation in the reservation storage area of the symbol fluctuation game corresponding to the second start port 22 provided in the main RAM 103. If there is a reservation corresponding to the second start port 22, the process proceeds to step S105-2-2. If there is no reservation corresponding to the second start port 22, the process proceeds to step S105-2-4.
[0306] (Step S105-2-2) In step S105-2-2, the main CPU 101 subtracts "1" from the number of holds in the second start port 22. Regarding the subtraction, after sliding the determination information (random number value) in the "said variable storage area" to the "fourth storage area", it corresponds to emptying the storage area of "1". Along with this, the display of the second special symbol hold indicator 27d also changes to a display mode according to the number of holds (from "flashing" to "lighting", or from "lighting" to "extinguishing"). Then, when the number of holds in the second start port 22 is subtracted by "1", the process proceeds to step S105-2-3.
[0307] (Step S105-2-3) In step S105-2-3, the main CPU 101 sets a special symbol storage designation command (second special symbol storage designation command) in the command transmission area in order to subtract the number of holds managed in the effect control board 200. Then, when the special symbol storage designation command (second special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0308] (Step S105-2-4) In step S105-2-4, the main CPU 101 determines whether there is a hold in the hold storage area corresponding to the first start port 21 provided in the main RAM 103. If there is a hold corresponding to the first start port 21, the process proceeds to step S105-2-5, and if there is no hold corresponding to the first start port 21, the process proceeds to step S105-2-7.
[0309] (Step S105-2-5) In step S105-2-5, the main CPU 101 subtracts "1" from the number of holds in the first start port 21. Regarding the subtraction, after sliding the determination information (random number value) in the "said variable storage area" to the "fourth storage area", it corresponds to emptying the storage area of "1". Along with this, the display of the first special symbol hold indicator 27c also changes to a display mode according to the number of holds (from "flashing" to "lighting", or from "lighting" to "extinguishing"). Then, when the number of holds in the first start port 21 is subtracted by "1", the process proceeds to step S105-2-6.
[0310] (Step S105-2-6) In step S105-2-6, the main CPU 101 sets a special symbol storage designation command (first special symbol storage designation command) in the command transmission area in order to subtract the number of holds managed in the effect control board 200. Then, when the special symbol storage designation command (first special symbol storage designation command) is set, the process proceeds to step S105-2-8.
[0311] (Step S105-2-7) In step S105-2-7, when there are no holds corresponding to the second start port 22 and no holds corresponding to the first start port 21, the main CPU 101 sets a customer waiting state designation command in the command transmission area in order to display a "customer waiting" screen on the image display device 26. Then, when the customer waiting state designation command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0312] The "awaiting customer" screen is, for example, a state in which the sub-symbol definitely displayed in the symbol variation game that ended immediately before, the background image displayed in the symbol variation game that ended immediately before, and the variable icon display area 26o, the first start port first held ball image display area 26g to the first start port fourth held ball image display area 26j (the held ball image display area of the second start port may also be included) are being displayed. For example, an image (e.g., a level gauge image or an image imitating a cross key button) that notifies that volume adjustment and light quantity adjustment are possible is further added and being displayed. When a predetermined time elapses while "awaiting customer", a "demo effect" is executed. In the "demo effect", the sub-symbol and background image displayed while "awaiting customer", and the variable icon display area 26o, the first start port first held ball image display area 26g to the first start port fourth held ball image display area 26j (the held ball image display area of the second start port may also be included) are not displayed. For example, using the entire display area, the model name, manufacturer name, and caution information that prompts prevention of game immersion are displayed (see FIG. 73). When a predetermined time elapses during the "demo effect", it becomes "awaiting customer" again.
[0313] Note that it may be set not to send a customer waiting state designation command. In this case, in the effect control board 200, when measuring the time from the point when the previous symbol variation game ended and measuring a predetermined time without receiving a new start time command (such as a special symbol variation pattern designation command), the "awaiting customer" screen may be displayed. By doing so, the customer waiting state designation command becomes unnecessary, so it is possible to reduce commands and simplify control.
[0314] (Step S105-2-8) In step S105-2-8, after performing step S105-2-2, when reaching this process, the main CPU 101 uses the determination information (random value) acquired and stored in the process at the time of detecting the second start port. On the other hand, after performing step S105-2-5, when reaching this process, the main CPU 101 uses the determination information (random value) acquired and stored in the process at the time of detecting the first start port to determine whether the determination information (random value) is a winning determination information (random value). Further, the main CPU 101 determines a special symbol based on the result of the determination. For example, when it is determined that the determination information (random value) acquired and stored in the process at the time of detecting the first start port is a win, any one of special symbols A to C is determined. When it is determined that the determination information (random value) acquired and stored in the process at the time of detecting the first start port is a loss, special symbol D is determined. Then, when the special symbol winning determination process ends, the process proceeds to step S105-2-9.
[0315] (Step S105-2-9) In step S105-2-9, the main CPU 101 sets the effect symbol designation command in the command transmission area in order to transmit the effect symbol designation command to the effect control board 200. For example, when special symbol D is determined based on the determination result of step S105-2-8, the effect symbol designation command corresponding to special symbol D is set. Then, after setting the effect symbol designation command, the process proceeds to step S105-2-10.
[0316] (Step S105-2-10) In step S105-2-10, the main CPU 101 determines the variation pattern of the special symbol in the symbol variation game (using the special symbol variation pattern table shown in FIG. 8). Then, after determining the variation pattern of the special symbol, the process proceeds to step S105-2-11.
[0317] (Step S105-2-11) In step S105-2-11, in order to transmit a command indicating the special symbol variation pattern determined in step S105-2-10 to the effect control board 200, the main CPU 101 sets a special symbol variation pattern designation command in the command transmission area. For example, when "variation pattern 9" is determined in step S105-2-10, a special symbol variation pattern designation command indicating "variation pattern 9" is set. Then, when the special symbol variation pattern designation command is set, the process proceeds to step S105-2-12.
[0318] (Step S105-2-12) In step S105-2-12, the main CPU 101 sets a variation time (see FIG. 8) corresponding to the special symbol variation pattern determined in step S105-2-10 in the time management counter of the main RAM 103. For example, when "variation pattern 9" is determined, a variation time of "15S" is set. Then, when the variation time is set, the process proceeds to step S105-2-13.
[0319] (Step S105-2-13) In step S105-2-13, the main CPU 101 sets a value "1" indicating variation in the special symbol state flag storage area of the main RAM 103. Thereby, it can be recognized that the special symbol is in variation. Also, in this process, subtraction of the variation time set in step S105-2-12 is started. Then, when a value "1" indicating variation is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0320] In the above description of FIG. 21, if there is determination information of the second start port 22 in step S105-2-1, the special symbol per determination process is executed preferentially over the first start port 21, but the special symbol per determination process may be executed in the order of entry into the first start port 21 and the second start port 22.
[0321] (Regarding the special symbol variation process) FIG. 22 is a flowchart showing the special symbol variation process (subroutine of step S105-4 of the special symbol related process) performed on the main control board 100.
[0322] (Step S105-4-1) In step S105-4-1, the main CPU 101 determines whether the set variation time has elapsed in the time management counter of the main RAM 103. For example, when "variation pattern 9" is determined and "15S" is set, it is determined whether "15S" has elapsed. If the variation time of the special symbol has elapsed, the process proceeds to step S105-4-2, and if the variation time of the special symbol has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0323] (Step S105-4-2) In step S105-4-2, the main CPU 101 sets a special symbol determination command in the command transmission area in order to transmit a special symbol determination command for stopping the sub-symbol being variably displayed on the image display device 26 to the effect control board 200. Then, after setting the special symbol determination command, the process proceeds to step S105-4-3.
[0324] (Step S105-4-3) In step S105-4-3, the main CPU 101 sets a value "0" indicating being stopped in the special symbol state flag storage area of the main RAM 103. Thereby, it can be recognized that the special symbol is stopped. Then, after setting the value "0" indicating being stopped in the special symbol state flag storage area, the process proceeds to step S105-4-4.
[0325] (Step S105-4-4) In step S105-4-4, the main CPU 101 determines whether the determination result in step S105-2-8 of FIG. 21 is a hit. If it is a hit, the process proceeds to step S105-4-5, and if it is not a hit, the process proceeds to step S105-4-11.
[0326] (Step S105-4-5) In step S105-4-5, the main CPU 101 sets the value "2" indicating a winning game in the special symbol state flag storage area of the main RAM 103. Thereby, it can be recognized that it is a winning game. And when the value "2" indicating a winning game is set in the special symbol state flag storage area, the process proceeds to step S105-4-6.
[0327] (Step S105-4-6) In step S105-4-6, the main CPU 101 clears the game state. For example, if the current game state is the normal game state, it remains the normal game state as it is. If the current game state is the time-saving game state (A, B), it becomes the normal game state. If the current game state is the probability-variable game state, it becomes the normal game state. Thereby, for example, even if a hit occurs in the time-saving game state (A, B), during the winning game, the general power support is "none", and only the second start port 22 receives game balls during the winning game, and it can be prevented that the player suffers a loss without the game balls entering the big winning port 24. And when the game state is cleared, the process proceeds to step S105-4-7.
[0328] (Step S105-4-7) In step S105-4-7, the main CPU 101 clears each game count counter. That is, when a winning game occurs, before the start of the winning game, each game count counter is cleared (the counter value becomes 0). And when each game count counter is cleared, the process proceeds to step S105-4-8.
[0329] (Step S105-4-8) In step S105-4-8, the main CPU 101 causes a hit opening that notifies that a hit game has started. For example, in the hit state storage area of the main RAM 103, the state in the hit game is stored. If it is a hit opening, "0" is set, if the big winning opening 24 is open, "1" is set, if it is an interval between rounds, "2" is set, and if it is an ending, "3" is set. Then, when causing a transition to the hit opening, the process proceeds to step S105-4-9.
[0330] (Step S105-4-9) In step S105-4-9, the main CPU 101 sets a hit opening command in the command transmission area in order to transmit a hit opening command for executing an effect corresponding to the opening of the hit game to the effect control board 200. Then, when the hit opening command is set, the process proceeds to step S105-4-10.
[0331] (Step S105-4-10) In step S105-4-10, the main CPU 101 sets a time corresponding to the opening of the hit game (for example, "10S") in the time management counter of the main RAM 103. Then, when the time corresponding to the hit opening is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0332] (Step S105-4-11) In step S105-4-11, the main CPU 101 performs game state-specific processing shown in FIG. 23. This processing will be described in detail later with reference to FIG. 23. Then, when the game state-specific processing ends, the process proceeds to step S106 of the main control board timer interrupt process.
[0333] (Regarding game state-specific processing) Figure 23 is a flowchart showing the processing for each gaming state performed on the main control board 100 (subroutine of step S105-4-11 during special symbol variation).
[0334] (Step S105-4-11-1) In step S105-4-11-1, the main CPU 101 determines whether the current gaming state is the time-saving gaming state A. Specifically, in the gaming state storage area of the main RAM 103, it determines whether the "1" indicating the time-saving gaming state A is stored. If the current gaming state is the time-saving gaming state A, the process proceeds to step S105-4-11-2. If the current gaming state is not the time-saving gaming state A, the process proceeds to step S105-4-11-8.
[0335] (Step S105-4-11-2) In step S105-4-11-2, the main CPU 101 updates (adds) the time-saving gaming state B activation counter provided in the main RAM 103. Specifically, it increments the time-saving gaming state B activation counter by "1". Since the time-saving gaming state B activation counter does not reach "898" in the time-saving gaming state A, after finishing this process, the process proceeds to step S105-4-11-3 and updates (subtracts) the time-saving gaming state game count counter. This update can be performed for either the symbol variation game based on the entry of a game ball into the first start port 21 or the symbol variation game based on the entry of a game ball into the second start port 22.
[0336] (Step S105-4-11-3) In step S105-4-11-3, the main CPU 101 updates (subtracts) the time-saving gaming state game count counter provided in the main RAM 103. Specifically, it decrements the time-saving gaming state game count counter by "1". Then, after updating (subtracting) the time-saving gaming state game count counter, the process proceeds to step S105-4-11-4.
[0337] (Step S105-4-11-4) In step S105-4-11-4, the main CPU 101 sets a game count command. Then, after setting the game count command, the process proceeds to step S105-4-11-5.
[0338] (Step S105-4-11-5) In step S105-4-11-5, the main CPU 101 determines whether the counter value after the update (subtraction) of the time-saving game state game count in step S105-4-11-3 is 0. If the counter value after subtraction is 0, the process proceeds to step S105-4-11-6. If the counter value after subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0339] (Step S105-4-11-6) In step S105-4-11-6, the main CPU 101 sets the game state to the normal game state. Specifically, in the game state storage area of the main RAM 103, "0" indicating the normal game state is stored. Then, after setting the game state to the normal game state, the process proceeds to step S105-4-11-7.
[0340] (Step S105-4-11-7) In step S105-4-11-7, the main CPU 101 sets the game state designation command (normal) indicating the normal game state in the command transmission area in order to transmit it to the effect control board 200. Then, after setting the game state designation command (normal) indicating the normal game state, the process proceeds to step S106 of the main control board timer interrupt process.
[0341] (Step S105-4-11-8) In step S105-4-11-8, the main CPU 101 determines whether the current game state is the normal game state. Specifically, in the game state storage area of the main RAM 103, it is determined whether "0" indicating the normal game state is stored. If the current game state is the normal game state, the process proceeds to step S105-4-11-9, and if the current game state is not the normal game state, the process proceeds to step S105-4-11-17.
[0342] (Step S105-4-11-9) In step S105-4-11-9, the main CPU 101 updates (adds) the time-saving game state B activation counter provided in the main RAM 103. Specifically, the time-saving game state B activation counter is incremented by "1". After updating (adding) the time-saving game state B activation counter, the process proceeds to step S105-4-11-10. This update can be performed in either the symbol variation game based on the entry of a game ball into the first start port 21 or the symbol variation game based on the entry of a game ball into the second start port 22.
[0343] (Step S105-4-11-10) In step S105-4-11-10, the main CPU 101 sets the game count counter command. After setting the game count counter command, the process proceeds to step S105-4-11-11.
[0344] (Step S105-4-11-11) In step S105-4-11-11, the main CPU 101 sets the game number display update command. After setting the game number display update command, the process proceeds to step S105-4-11-12.
[0345] (Step S105-4-11-12) In step S105-4-11-12, the main CPU 101 determines whether the updated counter value is "898" as a result of updating (incrementing) the time-saving game state B activation counter in step S105-4-11-9. If the updated counter value is "898", the process proceeds to step S105-4-11-13. If the updated counter value is not "898", the process proceeds to step S106 of the main control board timer interrupt process.
[0346] (Step S105-4-11-13) In step S105-4-11-13, the main CPU 101 sets the game state to the time-saving game state B. Specifically, in the game state storage area of the main RAM 103, "3" indicating the time-saving game state is stored. When the game state is set to the time-saving game state B, the process proceeds to step S105-4-11-14.
[0347] That is, in the present embodiment, in the normal game state, when the number of games for activating the time-saving game state B reaches "898", the game state transitions from the normal game state to the time-saving game state B. The number of games counter for activating the time-saving game state B is cleared, for example, in step S105-4-7 of FIG. 22. Therefore, in the time-saving game state A and the normal game state, when the symbol variation game is continuously performed 898 times without winning a winning game (an unfavorable situation for the player), the game state transitions to the time-saving game state B for relief. As a result, "898" times serves as a reference, and it is possible to reduce the number of players who continue playing without limit.
[0348] Note that the transition to the time-saving game state B in this process may be referred to as "trigger 2" or "the time-saving game state activated (transited) by trigger 2" hereinafter.
[0349] Also, when providing multiple levels of setting values, the value of the game count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may be common for all setting values. For example, whether it is when the setting value is 1 or when the setting value is 6, the value of the game count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may be set to "898". This can prevent players from continuing to play blindly without knowing which setting value is set, and can clearly define a reference such as "898 times" regardless of which setting value is set.
[0350] On the other hand, when providing multiple levels of setting values, the value of the game count counter for activating the time-saving game state B, which will transition to the time-saving game state B, may vary for each setting value. For example, it may be set to "898" when the setting value is 1 and set to "750" when the setting value is 6. This allows the setting value to be grasped from the number of games that have transitioned to the time-saving game state B, and by attracting attention to the number of games at which the time-saving game state B is transitioned, it can lead to an improvement in the gaming interest.
[0351] (Step S105-4-11-14) In step S105-4-11-14, the main CPU 101 sets "1212" to the time-saving game state game count counter provided in the main RAM 103. That is, in the time-saving game state A and the normal game state, when the symbol variation game is continuously performed "898" times without hitting a winning game (a situation disadvantageous to the player), a relief of "1212" times of the time-saving game state B will be given. Then, when "1212" is set to the time-saving game state game count counter, the process proceeds to step S105-4-11-15.
[0352] (Step S105-4-11-15) In step S105-4-11-15, in order to transmit a game state designation command (short-time B) indicating that it is in the short-time game state B to the effect control board 200, the main CPU 101 sets the game state designation command (short-time B) in the command transmission area. Then, when the game state designation command (short-time B) indicating that it is in the short-time game state B is set, the process proceeds to step S105-4-11-16.
[0353] (Step S105-4-11-16) In step S105-4-11-16, the main CPU 101 clears (sets the counter value to 0) the game count counter for activating the short-time game state B in the main RAM 103. Then, when the game count counter for activating the short-time game state B is cleared (the counter value is set to 0), the process proceeds to step S106 of the main control board timer interrupt process.
[0354] (Step S105-4-11-17) In step S105-4-11-17, the main CPU 101 determines whether the current game state is the short-time game state B. Specifically, in the game state storage area of the main RAM 103, it is determined whether "3" indicating that it is in the short-time game state B is stored. If the current game state is the short-time game state B, the process proceeds to step S105-4-11-18, and if the current game state is not the short-time game state B, the process proceeds to step S105-4-11-23.
[0355] (Step S105-4-11-18) In step S105-4-11-18, the main CPU 101 updates (subtracts) the game count counter for the short-time game state provided in the main RAM 103. Specifically, the game count counter for the short-time game state is set to "-1". Then, when the game count counter for the short-time game state is updated (subtracted), the process proceeds to step S105-4-11-19.
[0356] (Step S105-4-11-19) In step S105-4-11-19, the main CPU 101 sets a game count counter command. Then, when the game count counter command is set, the process proceeds to step S105-4-11-20.
[0357] (Step S105-4-11-20) In step S105-4-11-20, the main CPU 101 determines whether the counter value after the update (subtraction) of the time-limited game state game count in step S105-4-11-18 is 0. If the counter value after the subtraction is 0, the process proceeds to step S105-4-11-21. If the counter value after the subtraction is not 0, the process proceeds to step S106 of the main control board timer interrupt process.
[0358] (Step S105-4-11-21) In step S105-4-11-21, the main CPU 101 sets the game state to the normal game state. Specifically, in the game state storage area of the main RAM 103, "0" indicating the normal game state is stored. Then, when the game state is set to the normal game state, the process proceeds to step S105-4-11-22.
[0359] (Step S105-4-11-22) In step S105-4-11-22, the main CPU 101 sets the game state designation command (normal), which indicates the normal game state, in the command transmission area in order to transmit it to the effect control board 200. Then, when the game state designation command (normal), which indicates the normal game state, is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0360] (Step S105-4-11-23) In step S105-4-11-23, the main CPU 101 updates (increments) the probability-variable game state play count counter provided in the main RAM 103. Specifically, the probability-variable game state play count counter is incremented by "1". Then, when the probability-variable game state play count counter is updated (incremented), the process proceeds to step S105-4-11-24. When the result of updating (incrementing) the probability-variable game state play count counter reaches 10,000, the same processing as in steps S105-4-11-6 and S105-4-11-7 is performed, but is omitted in this flowchart.
[0361] (Step S105-4-11-24) In step S105-4-11-24, the main CPU 101 sets the play count counter command. Then, when the play count counter command is set, the process proceeds to step S106 in the main control board timer interrupt process.
[0362] (Regarding the winning game process) FIG. 24 is a flowchart showing the winning game process performed in the main control board 100 (a subroutine of step S105-5 in the special symbol related process).
[0363] (Step S105-5-1) In step S105-5-1, the main CPU 101 determines whether it is during the winning opening. That is, in the winning state storage area of the main RAM 103, it is determined whether "0" indicating the winning opening is set. When the big winning opening is opened in step S105-5-3 described later, the value in the winning state storage area changes from "0" to "1". If it is during the winning opening, the process proceeds to step S105-5-2, and if it is not during the winning opening, the process proceeds to step S105-5-4.
[0364] (Step S105-5-2) In step S105-5-2, the main CPU 101 determines whether the time corresponding to the winning opening (for example, "10S") has elapsed. If the time corresponding to the winning opening has elapsed, the process proceeds to step S105-5-3. If the time corresponding to the winning opening has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0365] (Step S105-5-3) In step S105-5-3, the main CPU 101 drives the big winning opening solenoid 24b to open the big winning opening 24. Also, in the time management counter of the main RAM 103, 29.5S of the opening time is set. As a result, the first round of the winning game starts. In this process, the value in the winning state storage area is changed from "0" to "1". Then, when the big winning opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0366] (Step S105-5-4) In step S105-5-4, the main CPU 101 determines whether the big winning opening is open. It determines whether "1" indicating that the big winning opening is open is set in the winning state storage area of the main RAM 103. If the big winning opening is open, the process proceeds to step S105-5-5. If the big winning opening is not open, the process proceeds to step S105-5-7.
[0367] (Step S105-5-5) In step S105-5-5, the main CPU 101 determines whether either of the big winning opening closing conditions is satisfied: whether 29.5S has elapsed with the big winning opening 24 remaining open without 10 balls being detected as entering by the big winning opening detection SW24a, or whether 10 balls have been detected as entering by the big winning opening detection SW24a. If the big winning opening closing condition is satisfied, the process proceeds to step S105-5-6. If the big winning opening closing condition is not satisfied, the process proceeds to step S106 of the main control board timer interrupt process.
[0368] (Step S105-5-6) In step S105-5-6, the main CPU 101 causes a transition to an inter-round interval that constitutes the period from when the big winning opening 24 closes until it next opens. In this process, the value in the winning state storage area is changed from "1" to "2". Then, when the transition to the inter-round interval is made, the process proceeds to step S106 of the main control board timer interrupt process.
[0369] (Step S105-5-7) In step S105-5-7, the main CPU 101 determines whether it is during the inter-round interval. That is, it determines whether "2", which indicates the inter-round interval, is set in the winning state storage area of the main RAM 103. If it is during the inter-round interval, the process proceeds to step S105-5-8, and if it is not during the inter-round interval, the process proceeds to step S105-5-13.
[0370] (Step S105-5-8) In step S105-5-8, the main CPU 101 determines whether it is at the end of the final round. For example, in step S105-5-11 described later, if as a result of updating (incrementing or decrementing) the round number, the remaining number of rounds is "0", then in this process, it is determined that it is at the end of the final round. If it is at the end of the final round, the process proceeds to step S105-5-9, and if it is not at the end of the final round, the process proceeds to step S105-5-11.
[0371] (Step S105-5-9) In step S105-5-9, the main CPU 101 causes a transition to an ending that notifies the end of the winning game. In this process, the value in the winning state storage area is changed from "2" to "3". Also, the time corresponding to the ending of the winning game (for example, 10S) is set in the time management counter of the main RAM 103. Then, when causing a transition to the ending, the process proceeds to step S106 of the main control board timer interrupt process.
[0372] (Step S105-5-10) In step S105-5-10, the main CPU 101 sets an ending command in the command transmission area in order to transmit an ending command for executing an effect corresponding to the ending of the winning game to the effect control board 200. Then, when the ending command is set, the process proceeds to step S106 of the main control board timer interrupt process.
[0373] (Step S105-5-11) In step S105-5-11, the main CPU 101 updates the value of the round number counter in the main RAM 103. The update method may be increment or decrement. For example, when 5 rounds of winning are awarded, "5" may be set in the round number counter of the main RAM 103 and decremented by 1 every time 1 round is consumed, or without setting "5" in the round number counter of the main RAM 103, it may be incremented by 1 every time 1 round is consumed. Then, when the round number is updated, the process proceeds to step S105-5-12.
[0374] (Step S105-5-12) In step S105-5-12, the main CPU 101 drives the big winning opening / closing solenoid 24b to open the big winning opening 24. Also, in the time management counter of the main RAM 103, 29.5S of the opening time is set. As a result, the second and subsequent rounds of the winning game will start. In this process, the value in the winning state storage area is changed from "0" to "1". Then, when the big winning opening 24 is opened, the process proceeds to step S106 of the main control board timer interrupt process.
[0375] (Step S105-5-13) In step S105-5-13, the main CPU 101 determines whether the time (for example, 10S) corresponding to the ending set in step S105-5-9 has elapsed. If the time corresponding to the ending has elapsed, the process proceeds to step S105-5-14. If the time corresponding to the ending has not elapsed, the process proceeds to step S106 of the main control board timer interrupt process.
[0376] (Step S105-5-14) In step S105-5-14, the main CPU 101 determines whether the special symbol is any one of "special symbol A", "special symbol B", and "special symbol E". That is, it determines whether the special symbol determined based on the win is any one of "special symbol A", "special symbol B", and "special symbol E". If the special symbol is any one of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-15. If the special symbol is not any of "special symbol A", "special symbol B", and "special symbol E", the process proceeds to step S105-5-18.
[0377] (Step S105-5-15) In step S105-5-15, the main CPU 101 sets the game state to a probability-variable game state. Therefore, in this process, "2" is set in the game state storage area of the main RAM 103. Then, when "2" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-5-16.
[0378] (Step S105-5-16) In step S105-5-16, the main CPU 101 sets a game state designation command (probability-variable) indicating that it is in a probability-variable game state in the command transmission area in order to transmit the game state designation command (probability-variable) to the effect control board 200. Then, when the game state designation command indicating that it is in a probability-variable game state is set, the process proceeds to step S105-5-17.
[0379] (Step S105-5-17) In step S105-5-17, the main CPU 101 sets the value "0" indicating being stopped in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating being stopped is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0380] (Step S105-5-18) In step S105-5-18, the main CPU 101 sets the game state to a time-saving game state A. Therefore, in this process, "1" is set in the game state storage area of the main RAM 103. Then, when "1" is set in the game state storage area of the main RAM 103, the process proceeds to step S105-5-19.
[0381] Note that in the following, the transition to the time-saving game state A in this process may be referred to as "trigger 1" or "the time-saving game state that operates (transitions) due to trigger 1".
[0382] (Step S105-5-19) In step S105-5-19, the main CPU 101 sets "100" in the short-time game state play count counter provided in the main RAM 103. As a result, 100 short-time game states A will start from the next fluctuation. Then, when "100" is set in the short-time game state play count counter provided in the main RAM 103, the process proceeds to step S105-5-20.
[0383] Note that for both "trigger 1" and "trigger 2", there may be multiple types of values set in the short-time game state play count counter. Also, one of "trigger 1" and "trigger 2" may have multiple types, while the other may have only one type.
[0384] (Step S105-5-20) In step S105-5-20, the main CPU 101 sets it in the command transmission area in order to transmit a game state designation command (short-time A) indicating that it is the short-time game state A to the effect control board 200. Then, when the game state designation command (short-time A) indicating that it is the short-time game state A is set, the process proceeds to step S105-5-21.
[0385] (Step S105-5-21) In step S105-5-21, the main CPU 101 sets the value "0" indicating stop in the special symbol state flag storage area of the main RAM 103. Then, when the value "0" indicating stop is set in the special symbol state flag storage area, the process proceeds to step S106 of the main control board timer interrupt process.
[0386] (Regarding the abnormality determination process) FIG. 25 is a flowchart showing the abnormality determination process performed on the main control board 100 (a subroutine of step S108 of the main control board timer interrupt process).
[0387] (Step S108-1) In step S108-1, the main CPU 101 determines whether a magnetic sensor input has been performed. Specifically, it determines whether an input has been performed from the magnetic sensor 27h. If an input has been performed from the magnetic sensor 27h, the process proceeds to step S108-2. If an input has not been performed from the magnetic sensor 27h, the process proceeds to step S108-4.
[0388] (Step S108-2) In step S108-2, the main CPU 101 determines whether the amount of magnetism detected by the magnetic sensor 27h exceeds a specified value. If the amount of magnetism detected by the magnetic sensor 27h exceeds the specified value, the process proceeds to step S108-3. If the amount of magnetism detected by the magnetic sensor 27h does not exceed the specified value, the process proceeds to step S108-4.
[0389] (Step S108-3) In step S108-3, the main CPU 101 sets a magnetic anomaly error specification command in the command transmission area in order to transmit a magnetic anomaly error specification command for notifying a magnetic anomaly to the effect control board 200. Then, after setting the magnetic anomaly error specification command, the process proceeds to step S108-4.
[0390] (Step S108-4) In step S108-4, the main CPU 101 determines whether a radio wave sensor input has been performed. Specifically, it determines whether an input has been performed from the radio wave sensor 27i. If an input has been performed from the radio wave sensor 27i, the process proceeds to step S108-5. If an input has not been performed from the radio wave sensor 27i, the process proceeds to step S109.
[0391] (Step S108-5) In step S108-5, the main CPU 101 determines whether the amount of radio waves detected by the radio wave sensor 27i exceeds a specified value. If the amount of radio waves detected by the radio wave sensor 27i exceeds the specified value, the process proceeds to step S108-6. If the amount of radio waves detected by the radio wave sensor 27i does not exceed the specified value, the process proceeds to step S109.
[0392] (Step S108-6) In step S108-6, the main CPU 101 sets a radio wave abnormality error specification command in the command transmission area in order to transmit a radio wave abnormality error specification command for notifying a radio wave abnormality to the production control board 200. Then, after setting the radio wave abnormality error specification command, the process proceeds to step S109.
[0393] (Regarding limit management processing) FIG. 26 is a flowchart showing limit management processing performed on the main control board 100 (a subroutine of step S113 in the main control board timer interrupt processing).
[0394] (Step S113-1) In step S113-1, the main CPU 101 refers to the limit management counter in the main RAM 103 and acquires the value of the safety balls (number of safety balls) currently counted and stored. After acquiring the value of the safety balls (number of safety balls), the process proceeds to step S113-2.
[0395] (Step S113-2) In step S113-2, the main CPU 101 refers to the limit management counter in the main RAM 103 and acquires the value of the out balls (number of out balls) currently counted and stored. After acquiring the value of the out balls (number of out balls), the process proceeds to step S113-3.
[0396] (Step S113-3) In step S113-3, the main CPU 101 performs a process of calculating the difference ball count. Specifically, the main CPU 101 subtracts the value of the safe balls (the number of safe balls) obtained in step S113-1 from the value of the out balls (the number of out balls) obtained in step S113-2 to calculate the difference ball count. After calculating the difference ball count, the process proceeds to step S113-4.
[0397] (Step S113-4) In step S113-4, the main CPU 101 updates the limit management counter with the calculated difference ball count. As a result, the latest difference ball count will be managed (stored) by the limit management counter. After updating the limit management counter with the calculated difference ball count, the process proceeds to step S113-5. In this process, the calculated difference ball count overwrites the difference ball count managed by the limit management counter, but it is also possible to store old data (difference ball count data) over a certain period.
[0398] (Step S113-5) In step S113-5, the main CPU 101 sends a limit management counter (difference ball count) command in order to make the production control board 200 recognize the value of the limit management counter (especially the current difference ball count). By receiving the command, the production control board 200 can execute a prior notice before the limit function activates (see Fig. 76). After sending the limit management counter (difference ball count) command, the process proceeds to step S113-6.
[0399] (Step S113-6) In step S113-6, the main CPU 101 determines whether the difference ball count is 95,000 or more as a result of updating the limit management counter in step S113-4. As a result, if the difference ball count is less than 95,000, the process proceeds to step S114 of the main control board timer interrupt process, and if the difference ball count is 95,000 or more, the process proceeds to step S113-7.
[0400] Note that "95000" is only an example and can be changed as appropriate. For example, "50000" may also be used. Also, the value may vary depending on the performance of the pachinko gaming machine 1. For example, if the performance is such that it transitions (or continues) to the probability-variable gaming state at 65% as in this embodiment, it may be set as "95000", and if the performance is such that it transitions (or continues) to the probability-variable gaming state at 80%, it may be set as "80000". Thus, an appropriate value can be set according to the performance of the pachinko gaming machine 1.
[0401] Also, within "95000", the administrator of the pachinko gaming machine 1 may be allowed to arbitrarily set the value. For example, it may be possible to set it in increments of "5000". Thus, even for the same pachinko gaming machine 1, characteristics can be given for each game parlor.
[0402] (Step S113-7) In step S113-7, in order to cause the main CPU 101 to notify the effect control board 200 that the limit function has been activated, the main CPU 101 transmits a limit function activation start command to the effect control board 200. By receiving the command, the effect control board 200 can execute the notification that the limit function has been activated (see FIG. 68). When the command is transmitted, the process proceeds to step S113-8.
[0403] (Step S113-8) In step S113-8, in order to cause the main CPU 101 to stop the operation of the launching device 305 (for example, turn off the launching solenoid) on the payout control board 300, the main CPU 101 transmits a launch stop command. By receiving the command, the payout control board 300 makes it impossible to launch the game ball by the launching device 305 even if the handle touch sensor is touched by the player. When the command is transmitted, the process proceeds to step S113-9.
[0404] (Step S113-9) In step S113-9, the main CPU 101 lights up all of the symbol display devices 27. Specifically, it lights up all of the LEDs and segments that make up the first special symbol display 27a, the second special symbol display 27b, the first special symbol hold display 27c, the second special symbol hold display 27d, the normal symbol display 27e, the normal symbol hold display 27f, and the round display 27g. As a result, even if the connector (the connector necessary for command transmission) connecting the main control board 100 and the effect control board 200 is disconnected or in a half-inserted state and the limit function activation start command cannot be transmitted to the effect control board 200 (that is, even if notification that the limit function has been activated is not given), the fact that some irregular event has occurred can be suggested to the player and the administrator by the symbol display device 27 on the main control board 100 side lighting up completely. When all of the symbol display devices 27 are lit up, the process proceeds to step S113-10.
[0405] Note that the configuration of step S113-9 can be changed as appropriate. For example, instead of all lighting up, all may go out. If configured in this way, since a change can be made rather than lighting up, it can be made easier to recognize that some irregular event has occurred.
[0406] Also, instead of using all of the symbol display devices 27, only some of them may be used. For example, only the first special symbol display 27a and the second special symbol display 27b (segments) may be used. When only the segments are used, the segments may be lit up in a lighting pattern (for example, "E.") corresponding to the activation of the limit function. If configured in this way, a message can be added rather than lighting up the LEDs, and it can be made easier to recognize that some irregular event has occurred. In this way, a predetermined display pattern is configured by all lighting up, all going out, some lighting up, some going out, etc.
[0407] (Step S113-10) In step S113-10, the main CPU 101 performs limit function operation processing (game stop). When this processing is performed, unless the processing in step S7 of FIG. 12 is performed, it will remain in the state after the completion of this processing (it will not become a playable state).
[0408] As described above, the pachinko gaming machine 1 in the present embodiment is equipped with a "limit function". That is, when consecutive winning games occur, only safety balls increase, and when the number of difference balls reaches "95000" or more, the firing of game balls is forcibly disabled and the game is stopped (it becomes impossible for the player to play further games). This can prevent the game performance from being significantly improved and prevent players who have obtained a large number of game balls from being overly immersed in the game.
[0409] Scenes where the "limit function" operates include during winning games, when a winning game ends, during a probability-variable game state, during a time-saving game state (A, B), and during a normal game state. Also, during a probability-variable game state, during a time-saving game state (A, B), and during a normal game state, it includes during the execution of a symbol variation game and during the non-execution of a symbol variation game. However, since it is assumed that the safety balls will increase rapidly and the limit function will operate, during winning games and when a winning game ends, there are the majority of cases.
[0410] Next, the control processing performed by the sub-CPU 201 of the effect control board 200 will be described.
[0411] (Regarding the control processing performed by the sub-CPU 201) The control program shown in the flowcharts of FIGS. 27 to 33 is stored in the sub-ROM 202, and the sub-CPU 201 reads the control program from the sub-ROM 202 and performs control processing according to the read control program. First, the effect control board main processing in FIG. 27 will be described.
[0412] (Step S200) In step S200, the sub-CPU 201 determines whether the pachinko gaming machine 1 is in a power-off state (power failure state). As a result, if it is in a power-off state (power failure state), the process of step S200 is repeatedly executed. If it is not in a power-off state (power failure state), the process proceeds to step S201. If it is in a power-off state (power failure state), this process can be executed using a backup power source (not shown).
[0413] (Step S201) In step S201, the sub-CPU 201 performs an initial setting process of initializing the values of registers provided inside. Then, when the initial setting process ends, the process proceeds to step S202.
[0414] (Step S202) In step S202, the sub-CPU 201 sets the CTC. That is, it sets the CTC (counter timer circuit) having functions such as creating a pulse output with a fixed period and time measurement function, and sets the time constant register of the CTC so that the production control board timer interrupt process described later is periodically performed every 4 ms. Then, when the CTC is set, the process proceeds to step S203.
[0415] (Step S203) In step S203, the sub-CPU 201 prohibits the interrupt of the production control board timer interrupt process that is periodically interrupted and executed in the production control board main process. Then, when the interrupt is prohibited, the process proceeds to step S204.
[0416] (Step S204) In step S204, the sub-CPU 201 updates the production random number. Then, when the update process of the production random number ends, the process proceeds to step S205.
[0417] (Step S205) In step S205, the sub-CPU 201 permits the interruption of the effect control board timer interrupt process that is periodically interrupted and executed in the effect control board main process. Then, when the interruption is permitted, the process returns to step S203 again, and thereafter, steps S203 to S205 are looped.
[0418] (Regarding the effect control board timer interrupt process) FIG. 28 is a flowchart showing the effect control board timer interrupt process performed in the effect control board 200. The process is a process that is periodically (for example, every 4 ms) interrupted and executed in the above-described effect control board main process.
[0419] (Step S300) In step S300, the sub-CPU 201 saves the content of the register in the stack area. Then, when the content of the register is saved in the stack area, the process proceeds to step S301.
[0420] (Step S301) In step S301, the sub-CPU 201 performs a process of updating the timer managed by the effect control board 200. Then, when the timer is updated, the process proceeds to step S302.
[0421] (Step S302) In step S302, the sub-CPU 201 performs the input process of the operation device shown in FIG. 29. This process will be described in detail later with reference to FIG. 29. Then, when the input process of the operation device is completed, the process proceeds to step S303.
[0422] (Step S303) In step S303, the sub-CPU 201 performs the main command reception process shown in FIGS. 30 and 31. This process will be described in detail later with reference to FIGS. 30 and 31. Then, when the main command reception process is completed, the process proceeds to step S304.
[0423] (Step S304) In step S304, the sub-CPU 201 performs the processing of controlling the display of the number of balls. This processing will be described in detail later with reference to FIG. 33. Then, when the processing of controlling the display of the number of balls is completed, the processing proceeds to step S305.
[0424] (Step S305) In step S305, the sub-CPU 201 performs the processing of transmitting a sub-command. The sub-command is a command set in the main command reception processing of FIGS. 30 and 31 described later, and in this processing, the sub-command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, in the image / sound control unit 200b and the light emission drive control unit 200c that have received the sub-command, the respective effects of display, sound, light emission, and drive corresponding to the sub-command are controlled. Then, when the sub-command is transmitted, the processing proceeds to step S306.
[0425] (Step S306) In step S306, the sub-CPU 201 restores the content saved in the stack area in step S300 to the register. Then, when the content saved in the stack area is restored to the register, the production control board timer interrupt processing ends.
[0426] (Regarding the operation device input processing) FIG. 29 is a flowchart showing the operation device input processing performed on the production control board 200 (a subroutine of step S302 of the production control board timer interrupt processing).
[0427] (Step S302-1) In step S302-1, the sub-CPU 201 determines whether an input of the cross key detection SW (up or down) has been made. Note that the cross key detection SW 16a shown in FIG. 4 has SWs corresponding to the up, down, left, and right of the cross key button 16. For example, if the up part of the cross key button 16 is operated, it can be determined that an input of the cross key detection SW (up) has been made. When an input of the cross key detection SW (up or down) has been made, the process proceeds to step S302-2, and when an input of the cross key detection SW (up or down) has not been made, the process proceeds to step S302-5.
[0428] (Step S302-2) In step S302-2, the sub-CPU 201 determines whether an input of the up-direction cross key detection SW has been made. When an input of the up-direction cross key detection SW has been made, the process proceeds to step S302-3, and when an input of the up-direction cross key detection SW has not been made, the process proceeds to step S302-4.
[0429] (Step S302-3) In step S302-3, the sub-CPU 201 sets a light quantity value change (increase) sub-command in the sub-command transmission area in order to transmit the light quantity value change (increase) sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Thereby, the luminance of the light emitting device 9 can be increased. When the light quantity value change (increase) sub-command is set, the process proceeds to step S303 of the effect control board timer interrupt process.
[0430] (Step S302-4) In step S302-4, the sub-CPU 201 sets a light quantity value change (decrease) sub-command in the sub-command transmission area in order to transmit the light quantity value change (decrease) sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Thereby, the luminance of the light emitting device 9 can be decreased. When the light quantity value change (decrease) sub-command is set, the process proceeds to step S303 of the effect control board timer interrupt process.
[0431] (Step S302-5) In step S302-5, the sub-CPU 201 determines whether an input of the cross key detection SW (left or right) has been made. If an input of the cross key detection SW (left or right) has been made, the process proceeds to step S302-6. If no input of the cross key detection SW (left or right) has been made, the process proceeds to step S302-9.
[0432] (Step S302-6) In step S302-6, the sub-CPU 201 determines whether an input of the right cross key detection SW has been made. If an input of the right cross key detection SW has been made, the process proceeds to step S302-7. If no input of the right cross key detection SW has been made, the process proceeds to step S302-8.
[0433] (Step S302-7) In step S302-7, the sub-CPU 201 sets a volume value change (increase) sub-command in the sub-command transmission area in order to transmit the volume value change (increase) sub-command to the image & sound control unit 200b. As a result, the volume value of the BGM (background music), sound effects, etc. output from the speaker 10 can be increased. Then, when the volume value change (increase) sub-command is set, the process proceeds to step S303 of the effect control board timer interrupt process.
[0434] (Step S302-8) In step S302-8, the sub-CPU 201 sets a volume value change (decrease) sub-command in the sub-command transmission area in order to transmit the volume value change (decrease) sub-command to the image & sound control unit 200b. As a result, the volume value of the BGM, sound effects, etc. output from the speaker 10 can be decreased. Then, when the volume value change (decrease) sub-command is set, the process proceeds to step S303 of the effect control board timer interrupt process.
[0435] Note that steps S302-1 to S302-8 show the processing when the cross key button 16 is operated and volume adjustment is performed or light amount adjustment is performed. However, this is only an example, and other processing may be performed by operating the cross key button 16. For example, processing for changing items in the menu may be performed by operating the cross key button 16. The menu is configured to be displayed on the image display device 26 when the effect button 14 is pressed, for example, during customer waiting or during a demo. For example, it is possible to confirm an effect introduction (introduction of a preview effect with a high probability of winning), etc.
[0436] (Step S302-9) In step S302-9, the sub CPU 201 performs processing corresponding to other operation devices. For example, if there is an input from the effect button detection SW14a, an effect button operation sub command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. If there is an input from the effect lever detection SW15a, an effect lever operation sub command is transmitted to the image / sound control unit 200b and the light emission drive control unit 200c. Then, when the processing corresponding to other operation devices is completed, the processing proceeds to step S303 of the effect control board timer interrupt processing.
[0437] (Regarding main command reception processing) FIG. 30 is a flowchart showing the main command reception processing 1 / 2 performed in the effect control board 200 (a subroutine of step S301 of the effect control board timer interrupt processing).
[0438] (Step S301-1) In step S301-1, the sub CPU 201 determines whether a power-related information command has been received. Examples of the power-related information command include the power-on designation command and the power recovery designation command described above. If a power-related information command has been received, the processing proceeds to step S301-2. If a power-related information command has not been received, the processing proceeds to step S301-4.
[0439] (Step S301-2) In step S301-2, the sub-CPU 201 performs processing when receiving a power-related information command. For example, if a power-on specified command is received, processing related to power-on is performed, and if a power recovery specified command is received, processing related to power recovery is performed. In this processing, an initial value is set in the difference ball number management counter provided in the sub-RAM 203. Then, after finishing this processing, the processing proceeds to step S301-3.
[0440] (Step S301-3) In step S301-3, the sub-CPU 201 sets a power-related sub-command in the sub-command transmission area in order to transmit the power-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this processing, the processing proceeds to step S302 of the effect control board timer interrupt processing.
[0441] (Step S301-4) In step S301-4, the sub-CPU 201 determines whether an error-related information command has been received. Examples of the error-related information command include the above-described magnetic anomaly error specified command, radio wave anomaly error specified command, etc. If an error-related information command has been received, the processing proceeds to step S301-5, and if an error-related information command has not been received, the processing proceeds to step S301-7.
[0442] (Step S301-5) In step S301-5, the sub-CPU 201 performs processing when receiving an error-related information command. For example, if a magnetic anomaly error specified command is received, processing for notifying a magnetic anomaly error is performed, and if a radio wave anomaly error specified command is received, processing for notifying a radio wave anomaly error is performed. Then, after finishing this processing, the processing proceeds to step S301-6.
[0443] (Step S301-6) In step S301-6, the sub-CPU 201 sets an error-related sub-command in the sub-command transmission area in order to transmit the error-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0444] (Step S301-7) In step S301-7, the sub-CPU 201 determines whether it has received a limit management counter clear command. If it has received the limit management counter clear command, the process proceeds to step S301-8. If it has not received the limit management counter clear command, the process proceeds to step S301-9.
[0445] (Step S301-8) In step S301-8, the sub-CPU 201 sets a limit management counter clear sub-command for notifying that the limit management counter has been cleared in the sub-command transmission area. As a result, the notification shown in Fig. 72(b2) will be performed. Then, after finishing this process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0446] (Step S301-9) In step S301-9, the sub-CPU 201 determines whether it has received a limit function release promotion command. If it has received the limit function release promotion command, the process proceeds to step S301-10. If it has not received the limit function release promotion command, the process proceeds to step S301-11.
[0447] (Step S301-10) In step S301-10, the sub-CPU 201 sets a limit function release promotion sub-command for notifying the initialization (clearing) of the main RAM 103 in the sub-command transmission area. As a result, the notification shown in FIG. 72(a2) will be performed. Then, after finishing the process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0448] (Step S301-11) In step S301-11, the sub-CPU 201 determines whether it has received a limit function operation start command. If it has received the limit function operation start command, the process proceeds to step S301-12, and if it has not received the limit function operation start command, the process proceeds to step S301-13.
[0449] (Step S301-12) In step S301-12, the sub-CPU 201 sets a limit function operation start sub-command for notifying that the limit function has been activated in the sub-command transmission area. As a result, the notifications shown in FIGS. 68(a2)(b2) will be performed. Then, after finishing the process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0450] (Step S301-13) In step S301-13, the sub-CPU 201 determines whether it has received a limit management counter (number of balls) command. If it has received the limit management counter (number of balls) command, the process proceeds to step S301-14, and if it has not received the limit management counter (number of balls) command, the process proceeds to step S301-15.
[0451] (Step S301-14) In step S301-14, the sub-CPU 201 updates the difference ball number management counter provided in the sub-RAM 203. In this way, by providing a counter for managing the difference ball number also in the sub-RAM 203 and updating it when receiving the limit management counter (difference ball number) command, the production control board 200 can also grasp the difference ball number. And by grasping the difference ball number, a prior notification (see FIG. 76) can be performed before the limit function operates. Then, after finishing the said process, the process proceeds to step S302 of the production control board timer interrupt process.
[0452] (Step S301-15) In step S301-15, the sub-CPU 201 determines whether it has received a start port related information command. The start port related information command includes the above-mentioned first start port winning designation command, second start port winning designation command, and special symbol memory designation command. And when the start port related information command is received, the process proceeds to step S301-16, and when the start port related information command has not been received, the process proceeds to step S301-19.
[0453] (Step S301-16) In step S301-16, the sub-CPU 201 performs icon change production determination processing. Specifically, when receiving the first start port winning designation command or the second start port winning designation command, the sub-CPU 201 refers to the information on the determination result of the winning determination process included in the command, and determines the display mode (the color of the variable icon and the held icon described in the "held pre-reading production" to be described later) of the variable icon and the held icon. Then, after finishing the said process, the process proceeds to step S301-17.
[0454] (Step S301-17) In step S301-17, the sub-CPU 201 performs start port light-emitting device change effect determination processing. The emission color of the start port light-emitting device is linked to the color of the held icon determined in step S301-16. For example, when a ball enters the start port, if it is determined in step S301-16 that the color of the held icon is blue, the start port light-emitting device 21a also emits light in blue. Then, after finishing this processing, the processing proceeds to step S301-18.
[0455] (Step S301-18) In step S301-18, the sub-CPU 201 sets a start port-related sub-command in the sub-command transmission area in order to transmit the start port-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this processing, the processing proceeds to step S302 of the effect control board timer interrupt processing.
[0456] (Step S301-19) In step S301-19, the sub-CPU 201 determines whether it has received a game state-related information command. The game state-related information commands include a game state designation command (normal), a game state designation command (short time A, short time B), and a game state designation command (probability variation). If a game state-related information command is received, the processing proceeds to step S301-20, and if no game state-related information command is received, the processing proceeds to step S301-22.
[0457] (Step S301-20) In step S301-20, the sub-CPU 201 performs processing when a game state-related information command is received. For example, when receiving a game state designation command (normal), it performs processing related to the normal game state, when receiving a game state designation command (short time A, short time B), it performs processing related to each short time game state, and when receiving a game state designation command (probability variation), it performs processing related to the probability variation game state. Then, after finishing this processing, the processing proceeds to step S301-21.
[0458] (Step S301-21) In step S301-21, the sub-CPU 201 sets a game state-related sub-command in the sub-command transmission area in order to transmit the game state-related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After finishing the process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0459] FIG. 31 is a flowchart showing the main command reception process 2 / 2 performed in the effect control board 200 (subroutine of step S301 of the effect control board timer interrupt process).
[0460] (Step S301-22) In step S301-22, the sub-CPU 201 determines whether an effect symbol designation command has been received. If the effect symbol designation command has been received, the process proceeds to step S301-23, and if the effect symbol designation command has not been received, the process proceeds to step S301-25.
[0461] (Step S301-23) In step S301-23, the sub-CPU 201 performs processing when an effect symbol designation command is received. For example, when an effect symbol designation command designating special symbol A is received, the combination of the decoration symbols "777" is determined so that the combination of the symbols "777" is definitely displayed as the decoration symbol. When an effect symbol designation command designating special symbol A is received, the combination of the decoration symbols "444" may be determined so that the combination of the symbols "444" is definitely displayed as the decoration symbol. In this case, after the winning game ends, it may be configured to shift to the time-saving game state A, so that it appears to be in the time-saving game state A, but the actual game state is the probability-variable game state. By configuring in this way, it may be advantageous even if it appears to be in the time-saving game state A, so that the game interest can be improved. After finishing the process, the process proceeds to step S301-24.
[0462] (Step S301-24) In step S301-24, the sub-CPU 201 sets the effect symbol sub-command in the sub-command transmission area in order to transmit the effect symbol sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0463] (Step S301-25) In step S301-25, the sub-CPU 201 determines whether it has received a special symbol variation pattern designation command. If it has received the special symbol variation pattern designation command, the process proceeds to step S301-26, and if it has not received the special symbol variation pattern designation command, the process proceeds to step S301-31.
[0464] (Step S301-26) In step S301-26, the sub-CPU 201 performs variable effect pattern determination processing. Specifically, it determines a variable effect pattern corresponding to the designated special symbol variation pattern from a variable effect pattern determination table (not shown) stored in the sub-ROM 202. In the variable effect pattern determination table, one or more variable effect patterns are associated with one special symbol variation pattern. For example, for "Normal Variation" (7S) of "Variation Pattern 2", one corresponding variable effect pattern (7S) is prepared, and for "Super Reach 1" (40S) of "Variation Pattern 4", a plurality of corresponding variable effect patterns (40S) are prepared. When "Variation Pattern 4" is received, one variable effect pattern is determined from the plurality of prepared variable effect patterns. Since the plurality of prepared variable effect patterns have different effect contents, it is possible to execute a plurality of effects for one variation pattern. Then, after finishing this process, the process proceeds to step S301-27.
[0465] (Step S301-27) In step S301-27, the sub-CPU 201 performs icon change effect update processing. The icon change effect update processing is to update the color of the icon determined in step S301-16 based on a change scenario (not shown). For example, if the change scenario is from blue to yellow, in this process, it is determined to change to yellow. That is, the icon may change color every time a single-variation game is played. After finishing this process, the processing proceeds to step S301-28.
[0466] (Step S301-28) In step S301-28, the sub-CPU 201 performs start port light emission device change effect update processing. This processing is configured to be performed in conjunction with the color updated in step S301-27. For example, if it is updated to yellow in step S301-27, the start port light emission device 21a also changes from blue to yellow. After finishing this process, the processing proceeds to step S301-29.
[0467] (Step S301-29) In step S301-29, the sub-CPU 201 performs jackpot preview effect determination processing. Specifically, from the jackpot preview effect determination table (see FIGS. 35 to 41) stored in the sub-ROM 202, the jackpot preview effect to be executed in the symbol variation game is determined. The details of the preview effect will be described with reference to FIGS. 35 to 41. After finishing this process, the processing proceeds to step S301-30.
[0468] (Step S301-30) In step S301-30, the sub-CPU 201 sets the variation pattern related sub-command in the sub-command transmission area in order to transmit the variation pattern sub-command (for example, the information determined in steps S301-26 to S301-29) to the image / sound control unit 200b and the light emission drive control unit 200c. After finishing this process, the processing proceeds to step S302 of the effect control board timer interrupt processing.
[0469] (Step S301-31) In step S301-31, the sub-CPU 201 determines whether it has received a special symbol determination command. If it has received the special symbol determination command, the process proceeds to step S301-32. If it has not received the special symbol determination command, the process proceeds to step S301-34.
[0470] (Step S301-32) In step S301-32, the sub-CPU 201 performs processing when receiving the special symbol determination command. Specifically, it performs processing to cause the left decorative symbol image 26a, the middle decorative symbol image 26b, the right decorative symbol image 26c, and the fourth symbol image 26d to be determinatively displayed. After finishing the processing, the process proceeds to step S301-33.
[0471] (Step S301-33) In step S301-33, the sub-CPU 201 sets the special symbol determination sub-command in the sub-command transmission area in order to transmit the special symbol determination sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. After finishing the processing, the process proceeds to step S302 of the effect control board timer interrupt processing.
[0472] (Step S301-34) In step S301-34, the sub-CPU 201 determines whether it has received a game count counter command. If it has received the game count counter command, the process proceeds to step S301-35. If it has not received the game count counter command, the process proceeds to step S301-37.
[0473] (Step S301-35) In step S301-35, the sub-CPU 201 performs processing when receiving a game count command. Specifically, by referring to the value of the counter in the game count command, if the value of the counter is "798", processing for displaying the game count counter image 26p is performed. If the game count counter image 26p is already being displayed, processing for updating the display (subtractive display) of the game count counter image 26p is performed. Then, after finishing the processing, the process proceeds to step S301-36.
[0474] (Step S301-36) In step S301-36, the sub-CPU 201 sets a game count counter related sub-command in the sub-command transmission area in order to transmit the game count counter related sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing the processing, the process proceeds to step S302 of the effect control board timer interrupt processing.
[0475] (Step S301-37) In step S301-37, the sub-CPU 201 determines whether a game count display update command has been received. If a game count display update command has been received, the process proceeds to step S301-38. If a game count display update command has not been received, the process proceeds to step S301-40.
[0476] (Step S301-38) In step S301-38, the sub-CPU 201 performs processing when receiving a game count display update command. Specifically, in the display layer where the game count image 26q is expanded, processing for updating the display (additive display) of the game count image 26q is performed. Then, after finishing the processing, the process proceeds to step S301-39.
[0477] (Step S301-39) In step S301-39, the sub-CPU 201 sets a related sub-command for game number display update in the sub-command transmission area in order to transmit the related sub-command for game number display update to the image / sound control unit 200b and the light emission drive control unit 200c. Then, after finishing this process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0478] (Step S301-40) In step S301-40, the sub-CPU 201 determines whether a round designation command has been received. If a round designation command has been received, the process proceeds to step S301-41, and if a round designation command has not been received, the process proceeds to step S301-42.
[0479] (Step S301-41) In step S301-41, the sub-CPU 201 performs a queued continuous effect determination process. This process will be described in detail later with reference to FIG. 32. Then, after finishing the queued continuous effect determination process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0480] (Step S301-42) In step S301-42, the sub-CPU 201 performs processing corresponding to other received commands. For example, when a setting value change in progress command, a setting value confirmation in progress command, or a setting value confirmation end command is received, processing corresponding to these received commands is performed. Then, after finishing this process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0481] (Regarding the queued continuous effect determination process) FIG. 32 is a flowchart showing the queued continuous effect determination process performed in the effect control board 200 (subroutine of step S301-41 in main command reception process 2 / 2).
[0482] (Step S301-41-1) In step S301-41-1, the sub-CPU 201 determines whether there is suspended storage. Specifically, it refers to the suspended storage area provided in the sub-RAM 203 to determine whether there is suspended storage. If there is suspended storage, the process proceeds to step S301-41-2. If there is no suspended storage, the process proceeds to step S302 of the effect control board timer interrupt process.
[0483] (Step S301-41-2) In step S301-41-2, the sub-CPU 201 refers to the difference ball number management counter of the sub-RAM 203 to obtain the difference ball number. After obtaining the difference ball number, the process proceeds to step S301-41-3.
[0484] (Step S301-41-3) In step S301-41-3, the sub-CPU 201 determines whether the difference ball number (current difference ball number) obtained in step S301-41-2 is 94000 or more. If it is 94000 or more, the process proceeds to step S302 of the effect control board timer interrupt process. If it is less than 94000, the process proceeds to step S301-41-4.
[0485] (Step S301-41-4) In step S301-41-4, the sub-CPU 201 determines whether there is winning information in the current suspended storage. Specifically, it refers to the winning determination result included in the received first start port winning designation command or the second start port winning designation command to determine whether there is winning information in the current suspended storage. If there is winning information in the current suspended storage, the process proceeds to step S301-41-5. If there is no winning information in the current suspended storage, the process proceeds to step S302 of the effect control board timer interrupt process.
[0486] (Step S301-41-5) In step S301-41-5, the sub-CPU 201 determines a pending continuous effect. That is, during the game when receiving a round designation command, it determines to execute a pending continuous effect that notifies that a winning game will be continuously executed after the end of the current winning game. When determining the pending continuous effect, the process proceeds to step S301-41-6.
[0487] (Step S301-41-6) In step S301-41-6, the sub-CPU 201 sets a pending continuous effect sub-command in the sub-command transmission area in order to transmit the pending continuous effect sub-command to the image / sound control unit 200b and the light emission drive control unit 200c. The pending continuous effect will be described again with reference to FIG. 78. After finishing this process, the process proceeds to step S302 of the effect control board timer interrupt process.
[0488] (Regarding the difference ball number counter display control process) FIG. 33 is a flowchart showing the difference ball number counter display control process performed on the effect control board 200 (a subroutine of step S304 of the effect control board timer interrupt process).
[0489] (Step S304-1) In step S304-1, the sub-CPU 201 refers to the difference ball number management counter in the sub-RAM 203 to obtain the difference ball number. When obtaining the difference ball number, the process proceeds to step S304-2.
[0490] (Step S304-2) In step S304-2, the sub-CPU 201 determines whether the difference ball number counter image display completed flag is on. If the difference ball number counter image display completed flag is on, the process proceeds to step S304-3; if the difference ball number counter image display completed flag is not on, the process proceeds to step S304-4.
[0491] The difference ball number counter image display completed flag is a flag that is set when the difference ball number counter image is displayed, and is a flag that turns off when the power of the pachinko machine 1 is turned off.
[0492] As shown in step S304-4, the difference ball number counter image is a counter image (the difference ball number counter image rm in FIG. 76) that is displayed when it is determined that the current difference ball number is 90,000 or more, and is an image that notifies how much difference ball number remains until the limit function operates. If the difference ball number counter image display completed flag is on, thereafter, even if the current difference ball number becomes 90,000 or less, it will continue to be displayed. This can prevent the player from being bothered by the repeated display and non-display of the difference ball number counter image.
[0493] Also, for example, if the current difference ball number becomes 89,999 and is made non-displayed, and the player changes at that timing, the player who newly starts the game will start the game without knowing that the limit function is about to operate. In such a case, even if the new player hits a winning game, there will be a problem that the limit function will immediately operate and the player will have to quit the game. On the other hand, if the difference ball number counter image display completed flag is on, and thereafter, even if the current difference ball number becomes 90,000 or less, as long as it is configured to continue to be displayed, the player who tries to start a new game can determine whether to play the game by checking the difference ball number counter image, so the above-mentioned problem can also be solved.
[0494] (Step S304-3) In step S304-3, the sub-CPU 201 sets the difference ball number counter image update display data. Thereby, the current difference ball number can be displayed. After finishing this process, the process proceeds to step S305 of the effect control board timer interrupt process.
[0495] (Step S304-4) In step S304-4, the sub-CPU 201 determines whether the current number of balls is 90,000 or more. If the current number of balls is 90,000 or more, the process proceeds to step S304-5. If the current number of balls is less than 90,000, the process proceeds to step S305 of the effect control board timer interrupt process.
[0496] (Step S304-5) In step S304-5, the sub-CPU 201 sets the ball number counter image display data. Thereby, the display of the current number of balls can be started. After finishing this process, the process proceeds to step S304-6.
[0497] (Step S304-6) In step S304-6, the sub-CPU 201 turns on the ball number counter display completed flag in the sub-RAM 203. After finishing this process, the process proceeds to step S305 of the effect control board timer interrupt process.
[0498] Next, an example of various effects that the pachinko gaming machine 1 in the present embodiment can execute will be described below.
[0499] (Preview effect) The pre-reading effect refers to the pre-determination process (for example, the winning determination process in FIG. 18) that is performed prior to the special symbol hit determination process in the special symbol variation start time process at the timing when a game ball enters the first start port 21 or the second start port 22, and is the effect that is executed based on the determination result of the pre-determination process. When the pre-reading effect is not installed, for example, when a game ball enters the first start port 21, after acquiring and storing the determination information (random number value), the special symbol hit determination process is performed in the special symbol variation start time process. Therefore, even if the determination information (random number value) is stored in the "fourth storage area", the hit or not is not determined until the determination information (random number value) is transferred to the "corresponding variation storage area". Therefore, even if the determination information (random number value) of "hit" is acquired, an effect or the like that enhances the expectation of a hit cannot be executed at a stage prior to the transfer of the determination information (random number value) to the "corresponding variation storage area". However, if the pre-reading effect is installed, for example, the "pre-determination process (winning determination process)" is performed, and after determining "hit" or "miss", a continuous effect can be executed over a plurality of variations (including the variation transferred to the corresponding variation storage area) until the determination information (random number value) is transferred to the "corresponding variation storage area". Therefore, the expectation of a "hit" can be enhanced from a stage prior to the transfer of the determination information (random number value) to the "corresponding variation storage area".
[0500] As a specific example of the pre-reading effect, there is "pending pre-reading effect". The "pending pre-reading effect" is mainly an effect using the variable icon displayed in the variable icon display area 26o, the pending icons displayed in the first start port first pending ball image display area 26g to the first start port fourth pending ball image display area 26j, and the pending icons displayed in the second start port first pending ball image display area 26k to the second start port fourth pending ball image display area 26n. For example, when a game ball enters the first start port 21 when the determination information (random value) is stored up to the above-mentioned "third storage area", after storing the determination information (random value) in the "fourth storage area", a pre-determination process is performed. Then, when it is determined to perform the pending pre-reading effect based on the determination result of the pre-determination process, a pre-reading pending icon different from the default normal color (white) pending icon (normal icon) is displayed in the first start port fourth pending ball image display area 26j. As the pre-reading pending icon, for example, multiple types and multiple stages of display such as "blue", "yellow", "green", "red", and "rainbow" are possible. When the determination result of the pre-determination process is "win", any of "blue", "yellow", "green", "red", and "rainbow" can be displayed. When the determination result of the pre-determination process is "lose", any of "blue", "yellow", "green", and "red" can be displayed. And only in the case of "win", "rainbow" can be selected. Also, in the case of "win", "red" is made easier to select, in the case of "lose", "blue" is made easier to select, increasing the expectation of "red" for a win. Note that the relationship of the expectation for a win is rainbow > red > green > yellow > blue > normal in descending order of the expectation for a win. In the following, such an effect may be referred to as "pending change effect".
[0501] Another specific example of the above preview effect is the "winning flash effect". The "winning flash effect" is an effect that improves the expectation for a win by causing the speaker lamp 10a provided in the lower speaker 10 to emit light when a game ball enters the start port, and continuing to emit light until the symbol variation game related to the ball entry starts, or during the execution of the symbol variation game related to the ball entry, or until the end of the symbol variation game related to the ball entry. For example, when the determination information (random value) is stored up to the above-mentioned "third storage area", if a game ball enters the first start port 21, after storing the determination information (random value) in the "fourth storage area", a preliminary determination process is performed. Then, based on the determination result of the preliminary determination process, when it is determined that the winning flash effect is to be performed, a scenario for causing the speaker lamp 10a to emit light (a scenario in which the emission color is determined) is selected, and the speaker lamp 10a is caused to emit light based on the selected scenario. As the emission color of the speaker lamp 10a, for example, in descending order of the expectation for a win, it is red > green > blue, and similar to the above-mentioned hold preview effect, it is also possible to change to the color with a higher expectation for a win for each symbol variation game. It is also possible to output a winning sound corresponding to each color.
[0502] Also, as a specific example of another effect of the above preview effect, "zone effect" can be cited. The "zone effect" is mainly an effect using the image display device 26. For example, when a game ball enters the first start port 21 when the determination information (random value) is stored up to the above-mentioned "third storage area", after storing the determination information (random value) in the "fourth storage area", a pre-determination process is performed. Then, based on the determination result of the pre-determination process, when it is determined that a zone effect is to be performed, for example, in the next symbol variation game, on the image display device 26, after performing an effect that encourages entry such as "If the special symbols line up, enter the ○○ zone!", the special symbols are lined up to enter the "○○ zone", and the "○○ zone" effect is executed until the variation in which the determination information (random value) stored in the above-mentioned "fourth storage area" is transferred to the "corresponding variation storage area". During the execution of this "○○ zone" effect, a caption such as "In the ○○ zone" is displayed on the image display device 26. And the "zone effect" is likely to be executed when it is determined as "win" in the pre-determination process and is difficult to be executed when it is determined as "lose". Therefore, when it is executed, great expectations can be placed on the fact that a winning game will be awarded.
[0503] Also, as a specific example of another effect of the above preview effect, "consecutive chance preview" can be cited. "Consecutive chance preview" is an effect mainly using the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c displayed on the image display device 26. For example, when a game ball enters the first start port 21 when determination information (random value) is stored up to the above-mentioned "third storage area", after storing the determination information (random value) in the "fourth storage area", a preliminary determination process is performed. Then, based on the determination result of the preliminary determination process, when it is determined that a consecutive chance effect is to be performed, for example, the confirmed display of the symbol variation game corresponding to the determination information (random value) stored in the "first storage area", the confirmed display of the symbol variation game corresponding to the determination information (random value) stored in the "second storage area", and the confirmed display of the symbol variation game corresponding to the determination information (random value) stored in the "third storage area", the combination of the decorative symbol images of the same color is stopped. For example, the decorative symbol images are composed of "333" and "777" in red, "111" and "555" in green, and "222", "444", "666", and "888" in blue. By continuously and definitely displaying combinations of only red, such as "337" and "773", combinations of only green, such as "115" and "551", and combinations of only blue, such as "246" and "628", it creates an effect that makes the player expect that a win may be given in the subsequent symbol variation game. In the case of a win, it is easier to select a combination of only red, and in the case of a loss, it is easier to select a combination of only blue, increasing the expectation of a win when a combination of only red is definitely displayed.
[0504] (Pseudo-consecutive preview) Pseudo-consecutive announcements mainly involve effects using the left decorative symbol image 26a, the middle decorative symbol image 26b, and the right decorative symbol image 26c displayed on the image display device 26, as well as a pseudo-consecutive dedicated symbol (for example, the "pseudo" image gz). In the "one-variation game", it is an effect that repeatedly performs a temporary stop display of the decorative symbols, making it seem as if multiple variations are being performed. For example, as shown in FIG. 8, pseudo-consecutive announcements can be executed two or three times. The higher the number of times, the higher the expectation of winning. As specific effect contents, for example, "5" is temporarily stopped and displayed as the left decorative symbol image 26a, "6" is temporarily stopped and displayed as the right decorative symbol image 26c, and the "pseudo-consecutive dedicated symbol (for example, the 'pseudo' image gz)" is temporarily stopped and displayed as the middle decorative symbol image 26b. Then, all the decorative symbol images are variably displayed again (at this point, it is pseudo-consecutive twice). Again, "5" is temporarily stopped and displayed as the left decorative symbol image 26a, "6" is temporarily stopped and displayed as the right decorative symbol image 26c, and the "pseudo-consecutive dedicated symbol (for example, the 'pseudo' image gz)" is temporarily stopped and displayed as the middle decorative symbol image 26b. Then, all the decorative symbol images are variably displayed again (at this point, it is pseudo-consecutive three times). Such is the content of the effect. For example, in the second temporary stop display, if "5" is temporarily stopped and displayed as the left decorative symbol image 26a and "5" is temporarily stopped and displayed as the right decorative symbol image 26c, it is pseudo-consecutive twice. If "5" is temporarily stopped and displayed as the left decorative symbol image 26a and "6" is temporarily stopped and displayed as the right decorative symbol image 26c in the second temporary stop display, it is pseudo-consecutive three times. Also, once a reach is achieved, the "pseudo-consecutive dedicated symbol (for example, the 'pseudo' image gz)" is temporarily stopped and displayed as the middle decorative symbol image 26b, that is, the so-called "pseudo-consecutive after reach". Or, for example, at the start of the variation after the first temporary stop display, a notice (symbol stop notice) is given that the "pseudo-consecutive dedicated symbol (for example, the 'pseudo' image gz)" will be temporarily stopped and displayed on the middle decorative symbol image 26b, and an effect can also be executed such that pseudo-consecutive three times or more is determined at that point.
[0505] (Regarding the winning sound, change sound, and relationship of the start port lighting device (color) for each icon) Figure 34 is a diagram showing the relationship between the winning sound, changing sound, and the starting port lighting device (color) for each icon. In the figure, the "decision time" corresponds to the time of the "icon change effect decision process" described above, and the "update time" corresponds to the time of the "icon change effect update process" described above. The winning sound and the changing sound are common when a ball enters the first starting port 21 and when a ball enters the second starting port 22.
[0506] When displaying the "normal icon" which is the default, as the winning sound when a ball enters the starting port, the sound "Piron♪" is output from the speak...
Claims
【Claim 1】 A gaming machine comprising: main control means for executing predetermined control; effect control means capable of controlling effects in effect display means and sound output means based on control information transmitted from the main control means; a winning port provided in a gaming area and allowing entry of game balls; adjustment means capable of adjusting the volume value of the sound output from the sound output means; and a movable body capable of performing a predetermined operation, wherein the main control means includes acquisition means for acquiring determination information; determination means for determining whether to execute a special game advantageous to a player based on the determination information; limitation means capable of limiting execution of the predetermined control when a value of specific information calculable from the number of prize balls awarded by entry of game balls into the winning port and the number of game balls used in the game satisfies a predetermined value after satisfaction of calculation conditions; and when the value of the specific information satisfies the predetermined value during execution of the special game, it is possible to limit execution of the predetermined control after the special game ends; when power supply accompanied by an initialization operation is performed, it is possible to cancel the limitation on execution of the predetermined control; the effect control means is capable of executing an initial operation of the movable body when power supply is performed; is capable of displaying a predetermined caution image on the effect display means when the value of the specific information satisfies a predetermined value; when power supply is cut off while the predetermined caution image is being displayed and then power supply accompanied by the initialization operation is performed, it is possible to execute the initial operation of the movable body without displaying the predetermined caution image; when power supply is cut off while the predetermined caution image is being displayed and then power supply not accompanied by the initialization operation is performed, it is possible to display the predetermined caution image; is capable of executing the initial operation of the movable body during display of the predetermined caution image; while it is possible to adjust the volume value after the value of the specific information satisfies the predetermined value during execution of the special game and before execution of the predetermined control is limited after the special game ends, adjustment of the volume value is limited after execution of the predetermined control is limited after the special game ends; is capable of displaying a remaining number image on the effect display means until the value of the specific information satisfies a predetermined value; is capable of updating and displaying the remaining number image when the value of the specific information changes by a second number greater than a first number. A gaming machine characterized by the above.
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